A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
1. Field of the Invention
The present invention is directed to networked gaming machines, systems, and methods, and more particularly to gaming machines, networked gaming systems, and methods with anonymous biometric identification of players.
2. Description of Related Art
Biometric devices and instruments have been previously disclosed for use with gaming devices. These devices and instruments have generally for use with identifying and verifying the identity of a player whose data is stored in a network-connected database.
However, there continues to be a need for improved biometric identification of players and patrons, particularly anonymous players and patrons, for various purposes, such as for providing player rewards or identifying and restricting players and patrons who have been identified as problem gamblers or those who may attempt illegal activities.
In accordance with one or more embodiments, networked gaming systems and methods with integrated biometric recognition for identifying a player at a gaming device with or without an identified player card. Other aspects of the inventions may include providing player rewards or services, restricting the activities of identified problem gamblers or banned players, and/or restricting illegal activities, such as money laundering and counterfeiting.
Further aspects, features and advantages of various embodiments of the disclosed embodiments may be apparent from the following detailed disclosure, taken in conjunction with the accompanying sheets of drawings.
Various embodiments described herein are directed to an improved biometric recognition system for identifying a player at a gaming device with or without an identified player card, integrated with a networked gaming system. The embodiments as illustrated and described herein, are discussed by way of example only and not by way of limitation.
With reference to
Referring to
Player interface unit 101 includes front panel 103 connecting to a controller board with a processor and memory accessible by the processor. The memory may include random access memory, ROM, PROM, EEPROM storage media and store a player interface main program and various subroutines and functions including device drivers executable on the processor. Also, the memory may include network communication and game programming to enable one or more games to be played by player interface unit 101 and/or communicate with a server to send and receive various game and/or player-related information. The processor may be a conventional microprocessor or controller. The controller board may connect directly to a server network through a conventional network port or may connect to another device, such as a Bally Game Management Unit (GMU), which in turn connects to the server network. Integrated with front panel 103, external portions of various player-related components 104 may include: proximity detection antenna 105, printer 107, visible and infrared LEDs 109 may be arranged to illuminate patrons face for facial recognition, pinhole camera 111 for facial recognition and image capture purposes, a microphone 113 for communication by the player to the casino help desk, video display 115 with interactive soft keys 117, pin pad 119 for entering data such a personal identification number or password, player card reader 121, and fingerprint reader 123.
Player-related components 104 are commercially available. Player-related components 104 connect to the processor and may be operable together with the processor through respective device drivers, circuitry and programming. Proximity detection antenna 105 may be part of a proximity detection apparatus. For example, proximity detection antenna may be connected to a transducer which may emit and receive sonic signals. The player interface processor may cause the transducer to continuously transmit a periodic signal through the antenna. Sonic signals or other signals that may reflect back to the antenna may be utilized by the player interface processor to determine whether a patron has moved within a pre-determined perimeter of the front of a respective gaming device. Additionally, pressure sensitive sensors or light emitter/detectors may be placed under or over a carpet to detect the presence of a patron within a pre-selected perimeter, such that when a patron is standing on one or more of the sensors and/or emitter/detectors, a signal may be generated and transmitted to the gaming machine which may respond according to its programming.
In one or more embodiments, light wave signals, such as low power lasers, may be used for distance measuring and proximity detection, or may be used for perimeter breach. For example, a laser emitter may emit a steady state light stream across a walkway and a reflector may be placed on a gaming machine on the other side of the walkway; when the light beam ceases to reflect then a patron has broken the perimeter. Laser emitter/reflector/receivers may be placed on each side of a gaming machine, so that when one light beam is broken, the gaming machine may receive a signal that a patron is within the perimeter and when the other light beam is broken the gaming machine may receive a second signal indicating that the patron has departed the perimeter. In other embodiments, reflectors may be embedded on the floor about the gaming machine such as in a semi-circle (or part of a semi-circle to accommodate a chair) about the front of the gaming machine. Similarly, reflectors may be embedded as part of a chair. In each case, the approach of a patron may be detected and the gaming machine may respond accordingly. The reflection of light versus sound or radio waves may be much faster due to the difference in the speeds that light versus sound travels. Radio wave signals may also be utilized as discussed herein and also described in U.S. Pat. No. 7,305,560 which is hereby incorporated by reference. Ultra-sonic or thermal presence (heat) and/or motion sensors may also be utilized together with imaging technology, such as night-vision technology. Also, some sensors may be sufficiently sensitive to receive reflections of waves including light waves and therefore extrinsic reflectors, such as those that may be used in security alarm systems, may be eliminated.
Upon a determination that a patron has moved within the perimeter, the processor may generate a camera activation signal causing the LEDs 109 to illuminate the patron's face and for camera 111 to capture an image and transmit the image to the control board for either further processing or for transmission to an external receiver. Such that the facial image may be compared against a database of stored facial images to identify a known or returning anonymous patron using detection and/or matching filter circuitry and/or programming. In the case that no match is determined, then the patron may be identified as anonymous and the detection system may be programmed in such a case to associate a new anonymous account with the facial image.
In one or more embodiments, the facial recognition software may be response to a presence detection signal transmitted by an associated sensor. For example, the camera or imaging equipment may continuously capture images at a slow rate until a change in the captured image is detected, such as an image being detected that has a size corresponding to the size of a facial image; thereupon, the image capture rate may be accelerated as the image software seeks a sufficiently good image based upon imaging software, such as with iterative image enhancement filter algorithms. Upon a determination by the software that a sufficiently good image has been captured, then the scan or estimated image may be transmitted and/or utilized for biometric comparison.
Microphone 113 may be operably connected to the player interface board. The processor or other circuitry may be used to digitize and amplify the audio signal received from the microphone. The amplified signal may be transmitted to an external receiver to communicate with an attendant or may be utilized by detection and/or matching filter circuitry to analyze the voice pattern against other patterns to determine identity by comparison with other stored voice patterns. The voice pattern may also be used as an age screen, such as to prevent underage gaming, whereby pre-identified audio patterns may be associated with selected age groups. Stored audio patterns may be stored on a memory directly associated with a player interface unit or may be remotely stored, such as on a server or server-connected database, and remotely analyzed through a processor, such as a network-connected server processor. In the case of using the microphone as a communication interface, a speaker (not shown) may be connected to the player interface board and the player interface board may receive external communications, such as from an attendant, transform and amplify the attendant's audio signal as with a digital-to-analog (D/A) circuit and amplifier circuitry and output the amplified analog audio signal through the speaker so that the patron may hear the message, instruction, or inquiry from a remote attendant.
In one or more embodiments, the facial scan may be used to authorized access by casino employees to gaming machines, service menus on gaming machines, and/or close transactions that have occurred on the gaming machine, such as hand pays. Facial scans may also be used to provide tiered levels of access to casino employees of differing access authorizations.
Pin pad 119 may be used together with display 115 and softkeys 117 for use in identifying a patron, such as through the use of a personal identification number. Player card reader 121 may also be used as part of the identification process by receiving a player card. Upon detection of a player card, the processor may transmit a message or instruction that may be displayed on display 115. For example, the card may have sufficient identifying information to identify the name and account of a patron. (This is an example of a known patron and the identification process may be programmed for the purposes of correctly identifying a patron and providing the patron access to player account privileges and awards associated with the player's account.)
