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 2019, Bally Technologies, Inc.
Embodiments of the inventive subject matter relate generally to wagering game systems, and more particularly to pairing personal area network devices in a wagering game environment.
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 wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play.
Embodiments of the invention are illustrated in the Figures of the accompanying drawings in which:
This description of the embodiments is divided into five sections. The first section provides an introduction to embodiments of the invention, while the second section describes example wagering game machine architectures. The third section describes example operations performed by some embodiments and the fourth section describes example wagering game machines in more detail. The fifth section presents some general comments.
This section provides an introduction to some embodiments of the invention.
Wagering game systems can include personal area networking (PAN) technologies (e.g., Bluetooth™, IrDA®, ZigBee, Ultra-wideband, etc.) that enhance gaming experiences. Some PAN technologies allow players to provide input and receive output using wireless devices. For example, PAN devices can enable players to receive audio via wireless headphones, provide input via wireless input devices (e.g., Nintendo Wii), receive content on personal digital assistants or smartphones, provide speech input via wireless microphone, etc.
To establish secure communications, PAN devices and wagering game machines may perform operations for “pairing.” Pairing is a process in which a wagering game machine authenticates a PAN device using a secret shared between the devices. In some instances, a player enters a secret, such as a personal identification number (PIN) or other authentication code including any suitable indicia such as letters and numbers, into a wagering game machine and a PAN device. The wagering game machine and PAN device can use the PIN to create encryption keys which they can use for authentication and establishing encrypted communications. After a player initially provides a PAN device's PIN, some embodiments enable the player to use the PAN device with any other wagering game network device (e.g., other wagering game machines) without the player again providing the PAN device's PIN.
During stage one, a player initiates a wagering game session on a wagering game machine 102 by swiping a player card 104 through a card reader 106. Swiping the player card 104 provides the player's player identifier to the wagering game machine 102. The wagering game machine may also ask the player to enter a password (or other secret), so it can authenticate the player. During stage two, the wagering game machine 102 looks for PAN devices with which it can pair. After recognizing the PAN device 102, the wagering game machine 102 prompts the player 110 to enter a PIN associated with the PAN device 102. As shown, the PAN device 112 can be wireless headphones or any other suitable device, such as a PDA, media player, remote control, etc.
During stage three, the wagering game machine 102 establishes communications with the PAN device 112 and uses the PIN to authenticate the PAN device 112. After authentication, the device 112 and machine 102 can securely communicate using encrypted communications. The wagering game machine 102 can present content and game results on its own components, while also sending content and game results (e.g., a game's audio content) for presentation on the PAN device 112.
During stage four, the wagering game machine 102 transmits the player's identifier, an identifier for the PAN device 112, and the PAN device's PIN to the account server 116 (see 114). The account server 116 can store the PAN device identifier and PIN with the player's account information (e.g., account balance, player preferences, other PAN device PINS, etc.). The PAN device's PIN can be used later when the PAN device 112 pairs with other wagering game machines, as described below.
During stage five, the player initiates a wagering game session with another wagering game machine 118. To initiate the session, the player swipes the player card 104 through the machine's card reader 120, providing the player's player identifier to the wagering game machine 118. After receiving the player identifier, the wagering game machine 118 asks the account server 116 for any PAN device identifiers and PAN device PINs associated with the player identifier (see 124). During stage six, the wagering game machine 102 looks for any PAN devices with which it can pair. Using the PAN device identifier and PIN received from the account server 116, the wagering game machine 118 authenticates the PAN device 112. In turn, the wagering game machine 118 sends wagering game content to the PAN device 112.
Although some of the above-described embodiments pair using PINs, other embodiments uses other techniques. For example, some embodiments can require that secret information (e.g., a private key) be transmitted to one or both devices via a secure means, such as over an encrypted wireless connection or a direct and secure wired connection. In some instances, a separate “configuration device” can provide the secret information to both the PAN device and wagering game machine. Alternatively, a wagering game machine or PAN device can provide the secret information to the other. After the initial transmission of the secret information, the PAN device can pair with other devices without again performing such a transmission.
In addition to further describing the concepts noted above, the following discussion describes how some embodiments utilize PAN devices to facilitate various wagering game features. The following discussion describes embodiments that use a PIN for pairing. Those embodiments are not limited to PINs, as they can use any suitable means for representing a shared secret.
This section describes an example operating environment and presents structural aspects of some embodiments. This section includes discussion about wagering game machine architectures and wagering game networks.
