Method and apparatus for remote game device with failure fallback and restoration

Information

  • Patent Grant
  • 6755742
  • Patent Number
    6,755,742
  • Date Filed
    Friday, September 13, 2002
    22 years ago
  • Date Issued
    Tuesday, June 29, 2004
    20 years ago
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)
Number Name Date Kind
4624462 Itkis Nov 1986 A
5007649 Richardson Apr 1991 A
5048831 Sides Sep 1991 A
5770533 Franchi Jun 1998 A