Independently, or in conjunction with any of the other player interface devices, fingerprint reader 123 may be used to read a fingerprint image and transmit the image data to the player interface board for further processing or transmission to a remote receiver, such that the fingerprint may be compared against a database and associated with a patron. Any combination of the foregoing devices and programming may be utilized to either identify a known or returning anonymous patron or may be associated with a new anonymous account in the case of a first-time patron being determined.
In one or more embodiments, upon identification of a patron, either known or anonymously, a stored fingerprint and/or facial image may be compared with the current image. The gaming machine wagering operation may be tied to the image verification process, such that the gaming machine may be disabled unless a verified fingerprint or facial image is detected at or immediately prior to initiation of a wager. Such a mechanism may be utilized either on the gaming floor or in remote locations to verify the identity of the individual initiating a wager. Also, location identification, such as by GPS, may be utilized together with the biometric identification in order to limit wagering to a specific area, such as licensed premises. In one or more embodiments, both an optical and heat image may be utilized; such as to require that a thumbprint be verified and the thumb be touching or in adjacent proximity to the fingerprint sensor and/or imager at the time a wager is initiated. Heat signatures of a thumb or other digit or palm may be utilized as part of this verification process. Heat signatures may be obtained from conventional thermal, infrared, or other conventional sensors.
In one or more embodiments, near field communication (NFC) technology may be implemented with player interface unit 101, such as a Bally iView), and used in conjunction with biometric identification as discussed herein to enable initiation of wagering transactions. For example, a patron identified biometrically may carry a device, such as a cell phone or credit card, with a unique signature that may be identified and associated with an account by the gaming machine. The patron may initiate a wager. Thereupon or prior thereto, the gaming machine may verify the account and obtain an electronic authorization for a charge to the account by an external server carrying the account, such as Bell South Mobility (where the account is a cell phone account) or Bank of America (where the account is a credit or debit account maintained with the bank by the patron). The respective third party companies may also have biometric information that may be verified as part of the transaction by comparison with the biometric data obtained by the gaming machine. Apart from simple proximity of a cell phone or credit card with a unique electronic signal that may be received wirelessly, the gaming machine may have a receptacle for receiving the device, such as a card reader or serial connection hub for connecting a cell phone, personal data assistant, laptop computer, or other electronic device capable of transmitting chargeable account information, password, and/or biometric information to initiate a secure transaction with the gaming machine.
By example, Near Field Communication or NFC, is a short-range high frequency wireless communication technology which enables the exchange of data between devices over about a 10 centimeter (around 4 inch) distance. The technology may be a simple extension of the ISO 14443 proximity-card standard (contactless card, RFID) that combines the interface of a smartcard and a reader into a single device. An NFC device can communicate with both existing ISO 14443 smartcards and readers, as well as with other NFC devices, and is thereby compatible with existing contactless infrastructure already in use for public transportation and payment. NFC may be used with mobile phones or other mobile devices. NFC communicates via magnetic field induction, where two loop antennas are located within each other's near field, effectively forming an air-core transformer. It operates within the globally available and unlicensed radio frequency ISM band of 13.56 MHz, with a bandwidth of almost 2 MHz. Working distance with compact standard antennas: up to 20 cm. Supported data rates: 106, 212, or 424 kbit/s. There are two modes:
Passive Communication Mode: The Initiator device provides a carrier field and the target device answers by modulating existing field. In this mode, the Target device may draw its operating power from the Initiator-provided electromagnetic field, thus making the Target device a transponder.
Active Communication Mode: Both Initiator and Target device communicate by alternately generating their own field. A device deactivates its RF field while it is waiting for data. In this mode, both devices typically need to have a power supply.
In one or more embodiments, an anonymous or known patron locator-based system may be implemented, such as by utilizing a GPS-equipped locator server in conjunction with cellular phones including an A-GPS chip. In the simplest implementation, the exact location of each GPS-cell phone may be identified throughout a casino by programming the locator server to poll the GPS-cell phone signals on a periodic basis. GSM location is another option for locating cell phone or GSM-portable device carrying patrons and employees. Finding the location of a mobile device in relation to its cell site is another way to find out the location of an object or a person. It relies on various means of multilateration of the signal from cell sites serving a mobile phone. The geographical position of the device is found out through various techniques like time difference of arrival (TDOA) or Enhanced Observed Time Difference (E-OTD). Alternatively, triangulation may be used similar to GPS systems where various device emitters located throughout a floor or section may transmit a signal and have a location that is known to the locator server. The transmitted signals may be received by the respective GPS-cell phones and the information about the received signal including the time between pulses received may in turn be transmitted to the locator server which may use the data of several device emitters received by a given GPS-cell phone to triangulate the location of the respective GPS-cell phone. Similarly, a GSM-device may be located using associated GSM emitters or transceivers.
Another example is Near LBS (NLBS), in which local-range technologies such as Bluetooth, WLAN, infrared and/or RFID technologies are used to match devices to nearby services. This application allows a person to access information based on their surroundings; especially suitable for using inside closed premises, restricted/regional areas.
Another alternative is an operator- and GPS-independent location service based on access into the deep level telecoms network (SS7). This solution enables accurate and quick determination of geographical coordinates of mobile phone numbers by providing operator-independent location data and works also for handsets that are not GPS-enabled.
A user interface control station, such as a Bally Control Panel station, may be implemented to connect to the locator server and display the location of both patrons and employees carrying GPS-cell phones. Thereby, an operator may obtain a display of a floor plan or section wherein various gaming machines and service stations may be identified together with the locations of the GPS identified patrons and employees. Additionally, a dispatch server may be connected to the control station and/or locator server to direct employees to assist patrons. Locator and dispatch server may replace RTCEM server 337 and utilize locator technology as described herein which is contemplated as an alternative to the Proxense-type personal digital key RF transceivers as described in U.S. provisional patent application 60/987,218. Similarly, patron beverage and other requests may be routed through the locater and/or dispatch server from a user interface device, such as an iView, and, an authorized employee identified in the vicinity of the patron may be signaled by conventional communication technology connected with the dispatch server of the need for service to an identified patron.
The control station may be utilized as a passive monitoring device for an operator to record and view gaming and/or service activity of selected patrons and/or employees, such that an operator may initiate changes to employee locations or staffing to meet service needs for patrons and the casino operator at selected times. The control station may also be used as an active device, so that an operator may receive patron requests, such as drink or food requests, or, initiate employee engagement with selected patrons for various purposes, such as signing up for a player card or requesting identification for age verification.
Referring to
In one or more embodiments, peripherals may be connected to the system over Ethernet connections directly to the appropriate server or tied to the system controller inside the EGM using USB, serial or Ethernet connections. Each of the respective devices may have upgrades to their firmware utilizing these connections.
EGM Processor Board 203 includes a game microprocessor, such as an Intel Pentium, and memory which may both be onboard memory, such as cache, ROM, EEPROM, and, offboard memory, such as flash or hard drive memory. Gaming operating system and game software are stored in the memory and executable by the game microprocessor for executing gaming operations on gaming machine 201 including providing one or more wagering games for a patron.
