A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2007, 2008 WMS Gaming, Inc.
Embodiments of the inventive subject matter relate generally to wagering game machines, and more particularly, to memory management within wagering game machines.
Wagering game machines, such as slot machines, video poker machines, and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are most likely attracted to the most entertaining and exciting of the machines. Consequently, shrewd operators strive to employ the most entertaining and exciting machines available because such machines attract frequent play and increase profitability for the operator. In the competitive wager gaming machine industry, there is a continuing need for manufacturers to produce new game types or to enhance entertainment and excitement associated with existing wager gaming machines.
Computerized wagering games have largely replaced traditional mechanical wagering game machines such as slot machines, and are rapidly being adopted to implement computerized versions of games that are traditionally played live such as poker and blackjack. These computerized games provide many benefits to the game owner and to the gambler, including greater reliability than can be achieved with a mechanical game or human dealer, more variety, sound, and animation in presentation of a game, and a lower overall cost of production and management. One aspect of modern computerized wagering games is that a single console or cabinet is capable of providing several different games.
The CPU 126 is also connected to an input/output (I/O) bus 122, which facilitates communication between the wagering game machine's components. The I/O bus 122 is connected to a payout mechanism 108, primary display 110, secondary display 112, value input device 114, player input device 116, information reader 118, audio subsystem 120, and storage unit 130. The player input device 116 can include the value input device 114 to the extent the player input device 116 is used to place wagers. In one embodiment, the value input device 114 can electronically receive wagering value (e.g., monetary value) from a player's casino account or other suitable “cashless gaming” value source. The I/O bus 122 is also connected to an external system interface 124, which is connected to external systems 104 (e.g., wagering game networks).
In one embodiment, the control system 106 can include additional peripheral devices and/or more than one of each component shown in
In one embodiment, any of the components of the control system 106 can include hardware, firmware, and/or software for performing the operations described herein. Furthermore, any of the components can include machine-readable media including instructions for causing a machine to perform the operations described herein. Machine-readable media includes any mechanism that provides (i.e., stores and/or transmits) information in a form readable by a machine (e.g., a wagering game machine, computer, etc.). For example, tangible machine-readable media includes read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media, flash memory machines, etc. Machine-readable media also includes any media suitable for transmitting software over a network.
NVRAM management component 220 manages access to NVRAM 138 and may be used to maintain various data structures or data organizations on NVRAM 138. For example, NVRAM management component 220 may maintain metadata 232, state information 234 and data 236. Metadata 232 comprises data that describes how state information 234 and/or data 236 is used, and may also include data regarding the structure or organization of data 236. Data 236 may include various types of data or computer instructions useful in the operation of a wagering game machine. Data 236 may include critical data. Critical data may include one or more of game outcome, credit balance, reel positions, game history, random number generator seeds, game configuration, machine configuration, player information, or other state information or information critical to the operation and record keeping in a gaming machine. The critical data is stored in NVRAM to maintain a player's game state in the case of a sudden power failure.
State information 234 comprises state information regarding data 236. In some embodiments, such state information may include state values that indicate whether particular data structures or values in data 236 have been initialized, zeroed, clean (i.e. valid) and/or whether the data structure or value has been or is to be moved. Furthermore, in some embodiments, NVRAM component 220 may be used to ensure that accesses to NVRAM 138 are performed in an atomic manner.
NVRAM 138 may be maintained as a set of one or more partitions, as a file system, or a combination of the two. For example there may exist a metadata partition, a state partition, and a data partition on NVRAM 138. Each partition may include sub-partitions. The partitions may be composed of blocks of memory, the blocks may have the same size or a variety of block sizes may be used. Additionally, a file system may be used to store data on NVRAM 138. An example file system structure on an NVRAM 138 may include a metadata folder or directory, a state folder or directory, and/or a data folder or directory. Each folder or directory may contain files, directories (folders) providing further structure to the file system.
