Information
-
Patent Grant
-
6755742
-
Patent Number
6,755,742
-
Date Filed
Friday, September 13, 200222 years ago
-
Date Issued
Tuesday, June 29, 200420 years ago
-
Inventors
-
Original Assignees
-
Examiners
Agents
- Greenberg Traurig, LLP
- McQuade; Paul F.
- Goepel; James F.
-
CPC
-
US Classifications
Field of Search
US
- 463 29
- 463 30
- 463 36
- 463 43
- 273 139
- 273 1381
- 273 1382
- 273 269
- 273 143 R
- 379 9313
-
International Classifications
-
Abstract
Methods of administering a game in a wireless embodiment utilizing failure fallback and recovery between automatic and manual modes is disclosed. In one embodiment, a remote game device listens for a game state message and verifies the presence and signal strength of a game state message. If the signal strength is weak or there is no signal, the remote game device transitions to a manual mode to allow a user to manually update game state and continue play in an uninterrupted manner. Once signals of sufficient strength are received, the remote game device transitions from the manual mode to an automatic mode.
Description
FIELD
The present invention relates broadly to RF reception of game state data in a gaming hall environment. Specifically, the present invention relates to remote game devices that receive game state messages within a gaming hall. More specifically, the present invention relates to remote game devices that failover into manual mode upon detection of a weak signal or loss of signal.
BACKGROUND
Gaming halls have proliferated across the country and in many areas of the world, offering games such as bingo, keno, roulette, lotto, and other games where players share a common set of game state data. Computerized versions of these games have replaced traditional methods of play in many instances and provide players with remote gaming devices that allow game play at various locations inside a gaming hall. However, for games such as bingo, players that step away from the remote gaming device run the risk of missing a winning ball call and forfeiting the prize. Wireless gaming units reduce this problem to a certain degree, but reception problems are inherent to wireless environments and many gaming halls accommodate only limited transmission areas. Players using wireless systems still run the risk of forfeiting their prizes if they are momentarily in a bad reception area.
Existing gaming halls utilizing wireless environments do not adequately transmit game state data to the remote gaming devices. If a player moves into a bad reception area and back into a good reception area, the game state data that is typically broadcast is insufficient to allow a remote unit to recover any lost game state data and allow a player to continue in the game. Similarly, such game state data broadcasts are unable to allow remote units to catch up to a current game if a player enters the game anytime after its beginning.
SUMMARY
In one aspect, the present invention provides a method for operating a remote game device to play a game in a gaming hall, the method comprising listening for game state messages broadcast from at least one transmitter located in a gaming hall; and transitioning from an automatic mode to a manual mode if a game state message having sufficient signal strength is not received from the transmitter.
In another aspect, the present invention provides a method for operating a remote game device to play a game in a gaming hall, the method comprising listening for game state messages broadcast from at least one transmitter located in a gaming hall; checking to see if a timeout occurred if a message having sufficient signal strength has not been received; and transitioning from an automatic mode to a manual mode if a game state message having sufficient signal strength is not received from the transmitter and a timeout has occurred.
In yet another aspect, the present invention provides a method for operating a remote game device to play a game in a gaming hall, the method comprising listening for game state messages broadcast from at least one transmitter located in a gaming hall; checking to see if a message having sufficient signal strength has been received; and transitioning from a manual mode to an automatic mode if a game state message having sufficient signal strength is received from the transmitter.
In yet another aspect, the present invention provides a method for operating a remote game device to play a game in a gaming hall, the method comprising listening for game state messages broadcast from at least one transmitter located in a gaming hall; if a message having sufficient signal strength has not been received: checking to see if a timeout has occurred; if a timeout has occurred, and the remote game device is in an automatic mode, transitioning the remote game device to a manual mode; and if a message having sufficient signal strength has been received: checking to see if the remote game device is in manual mode; transitioning the remote game device from manual mode to automatic mode.
The remote game device may notify the user of mode transition by either visual or aural indicia.
Game state messages in embodiments of the present invention contain comprehensive data sets that allow for complete game state data to be maintained on the remote game device. A variety of games can be played using the present invention, including bingo, keno, lotto, and roulette, or other games in which multiple players can share a common set of data. Numerous formats of game state data messages may be used for various games.
BRIEF DESCRIPTION OF THE DRAWINGS
FIGS. 1A and 1B
illustrate placement of RF transmitters in a bingo hall showing typical transmitter positioning and RF coverage area of each in accordance with an embodiment of the present invention.
FIGS. 2A-2B
illustrate in block diagram form the major components of the system of the present invention in various configurations.
FIG. 3
illustrates in block diagram form the major components of the base station controller according to an embodiment of the present invention.
FIG. 4
illustrates in block diagram form the major components of the game state transmitter according to an embodiment of the present invention.
FIG. 5
illustrates in block diagram form the major components of the wireless game state receiver according to an embodiment of the present invention.
FIG. 6
illustrates in block diagram form the major components of the remote game device according to an embodiment of the present invention.
FIG. 7
illustrates in flow chart form acts performed by a method according to an embodiment of the present invention.
FIG. 8
illustrates in flow chart form acts performed in accordance with a method of the present invention.
FIGS. 9A and 9B
illustrate in flowchart form acts performed in accordance with methods of the present invention that provide failure fallback from automatic to manual mode in the remote game device.