Example pseudo-code executed by the game microprocessor may include:
Additional subroutine and/or function sequences may be initiated on EGM Processor Board 203 prior to game activation through the use of signals generated by proximity or biometric sensors whereby the presence of a patron may be detected prior to the patron initiating any physical contact with gaming machine 201. One or more of the signals may be received by EGM Processor Board 203 from PID 209 as through Ethernet switch 231 or through some additional path (not shown) such as directly connecting PID 209 and EGM Processor Board 203, connecting PID 209 through GMU 207 to EGM Processor Board 203, connecting GMU 207 to EGM Processor Board 203 in the case where GMU 207 may directly receive signals from proximity and/or biometric sensors, or connecting EGM Processor Board 203 to directly receive signals from proximity and/or biometric sensors.
For example, an additional subroutine may include pseudo-code:
GMU 207 includes an integrated circuit board and GMU processor and memory including coding for network communications, such as the SAS protocol used for system communications over the network. As shown, GMU 207 may connect to card reader 255 through bus 257 and may thereby obtain player card information and transmit the information over the network through bus 241. Gaming activity information may be transferred by the EGM Processor Board 203 to GMU 207 where the information may be translated into a network protocol, such as SAS, for transmission to a server, such as a player tracking server, where information about a patron's playing activity may be stored in a designated server database.
PID 209 includes an integrated circuit board, PID processor, and memory which includes an operating system, such as Windows CE, a player interface program which may be executable by the PID processor together with various input/output (I/O) drivers for respective devices which connect to PID 209, such as player interface devices 211, and which may further include various games or game components playable on PID 209 or playable on a connected network server and PID 209 is operable as the player interface. PID 209 connects to card reader 255 through bus 223, display 259 through video decoder 261 and bus 221, such as an LVDS or VGA bus, proximity detector 267 through bus 215, and biometric imager/s 269 through bus 213.
As part of its programming, the PID processor executes coding to drive display 259 and provide messages and information to a patron. Touch screen circuitry interactively connects display 259 and video decoder 261 to PID 209, such that a patron may input information and cause the information to be transmitted to PID 209 either on the patron's initiative or responsive to a query by PID 209. Additionally soft keys 265 connect through bus 217 to PID 209 and operate together with display 259 to provide information or queries to a patron and receive responses or queries from the patron. PID 209, in turn, communicates over the CMS/SMS network through Ethernet switch 231 and busses 235, 239 and with respective servers, such as a player tracking server.
For example, PID 209 may have coding which is stored in local memory and executable by PID processor upon insertion of a player card into card reader 255 and follows a sequence such as:
Proximity detector 267 includes proximity antenna 273 connected through bus 275 and emitter/receiver circuitry. Proximity detector 267 may utilize emitter/receiver technology, such as sonar, radar, radio frequency, whereby a signal may be emitted and a corresponding signal received. By example, sonar signals may be used to transmit a directed wave emanating from the gaming machine and having a 90 degree spread about the perpendicular access. If no one is in the area, then the sonar signal may bounce off the nearest gaming machine and the bounced signal may be received by proximity detector 267. The time elapsed in seconds from transmission to return may be calculated by reference to an onboard clock, a clock maintained by PID 209, GMU 207, or EGM Processor Board 203, or, a counter may be used. In the event of a sonic signal, the speed of sound is roughly 1100 ft/sec. If proximity detector 267 has a controller capable of making the calculation, coding may be implemented to process the distance of the nearest object such as through an algorithm:
distance_of_nearest_object=(time_elapsed/2)*1100 (ft)
The information may then be transmitted over bus 215 to PID 209. Alternatively, the PID processor may perform the calculation. Coding may be further implemented based on the distance of the nearest object. For example, an operator may simply want the gaming machine to identify patrons or employees within a selected distance of the gaming machine, or there may be different procedures that are executed depending upon the distance of the nearest object. In one or more embodiments, more sophisticated proximity detector devices may have more than one emitter/detector enabling limited determination of speed and direction of travel of a patron in addition to distance. For example, one emitter/detector may be located at or near one side of player interface panel 101 and a second emitter/detector may be located at or near the other side of player interface panel 101. By continuously sending pulses from each emitter spaced a pre-determined period of time apart, the data from the returning signals may be used to triangulate a person's movement through a pre-determined perimeter in front of gaming machine 201. For example, at t1 both sensors may separately send a pulse with a unique signature and receive a corresponding return pulse; the separate distances of an identified person from each sensor may be determined; at t2, both sensors repeat the same process; the distances measured at t1 and t2 may be used to obtain an approximate measure of speed and direction which may include applying assumptions based on the width of the aisle in front of the gaming machine. Also, the power of the emitters may be used to limit the distance prior to receiving a proximity signal or the circuitry or processor coding may limit analysis of signals within a predetermined distance perimeter of the gaming machine, such as three feet. If speed and direction is calculated, coding may be implemented on the PID processor triggered based on a patron slowing down within the proximity perimeter, based on a patron walking toward the gaming machine, or based on a patron stopping in front of the gaming machine but not close enough to be sitting down. In each case, a different audible greeting and video display may be generated on the gaming machine to capture a person's attention and encourage the person to sit and play a game on the gaming machine.
In one or more embodiments, radio frequency emitter/transmitters are utilized. In one or more of these embodiments, a resonator circuit may be embedded in player and/or employee cards or other electronic devices, such as a fob. The resonator circuit may emit a signal when it is within a perimeter of gaming machine 201 and that signal is received by proximity detector 267. In these embodiments, the radio emitter/s from gaming machine 201 may broadcast broadband and each patron and/or employee card may transmit a unique signal that may be used to identify the specific patron or employee by matching the signal signature with card signals stored in a patron and/or employee database/s and associated with either a player account or employee identification. Emitter power may be reduced to reduce the distance of acquisition of the patron and/or employee card signal signatures.
In one or more embodiments, both sonic or radar and radio frequency emitter/transmitters are utilized. In the case of sonic or radar detectors, all moving traffic is identified anonymously, enabling coding to be implemented in PID 209 to be responsive to anyone within a pre-determined distance, such that a general response may be provided to acknowledge, greet and/or encourage a prospective player. By also utilizing the radio detectors and cards or devices with resonator circuits, players and/or employees may be specifically identified and an acknowledgement or greeting may be personalized. Also, by being able to identify known patrons and/or employees, PID 209 may be able to determine that an anonymous patron is within its proximity perimeter and may respond with a generalized message for anonymous patrons, such as to encourage them to play and to obtain a player card. Utilizing proximity detector technology, an operator may also program selected gaming machines to transmit offers to selected subsets of patrons entering within a predetermined proximity of selected gaming machines 201. For example, upon detecting a platinum card patron within its perimeter, PID 209 may transmit an audio message through speakers 243 offering the patron a $20 promo credit for playing on selected gaming machine 201 at that time or during a predetermined space of time, such as during the next hour, two hours, four hours, or other predetermined space of time. Targeted offers may thus be made to patrons with different player ratings and also to anonymous players, such as to encourage them to sign up for a player card or simply just to encourage them to sit down and play.