In some embodiments, hardware platform 202 may include a NVRAM cache 250. NVRAM cache 250 may be a volatile cache, and may be stored on a storage unit 130 available on a wagering game machine. Examples of such storage units include hard drives, RAM memory, flash memory, compact flash memory or any other type of storage unit now known or developed in the future. Some or all of the data written to NVRAM 138 may be duplicated or cached on NVRAM cache 250.
Further details on the operations performed by an NVRAM management component 220 are provided below with reference to
While
Each of the plurality of casinos 312 includes a local area network 316, which may include a wireless access point 304, wagering game machines 302, and a wagering game server 306 that can serve wagering games over the local area network 316. As such, the local area network 316 includes wireless communication links 310 and wired communication links 308. The wired and wireless communication links can employ any suitable connection technology, such as Bluetooth, 802.11, Ethernet, public switched telephone networks, SONET, etc. In one embodiment, the wagering game server 306 can serve wagering games and/or distribute content to devices located in other casinos 312 or at other locations on the communications network 314.
The wagering game machines 302 and wagering game server 306 can include hardware and machine-readable media including instructions for performing the operations described herein.
The wagering game machines 302 described herein can take any suitable form, such as floor standing models, handheld mobile units, bartop models, workstation-type console models, etc. Further, the wagering game machines 302 can be primarily dedicated for use in conducting wagering games, or can include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. In one embodiment, the wagering game network 300 can include other network devices, such as accounting servers, wide area progressive servers, player tracking servers, and/or other devices suitable for use in connection with embodiments of the invention.
In various embodiments, wagering game machines 302 and wagering game servers 306 work together such that a wagering game machine 302 may be operated as a thin, thick, or intermediate client. For example, one or more elements of game play may be controlled by the wagering game machine 302 (client) or the wagering game server 306 (server). Game play elements may include executable game code, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets or the like. In a thin-client example, the wagering game server 306 may perform functions such as determining game outcome or managing assets, while the wagering game machine 302 may be used merely to present the graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, game outcome may be determined locally (e.g., at the wagering game machine 302) and then communicated to the wagering game server 306 for recording or managing a player's account.
Similarly, functionality not directly related to game play may be controlled by the wagering game machine 302 (client) or the wagering game server 306 (server) in embodiments. For example, power conservation controls that manage a display screen's light intensity may be managed centrally (e.g., by the wagering game server 306) or locally (e.g., by the wagering game machine 302). Other functionality not directly related to game play may include presentation of advertising, software or firmware updates, system quality or security checks, etc.
Additionally, a wagering game server 306 or other server may operate with a portable wagering game machine 302 as described below to identify gaming establishment devices that are aimed at or pointed at by the portable wagering game machine. The server may maintain a map of the positions of various gaming establishment devices or locations (e.g. wagering game machines, signs, displays, entrances to theaters, arenas, restaurants, hotel services etc.) that may be used to determine which device or location is pointed at by a portable wagering game machine.
Further, server 306 may be an AOM (Administration, Operations, and Maintenance) server. In these embodiments, server 306 may issue commands or response to requests that wagering games or other software be loaded onto a wagering game machine, and may issue commands to cause a wagering game to be rebooted or cause a virtual reboot as described below for a wagering game machine.
In some embodiments, the wireless access point 304 can be part of a communication station, such as wireless local area network (WLAN) communication station including a Wireless Fidelity (WiFi) communication station, or a WLAN access point (AP). In these embodiments, the wagering game machines 302 can be part of a mobile station, such as WLAN mobile station or a WiFi mobile station.
In some other embodiments, the wireless access point 304 can be part of a broadband wireless access (BWA) network communication station, such as a Worldwide Interoperability for Microwave Access (WiMax) communication station, as the wireless access point 304 can be part of almost any wireless communication device. In these embodiments, the wagering game machines 302 can be part of a BWA network communication station, such as a WiMax communication station.
