The field of disclosure relates generally to electronic gaming, and more specifically, to systems and methods for dynamic monitor detection in electronic gaming.
Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
“Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” which is available to the player for reference. Often, the player may vary his/her wager to include differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, frequency or number of secondary games, and/or the amount awarded.
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
Some known gaming devices may also use historical horse racing results (e.g., or other historical data) to determine wagering game outcomes. In some known systems, it may be desired and/or required for at least a portion of a historical event associated with the historical data to be displayed. Thus, according to some known systems, if a display device configured to display a historical event malfunctions or is otherwise inoperable, a gaming device associated with that display device may be required to shut down until that display device is fixed or replaced (e.g., because until the display device is fixed, the historical event(s) desired/required to be displayed as part of an electronic game will not be displayed). Accordingly, systems and methods are desired for dynamic monitor detection in electronic gaming such that if an initial display device becomes inoperable, data is automatically displayed on a different display device instead of requiring a shut down of the gaming device until the initial display device is fixed and/or replaced.
In one aspect, an electronic gaming device is described. The electronic gaming device includes a first display device configured to display an historical event, a second display device, at least one memory device with instructions stored thereon, and at least one processor in communication with the first display device, the second display device, and the at least one memory device. The instructions, when executed by the at least one processor, cause the at least one processor to determine a first game outcome for an electronic game wherein the first game outcome is associated with a first historical event and cause display of the first historical event on the first display device. The instructions also cause the at least one processor to determine that the first display device is one of defective or disconnected, determine a second game outcome for the electronic game wherein the second game outcome is associated with a second historical event, and automatically cause display of the second historical event on the second display device.
In another aspect, a non-transitory computer-readable storage medium with instructions stored thereon is described. The instructions, when executed by a processor, cause the processor to determine a first game outcome for an electronic game, wherein the first game outcome is associated with a first historical event and cause display of the first historical event on a first display device of an electronic gaming device. The instructions also cause the processor to determine that the first display device is one of defective or disconnected, determine a second game outcome for the electronic game, wherein the second game outcome is associated with a second historical event, and automatically cause display of the second historical event on a second display device of the electronic gaming device.
In yet another aspect, a method of electronic gaming implemented by a processor in communication with a memory is described. The method includes determining a first game outcome for an electronic game, wherein the first game outcome is associated with a first historical event and causing display of the first historical event on a first display device of an electronic gaming device. The method also includes determining that the first display device is one of defective or disconnected, determining a second game outcome for the electronic game, wherein the second game outcome is associated with a second historical event, and automatically causing display of the second historical event on a second display device of the electronic gaming device.
Described herein are systems and methods for dynamic monitor detection in electronic gaming. For example, some electronic games utilize historical data from historical events in order to generate game outcomes. In some instances, a historical event utilized to generate a game outcome may be required to be displayed when the game outcome is presented. In the example embodiment described herein, monitors connected to a gaming device are detected/determined to be active (e.g., the number and/or location of display devices with respect to other display devices). The gaming device (e.g., or another device in connection with the gaming device) then determines which display device to display the historical event on. If that determined display device is later detected as being disconnected or defective (e.g., or otherwise inoperable), the gaming device (e.g., or connected device) determines a different display device on which to display the historical event.
For example, on boot of a historical horse racing (HHR) game, an EGM controller may detect active/operable monitors coupled to the EGM and dynamically configure the game such that an HHR race graphic (e.g., a historical event such as a historical horse race) is displayed on a topper monitor. In one example, if the controller detects the EGM has dual (upper and lower) monitors and a topper monitor, the controller may configure the game to display the HHR content on the topper monitor. In another example, if the controller only detects the dual monitors (e.g., if the topper monitor is not installed or inoperable), the controller may configure the game to present the HHR graphic on the upper monitor.
In known systems, if a monitor presenting required game content (e.g., an historical event) goes off-line for any reason, the game is taken out of service until the monitor is restored. An entire game/device being taken offline for an extended period time is costly and inefficient. Further, it is burdensome and time-consuming to service/replace a monitor in order to get a game/device back online.