Biometric devices 269, such as a finger print reader or a facial, retinal, or hand recognition camera, connect to PID 209 and may be utilized to identify both known and anonymous patrons and/or employees by comparison of imaging data from a patron and/or employee with an existing database which may be stored locally on gaming machine 201 or on a server database connected to the SMS/CMS network.
In one or more embodiments, more than one camera may be situated on the front panel and used to generate a three-dimensional image of patron biometric data, such as by placing a camera on each end of the front panel and using signal processing algorithms to merge the two dimensional images into a three dimensional image. The process and analysis as discussed herein may otherwise be followed.
An example coding sequence on PID 209 may include:
In one or more embodiments, proximity detector 267 and proximity reader 269, camera, and/or fingerprint reader may connect directly to EGM Processor Board 203, GMU 207, or a special purpose IC processor Board for receiving proximity signals and/or performing proximity analysis through the respective processors as discussed herein with respect to the PID processor and player interface board 209. The database comparative analysis may be conducted onboard, if a biometric and player account database is maintained within the gaming machine or the player and biometric data may be transmitted externally over the network to a separate device, such as a biometric and/or player account server.
Player interface devices 211 are linked into the virtual private network of the system components in gaming machine 201. The system components include the iVIEW processing board and Game monitoring unit (GMU) processing board. These system components may connect over a network to the slot management system (such as a commercially available Bally SDS/SMS) and/or casino management system (such as a commercially available Bally CMP/CMS).
The GMU system component has a connection to the base game through a serial SAS connection and is connected to various servers using HTTPs over Ethernet. Through this connection, firmware, media, operating system software, gaming machine configurations can be downloaded to the system components from the servers. This data is authenticated prior to install on the system components.
The system components include the iVIEW processing board and Game monitoring unit (GMU) processing board. The GMU and iVIEW can combined into one like the commercially available Bally GTM iVIEW device. This device may have a video mixing technology to mix the EGM processor video signals with the iVIEW display onto the top box monitor or any monitor on the gaming device.
Referring to
Gaming machines 303 include various peripheral components that may be connected with USB, serial, parallel, RS485, Ethernet devices/architectures to the system components within the respective gaming machine. The GMU has a connection to the base game through a serial SAS connection. The system components in the gaming cabinet are connected to the servers using HTTPs over Ethernet. Using CMS 307 and/or SMS 305 servers and devices, firmware, media, operating systems, and configurations may be downloaded to the system components of respective gaming machines for upgrading or managing floor content and offerings in accordance with operator selections or automatically depending upon CMS 307 and SMS 305 master programming. The data and programming updates to gaming machines 303 are authenticated using conventional techniques prior to install on the system components.
After proximity of a patron has been determined by gaming machine 303, player interface (such as Bally iView) (PID) processor may send a signal causing camera 371 to capture an image of a patron. The image may be a facial, retinal, hand, or fingerprint optical image. Alternative imaging technology may be utilized which may capture distinct image signatures, such as infrared or other wavelengths.
The PID processor may send the digitized image to biometric server 339 together with information identifying gaming machine 303 and any additional patron information. For example, if the patron inserted a player card, then player account identification information may be transferred with the biometric data. If the transferred data included player account identification information, then biometric server 339 may access the player account information either directly from its own database or from a player account database maintained by player tracking server 337. If the patron's biometric data has been associated with the patron's player account then the identity of the patron may be verified with the biometric data sent by gaming machine 303 by using a digital filter detection algorithm to determine if the transferred digital biometric data matches the stored biometric data. Biometric server may then send a message to gaming machine 303 either granting or denying access to the player tracking account based on the results of the matching analysis.
If the patron's biometric data has not been previously associated, biometric server may send a signal to gaming machine 303 requesting the patron to verify identity by entering the PIN number associated with the player card account. Responsive to the query, the patron may enter the PIN and PID processor may transfer the PIN information for verification by player tracking server 337. Upon verification of the identity of the patron with the PIN and player card, then the biometric data may be associated with the patron account. Thereafter, CMS 307 may utilize the PIN and/or the biometric data associated with the player account to verify the player's identity at gaming machine 303.
In the case of an anonymous patron, such as a patron who has not inserted a player card, the captured biometric data may be compared by biometric server with a database of both known and unknown patrons whose biometric data has been previously stored. In the event that a match is found amongst anonymous patrons then the associated anonymous account may be updated according to the patron's play on gaming machine 303.
In one or more embodiments, the image capture process may be programmed through the player interface (such as Bally iView) processor to occur continuously on a frame by frame basis at a pre-determined rate. In one or more embodiments, the camera may be triggered by a proximity detection signal which may be part of the camera circuitry or may be separately determined using proximity detection circuitry. Consecutive images may be compared in order to identify a good image. Alternatively, digital filtering estimation and/or enhancement algorithms may operate on the images to determine or generate an image that has a predetermined level of goodness or clarity or meets predetermined threshold minimums, such as distance between eyes or distance between ears, forehead to chin, and so forth. This analysis may be performed by PID processor and once an image is identified as good, then the image data may be transferred to biometric server 339 for comparative analysis with one or more stored biometric databases. The base algorithm that may be used is:
C=HX where H=E{S}2/[E{S}2+E{N}2]
Consecutive images may be operated upon and or an iterative process may be implemented to obtain a good image estimate of the current patron. The filtering discussed herein may be performed using adaptive or classical digital algorithms, and may alternatively be performed using active filters. A more thorough development of the matching and enhancement techniques contemplated herein may be found in the Adaptive & Digital Signal Processing and Active Network Design text books, by Dr. Claude S. Lindquist and related published papers, and are hereby incorporated by reference.
As discussed above, the proximity and image capture devices may connect directly with the EGM Processor Board, GMU, or special purpose IC processor board to carry out the processes discussed herein with respect to the PID processor and board. This may be in alternative to or in addition to the connections with the PID processor board. If the connections are in addition to the connection to the PID processor board, then there may be designated assignments apportioned amongst the boards to carry out the detection and analysis processes, or there may be redundant detections and analyses used to obtain greater confidence in the received and analyzed signals and the comparative analyses used to identify a patron and/or patron activity.
Referring to
Referring to
Referring to
General Principles of Operation:
In principle, the basic flow of information will be as follows:
The biometrically linked data record process may include the following steps:
Referring again to
In alternate embodiments the digitization of the video feed or still camera image can occur within the gaming device or within the camera itself and the data transmitted over the network. For example, a USB digital video camera can be plugged into the GMU, the iVIEW or the EGM processor board directly. Alternatively, a USB-to-Ethernet converter or an Ethernet camera could allow the video stream to be directly sent to the server without encumbering or providing overhead to the gaming machine processor boards. The IP based camera can be directly IP addressable, so any server can tap into its feed. The IP address of each IP camera may be linked to a respective EGM ID for a gaming device and its associated IP address. The entire digital still image, images, or video stream can be sent to the server over Ethernet wire that services the electronic gaming device as well. There would be multiple protocols and messages running over the same Ethernet wire to the same server or each to different processing application servers. This allows the VPN that is attached to each gaming machine to be used for this video camera/biometric recognition system as well as for carrying gaming protocol messages, such as G2S, Slot Data System SDS, SMS, Live Rewards, Browser, HTTP POST and GET messages. In one embodiment, all of the data from a given gaming device is transferred over one wire to a network operations center, such as a host server for a CMS, so all of the gaming device data and video stream data transmitted over the wire may be associated with the Ethernet address for the EGM. Thus there can be a direct correlation of the video stream/video capture image to the EGM ID. This may allow all EGM events to be linked to specific video feeds.