In some embodiments, any of the wagering game machines 302 can part of a portable wireless communication device, such as a personal digital assistant (PDA), a laptop or portable computer with wireless communication capability, a web tablet, a wireless telephone, a wireless headset, a pager, an instant messaging device, a digital camera, a television or other device that can receive and/or transmit information wirelessly.
In some embodiments, the wireless access point 304 and the wagering game machines 302 can communicate RF signals in accordance with specific communication standards, such as the Institute of Electrical and Electronics Engineers (IEEE) standards including IEEE 802.11(a), 802.11(b), 802.11(g), 802.11(h) and/or 802.11(n) standards and/or proposed specifications for wireless local area networks, but they can also be suitable to transmit and/or receive communications in accordance with other techniques and standards. In some BWA network embodiments, the wireless access point 304 and the wagering game machines 302 can communicate RF signals in accordance with the IEEE 802.16-2004 and the IEEE 802.16(e) standards for wireless metropolitan area networks (WMANs) including variations and evolutions thereof. However, they can also be suitable to transmit and/or receive communications in accordance with other techniques and standards. For more information with respect to the IEEE 802.11 and IEEE 802.16 standards, please refer to “IEEE Standards for Information Technology—Telecommunications and Information Exchange between Systems”—Local Area Networks—Specific Requirements—Part 11 “Wireless LAN Medium Access Control (MAC) and Physical Layer (PHY), ISO/IEC 8802-11: 1999”, and Metropolitan Area Networks—Specific Requirements—Part 16: “Air Interface for Fixed Broadband Wireless Access Systems,” Can 2005 and related amendments/versions.
In other embodiments, the wireless access point 304 and the wagering game machines 302 can communicate in accordance with a short-range wireless standard, such as the Bluetooth™ short-range digital communication protocol.
It will be appreciated from the above that various components of a wagering game architecture and/or their functionality may be distributed in various manners. For example, all of the components and functionality may reside in a wagering game machine, or various portions may reside in part on a wagering game machine and in part on a server or other network attached device. The scope of the inventive subject matter is meant to include all of these environments.
At block 404, a first wagering game is loaded for execution on the wagering game machine. The first wagering game uses NVRAM that has been pre-allocated. For example, the first wagering game may use a portion of NVRAM that has been pre-allocated for critical data to store critical data for the first wagering game. The first wagering game may consult metadata 232 to determine where in data 236 to store the critical data. Alternatively, a file namespace may be used to determine which file in NVRAM file system is to be used to store critical data.
At block 406, a wagering game machine receives an indication that a second wagering game is to be loaded onto the wagering game machine. The indication that a second wagering game is to be loaded may be received locally. For example, a wagering game machine may provide a user interface (e.g., menus, icons, buttons etc.) showing available games, and a new wagering game may be loaded in response to a selection from the user interface. Additionally, a wagering game may receive the indication that a second wagering game is to be loaded from a remote network source. For example, an AOM server or workstation may issue a command over the network that a new wagering game is to be loaded on the wagering game machine.
In some embodiments, at block 408 a wagering game machine saves some or all of the NVRAM content associated with the first wagering game to a storage unit. The storage unit may be a memory, hard drive or other storage unit 130 that is part of the wagering game control system, or it may be a storage unit located on a server on a wagering game network 300. The data that is saved may include critical data, meter data, game history etc.
At block 410, the wagering game machine reuses memory pre-allocated at block 402 to initialize data for the second wagering game. Metadata 232 may be accessed to determine how the NVRAM is to be used for the second wagering game. For example, if a portion of NVRAM is allocated for critical data, that same portion of NVRAM may be used to maintain critical data for the first wagering game and then reused to maintain critical data for the second wagering game. If the critical data is maintained as a file on a file system in NVRAM, then the file may be used to store critical data for the first wagering game and the same file reused to store critical data for the second wagering game. Similarly, if particular blocks of a partition are allocated to store critical data, then the same blocks used to store critical data for the first wagering game may be reused to store critical data for the second wagering game.