Accordingly, the present disclosure describes that upon detection of a change in monitor configuration (e.g., a monitor goes off-line), the gaming device or a device in communication with the gaming device dynamically reconfigures to cause display of the required game content on another available monitor, thereby keeping the game in service and not requiring the costly and time-consuming maintenance of servicing or replacing a monitor in order for a game to be played. Further, in the example embodiment, the tracking of connected monitors and determination of which monitor to display certain content on is controlled based in part on one or more specific lookup tables stored in memory in order to improve computer efficiency and save computer resources.
For example, device IDs associated with electronic gaming devices, display IDs associated with displays of each respective electronic gaming device, and screen resolutions associated with each respective display ID may be stored in a table in memory (e.g., at an electronic gaming device and/or at a backend server). In examples where one or more tables are stored at an electronic gaming device, display IDs and screen resolutions may be stored without a device ID (e.g., because the one or more tables are stored at the device itself).
In one example with one or more tables stored in a backend server, an electronic gaming device may identify that a display thereon has become defective and/or disconnected. Accordingly, the gaming device may generate and transmit a message to the backend server including the device ID associated with the electronic gaming device and display IDs associated with connected displays thereon. The backend server may perform a lookup in the one or more tables, based on the device ID and the display IDs, to determine, based on rules in the one or more tables, which display device to display HHR content on. Further, the backend server may determine a screen resolution of the display that is selected to display the HHR content. The backend server may then generate and transmit a reply message to the electronic gaming device indicating which display to display the HHR content on, and screen resolution information associated with that display (e.g., a screen resolution of that display and/or data regarding how to display the HHR content on a screen of that resolution (e.g., for proper/optimal sizing)).
In another example, one or more tables may be stored at an electronic gaming device. Accordingly, the gaming device may perform a lookup in the one or more tables, based on the display IDs, to determine, based on rules in the one or more tables, which display device to display HHR content on. Further, the device may determine a screen resolution of the display that is selected to display the HHR content. The electronic gaming device may then cause display of HHR content on the determined display based on screen resolution information associated with that display (e.g., a screen resolution of that display and/or data regarding how to display the HHR content on a screen of that resolution (e.g., for proper/optimal sizing)).
For example, in some embodiments, on startup/boot of an electronic gaming device, the electronic gaming device may recognize which display devices are coupled thereto. The electronic gaming device may then ask (e.g., transmit a request) to each of the display devices requesting a respective resolution and/or aspect ratio of each of the display devices. The electronic gaming device may then store each of the resolutions and/or aspect ratios and configure an animation (e.g., based on the resolution and/or aspect ratio of a topper display) for display on a first display device (e.g., the topper display) of the display devices. Then, upon recognizing the topper display is one of defective or disconnected, the electronic gaming device may determine a different display device upon which to display the animation (e.g., or a different animation) and perform a lookup for the resolution and/or aspect ratio of the different display device. Accordingly, the gaming device configures the animation (e.g., based on the resolution and/or aspect ratio of the different display device) for display on the different display device of the display devices.
In some embodiments, certain configurations of the animation for different resolutions and/or aspect ratios may be pre-stored at an electronic gaming device. Accordingly, upon determining a resolution and/or aspect ratio of a display device upon which to display an animation, the electronic gaming device may select a closest pre-stored resolution and/or aspect ratio to the determined resolution and/or aspect ratio and display the animation with the selected pre-stored resolution and/or aspect ratio on the determined display device.
In some embodiments, the electronic gaming device may determine that no pre-stored resolutions and/or aspect ratios are within a threshold amount (e.g., percentage of the pre-stored resolution and/or aspect ratio vs. the determined resolution and/or aspect ratio) of the determined resolution and/or aspect ratio and select a different display device upon which to display the animation. For example, if the resolution and/or aspect ratio of a display device are outside the threshold amount from a pre-stored resolution and/or aspect ratio of the animation, display of the animation on that display device may be poor (e.g., blurry, stretched, small and hard to see, etc.). Accordingly, a different display device may be selected.