If a security surveillance application is not used, the video stream or still image data from each EGM can be sent directly to the biometric application server/database for comparison to stored biometric hashes, patterns or images. If the comparison fails, then the server may create a new anonymous biometric account ID and associatively store the biometric hash or facial pattern. Once an anonymous player account has been established, the operator may track the player's wagers, establish a player rating, provide incentives for play, enable eligibility for bonuses which might otherwise be limited only to players with player cards inserted in their respective gaming machine, and offer other features that may be available to a registered player with a player card and account.
If the biometric comparison by the biometric data server identifies a match, then the current anonymous play session activity may be linked to the previous anonymous player account and the anonymous player's associated play history. Player rating, bonusing, and other features would then occur for this return player as described herein.
In an example embodiment, there is a biometric processing system associated with networked electronic gaming machines. As contemplated in an example embodiment, a networked gaming system includes a host computer connected through a network backbone to a set of gaming machines on a casino gaming floor. It is contemplated that each of the gaming machines include a biometric imager, such as a camera which may be attached to the front panel of a Bally iView as shown in
The biometric data server may include programming to generate and maintain databases concerning patrons which may include biometric images. In addition to the data associated with a patron may be a rule or instruction that may be triggered when the host computer or one of the processing units, such as servers or user control stations, receives a biometric image from a gaming machine, executes a matching algorithm to compare images in the databases with the received biometric image, and finds a match. Various conventional digital signal processing or image processing algorithms may be easily adapted to execute this process. As indicated the match searching algorithms may be automated to execute upon the receipt of each received biometric image by the host computer or one of the affiliated processing devices. The databases may be established and maintained for many different purposes including player rewards, restricting play, or identifying criminal activity. For example, while carded players may be identified by inserting their card into a gaming machine, uncarded players may not so easily be identified and rewarded. So, one database might be developed for uncarded players so that their playing habits may be stored and rewards associated with their play can be generated based on a biometric match. In which case, an instruction may be set to send the player a reward upon meeting a threshold level of play which may be on the current session or cumulative. Another database may store data of banned players, so that if there is a match then one or more signals could be sent from the host computer to the gaming machine causing the gaming machine to cease operations and to signal an attendant to go to the gaming machine to escort the patron away from the gaming area. Similarly, databases may be set up and maintained of players with problem gaming issues, so that their play may be restricted to pre-specified limits. Another database may maintain information about game play that may be identified as potential money laundering or fraudulent ticket usage, in which case the biometric image would be used to identify a perpetrator and to cause various actions to occur, such as sending security or calling the police, etc.
In one embodiment, the gaming machine is re-configured, re-skinned, and optionally downloaded to, based upon the anonymous identification data achieved without positive player interaction with the gaming machine or biometric input reader. The offer engines, advertising servers, download and configuration system, Casino Management Systems (such as Bally CMP/CMS) and Slot Management Systems (such as Bally SMS/SDS), Bonusing servers (such as a Bally Power Winners server) can be all integrated and may determine and set the gaming machine configuration specific to this anonymous biometric sample taken. The unique biometric sample taken can be linked to a Casino Management System anonymous account record. This CMS/CMP account will track past game play history from multiple sessions and user preferences. This anonymous account record is created solely with the anonymous biometric data as a unique identifier of a player. No user name, address, contract info or player demographic data is collected prior to the biometric scan occurring at the gaming device. In effect a unique player identity has been created in the CMP/CMS player tracking databases even though the player has never taken positive action to register at a players club desk or kiosk.
In an example embodiment the gaming software executes on a Server-based Gaming server and is reconfigured or downloaded at the based upon prior preferences associated with the anonymous player identity and stored on the biometric server database. The game display presentation and the user interface is provided to the player by example, through a gaming portal apparatus, a browser based gaming device, a smart client gaming device, or a thin client gaming device. These Server Based or server supported game systems have the outcome determined at the server. The player is notified at the client user interface of any wins. The player can select the wager size at the client user interface device, such as a button deck, mouse, keyboard, or touch screen.
In one embodiment the reconfiguring or download to the gaming device can be based upon this anonymous facial or other biometric recognition system based upon the demographic data collected by the biometric input device in association with a gaming device. Non-limiting examples include: an older person may have the game modified to make the reading of the game content easier by magnifying the displayed content and/or adjusting the lighting or color contrasts; people with a certain color of skin, hair, or eyes may show some statistical preference of modifying a selected game or gaming device; the language that a player speaks can be used to localize the gaming content shown onscreen to that player through the use of voice recognition software; the sex of the person can be used to change the color and theme of the game or otherwise reconfigure the gaming device; prominent facial features, body types, can also be used to reconfigure, download, or re-skin the gaming device. Combinations of various demographic data types derived from the biometric sample can force different reconfigurations, re-skins, and download of the gaming device, either automatically or by offering an available option to a player. This demographic data determined by the image and facial recognition software could be further used to identify the specific player from a list of players. If the facial recognition system matched the coordinates of the eyes, nose and other features against two or more similar patterns in the database, then the demographic data may be used to further associate the patron with an identified group. Thus the color of the skin, eyes or other features can be used to further identify likely player preferences, in addition to the coordinates of the major features of the face.
In an example embodiment, advertising or game offers are shown and are viewable on a gaming device display to a player or an observer in close proximity to the game driven and controlled by the demographics of the person being scanned by the facial recognition software, camera, or other biometric reader in association with the gaming device. These offers will encourage a player to play by giving the player the types of games that are typically preferred by this demographic group. One or more advertisements may offer a better game if the player initiates play on the gaming device in accordance with a prompt.
In an example embodiment, a biometric identification system networked through a gaming machine, allows the player to sit down at a gaming machine without identifying himself/herself through the use of a traditional player card or other identification means, be initially identified through biometric identification, and be subsequently re-identified during a gaming session by anonymous identification means using a facial recognition system or other biometric input technology. As one of the features of the biometric system, the gaming machine can be reconfigured into a mode appropriate for this anonymous player based on the biometric identification and either past identified player preferences or associated group playing preferences. Better games, different games, different game combos, player preferred games, the game that the player is luckiest on, recently played games, and so on can be configured, re-skinned or themed, or downloaded to the gaming device or server-based gaming engine once such anonymous identification is achieved. The player may be notified of such changes on the video screen or the reconfiguration may take place without notification to the player or the player may be prompted to request the offered reconfiguration. Such a device and system and method allows for a completely player-centric reconfigurable gaming system, device, and methods even though the player has not previously and in person created a named player patron account in a traditional casino player tracking system.