The main memory 228 includes a PAN device controller 234. The PAN device controller 234 can establish and control communications with PAN devices, such as PDAs, wireless headphones, remote controls, media players, etc. The PAN controller 234 works in concert with the PAN transceiver 236, which can include logic for communicating according to any suitable PAN technology (e.g., Bluetooth™, IrDA®, ZigBee, Ultra-wideband, etc.). The PAN controller 234 and PAN transceiver 236 can detect and pair with PAN devices. In some instances, the PAN controller 234 requires a PIN for authenticating PAN devices. The PAN controller 234 can acquire the PIN via player input or from a central repository (e.g., an account server). The main memory 228 also includes a wagering game unit 232 that can present wagering games, such as video poker, video blackjack, video slots, video lottery, etc., in whole or part. The wagering game unit 232 can use the PAN components for transmitting content to PAN devices. In some instances, the wagering game unit 232 can present wagering games having functionally that requires PAN devices. For example, some wagering games can award MP3s or other content based on game results. For community games, the wagering game unit 232 can send player-specific output (e.g., audio) to a player's PAN device, so others cannot perceive the output.
The CPU 226 is also connected to an input/output (I/O) bus 222, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus 222 is connected to a payout mechanism 208, primary display 210, secondary display 212, value input device 214, player input device 216, information reader 218, storage unit 230, and the PAN transceiver 236. The player input device 216 can include the value input device 214 to the extent the player input device 216 is used to place wagers. The I/O bus 222 is also connected to an external system interface 224, which is connected to external systems 204 (e.g., wagering game networks).
In one embodiment, the wagering game machine 206 can include additional peripheral devices and/or more than one of each component shown in
Any of the components of the architecture 200 can be integrated or subdivided. Also, any of the components can include hardware, firmware, and/or machine-readable media including instructions for performing 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.
While
The PAN devices 320 can include any suitable devices, such as PDAs, wireless headsets, Wii™ Remotes from Nintendo®, wireless mice, wireless joysticks, etc. The PAN devices 320 can also include wired devices (e.g., wired Universal Serial Bus devices). As noted above, the PAN devices 320 can pair with wagering game machines 302 and exchange wagering game content and other information. In some instances, the wagering game machines 302 can act as Internet access points for the PAN devices 320. That is, the wagering game machines 302 can access the Internet via the communications network 314 and exchange Internet content with the PAN devices 320 using PAN technologies.
During the pairing process, the wagering game machines 302 can receive PAN device PINs as player input or the machines 302 can procure PAN device PINs from the account server 318. The account server 318 can store player account information including PAN device PINs, as 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 some embodiments, wagering game machines 302 and wagering game servers 306 work together such that a wagering game machine 302 can 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 can 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 can perform functions such as determining game outcome or managing assets, while the wagering game machine 302 can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines 302 can determine game outcomes and communicate the outcomes to the wagering game server 306 for recording or managing a player's account.
In some embodiments, either the wagering game machines 302 (client) or the wagering game server 306 can provide functionality that is not directly related to game play. For example, account transactions and account rules 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 power management, presentation of advertising, software or firmware updates, system quality or security checks, etc.
Any of the wagering game network components (e.g., the wagering game machines 302) can include hardware and machine-readable media including instructions for performing the operations described herein.
This section describes operations performed by some embodiments of the inventive subjective matter. In the discussion below, the flow diagrams will be described with reference to the block diagrams presented above. However, in some embodiments, the operations can be performed by logic not described in the block diagrams. In certain embodiments, the operations can be performed by executing instructions residing on machine-readable media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform less than all the operations shown in any flow diagram.
At block 404, the wagering game machine authenticates the player credentials. For example, the wagering game machine transmits the player credentials to an account server for comparison to stored versions of the credentials. In turn, the account server notifies the wagering game machine that the player credentials are authentic. The flow continues at block 406.
At block 406, the wagering game machine receives profile information associated with the player. The profile information includes one or more PAN device pins. In addition to the PAN device pins, the player profile information can include player preferences, funds, player game histories, etc. As described above, an account server or other repository can store pins for PAN devices that have previously paired with wagering game network devices (e.g., wagering game machines). The flow continues at block 408.
At block 408, the wagering game machine determines whether it detects a PAN device. If the wagering game machine detects a PAN device, the flow continues at block 410. Otherwise, the flow continues at block 420.