FIG. 10
illustrates in flowchart form acts performed in accordance with methods of the present invention that provide restoration of automatic mode from manual mode in the remote game device after failure fallback has been performed in accordance with a method of the present invention.
FIG. 11
illustrates in flowchart form acts performed in accordance with methods of the present invention that provide both failure fallback from automatic to manual mode as well as restoration from manual mode to automatic mode in the remote game device in accordance with a method of the present invention.
FIGS. 12A-12C
illustrate various exemplary formats of data message sent to the game receiver in accordance with an embodiment of the present invention configured for the game of bingo.
FIG. 13
illustrates an exemplary format of a data message sent to the game receiver in accordance with an embodiment of the present invention configured for the game of keno.
FIGS. 14A-14B
illustrate various exemplary formats of data message sent to the game receiver in accordance with an embodiment of the present invention configured for the game of lotto.
FIGS. 15A-15B
illustrate various exemplary formats of data message sent to the game receiver in accordance with an embodiment of the present invention configured for the game of roulette.
FIG. 16
illustrates in block diagram form the major components of the game server according to an embodiment of the present invention.
DETAILED DESCRIPTION
Directing attention to
FIG. 1A
, gaming hall
10
is configured with a plurality of game rooms
12
,
14
. This representation of gaming hall
10
is exemplary; many other configurations are possible, such as a single room or more than two rooms. Transmitters
16
are placed in various locations in game rooms
12
,
14
. Each transmitter
16
has a corresponding transmission area
18
in which RF signals transmitted from transmitter
16
may be received by receiver
20
. Central RF station
22
is in communication with transmitters
16
, and controls transmitters
16
to broadcast game state information to their respective transmission areas
18
. Transmitters
16
are placed within gaming hall
10
such that receiver
20
may be operated in many areas within rooms
12
,
14
while within more than one transmission area
18
. In this configuration, receiver
20
is able to receive RF signals from anywhere within gaming hall
10
. As shown in transmission area
18
-
7
, a single transmission area can include signals from two or more transmitters
16
. This feature is more clearly illustrated in
FIG. 1B
, where it is shown through transmitters
16
-
8
-
16
-
11
and corresponding transmission areas
18
-
8
-
18
-
11
that any location within gaming hall
10
is within transmission zones of at least two transmitters
16
.
Directing attention to
FIG. 2A
, Central RF Station
22
includes base station controller
24
, game server
26
, and power supply
28
. In an embodiment, a ball call device (not shown) can be included, either a manual ball blower or number generator that produces numeric values for use during game play. Base station controller
24
passes data signals to and synchronizes operation of transmitters
16
via data cables
30
. In the preferred embodiment, data cable
30
comprises four CAT
5
cables, up to 1000 feet in length each. While
FIG. 2A
depicts a common “STAR” network configuration where one transmitter is served by one cable.
FIG. 2B
illustrates an embodiment in which transmitters
16
are arranged in a multi-drop network where in individual cables are connected to multiple transmitters. While
FIG. 2B
shows two transmitters sharing a common line, it is to be understood that various numbers of transmitters can be accommodated. Base station controller
24
controllably directs transmitters
16
to transmit RF signals in a time division multiplexed sequence, such that transmitters with overlapping transmission areas
18
do not transmit simultaneously and possibly interfere with each other's RF signal, which would result in a failure for receiver
20
. However, in an embodiment, transmitters that do not have overlapping transmission areas, such as transmitter
16
-
1
and transmitter
16
-
5
(FIG.
1
A), can be directed by base station controller
24
to transmit simultaneously. Grouping transmitters
16
into groups that do not overlap each others' transmission areas
18
may afford more bandwidth to base station controller, thus allowing transmitters
16
to transmit more frequently than if base station controller
24
directed each transmitter to transmit in a separate time interval. The configurations shown in
FIGS. 2A and 2B
can also be combined for various gaming hall requirements.
Game server
26
operates an electronic game that is played on remote game device
100
that is connected to receiver
20
. In the preferred embodiment, the electronic games played utilize data sets that can be utilized by a plurality of players, such as bingo, keno, lotto, roulette, and the like. Such electronic games are known to those skilled in the art and are not discussed herein. Game server
26
transmits game state information across connection line
32
to base station controller
24
, which in turn sends the game state information across data cable
30
to transmitter
16
. In the preferred embodiment, connection line
32
comprises a 9-pin RS-232 cable that is up to 25 feet in length. Base station controller
24
sends game state information to RF signal transmitter
16
. In the preferred embodiment, transmitter
16
transmits the game state signal in repetition until a new game state is sent from game server
26
to base station controller
24
.
Power supply
28
in the preferred embodiment supplies 12VDC at 3 Amps
to base station controller
24
. Base station controller
24
and transmitters
16
in the preferred embodiment are low power units that use power supply
28
. Data cable
30
connects the 12 VDC power to transmitters
16
.
Directing attention to
FIG. 3
, base station
24
is illustrated in a detailed block diagram. Microcontroller
33
routes data received from game server
26
. Game server
26
connects to DB-9 connector
34
, which transfers the received game state information to RS232 to TTL converter
36
over RX line
40
. TX line
38
is used by RS232 to TTL converter
36
to relay control signals back to DB-9 connector
34
. RS232 to TTL converter
36
passes the received game state data to microcontroller
33
over data connection line
41
. Microcontroller
33
then transmits game state data in the form of a TTL signal over data line
42
to steering logic and power fusing module
46
, and transmitter address information over line
44
. In this manner, microcontroller
33
controllably operates transmitters
16
as described above, either individually or in groups, depending on bandwidth requirements and the configuration of gaming hall
10
.