In one embodiment the player may anonymously biometrically identify him/herself with a finger print reader as shown in
A gaming session for a player may be defined to end on the occurrence of one or more events, such as when the machines credits are set to zero and additional credits are not added within a first predetermined period of time, the player cashes out, the player leaves the gaming machine for a second predetermined period of time, there is inactivity on the gaming device for a third predetermined period of time, or, the gaming device or gaming system prevents further game play, such as when a gaming limit has been reached for the player or when suspicious behavior has been detected. The predetermined periods of time may be selectable by an operator and may be the same or different periods of time, such as a period of one minute for each predetermined period. Additionally or alternatively, the periods may be preset by the gaming device or gaming system manufacturer. In one or more embodiments, the settings may be input over a network from a server station remote from the gaming device. In one or more embodiments the predetermined periods may be input directly at the gaming device.
This anonymous biometric scan has an advantage for the patron because he/she can remain anonymous to the world, but can get the benefit of the player centric reconfigurable gaming device tailored to his past history of play, and his/her player preferences, and demographic profile. For tax reasons and other privacy reasons the player may not want to have a player tracking card that associates all gaming sessions' wagers and wins together. Different state lottery or other government commissions or regulators may want to allow the player centric-reconfigurable gaming systems but do not want to have a player name and contact info database due to the freedom of information act. This player name and wager/win/loss data could become known to the public through the press or private citizens who request the data through the freedom of information act. This anonymous identification of the player allows for the state lottery to deliver a reconfigurable gaming system competitive to the private gaming properties such as in the class III Nevada jurisdiction.
In one embodiment a hand vein detection system is used to anonymously detect the unique pattern of veins in a player's hand. In one non-limiting example, this vein detection system is usually placed above the spin button on the gaming device. So as each spin or play button is pressed and a wager is committed the scan is done. This can be continually or periodically done to ensure the same player is still playing the gaming device. The player rating session would continue while the same player is playing. In an example embodiment, a vein detection system uses an invisible IR illumination and camera system to anonymously identify a patron and the system may be done without the player's knowledge. This technology can be used to as an aid to age verification systems in an identified player in a casino player/biometric database. Play is blocked on the gaming device or notification to casino authorities is sent if the hand vein scan is someone not in the registry of approved hand biometric scans.
In one embodiment, the casino management system may biometrically identify a new anonymous player playing a gaming device and dispatch software may notify casino club desk employees that a new anonymous patron is playing. The casino operator may then send an employee to greet the new patron and issue a traditional player card, so the person can use this player card if they so choose. The player card number and the biometric scan data are uniquely associated together, so on subsequent visits the patron can use either one or both of the player card or biometric scan. Either way the player session data is maintained for this player spanning multiple sessions independent of how the player was identified.
In an example embodiment, a responsible gaming system, method, and device are disclosed. A player may be provided a user interface at a gaming machine, kiosk, player's club desk or other registration device or site to configure gaming self-exclusion rules for his/her facial or other biometric scan pattern or hash. The player may set up the gambling limits including but not limited to: wager limits, win/loss limits, loss rate per unit time limits, time on device (session time) limits. In other embodiments these limits may be jurisdictionally set, and a player can only view the limits configured for this jurisdiction and the current player advancement towards these limits from monitoring play on the gaming device. A player can also set self imposed threshold limits under the state or jurisdictional required limits. The player can set the expire rules for these self imposed limits. A non-limiting example is to not allow more than $500 of wagering in 2 hours of time then play is blocked. The wager limit may expire after a preset amount of time of no wagering by the player. This invention forms the basis for a player to self-exclude himself/herself from gambling if these limits are reached. If this non-identified player begins a play session at a gaming device and his/her facial or biometric pattern is matched to the central biometric database then the jurisdictional and the self exclusion limits are checked. If the player has reached any of the self exclude limits then the play on the gaming device is blocked. The bill acceptor, ticket acceptor, coin acceptor, electronic funds transfers are all blocked from use on this gaming device. The player will be cashed out and a ticket will be printed for any remaining credits on the gaming device. The player will be notified of the limit being reached on the gaming device screen or player tracking display (iVIEW) on the gaming device. Once the expire rules have occurred on these limits play can resume on this or another gaming machine in this and other properties configured in this system.
In another embodiment this responsible gaming system may also be used with a traditionally identified patron who has chosen to not play with the players club card. The player clubs card account number and the biometric scan data are previously associated together. Whenever the player uses one or both identification means (club card or biometric sample) then the session wager win/loss data is monitored. When the responsible gaming limits are reached by this player then play is blocked as previously disclosed. Expire rules would clear these limits automatically and wagering could resume.
In one embodiment, a money-laundering detection system associated with a gaming machine is disclosed. Money laundering is when money from illicit sources (drugs, mob, FBI or treasury marked money, fake money, or other) is cleaned through the gaming machine. The machine can take this dirty money in to its currency acceptor and converted into an electronic credit. It can then be subsequently cashed out, and a ticket or cash/coin dispenser would issue clean money or ticket out to the player. The money laundering player had no intention to gamble, but the intention was to rather scrub the money clean. The dirty money is left to the casino or gaming location to deliver to its bank or other patrons after it does a cashbox drop. When a cash ticket is issued from a gaming machine then the money laundering person takes the ticket to the cashier for redemption and conversion into actual cash that was different from the cash inserted into the gaming device. Currency input devices and their associated gaming device can be monitored for out of bounds conditions. This means that a certain amount of money has been put into the gaming device and onto its credit meter, and then the player immediately cashes out or plays a few games of insignificant wager amount, and then cashes out a short time thereafter. These out of bounds conditions can be configured by central systems. Gaming machines or their currency acceptors are monitored for these out of bounds conditions being triggered. This determination can be done by the gaming device, its attached system components (GMU, iVIEW), or central out of bounds checking servers. Once an out of bounds condition has been determined then the facial recognition system can scan the players face and record the event in the system. Alternatively the facial recognition system or camera can photograph or biometrically identify each anonymous player who is depositing currency, wagering, and withdrawing currency. This data can be stored in a database for later retrieval and an audit trail for security personnel or authorities. The facial biometric data or image scanned is stored with the out of bounds data of recent credits, wagers, cash outs on the gaming device. Alerts to security personnel or other location personnel can be done to notify that there is a problem with this type of out of bounds transaction. Notification of this may be given on the gaming machine display or its iVIEW player tracking display. The facial pattern or biometric scan can be compared to others patterns in the out of bounds database and linked together.
In an aspect of this embodiment, the facial or other biometric system can anonymously scan the player of the electronic game machine and this data can be sent to the out of bounds server to see if there were any previous out of bounds conditions reached for this biometric pattern. Once a certain amount of these out of bounds events have occurred in total or in a specific amount of time on the same or different gaming machines then authorities would be notified, and biometric data would be provided to these authorities for prosecution purposes.