Thus, the present disclosure solves at least the problem of an EGM being taken out of service if a display is defective, disconnected, etc. (e.g., for an EGM executing an HHR game where an HHR graphic is presented on the topper display). In some embodiments, upon a reboot of the EGM, the display will dynamically be reconfigured such that HHR content is displayed on an upper dual monitor when a topper monitor is defective or disconnected. In some embodiments, display reconfiguration may not require a reboot. For example, during operation of a gaming device, if a controller detects a change in active monitors, the controller may dynamically reconfigure to present the HHR content on an optimal monitor (e.g., based upon rules stored in memory).
Notably, while in certain embodiments described herein the disclosure is described with respect to HHR games and/or content required to be displayed (e.g., for regulatory purposes), in some embodiments the disclosure may be utilized for display of any content (e.g., display of progressive meters, bingo cards, paytable information, marketing information, a bonus wheel, etc.). While some embodiments may be described with respect to an historical event, it should be appreciated that certain games may be associated with multiple historical events or no historical events.
As used herein, a display being “defective” may mean that the display is operating outside of a normal operating condition in any way. Further, as used herein, a display being “disconnected” may mean that the display is no longer connected (e.g., wired or wirelessly) to computer components necessary for operating an electronic gaming device with the display thereon (e.g., components of the electronic gaming device or another device in communication with the electronic gaming device).
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices 104A-104X and the server computers 102 can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices 104A-104X to communicate with one another and/or the server computers 102 using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.
In some implementation, server computers 102 may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device 104A, gaming device 104B or any of the other gaming devices 104C-104X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers 102 described herein.
The server computers 102 may include a central determination gaming system server 106, a ticket-in-ticket-out (TITO) system server 108, a player tracking system server 110, a progressive system server 112, and/or a casino management system server 114. Gaming devices 104A-104X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server 106 and then transmitted over the network to any of a group of remote terminals or remote gaming devices 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device 104A often includes a main door which provides access to the interior of the cabinet. Gaming device 104A typically includes a button area or button deck 120 accessible by a player that is configured with input switches or buttons 122, an access channel for a bill validator 124, and/or an access channel for a ticket-out printer 126.
In
In many configurations, the gaming device 104A may have a main display 128 (e.g., video display monitor) mounted to, or above, the gaming display area 118. The main display 128 can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
In some implementations, the bill validator 124 may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device 104A may also include a “ticket-out” printer 126 for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer 126 on the gaming device 104A. The gaming device 104A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device 104A.
In some implementations, a player tracking card reader 144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad 146, and/or an illuminated display 148 for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device 104A. In such implementations, a game controller within the gaming device 104A can communicate with the player tracking system server 110 to send and receive player tracking information.
Gaming device 104A may also include a bonus topper wheel 134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel 134 is operative to spin and stop with indicator arrow 136 indicating the outcome of the bonus game. Bonus topper wheel 134 is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
A candle 138 may be mounted on the top of gaming device 104A and may be activated by a player (e.g., using a switch or one of buttons 122) to indicate to operations staff that gaming device 104A has experienced a malfunction or the player requires service. The candle 138 is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
There may also be one or more information panels 152 which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s) 152 may be implemented as an additional video display.
Gaming devices 104A have traditionally also included a handle 132 typically mounted to the side of main cabinet 116 which may be used to initiate game play.
Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet 116 of the gaming device 104A, the details of which are shown in
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door which opens to provide access to the interior of the gaming device 104B. The main or service door is typically used by service personnel to refill the ticket-out printer 126 and collect bills and tickets inserted into the bill validator 124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
Another example gaming device 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some implementations, example gaming device 104C may also include speakers 142 to output various audio such as game sound, background music, etc.
Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
The games available for play on the gaming device 200 are controlled by a game controller 202 that includes one or more processors 204. Processor 204 represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor 204 can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor 204 can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor 204 is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Although
Memory 208 can store one or more game programs 206 that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program 206 represents an executable program stored in any portion or component of memory 208. In one or more implementations, game program 206 is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor 204 in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory 208 and run by processor 204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory 208 and executed by processor 204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory 208 to be executed by processor 204.