12VDC power from power supply
28
is passed through power connector
48
to steering logic and power fusing module
46
via +12VDC power line
54
. It is also passed to +12VDC to +5VDC power supply
50
, which distributes +5VDC to RS232, to TTL converter
36
, microcontroller
33
, and steering logic and power fusing module
46
on +5VDC lines
52
.
Steering logic and power fusing module
46
receives TTL data and transmitter address data from microcontroller
33
. TTL data is passed from the steering logic and power fusing module
46
to TTL to RS485 converter
56
. The game state data, now in RS-485 form, is passed to RJ-45 connector
58
over data out line
60
. Data in line
62
passes confirmation data from transmitter
16
through the RJ-45 connector connected to transmitter
16
. Steering logic and power fusing module
46
also powers transmitter
16
via +12V fused power line
64
. As shown in
FIG. 3
, separate TTL to RS485 converters
56
, RJ-45 connectors
58
, data out lines
60
, data in lines
62
, and fused +12V power lines
64
are implemented for each transmitter
16
. While the above description is directed to the preferred embodiment, those skilled in the art will readily understand that many modifications can be made to achieve various embodiments.
Directing attention to
FIG. 4
, transmitter
16
is illustrated in detailed block diagram form. Game state signals are passed from RJ-45 connector
58
on transmit line
66
to RS485 to TTL converter
68
. Receive line
70
passes confirmation data back to base station controller
24
through RJ-45 connector
58
. Game state data is then passed to microcontroller
72
. Microcontroller
72
includes memory for storing game state data that is transmitted to receiver
20
, and instructions which, when executed by microcontroller
72
, perform operations to verify the validity of game state data received from base station controller
24
. Microcontroller
72
sends game state data to transmitter module on data line
74
to RF transmitter module
76
, and transmit enable signals on transmit enable line
78
. 12V fused power is passed from RJ-45 connector
58
on +12VDC line
80
to +12 to +5VDC power supply
82
. +12 to +5VDC power supply
82
powers microcontroller
72
and RF transmitter module
76
via +5VDC power lines
84
.
Directing attention to
FIG. 5
, receiver
20
is illustrated in detailed block diagram form. Game state signals transmitted by transmitter
16
are received by RF receiver module
90
. RF receiver module
90
sends the game state signal as raw data to data switch
92
, and also sends signal strength data to receive signal strength indicator (RSSI) level detector module
94
. If the received game state signal is of sufficient strength, receive signal strength indicator level detector module
94
sends a data enable signal to data switch
92
. If data switch
92
receives the data enable signal, the raw data is considered valid, and valid game state data is passed to remote game device
100
over connector
96
. Connector
96
also relays power from remote game device
100
to RF receiver module
90
, data switch
92
, and receive signal strength indicator level detector module
94
. While the above description is directed to the preferred embodiment, those skilled in the art will readily understand that many modifications can be made to achieve various embodiments.
Directing attention to
FIG. 6
, receiver
20
and remote game device
100
are shown as an integrated unit. Display
102
shows an electronic implementation of a conventional bingo game to the user, and numbers, symbols, or other indicia that are generated during the game that have a match with the electronic bingo card are highlighted. While a bingo game is shown on display
102
in
FIG. 6
, various other display configurations can be implemented to utilize the invention for games such as keno, lotto, roulette, etc. Below display
102
is keypad
104
, which allows a user to enter numerical values to interact with Central RF Station
22
and play various games. Function keys may also be provided, such as change game key
106
, continue game key
108
, display game key
110
, delete key
112
, bingo board key
114
, best card key
116
, view card key
118
, information key
120
, and daub/enter key
121
. Arrow keys
122
are soft keys that can change during operation to be used for various functions according to game state. Various programs are resident in the memory of remote game device that are designed to handle game state data received from transmitters
16
. A microcontroller in remote game device
100
executes these programs to allow users to play the games administered by game server
26
.
FIG. 7
illustrates in flowchart form a sequence of acts
148
performed in accordance with a method of the present invention. As described above, game server
26
generates initial game state data at act
150
. At act
152
, the game state data is passed to base station controller
24
. At act
154
the game state data are passed to transmitters
16
. The game state data is then transmitted (act
156
) by the transmitters
16
inside gaming hall
10
. As described above, the transmitters are operated in sequence such that transmitters with overlapping or potentially overlapping transmission areas are transmitted at different time intervals to prevent a transmitter from canceling the RF signal transmitted by a neighboring transmitter. At act
158
, the game state is monitored by base station controller
24
. If no new game state has been communicated by game server
26
to base station controller
24
(act
160
), the game state RF signal transmitted at act
156
is transmitted again. Control loops until new game state data is issued by game server
26
, at which time control loops back to act
152
, where the new game state data is processed by the base station controller
24
.
Four different types of commands are generated by game server
26
and sent to base station controller
24
and transmitter
16
: Load, Transmit Once, Continuous Transmission and Stop Transmission. The Load command is used to load a game state data message into each transmitter
16
. In an embodiment, the game state data message is broadcast repeatedly until the game state changes.