In still another embodiment, a distributed surveillance security system is provided in conjunction with an electronic gaming device. Each gaming device would have a facial recognition camera system integrated with the gaming device. This system would enable security personnel, auditors, regulators, authorities to monitor who is gaming at any specific gaming machine in a single property or a group of gaming locations. Each credit applied to the gaming machine, each wager, each win, each loss, and a cash out or funds transfer to a player account, activity can be monitored and linked to the surveillance photo or video of the player who did the event. A non-limiting example: the image or biometric sample of the winner at the time of a jackpot can be stored for later reference and validation of who actually triggered the jackpot. This would solve disputes as to actually who won when two or more players say they won the jackpot. Integration of this surveillance system with the Game Monitoring Unit or IVIEW contained within the gaming device can trigger these picture or biometric scans when certain metered events (not limited to jackpots, out of bounds conditions) are triggered on the gaming device. Casino security surveillance systems integrate into the camera inside the gaming cabinet. Thus the casino can get a good close-up image of the patron playing the gaming device at any instance in real-time. They can use this data to compare against a database of banned players. If a banned player is found then play can be blocked on the gaming device by sending a disable command to the gaming device. Security staff can be sent to the specific patron to escort him/herself out of the property or turn the patron over to authorities. This surveillance system tied into the gaming device gives the casino security staff an additional 2000 plus surveillance cameras on a traditionally sized casino floor. These cameras are better located to provide a better video capture or still scan of the person playing the gaming device or in proximity to the gaming device then the overhead video camera systems common in casinos. In small locations that can't afford a surveillance system these embedded surveillance systems with the gaming device provide auditability of the gaming transactions, of who is playing, who gained access to the insides of the gaming device, who is loitering around the gaming device, etc. Access to the inside of the gaming cabinet can be blocked through electronic locks, for example, unless the facial pattern is matched against a known approved person database. In the event of a match of an approved person, the electronic lock on the gaming device may then be unlocked. Also the live video feed can be sent to security staff for manual visual approval that the correct slot technician or bill drop person is trying to open the cabinet. The central security station can block the opening of the cabinet if the correct person is not identified. This surveillance system can be used to aid in age verification of the player playing the gaming device. Location attendants can view the people playing gaming devices even if they are not in direct view through the use of attendant video displays. If underage patrons are discovered then the appropriate action can be taken. This system can also be integrated into wireless gaming devices that are traditionally handheld. This system can also be integrated into in-room gaming systems to monitor age of a player of a gaming device in a hotel room. This camera is only active when a wager occurs. This enables casino security staff to monitor the person wagering in locations where traditional surveillance cameras don't exist. An example would be at poolside or in a hotel room. A series of videos or photographs are taken and stored of the player of the gaming device upon each wager, win, or other transaction on the gaming device. The surveillance staff may playback video or still images of each game played one by one to ensure compliance with the casino rules, laws of the state, or other jurisdictional laws. These cameras can deliver a video feed directly to the surveillance system or a video stream over Ethernet networks. The camera can be tightly integrated into the player tracking system components and use the same or different Ethernet wiring and/or wireless technology that may connect the gaming device to a gaming facility's associated servers (Security servers, Slot management, Player Marketing, Bonusing, Facial recognition servers, etc.) The camera can be USB or Ethernet based. Either connection can be provided to the system components (GMU, iVIEW, base game processor board) in the gaming device.
For example, in one specific, non-limiting embodiment, the anonymous facial recognition in association with the gaming device can be used as an age verification tool. The facial scan or other biometric scan can be analyzed for patterns that look like child's typical patterns. Adults and children have significantly different facial features not limited to overall size and spacing of facial features. The differences can be used to block play at the gaming device if the under age features have been identified. Alternatively the casino personnel may be notified that there may be an underage person playing a gaming device and that they should visually or otherwise confirm the player is of required age. This system can also be integrated into wireless gaming devices that are traditionally handheld. This system can also be integrated into in-room gaming systems to monitor age of a player of a gaming device in a hotel room. This camera is typically only active when a wager occurs to maintain privacy of the hotel room. In one example, the person wagering must pre-authorize the capture of his/her image prior to being allowed to play the gaming device (wireless device or traditional gaming device). Otherwise play is blocked on the gaming device.
In still another embodiment, an anonymous player may be identified and confirmed for eligibility in the selection of a bonus award recipient. For example, in one example embodiment, a bonus award may be made by a casino, such as a Bally Power Winner award, to known patrons who are either playing at one of the casino's gaming devices or who have a player card inserted into respective gaming devices that have not timed out. In this example embodiment, a progressive is triggered at a random time. In addition or alternative to the traditional approach of identifying players through player cards, the facial or other biometric recognition system can be used to determine that a player is playing the gaming device and can be added to the pool of possible winners from which one may be chosen randomly or quasi-randomly. If the progressive triggers and a player is determined to be a winner of either a progressive or a consolation prize then the prize can be given to the player at the gaming device through an automatic (AFT) funds transfer to the credit meter or a cash ticket can be printed at the gaming device. The image or identifying indicia of the patron who won the progressive or other jackpot can be printed on the cash voucher. Biometric data may be later used to validate that the prize is given to the correct person at the cashier cage or other redemption site.
In an example embodiment, an anonymous player who has be re-identified as a return player, or as a return player of certain patron level or status based upon past play history, can be bonused or comped based upon this patron level or historical play. A non-limiting example is where a Power Winners progressive is configured for anonymous players who have played over $500 of wagers in the last month. If any of those players sit down and wager in front of the gaming device and the facial recognition system and the CMP/CMS system determines this player meets this criteria then the player is qualified for entry into this progressive bonus if it triggers. In this case, the player who wins the award may or may not have been identified by traditional means with a proper registration of his/her name in the player tracking system.
In one embodiment, once a face of any sort is seen or another type of biometric scan like a finger print is taken and credits are put on the gaming machine then a metered session is started on the gaming device or within the CMP/CMS system. All gaming machine meters including but not limited to: wagers, wins, losses, deposits, and cash outs are monitored. Then a facial or other biometric scan is taken of the player upon player initiating the scan himself or a non-player initiated scan is taken. Once the facial recognition system has identified the face or other biometric sample against the anonymous player database the accrued session data is linked to the central CMS/CMP player rating database. This way the player may be made eligible to receive the entire benefit of the Bonusing the instant they start playing even if they haven't been identified by the anonymous player identification system for a minute or two. When a face leaves the field of view of the camera, the player session meters may be frozen and Bonusing eligibility may be ended for this player and for this gaming session.
In one embodiment, a player may, after previously playing anonymously, register at a player's club desk for a player's card and account by providing identification such as a driver's license and a facial scan. This new scan may be compared to the database of scans of anonymous players and if a match is found then any accumulated points, awards, or Bonusing earned to date may be assigned to this newly created patron ID account. Then the anonymously generated comp data and previous play history will be assigned to this specific patron. The patron may then be given a player card to identify the patron during later player sessions at the EGM's. The facial recognition system may then only have to do a one-one match of the player card to facial recognition data. This is a much quicker look up verses one to many look up of facial or other biometric data to the multitude of anonymous players' facial/biometric data. Other types of biometric scans are considered within the scope of this invention. There are player initiated scans and non-player initiated scans. Player initiated scan require the user to knowingly start the scan process by taking an action and using the biometric reader. Fingerprint readers integrated into the spin button may take a non-player initiated scan of a player. Thus each spin or play the identification of the player can occur whether the player is using a player card or not.