At block 410, after detecting a PAN device, the wagering game machine determines whether the PAN device's PIN has been entered into the wagering game system. In making this determination, the wagering game machine can search the player's profile information for a PAN device identifier (e.g., the PAN device's Media Access Control address or other hardware address) identical to that of the detected PAN device. For embodiments in which PAN device PINs are not part of the player's profile information, the wagering game machine can request a particular PAN device's PIN from a central repository or other peer devices. If the PAN device's PIN is not been stored in the wagering game system, the flow continues at block 412. Otherwise, the flow continues at block 416.
At block 412, wagering game machine receives input indicating the PAN device's PIN. The input can be player input representing a PIN (or other secret information). Alternatively, the input can be from another device, such as the PAN device or a configuration device. The flow continues at block 414.
At block 414, the wagering game machine stores the PAN device's PIN. In some embodiments, wagering game machine transmits the PAN device PIN to the account server or other centralized repository for storage. Alternatively, the wagering game machine can store the PAN device PIN locally. The flow continues at block 416.
At block 416, the wagering game machine authenticates a PAN device using the PIN. In some embodiments, the machine authenticates the PAN device using asymmetric encryption based on the PIN. In other embodiments, the wagering game machine can authenticate the PAN device using techniques described in any of the Bluetooth™ specifications. For example, the wagering game machine and PAN device can use the PIN to create authentication keys, and to exchange messages created using one or more of the keys and other data (e.g., addresses, random numbers, etc.). If the machine and device verify the correctness of messages, authentication is successful. The flow continues at block 418.
At block 418, the wagering game machine establishes encrypted communications with the PAN device. The flow continues at block 420.
At block 420, the wagering game machine presents a wagering game using its own components and the PAN device. For example, if the PAN device is a wireless headset, the wagering game machine can transmit the wagering game's audio content to the headset for presentation. From block 420, the flow ends.
While
At block 504, the PAN device uses the PIN (and possibly other data) to authenticate with a wagering game machine. In some embodiments, the PAN device and a wagering game machine will successfully authenticate if the PAN device's PIN (and possibly other information) matches a PIN received from the wagering game machine. In some embodiments, the PAN device can authenticate with a wagering game machine using techniques described in any of the Bluetooth™ specifications. The flow continues at block 506.
At block 506, the PAN device begins encrypted communications with the wagering game machine. In some embodiments, the encryption scheme is based on the PAN device PIN. The flow continues at block 508.
At block 508, the PAN device receives and presents content associated with a wagering game. In some embodiments, the PAN device receives audio or video content representing results of a wagering game, so a player can perceive the results on the PAN device instead of the wagering game machine. In some embodiments, the PAN device may receive media files or other content as part of an award for a wagering game presented on the wagering game machine. For example, the PAN device may receive a link to a website at which the PAN device can select and download a free media file (e.g., MP3 file). From block 508, the flow ends.
In some embodiments, PAN devices can perform functions typically performed by player tracking cards. That is, in some instances, PAN devices can electronically provide player credentials to wagering game machines, eliminating the need to insert player cards. In such embodiments, PAN devices can store player credentials, such as user identifiers and the like. After a PAN device has been “paired” with a wagering game machine, a player may end the gaming session, leaving with the device. When the player returns to another wagering game machine (or the same one), the PAN device can electronically provide player credentials (e.g., a user identifier) to the wagering game machine. After receiving the player credentials, the wagering game machine can present a screen showing the credential or a credential identifier, such as an avatar. In turn, the player can select his/her credential to confirm the transaction. The player may then need to enter a password (or other secret) at the wagering game machine. In some instances, the PAN device may transmit the password to the wagering game machine. In such an embodiment, a PAN device (e.g., a mobile phone) can display a message to “Press #1 to confirm login”. If the player presses #1 on the PAN device, the PAN device sends the player's password to the wagering game machine. In some instances, the PAN device may require separate player authentication before it will transmit the player's password.
To prevent a multitude of PAN devices from sending player credentials, the wagering game machine can filter out devices not within a specified proximity (e.g. via signal strength or locality mapping to other paired devices). Also, the wagering game machine may filter out (or place lower in the list) devices already paired with neighboring machines outside the wagering game machine's proximity.