The Transmit Once command in an embodiment of the present invention is a single ASCII byte representing the letter “T.” This command tells base station controller
24
to command transmitters
16
to transmit the data in their memories once. Base station controller
24
responds with an ACK.
The Continuous Transmission command in an embodiment of the present invention is a single ASCII byte representing the letter “C.” This command is similar to the “T” command except base station controller
24
goes into a loop mode and sequentially commands transmitters
16
to transmit the data in their buffers repeating indefinitely. Base station controller
24
responds with an ACK.
The Stop Transmission command in an embodiment of the present invention is a single ASCII byte representing the letter “S.” This command tells base station controller
24
to cease the Continuous Transmission mode. Base station controller
24
responds with an ACK.
FIG. 8
illustrates a typical sequence of acts performed by game server
24
in accordance with an embodiment of the present invention. At act
170
, game server
26
issues a Stop Transmission command to base station controller
24
. At act
172
, game server
26
receives an ACK from base station controller
24
in response to the issued Stop Transmission command. At act
174
, game server
26
issues a Load command with game state information to base station controller
24
. At act
176
, game server
26
receives an ACK from base station controller
24
in response to the issued Load command. At act
178
game server
26
issues a Transmit Continuous command to base station controller
24
. At act
180
, game server
26
receives an ACK from base station controller
24
in response to the issued Transmit Continuous command.
Directing attention to
FIG. 9A
, receiver
20
and remote game device
100
work together to provide failure fallback in the event that signal strength falls below a certain level or is not received from transmitter
16
. In the case where a player carries the remote game device out of transmission areas
18
, such as during a trip to a restroom, telephone area, parking lot, etc., RSSI level detector
94
functions as described above and receiver
20
. Sequence of acts
198
is performed by remote game device
100
. Beginning at act
200
, RF receiver module
90
(
FIG. 5
) listens for the game state signal transmitted by transmitter
16
. In act
202
, as described above, RSSI level detector
94
attempts to measure a received game state signal. If the signal strength is sufficient (act
204
), control returns to act
200
. If the signal is not sufficiently strong, or if no signal was received, control proceeds to act
206
, where remote game device
100
transitions to manual mode. In the preferred embodiment, a notification is presented to the user, in an audible signal and/or text message displayed game display
102
. While remote game device
100
is in manual mode, the user is responsible for operating keys
104
-
122
on remote game device
100
to update the game state and continue play.
In many instances, an interruption in game state signal is very slight and lasts only a brief duration.
FIG. 9B
illustrates a sequence of acts
210
. Beginning at act
212
, RF receiver module
90
listens for the game state signal transmitted by transmitter
16
. In act
214
, as described above, RSSI level detector
94
attempts to verify the game state message. If the signal strength is sufficient (act
216
), control returns to act
212
. If the signal is not sufficiently strong, or no signal was received, control proceeds to act
218
, wherein a local clock (not shown) in remote game receiver
100
is checked to see if a timeout has occurred. A timeout occurs when a valid game state signal is not received over a predetermined period of time. By resetting the local clock when a valid game state signal is received, a timeout can be easily detected. If no timeout has occurred, control returns to act
212
. However, if a timeout has occurred, control proceeds to act
220
, where remote game device
100
transitions to manual mode as described above.
In preferred embodiments, sequences of acts
198
,
210
are stored as computer readable instructions inside the memory of remote game device
100
and are executed as background processes by a microprocessor that manages the operations of remote game device
100
. Another sequence of acts
222
, illustrated in
FIG. 10
, also is stored and executed on remote game device
100
. Sequence of acts
222
serves to restore remote game device
100
from manual mode to automatic mode. Beginning at act
224
, RF receiver module
90
(
FIG. 5
) listens for the game state signal transmitted by transmitter
16
. In act
226
, as described above, RSSI level detector
94
attempts to verify the game state message. If the signal strength is insufficient, or no signal was received (act
228
), control returns to act
222
and remote game device
100
remains in manual mode. If the signal is sufficiently strong, control proceeds to act
206
, where remote game device
100
is checked to see if it is in manual mode. If it is not, control returns to act
222
. If remote game device
100
is in manual mode, control proceeds to act
232
, where remote game device
100
transitions to automatic mode. In the preferred embodiment, a notification is presented to the user, in an audible signal and/or text message displayed game display
102
.
FIG. 11
illustrates an alternative embodiment that combines the functionality of act sequences
198
,
210
and
222
. Sequence of acts
240
begins at act
242
, where RF receiver module
90
listens for the game state signal transmitted by transmitter
16
. In act
244
, as described above, RSSI level detector
94
attempts to verify the game state message. If the signal strength is sufficient (act
246
), control proceeds to act
248
. If remote game device
100
is in manual mode, control proceeds to act
250
, where remote game device
100
switches to automatic mode. Control then returns to act
242
. Returning to act
248
, if remote game device
100
is not in manual mode, control bypasses act
250
and returns directly to act
242
. Returning to act
246
, if the received signal is not valid, control proceeds to act
252
. At act
252
, if a timeout is detected, control returns to act
242
. Otherwise, control proceeds to act
254
, and remote game device
100
transitions to manual mode. In the preferred embodiment, a notification is presented to the user, in an audible signal and/or text message displayed game display
102
.