All of Bally's Bonusing products are envisioned to be able to be utilized for anonymous players that have been re-identified this session in the anonymous player database. An anonymous player can be comped and bonused in the same ways as if the person had actually registered for a casino patron ID card account and used this card at the gaming device. The anonymous player will earn his/her Live Rewards bonus games on iVIEW the same way he would if he was a traditionally registered patron of a casino. The anonymous player can move from gaming device to gaming device and his/her virtual or anonymous CMP/CMS patron account can move with the player. The comp's or bonuses accrue over multiple play session once the facial recognition system identifies and matches the player this session to the player who played in previous sessions. These anonymous players can be grouped into different club levels without the player even knowing. For example silver, gold and platinum club levels are traditionally defined for casino registered patrons who hold a magnetic stripe patron card. Players who reach these certain club level status are given extra or different Bonusing based upon these club levels. The anonymous players that can be linked into these same or different club levels without the player even knowing. An anonymous player may advance from one club level to the next based upon wagering activity this session or spanning multiple sessions. This Bonusing to the anonymous player may be further modified by the gaming device being played: its EGM ID, its selected denomination, its game ID, its game combo ID, its location ID, its zone of the floor, the country-state-or local jurisdiction the machine resides in, the property ID, the group of gaming machines this machine belongs, it geographic location, its IP address, other players playing on the same gaming machine. The Bonusing rates for anonymously identified players can be configured by casino personnel in the CMP/CMS player tracking servers.
In one or more embodiments, anonymous or known player ending game state or bonus state feature may be incorporated in a biometric identification and gaming system by storing the game and/or bonus state information in a database associated with the anonymous or known player account and recalling the state information at a later gaming session. Game specific settings, levels, objects, XML data, game variables can be saved in a database and associated with an anonymous player's biometric data and/or account. The biometric sample, biometric hash, or image of a player can create a primary key in a database. These game variables can be saved to the save state server as the player cashes out of the gaming device or leaves the gaming device as determined by the camera or other proximity detectors, such that when the player returns to a gaming device or a gaming device with the same wagering game as previously played then the previous state of the game may be recalled from the system and downloaded to the selected gaming device. The player can also elect to save state manually and store the data referenced to the facial recognition pattern or hash code or other biometric scan or hash. A non-limiting embodiment is a fingerprint reader can be added to the gaming device and the anonymous player can swipe his/her finger on the reader. The game state would be then saved for this player against this biometric sample or hash. The user would come back to the same gaming device or a different gaming device and swipe the finger and the game may be reconfigured to the prior state of the gaming device from the prior gaming session. The player may be given the option before reconfiguration occurs, such as by the gaming device displaying a query on an iView display asking whether the player would like the state of a previous gaming session restored and providing a message that this may take a couple of minutes for the system to search and download the requested prior game state. The game state data may allow for complete recovery of the game state even though the player is a non-identified player. This allows the player to remain anonymous to the casino or site but still have the ability to use the save state capability. This feature may also be programmed to operate with anonymous wireless devices and portal based gaming sites. There are player initiated scans and non-player initiated scans that may be used as part of the save game state/recover game state process.
A biometric sample can be taken of a person who played a tournament game as a means of identifying the anonymous player later at award collection time. This person's tournament score can be stored in the leader board for this tournament and associated with the anonymous biometric sample. If the anonymous player sees his/her score won a tournament prize the player can go to the tournament prize redemption center and present his/her biometric data (fingerprint scan, facial scan or other scan) and collect his/her prize if the current scan matches the scan associated with the tournament prize and score and a winning position on the tournament leader board is determined. The tournament player may also be given a tournament score receipt voucher with or without the scan data, scan hash, or image of the player on printed on the voucher. The image of the winning player may be stored in a central prize database. The player could redeem the voucher for the prize if the attendant determines that the person redeeming the voucher is the person whose picture is on file who earlier posted the tournament score.
In another embodiment the anonymous person can come back to the gaming device and have his/her face or other biometric data scanned to determine if there are any winning tournaments, raffles, bingo games, lottery winnings associated with his biometric sample. If so the player can collect the prize at the gaming device or a kiosk terminal. This technology allows for the redemption of prizes by an anonymous player who purchased or was freely given an entry into a game that awards prizes after a player concludes his/her gaming session. The anonymous player image or biometric sample that is generated before, during or after the game is associated with the tournament score entry, lottery numbers or any other unique identifier for the game being played. The anonymous player can redeem for the prize with the biometric sample only or in conjunction with other identification means not limit to a voucher with tournament scores, game entry number, raffle numbers, lottery numbers, sweepstakes numbers and the like printed thereon.
In one embodiment an abandoned card is determined using the traditional player card reader and a Game monitoring unit. If wagers have not occurred for a period of time the GMU creates an abandoned card transaction. The card reader and iVIEW display show that an abandoned card event has occurred. If the patron leaves the gaming device with the player card still in the card reader, then a lost card has occurred. Another player may come to this same gaming machine and re-insert this player card in an attempt to use this player card as his/her own. The facial recognition system could scan the players face and compare to a facial scan of the authorized patron for this player card. If the scan doesn't match then an event can be sent to security staff. A video or still image can be taken of person attempting to use the card fraudulently. This can be used as an audit record and be provided to security staff or authorities to aid in prevention and prosecution of fraudulent player card use.
While the example embodiments have been described with relation to a gaming environment, it will be appreciated that the above concepts can also be used in various non-gaming environments. For example, such rewards can be used in conjunction with purchasing products, e.g., gasoline or groceries, associated with vending machines, used with mobile devices or any other form of electronic communications. Accordingly, the disclosure should not be limited strictly to gaming or arcades or to portal based game sites.
The foregoing description, for purposes of explanation, uses specific nomenclature and formula to provide a thorough understanding of the invention. It should be apparent to those of skill in the art that the specific details are not required in order to practice the invention. The embodiments have been chosen and described to best explain the principles of the invention and its practical application, thereby enabling others of skill in the art to utilize the invention, and various embodiments with various modifications as are suited to the particular use contemplated. Thus, the foregoing disclosure is not intended to be exhaustive or to limit the invention to the precise forms disclosed, and those of skill in the art recognize that many modifications and variations are possible in view of the above teachings.
This application is a continuation application of application Ser. No. 12,269,712 filed Nov. 12, 2008 and titled “Networked Gaming System including Anonymous Player Biometric Identification” which in turn claims priority from U.S. provisional patent application 60/987,196 filed on Nov. 12, 2007, U.S. provisional patent application 60/987,218, U.S. provisional patent application 61/019,473 filed on Jan. 7, 2008, and is a continuation-in-part of application Ser. No. 11/558,836 filed Nov. 10, 2006 and titled “Affiliated Gaming System” which claims priority as a continuation-in-part of application Ser. No. 11/470,606 filed Sep. 6, 2006 which is a continuation-in-part of application Ser. No. 11/225,770 filed on Sep. 12, 2005 each of which are hereby incorporated by reference in their entirety for all purposes.
Number | Date | Country | |
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60987196 | Nov 2007 | US | |
60987218 | Nov 2007 | US | |
61019473 | Jan 2008 | US |
Number | Date | Country | |
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Parent | 12269712 | Nov 2008 | US |
Child | 13786238 | US |
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Parent | 11558836 | Nov 2006 | US |
Child | 12269712 | US | |
Parent | 11225770 | Sep 2005 | US |
Child | 11558836 | US |