In some embodiments, some portions of NVRAM may be cleared before reuse. NVRAM may be cleared by writing zeros, ones, negative ones, or some other predetermined bit pattern to the desired portions of NVRAM.
It should be noted that the first wagering game and the second wagering game need not use exactly the same amount of NVRAM. For example, a first wagering game may use 150K bytes of NVRAM, while a second wagering game may need only 100K bytes. Memory that is not needed may be cleared prior to reuse or may be ignored.
Further, it should be noted that a portion of NVRAM that is pre-allocated for a particular purpose may grow over time. For example, if a second wagering game is loaded that needs more NVRAM space for critical data, blocks of NVRAM may be added and the metadata updated to indicate the added allocation of NVRAM. Alternatively, a file in a NVRAM file system that has been pre-allocated for storing critical data may grow larger in order to store the second wagering game's critical data.
In order to uninstall a game or theme, in some embodiments the wagering games may be shut down on the wagering game machine Files, partitions or blocks pre-allocated for generic purposes may be selectively cleared, followed by a reloading of content for games or themes that remain on the wagering game machine.
At block 506 the cache is analyzed to determine a desirable allocation structure based the data that was cached. For example, analysis of the cache may indicate that certain data should be grouped together in order to provide more efficient or faster access to the data than was provided by the previous organization of data on the NVRAM.
At block 508, NVRAM is structured according to the organization determined at block 506. The NVRAM may be structured by updating metadata values describing how data is stored in NVRAM, or by reorganizing an NVRAM file system.
At block 602 the wagering game machine is brought to a quiescent state. Generally speaking, this means that wagering games are gracefully terminated, that is, the wagering game is allowed to complete outstanding tasks or games and then halted such that further game play is not permitted. Other processes or applications that may read or write data to NVRAM may also be gracefully terminated. However, the operating system and some processes may remain running.
At block 604 the contents of NVRAM are copied to a storage unit such as a hard drive, compact flash, universal serial bus (USB) memory stick, optical drive (e.g., CD-RW drive or DVD-RW drive), a network storage device or storage device available to the wagering game machine. In alternative embodiments, the contents of a first partition of NVRAM may be copied to a second partition of NVRAM for later restoration. The contents may be copied to a storage device or alternate NVRAM partition. The content may be copied as a raw image or partition copy. Alternatively, a file by file copy of files in a NVRAM file system may be performed.
At block 606, some or all of NVRAM is cleared using a RAM clear operation. In some embodiments, the clearing is performed by writing zeros to every address location in the NVRAM module 138. This may be preferred to ensure that subsequent wagering games that access a previously used memory range are not able to intentionally or accidentally retrieve false, inconsistent, or inaccurate data related to the previous wagering game data. In other embodiments, only enough of the NVRAM is cleared to destroy a file system on the NVRAM. In some embodiments, clearing is performed by writing ones to certain addresses or ranges of addresses to destroy the data or file system.
At block 608, the data saved at block 604 is restored to the NVRAM from the storage device used to save the NVRAM contents. In some embodiments, a raw image or partition copy is restored to the NVRAM. In embodiments using an NVRAM file system, files saved at block 604 may be copied and restored back to a reinitialized NVRAM file system. In some embodiments, an authentication, verification or confirmation step part of the copying process. For example, after a file is copied for a storage device to the NVRAM module 138, a checksum may be calculated and compared to a known value to verify an accurate copy.
At block 610, a wagering game such as the wagering game terminated at block 602 may be restarted. Other processes or tasks halted at block 602 may also be restarted. At this point the virtual reboot is complete. A virtual reboot is desirable, because it allows a wagering game machine to be partially reset without requiring a total reboot of the wagering game machine, thereby potentially saving technician time and the expense associated with the loss of revenue while the machine is unavailable for wagering game play as is the case when a wagering game machine is rebooted in a non-virtual manner.