Transmission of game state data messages from base station controller
24
to transmitter
16
in the preferred embodiment is performed in accordance with a Power Over Ethernet (POE) application. DC power is transferred from base station controller
24
to transmitter
16
using four of the eight wires available in CAT5 cable
30
. Data is transmitted between base station controller
24
and transmitter
16
using the remaining four wires configured as two twisted pairs in an RS-485 half duplex configuration. One pair is used for the transmission of data and the other is used for reception. Data is transmitted as an asynchronous data stream using an 8-N-1 format (8 bytes, no parity, 1 stop bit).
Transmitter
16
, upon receipt of the Load command from base station controller
24
, performs an internal verification of the accuracy of the data through a CRC or checksum. Transmitter
16
responds with a single ASCII byte: an acknowledgement (ACK) (06h) if the data is CRC or checksum verified or a negative acknowledgement (NAK) (15h) if the CRC verification fails. Upon receipt of a NAK, base station controller
24
retransmits the data to transmitter
16
.
Upon reception of a Transmit command from base station controller
24
, transmitter
16
turns on its internal RF carrier. If data has not been previously loaded the “T” command is ignored. The data packet stored in local memory on microcontroller
72
is augmented before it is actually transmitted. This augmentation consists of an exclusive or (XOR) operation being performed on each byte of data to invert the entire byte. Each true data byte and the constructed inverted data byte is then transmitted sequentially as part of the continuous data stream. This operation is performed to ensure the data presented to transmitter
16
is DC balanced to ensure center frequency stability of the RF carrier. The augmented data packet followed by a CRC together comprise the data packet that is transmitted over the RF carrier.
When receiver
20
receives a data packet from transmitter
16
, it performs two operations to ensure accurate data. First, each byte and the inverted byte are compared in software through an exclusive OR process. Through this algorithm each of the bytes of the original data packet is reconstructed and verified as being true representations of the transmitted data bytes. The process is performed sequentially on every byte in the packet. Once the data is verified by this method, the received CRC is verified against the locally calculated CRC. If either of these tests fail the entire packet is thrown away and receiver
20
retrieves a new packet on the next transmission.
FIGS. 12-15
illustrate various formats of game state data messages sent with a Load command. Different games require different game state data, and various game state data combinations may be used for a single game, depending on processing capabilities desired of remote game device
100
. Game server
26
generates the contents of the game state. The game state data message is passed to base station controller
24
in a Load command. Base station controller in turn sends the Load command with the game state message to transmitters
16
. As referred to herein, “ball” refers to a value used during game play.
FIG. 12A
illustrates a very simple game state data message used in bingo games. Message
270
includes numbers called
272
. Numbers called
272
can be implemented as a bit mask that reflect numbers called in a bingo game. As shown in
FIG. 11B
, message
274
can include numbers called
276
as well as numbering order
278
, which gives the sequence for values in numbers called
276
.
FIG. 12B
illustrates a more elaborate message
280
. Header
282
is a simple header that informs transmitter
16
that data will follow. Header
282
in the preferred embodiment is a two-byte word. Session number
284
is a byte containing a value that indicates the current game session. In the preferred embodiment, different values are used to represent morning, afternoon, and evening bingo sessions. Numbers called
286
and numbering order
288
as described above are included. Game identifier
290
is a byte that identifies the current game being played. Pattern
292
is a byte containing a value indicating the current pattern being played. Last number called
294
is a byte containing a value indicating the last number to be released by game server
26
.
While last number called
294
is illustrated in
FIG. 12C
, it is to be understood that is useful only when numbering order
288
is not included in message
280
. Thus, if numbers called
286
is a purely numerical ordering with no chronological order, last number called
294
provides a degree of chronological order. Current precall number
304
is a byte containing a value indicating a number to be released that has not yet been called by game server
26
. Verification
306
is a byte or plurality of bytes that contain data that allows a cyclic redundancy check to be performed by receiver
20
to verify the accuracy of data message
280
sent with the load command. Alternatively, verification
306
can be implemented as a checksum byte. Additional information (not shown) may also be included in message
280
, such as the beginning of a game, the end of a game, or an updated prize amount in an embodiment where a progressive jackpot is paid to the winner of a bingo game.
FIG. 13
illustrates data message
310
that can be used for the game of keno. Racenum
312
is a plurality of bytes that identifies the game number being played. Status
314
is a plurality of bytes that indicates the status of a game, such as in progress, completed, etc. Ballcount
316
is a byte that indicates the number of values being played in a game. Balls
318
is a byte array that describes the balls that have been called for this game. Gamename
320
is a byte that identifies the game being played. Jackpot
322
is a plurality of bytes that indicates the amount of a prize to be awarded the winner of the game. Jackpot name
324
is a byte that identifies the jackpot to be paid the winner. Verification
326
as explained above may also be included as either CRC bytes or a checksum byte.
FIG. 14A
illustrates data message
330
that can be used for a game of lotto. Gamenum
332
and game name
334
are bytes that provide identification of the game being played. Status
336
is a plurality of bytes that indicates the game status as explained above. Jackpot
338
is a plurality of bytes that indicates the amount of a prize to be awarded the winner of the game. Jackpot name
340
is a byte that identifies the jackpot to be paid the winner. Balls
342
is a byte array that describes the balls that have been called for this game. Winlevels
344
is a byte array that describes how many balls correct are required to win a particular prize.