In some embodiments, wagering game machines may repeatedly look for PAN devices that will provide player credentials. For example, if a wagering game machine having a zero credit balance suddenly receives money from a player, the machine may repeatedly look for a PAN device from which it can obtain player credentials. Similarly, if a player initiates a “sign-in” (e.g., by pressing a button on the wagering game machine), the machine will repeatedly look for a PAN device with which to pair. In some instances, a player may unexpectedly carry a PAN device out of range, causing the machine to terminate the player's game session. If a PAN moves out of range, the machine may repeatedly attempt to find the device. If the PAN remains out of range and there is value remaining on the wagering game machine (e.g., full or fractional credits), the machine can transfer the money back to the player's account or otherwise reallocate the value.
This section presents embodiments in which community wagering games direct presentation of certain results to PAN devices and other results to wagering game machine components.
At block 604, a wagering game server or other host determines community results and player-specific results for the community wagering game. The community results depend on the type of community game. For example, for a community slots game, the community results can include a set of reel positions; for a community Texas Hold'Em game, the community results can include playing cards, etc. Player-specific results can include audible or visual hints that indicate how to increase a player's odds of winning in future community wagering games. For example, the hint may reveal that certain game pieces (e.g., playing cards, slots reels, etc.) are more likely to appear. The player-specific results can also include other awards, such as music files, video files, photos, etc. The wagering game server can give awards based on player information (e.g., amounts wagered over a given time, time spent in a casino, etc.), casino information (e.g. a casino is offering special awards), or any other suitable information. The flow continues at block 606.
At block 606, the wagering game server determines whether PAN devices are available for players for whom player-specific results were determined. In some embodiments, the wagering game server can poll participating wagering game machines for a list of player identifiers and active PAN devices. Alternatively, participating wagering game machines can report this information before the community wagering game begins. If there are PAN devices available, the flow continues at block 608. Otherwise, the flow continues at block 610.
At block 608, the wagering game server transmits the player-specific results for presentation on PAN devices. In some embodiments, the wagering game server can transmit content representing the player-specific results to wagering game machines paired with the relevant PAN devices. In turn, the wagering game machines can forward the results to the PAN devices. For example, if the player-specific results for a particular player include an audible hint, the wagering game server can transmit media content to a wagering game machine at which the player swiped a player card. In turn, the wagering game machine can forward the media content to a PAN device, which can reveal the hint by rendering the media content. In some instances, the wagering game server can select the content for representing the hint or other award based on the type of PAN device associated with the player. For example, if the PAN device is a headset, the hint will be included in an audio file. If the PAN device is a PDA, the hint can be included in a text file. Because a PAN device (e.g., a wireless headset, PDA, etc.) reveals the hint, it is more likely that only the player will perceive the hint. The flow continues at block 610.
At block 610, the wagering game server transmits the general results for presentation on the wagering game machines and other publicly perceptible devices (e.g., a video display specifically for the community game). Additionally, the server also transmits the general results addressed to any available PAN devices. As a result, players can view the general results on the wagering game machines and any available PAN devices. From block 610, the flow ends.
While the discussion above indicates that wagering game machines (or other devices) transmit content to the PAN devices, so embodiments operate differently. Instead of transmitting the actual content, an identifier is transmitted, wherein the identifier identifies content already stored on the PAN device.
In some embodiments, wagering game machines can use Sony's “TransferJet” technology to exchange content with PAN devices and other devices. The TransferJet technology is a close proximity wireless transfer technology enabling the high speed transfer of large data files (e.g., photos, HD images, etc.) between wagering game machines and mobile phones, digital cameras, digital video cameras, media players, etc. Using this technology, data can be sent at speeds of 560 Mbps.
Using TransferJet, just touching a wagering game machine with a device triggers an automatic download of media files. TransferJet eliminates complex setup procedures required by some existing wireless systems, and no access point is necessary. Players can register their electronic devices with a wagering game system so wagering game machines and other related devices recognize those devices. By registering devices, wagering game systems can prevent external data leakage.
In some embodiments in which a PAN device includes a Wii Remote™ the Wii Remote can be adapted to include a biometric reader, such as a vein scanner, fingerprint reader, retina scanner, etc. The Wii Remote's biometric reader can authenticate players. If a player's biometric information is authentic, the Wii Remote can provide the player's player identifier to a wagering game machine, thus eliminating a need for the player card. If the player's biometric information is not authentic, the Wii Remote can remain locked.
This section provides more details about wagering game machines.
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.
This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features 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. This detailed description does not, therefore, limit embodiments of the invention, which are defined only by the appended claims. Each of the embodiments is contemplated as falling within the inventive subject matter, which is set forth in the following claims.
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20200013254 A1 | Jan 2020 | US |
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Parent | 12918066 | US | |
Child | 16549949 | US |