The wagering game machine 700 comprises a housing 712 and includes input devices, including value input devices 718 and a player input device 724. For output, the wagering game machine 700 includes a primary display 714 for displaying information about a basic wagering game. The primary display 714 can also display information about a bonus wagering game and a progressive wagering game. The wagering game machine 700 also includes a secondary display 716 for displaying wagering game events, wagering game outcomes, and/or signage information. While some components of the wagering game machine 700 are described herein, numerous other elements can exist and can be used in any number or combination to create varying forms of the wagering game machine 700.
The value input devices 718 can take any suitable form and can be located on the front of the housing 712. The value input devices 718 can receive currency and/or credits inserted by a player. The value input devices 718 can include coin acceptors for receiving coin currency and bill acceptors for receiving paper currency. Furthermore, the value input devices 718 can include ticket readers or barcode scanners for reading information stored on vouchers, cards, or other tangible portable storage devices. The vouchers or cards can authorize access to central accounts, which can transfer money to the wagering game machine 700.
The player input device 724 comprises a plurality of push buttons on a button panel 726 for operating the wagering game machine 700. In addition, or alternatively, the player input device 724 can comprise a touch screen 728 mounted over the primary display 714 and/or secondary display 716.
The various components of the wagering game machine 700 can be connected directly to, or contained within, the housing 712. Alternatively, some of the wagering game machine's components can be located outside of the housing 712, while being communicatively coupled with the wagering game machine 700 using any suitable wired or wireless communication technology.
The operation of the basic wagering game can be displayed to the player on the primary display 714. The primary display 714 can also display a bonus game associated with the basic wagering game. The primary display 714 can include a cathode ray tube (CRT), a high resolution liquid crystal display (LCD), a plasma display, light emitting diodes (LEDs), or any other type of display suitable for use in the wagering game machine 700. Alternatively, the primary display 714 can include a number of mechanical reels to display the outcome. In
A player begins playing a basic wagering game by making a wager via the value input device 718. The player can initiate play by using the player input device's buttons or touch screen 728. The basic game can include arranging a plurality of symbols along a payline 732, which indicates one or more outcomes of the basic game. Such outcomes can be randomly selected in response to player input. At least one of the outcomes, which can include any variation or combination of symbols, can trigger a bonus game.
In some embodiments, the wagering game machine 700 can also include an information reader 752, which can include a card reader, ticket reader, bar code scanner, RFID transceiver, or computer readable storage medium interface. In some embodiments, the information reader 752 can be used to award complimentary services, restore game assets, track player habits, etc.
The player-accessible value input device 818 can comprise, for example, a slot located on the front, side, or top of the casing 812 configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player. The player-accessible value input device 818 can also comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player. The player-accessible value input device 818 can also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device. The credit ticket or card can also authorize access to a central account, which can transfer monetary value to the wagering game machine 800.
Still other player-accessible value input devices 818 can require the use of touch keys 830 on the touch-screen display (e.g., primary display 814 and/or secondary display 816) or player input devices 824. Upon entry of player identification information and, preferably, secondary authorization information (e.g., a password, PIN number, stored value card number, predefined key sequences, etc.), the player can be permitted to access a player's account. As one potential optional security feature, the wagering game machine 800 can be configured to permit a player to only access an account the player has specifically set up for the wagering game machine 800. Other conventional security features can also be utilized to, for example, prevent unauthorized access to a player's account, to minimize an impact of any unauthorized access to a player's account, or to prevent unauthorized access to any personal information or funds temporarily stored on the wagering game machine 800.