FIG. 14B
illustrates data message
350
that can be used to convey state information for a series of lotto games. Date
352
and time
354
are pluralities of bits that indicate when the games were played. Numgames
356
is a plurality of bytes that define how many games are contained within this game state. LottoGame games
358
is a data structure that describes a single game of lotto. Verification
360
as explained above may also be included as either CRC bytes or a checksum byte.
FIG. 15A
illustrates data message
370
that can be used for the game of roulette. Gamenum
372
is a plurality of bytes that provides identification of the game being played. Status
374
is a byte that indicates the game status as explained above. Ball landing number
376
indicates the number selected as a winning number.
FIG. 15B
illustrates data message
390
that can be used to convey state information for a roulette game. Current game
392
is a byte that identifies the current game being played. Current game
394
is a data structure that contains the description of a single game of roulette. This game is the most recent game played. Previous games
396
is a data structure that contains the description of some number of previous games played. This allows the player to see the results of previous games, even if they left the RF signal area temporarily. Verification
398
as explained above may also be included as either CRC bytes or a checksum byte.
FIG. 16
is a high-level block diagram view of an embodiment of a computer system
450
suitable for implementing game server
26
. Computer system
450
includes a processor
452
and memory
454
. Processor
452
may contain a single microprocessor, or a plurality of microprocessors if embodiments where computer system
450
is configured as a multi-processor system. Memory
454
, stores, in part, instructions and data for execution by processor
452
. For example, game server
26
includes in memory
454
the application software for operating an electronic version of a bingo game that is played on remote game device
100
. If the system of the present invention is wholly or partially implemented in software, including a computer program, memory
454
stores the executable code when in operation. Memory
454
may include banks of dynamic random access memory (DRAM) as well as high-speed cache memory. Computer system
450
may further include mass storage device
456
, peripheral device(s)
458
, portable storage medium drive(s)
460
, input device(s)
462
, a graphics subsystem
464
and a display
466
.
For simplicity, the components shown in
FIG. 15
are depicted as being connected via a single bus
468
. However, the components may be connected through one or more data transport means. For example, processor
452
and memory
454
may be connected via a local microprocessor bus, and the mass storage device
456
, peripheral device(s)
458
, portable storage medium drive(s)
460
, and graphics subsystem
464
may be connected via one or more input/output (I/O) buses. Mass storage device
456
, which is typically implemented with a magnetic disk drive or an optical disk drive, is a non-volatile storage device for storing data and instructions for use by processor
452
.
Methods for operating electronic games may also be stored in processor
452
. Portable storage medium drive
460
operates in conjunction with a portable non-volatile storage medium, such as a floppy disk, or other computer readable medium, to input and output data and code to and from computer system
450
. Peripheral device(s)
458
may include any type of computer support device, such as an input/output (I/O) interface, to add additional functionality to the computer system
450
. For example, peripheral device(s)
458
may include a network interface card for interfacing computer system
450
to a network, a modem, and the like. Input device(s)
462
provide a portion of a user interface. Input device(s)
462
may include an alphanumeric keypad for inputting alphanumeric and other key information, or a pointing device, such as a mouse, a trackball, touch screen, stylus or cursor direction keys.
In order to display textual and graphical information, computer system
450
includes graphics subsystem
464
and display
466
. Display
466
may include a cathode ray tube (CRT) display, liquid crystal display (LCD), other suitable display devices, or means for displaying, that enables a user to interact with the computer program to configure the application objects and implement the workflows. Graphics subsystem
464
receives textual and graphical information and processes the information for output to display
466
. Display
466
can be used to display an interface to interact with a user to configure the application objects and implement workflows and/or display other information that is part of a user interface. Additionally, computer system
450
includes output devices
470
. Examples of suitable output devices include speakers, printers, and the like.
The components illustrated in the computer system
450
are those typically found in general purpose computer systems, and are intended to represent a broad category of such computer components that are well known in the art. Computer system
450
illustrates one platform that may be used for practically implementing embodiments of the present invention. Numerous other platforms can also suffice, such as Macintosh-based platforms available from Apple Computer, Inc., platforms with different bus configurations, networked platforms, multiprocessor platforms, other personal computers, workstations, mainframes, navigation systems, and the like. Alternative embodiments using the method of the present invention in conjunction with the computer system
450
further include using other display means for the monitor, such as CRT display, LCD display, projection displays, or the like. Likewise, any similar type of memory, other than memory
454
, may be used. Other interface apparatus, in addition to the component interfaces, may also be used including alphanumeric keypads, other key information or any pointing devices such as a mouse, trackball, touch screen, stylus, cursor or direction key.
While the preferred embodiment of the present invention has been illustrated and described in detail, it is to be understood that the figures and detailed description are merely illustrative and many modifications can be made without departing from the spirit of the invention.
Claims
- 1. A method for operating a remote game device to play a game in a gaming hall, the method comprising:listening for game state messages broadcast from at least one transmitter located in a gaming hall; and transitioning from an automatic mode to a manual mode if a game state message having sufficient signal strength is not received from the transmitter.
- 2. The method of claim 1, wherein the game device performs game participation functions in automatic mode.
- 3. The method of claim 1, wherein the remote game device includes a plurality of function keys that allow a user to manually update game date, and transitioning to manual mode includes activating the keys to accept user input.