Alternatively, game programs 206 can be set up to generate one or more game instances based on instructions and/or data that gaming device 200 exchanges with one or more remote gaming devices, such as a central determination gaming system server 106 (not shown in
Gaming devices, such as gaming device 200, are highly regulated to ensure fairness and, in many cases, gaming device 200 is operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices 200 that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices 200 is not simple or straightforward because of: (1) the regulatory requirements for gaming devices 200, (2) the harsh environment in which gaming devices 200 operate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software.
One regulatory requirement for games running on gaming device 200 generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices 200 satisfy a minimum level of randomness without specifying how a gaming device 200 should achieve this level of randomness. To comply,
In
Another regulatory requirement for running games on gaming device 200 includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device 200 provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.
When a player wishes to play the gaming device 200, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator 234 to establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader 230. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display 240 and secondary game display 242. Other game and prize information may also be displayed.
For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons 236, the primary game display 240 which may be a touch screen, or using some other device which enables a player to input information into the gaming device 200.
During certain game events, the gaming device 200 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers 220. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device 200 or from lights behind the information panel 152 (
When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer 222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
Additionally, or alternatively, gaming devices 104A-104X and 200 can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in
Although
According to some examples, the mobile gaming devices 256 may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices 256 may be configured to receive game outcomes from another device, such as the central determination gaming system server 106, one of the EGMs 104, etc.
Some mobile gaming devices 256 may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices 256 may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices 256 may include a ticket reader and/or a ticket printer whereas some mobile gaming devices 256 may not, depending on the particular implementation.
In some implementations, the casino 251 may include one or more kiosks 260 that are configured to facilitate monetary transactions involving the mobile gaming devices 256, which may include cash out and/or cash in transactions. The kiosks 260 may be configured for wired and/or wireless communication with the mobile gaming devices 256. The kiosks 260 may be configured to accept monetary credits from casino patrons 262 and/or to dispense monetary credits to casino patrons 262 via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks 260 may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device 256 for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron 262 is ready to cash out, the casino patron 262 may select a cash out option provided by a mobile gaming device 256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device 256 may send a “cash out” signal to a kiosk 260 via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk 260 may provide monetary credits to the casino patron 262 corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.
In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server 108. For example, the TITO system server 108 may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device 256 and/or a kiosk 260.
Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices 256 may be configured for wireless communication with the player tracking system server 110. Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.
According to some implementations, a mobile gaming device 256 may be configured to provide safeguards that prevent the mobile gaming device 256 from being used by an unauthorized person. For example, some mobile gaming devices 256 may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices 256 may be configured to function only within a predetermined or configurable area, such as a casino gaming area.
In this example, a gaming data center 276 includes various devices that are configured to provide online wagering games via the networks 417. The gaming data center 276 is capable of communication with the networks 417 via the gateway 272. In this example, switches 278 and routers 280 are configured to provide network connectivity for devices of the gaming data center 276, including storage devices 282a, servers 284a and one or more workstations 286a. The servers 284a may, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices 282a. The code may be subsequently loaded onto a server 284a after selection by a player via an EUD and communication of that selection from the EUD via the networks 417. The server 284a onto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers 284a. Although only one gaming data center 276 is shown in
In this example, a financial institution data center 270 is also configured for communication via the networks 417. Here, the financial institution data center 270 includes servers 284b, storage devices 282b, and one or more workstations 286b. According to this example, the financial institution data center 270 is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users 274a-274c may maintain at least one financial account with the financial institution that is serviced via the financial institution data center 270.
According to some implementations, the gaming data center 276 may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers 284a may be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s) 284a may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center 270. The server(s) 284a may, in some examples, be configured to maintain an audit record of such transactions.
In some alternative implementations, the gaming data center 276 may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center 270 and the gaming data center 276 include their own servers and storage devices in this example, in some examples the financial institution data center 270 and/or the gaming data center 276 may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center 270 and/or the gaming data center 276 may rely entirely on cloud-based servers.