The player-accessible value input device 818 can itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 818. In an embodiment wherein the player-accessible value input device 818 comprises a biometric player information reader, transactions such as an input of value to the wagering game machine 810, a transfer of value from one player account or source to an account associated with the wagering game machine 800, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
Alternatively, to enhance security, a transaction can be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source. For example, a player-accessible value input device 818 comprising a biometric player information reader can require a confirmatory entry from another biometric player information reader 852, or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc. Thus, a transaction can be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with an authentication fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input. Essentially, any two independent sources of identity, one of which is secure or personal to the player (e.g., biometric readings, PIN number, password, etc.) could be utilized to provide enhanced security prior to the electronic transfer of any funds. In another aspect, the value input device 818 can be provided remotely from the wagering game machine 810.
The player input device 824 may include a plurality of push buttons on a button panel for operating the wagering game machine 800. In addition, or alternatively, the player input device 824 can comprise a touch screen mounted to the primary display 814 and/or secondary display 816. In one aspect, the touch screen is matched to a display screen having one or more selectable touch keys 830 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer. A player enables a desired function either by touching the touch screen at an appropriate touch key 830 or by pressing an appropriate push button on the button panel. The touch keys 830 can be used to implement the same functions as push buttons. Alternatively, the push buttons 826 can provide inputs for one aspect of the operating the game, while the touch keys 830 can allow for input needed for another aspect of the game. The various components of the wagering game machine 800 can be connected directly to, or contained within, the casing 812, as seen in
The operation of the basic wagering game on the wagering game machine 800 is displayed to the player on the primary display 814. The primary display 814 can also display a bonus game associated with the basic wagering game. The primary display 814 preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the wagering game machine 800. The size of the primary display 814 can vary from, for example, about a 2-3″ display to a 15″ or 17″ display. In at least some embodiments, the primary display 814 is a 7″-10″ display. In one embodiment, the size of the primary display can be increased. Optionally, coatings or removable films or sheets can be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.). In at least some embodiments, the primary display 814 and/or secondary display 816 can have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3). The primary display 814 and/or secondary display 816 can also each have different resolutions, different color schemes, and different aspect ratios.
A player typically begins play of the basic wagering game on the wagering game machine 800 by making a wager (e.g., via the value input device 818 or an assignment of credits stored on the portable wagering game machine 800 via the touch screen keys 830, player input device 824, or buttons 826) on the wagering game machine 800. In some embodiments, the basic game can comprise a plurality of symbols arranged in an array, and includes at least one payline 832 that indicates one or more outcomes of the basic game. Such outcomes can be randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes can be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
In some embodiments, the player-accessible value input device 818 of the wagering game machine 800 can double as a player information reader 852 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.). The player information reader 852 can alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface. In one embodiment, the player information reader 852 comprises a biometric sensing device.
In some embodiments, a portable wagering game machine 800 can part of a portable wireless communication device, such as a personal digital assistant (PDA), a laptop or portable computer with wireless communication capability, a web tablet, a wireless telephone, a wireless headset, a pager, an instant messaging device, a digital camera, a television, or other device that can receive and/or transmit information wirelessly.
In the above detailed description, reference is made to specific examples by way of drawings and illustrations. These embodiments, which are also referred to herein as “examples,” are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter, and serve to illustrate how the inventive subject matter may be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes may be made to the example embodiments described herein. Features or limitations of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. The above detailed description does not, therefore, limit embodiments of the invention, which are defined only by the appended claims.
Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.
This patent application is a U.S. National Stage Filing under 35 U.S.C. 371 from International Patent Application Serial No. PCT/US2008/012604, filed Nov. 7, 2008, and published on May 14, 2009, as WO 2009/061488 A1, which claims the priority benefit of U.S. Provisional Patent Application Ser. No. 60/987,028 filed Nov. 9, 2007 and entitled “NVRAM MANAGEMENT IN A WAGERING GAME MACHINE”, the contents of which are incorporated herein by reference in their entirety.
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/US2008/012604 | 11/7/2008 | WO | 00 | 5/7/2010 |
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WO2009/061488 | 5/14/2009 | WO | A |
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