- 4. The method of claim 1, wherein transitioning to manual mode includes notifying a user that the remote game device is transitioning to manual mode.
- 5. The method of claim 4, wherein the remote game device includes a visual display and notifying a user comprises displaying a text message on the visual display.
- 6. The method of claim 4, wherein the remote game device includes an aural display and notifying a user comprises generating an aural signal.
- 7. The method of claim 1, wherein the game state data message comprises information describing a game state in a game played on the remote game device.
- 8. The method of claim 7, wherein the game state data message includes a plurality of values, the values used in game play.
- 9. The method of claim 8, wherein the game state data message includes a race number.
- 10. The method of claim 8, wherein the game state data message includes status information.
- 11. The method of claim 8, wherein the game state data message includes a ball count.
- 12. The method of claim 8, wherein the game state data message includes a prize amount.
- 13. The method of claim 8, wherein the game state data message includes a prize name.
- 14. The method of claim 7, wherein the game state data message describes numbers called in a numerical ordering.
- 15. The method of claim 7, wherein the game state data message includes a chronological ordering of the numbers called.
- 16. The method of claim 15, wherein the game state data message includes a game number.
- 17. The method of claim 15, wherein the game state data message includes a game name.
- 18. The method of claim 15, wherein the game state data message includes information describing win levels.
- 19. The method of claim 7, wherein the game state data message includes a header.
- 20. The method of claim 7, wherein the game state data message includes a session number.
- 21. The method of claim 7, wherein the game state data message includes a number of balls called during the game.
- 22. The method of claim 7, wherein the game state data message includes a game identifier.
- 23. The method of claim 7, wherein the game state data message includes a pattern identifier.
- 24. The method of claim 7, wherein the game state data message includes a current precall number.
- 25. The method of claim 7, wherein the game state data message includes a verification.
- 26. The method of claim 7, wherein the game state data message further includes date information.
- 27. The method of claim 7, wherein the game state data message includes time information.
- 28. The method of claim 7, wherein the game state data message includes number of games information.
- 29. The method of claim 7, wherein the game state data message includes a lotto game games data structure.
- 30. The method of claim 7, wherein the game state data message includes: number selection information.
- 31. A method for operating a remote game device to play a game in a gaming hall, the method comprising:listening for game state messages broadcast from at least one transmitter located in a gaming hall; checking to see if a timeout occurred if a message having sufficient signal strength has not been received; and transitioning from an automatic mode to a manual mode if a game state message having sufficient signal strength is not received from the transmitter and a timeout has occurred.
- 32. The method of claim 31, wherein the game device performs game participation functions in automatic mode.
- 33. The method of claim 31, wherein the remote game device includes a plurality of function keys that allow a user to manually update game date, and transitioning to manual mode includes activating the keys to accept user input.
- 34. The method of claim 31, wherein transitioning to manual mode includes notifying a user that the remote game device is transitioning to manual mode.
- 35. The method of claim 34, wherein the remote game device includes a visual display and notifying a user comprises displaying a text message on the visual display.
- 36. The method of claim 34, wherein the remote game device includes an aural display and notifying a user comprises generating an aural signal.
- 37. The method of claim 31, wherein the game state data message comprises information describing a game state in a game played on the remote game device.
- 38. The method of claim 37, wherein the game state data message includes a plurality of values, the values used in game play.
- 39. The method of claim 38, wherein the game state data message includes a race number.
- 40. The method of claim 38, wherein the game state data message includes status information.
- 41. The method of claim 38, wherein the game state data message includes a ball count.
- 42. The method of claim 38, wherein the game state data message includes a prize amount.
- 43. The method of claim 38, wherein the game state data message includes a prize name.
- 44. The method of claim 37, wherein the game state data message describes numbers called in a numerical ordering.
- 45. The method of claim 37, wherein the game state data message includes a chronological ordering of the numbers called.
- 46. The method of claim 45, wherein the game state data message includes a game number.
- 47. The method of claim 45, wherein the game state data message includes a game name.
- 48. The method of claim 45, wherein the game state data message includes information describing win levels.
- 49. The method of claim 37, wherein the game state data message includes a header.
- 50. The method of claim 37, wherein the game state data message includes a session number.
- 51. The method of claim 37, wherein the game state data message includes a number of balls called during the game.
- 52. The method of claim 37, wherein the game state data message includes a game identifier.
- 53. The method of claim 37, wherein the game state data message includes a pattern identifier.
- 54. The method of claim 37, wherein the game state data message includes a current precall number.
- 55. The method of claim 37, wherein the game state data message includes a verification.
- 56. The method of claim 37, wherein the game state data message further includes date information.
- 57. The method of claim 37, wherein the game state data message includes time information.
- 58. The method of claim 37, wherein the game state data message includes number of games information.
- 59. The method of claim 37, wherein the game state data message includes a lotto game games data structure.
- 60. The method of claim 37, wherein the game state data message includes:number selection information.
- 61. A method for operating a remote game device to play a game in a gaming hall, the method comprising:listening for game state messages broadcast from at least one transmitter located in a gaming hall; checking to see if a message having sufficient signal strength has been received; and transitioning from a manual mode to an automatic mode if a game state message having sufficient signal strength is received from the transmitter.
- 62. The method of claim 61, wherein the game device performs game participation functions in automatic mode.
- 63. The method of claim 61, wherein the remote game device includes a plurality of function keys that allow a user to manually update game date, and transitioning to manual mode includes activating the keys to accept user input.
- 64. The method of claim 61, wherein transitioning to manual mode includes notifying a user that the remote game device is transitioning to manual mode.
- 65. The method of claim 64, wherein the remote game unit includes a visual display and notifying a user comprises displaying a text message on the visual display.
- 66. The method of claim 64, wherein the remote game unit includes an aural display and notifying a user comprises generating an aural signal.
- 67. The method of claim 61, wherein the game state data message comprises information describing a game state in a game played on the remote game unit.
- 68. The method of claim 67, wherein the game state data message includes a plurality of values, the values used in game play.
- 69. The method of claim 68, wherein the game state data message includes a race number.
- 70. The method of claim 68, wherein the game state data message includes status information.
- 71. The method of claim 68, wherein the game state data message includes a ball count.
- 72. The method of claim 68, wherein the game state data message includes a prize amount.
- 73. The method of claim 68, wherein the game state data message includes a prize name.
- 74. The method of claim 67, wherein the game state data message describes numbers called in a numerical ordering.
- 75. The method of claim 67, wherein the game state data message includes a chronological ordering of the numbers called.
- 76. The method of claim 75, wherein the game state data message includes a game number.
- 77. The method of claim 75, wherein the game state data message includes a game name.
- 78. The method of claim 75, wherein the game state data message includes information describing win levels.
- 79. The method of claim 67, wherein the game state data message includes a header.
- 80. The method of claim 67, wherein the game state data message includes a session number.
- 81. The method of claim 67, wherein the game state data message includes a number of balls called during the game.
- 82. The method of claim 67, wherein the game state data message includes a game identifier.
- 83. The method of claim 67, wherein the game state data message includes a pattern identifier.
- 84. The method of claim 67, wherein the game state data message includes a current precall number.
- 85. The method of claim 67, wherein the game state data message includes a verification.
- 86. The method of claim 67, wherein the game state data message further includes date information.
- 87. The method of claim 67, wherein the game state data message includes time information.
- 88. The method of claim 67, wherein the game state data message includes number of games information.
- 89. The method of claim 67, wherein the game state data message includes a lotto game games data structure.
- 90. The method of claim 67, wherein the game state data message includes:number selection information.
- 91. A method for operating a remote game device to play a game in a gaming hall, the method comprising:listening for game state messages broadcast from at least one transmitter located in a gaming hall; if a message having sufficient signal strength has not been received: checking to see if a timeout has occurred; if a timeout has occurred, and the remote game device is in an automatic mode, transitioning the remote game device to a manual mode; and if a message having sufficient signal strength has been received: checking to see if the remote game device is in manual mode; transitioning the remote game device from manual mode to automatic mode.
- 92. The method of claim 91, wherein the game device performs game participation functions in automatic mode.
- 93. The method of claim 91, wherein the remote game device includes a plurality of function keys that allow a user to manually update game date, and transitioning to manual mode includes activating the keys to accept user input.
- 94. The method of claim 91, wherein transitioning to manual mode includes notifying a user that the remote game device is transitioning to manual mode.
- 95. The method of claim 94, wherein the remote game unit includes a visual display and notifying a user comprises displaying a text message on the visual display.
- 96. The method of claim 94, wherein the remote game unit includes an aural display and notifying a user comprises generating an aural signal.
- 97. The method of claim 91, wherein the game state data message comprises information describing a game state in a game played on the remote game unit.
- 98. The method of claim 97, wherein the game state data message includes a plurality of values, the values used in game play.
- 99. The method of claim 98, wherein the game state data message includes a race number.
- 100. The method of claim 98, wherein the game state data message includes status information.
- 101. The method of claim 98, wherein the game state data message includes a ball count.
- 102. The method of claim 98, wherein the game state data message includes a prize amount.
- 103. The method of claim 98, wherein the game state data message includes a prize name.
- 104. The method of claim 97, wherein the game state data message describes numbers called in a numerical ordering.
- 105. The method of claim 97, wherein the game state data message includes a chronological ordering of the numbers called.
- 106. The method of claim 105, wherein the game state data message includes a game number.
- 107. The method of claim 105, wherein the game state data message includes a game name.
- 108. The method of claim 105, wherein the game state data message includes information describing win levels.
- 109. The method of claim 97, wherein the game state data message includes a header.
- 110. The method of claim 97, wherein the game state data message includes a session number.
- 111. The method of claim 97, wherein the game state data message includes a number of balls called during the game.
- 112. The method of claim 97, wherein the game state data message includes a game identifier.
- 113. The method of claim 97, wherein the game state data message includes a pattern identifier.
- 114. The method of claim 97, wherein the game state data message includes a current precall number.
- 115. The method of claim 97, wherein the game state data message includes a verification.
- 116. The method of claim 97, wherein the game state data message further includes date information.
- 117. The method of claim 97, wherein the game state data message includes time information.
- 118. The method of claim 97, wherein the game state data message includes number of games information.
- 119. The method of claim 97, wherein the game state data message includes a lotto game games data structure.
- 120. The method of claim 97, wherein the game state data message includes:number selection information.
US Referenced Citations (4)