One or more types of devices in the gaming data center 276 (or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs 264 and/or other information regarding authorized users of EUDs 264 (including but not limited to the authorized users 274a-274c), may be stored on storage devices 282 and/or servers 284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices 282 and/or servers 284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center 276) by authorized users.
In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center 276. One or more other devices (such EUDs 264 or devices of the gaming data center 276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.
The UI system 302 includes one or more UIs that a player can interact with. The UI system 302 could include one or more game play UIs 304, one or more bonus game play UIs 308, and one or more multiplayer UIs 312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI 304, bonus game play UI 308, and the multiplayer UI 312 may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. Using
The game play UI 304 represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements 306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system 302 could transition out of the base game to one or more bonus games. The bonus game play UI 308 represents a UI that utilizes bonus game play UI elements 310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element 306A-306N are similar to the bonus game play UI elements 310A-310N. In other implementations, the game play UI element 306A-306N can differ from the bonus game play UI elements 310A-310N.
Based on the player inputs, the UI system 302 could generate RNG calls to a game processing backend system 314. As an example, the UI system 302 could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine 316 could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. Gaming RNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in
The RNG conversion engine 320 processes each RNG outcome from RNG engine 316 and converts the RNG outcome to a UI outcome that is feedback to the UI system 302. With reference to
After generating the UI outcome, the game processing backend system 314 sends the UI outcome to the UI system 302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system 302 updates one or more game play UI elements 306A-306N, such as symbols, for the game play UI 304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements 310A-310N (e.g., symbols) for the bonus game play UI 308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.
In the example shown in
In the example embodiment, devices 402-406 are connected to EGM 400 and are detected/determined to be active (e.g., the number and/or location of display devices with respect to other display devices). EGM 400 (e.g., or another device in connection with the gaming device, such as one of servers 102) then determines which display device 402-406 to display the historical events on. If that determined display device is later detected as being disconnected or defective (e.g., or otherwise inoperable), EGM 400 (e.g., or connected device) determines a different display device on which to display the historical events.
For example, on boot of a historical horse racing (HHR) game, an EGM controller (e.g., controller 202) of EGM 400 may detect active/operable monitors coupled to the EGM and dynamically configures the game such that an HHR race graphic is overlaid in area 408 of device 402 (e.g., based upon rules stored in memory). In some embodiments, rules stored in memory may include a “hard-coded” priority order of devices upon which to display area 408 (e.g., device 402, then if device 402 is inactive display area 408 on device 406, then if device 406 is also inactive then display area 408 on device 404). In some embodiments, rules stored in memory may indicate to display area 408 on an uppermost (e.g., or lowermost, rightmost, leftmost, etc.) device, EGM 400 determines which device 402-406 is the uppermost device (in this example being device 402), and causes display of display area 408 on device 402. As envisioned, more or less than three devices 402-406 may be included in EGM 400 and analyzed in order to determine which device to display display area 408 upon.
While certain embodiments describe area 408 as being overlaid upon other content, embodiments are envisioned wherein area 408 is not overlaid upon other content and is displayed as not being overlaid. For example, certain portions of at least one of devices 402-406 may be designated in memory as areas in which to display area 408 by itself (e.g., as not being overlaid). In some embodiments, certain content may be removed from being displayed in order to display area 408.
Further, while the example embodiment is described with respect to area 408 (e.g., including horse race outcomes), embodiments are envisioned wherein any displayed content (e.g., display of progressive meters, bingo cards, paytable information, etc.) may be automatically moved from one display device to another (e.g., upon detecting at least one display device has become inactive or inoperable for any reason).
As explained herein, in known systems, if a monitor presenting required game content (e.g., an historical event) goes off-line for any reason, the game is taken out of service until the monitor is restored. An entire game/device being taken offline for an extended period time is costly and inefficient. Further, it is burdensome and time-consuming to service/replace a monitor in order to get a game/device back online.
Accordingly, upon detection of a change in monitor configuration (e.g., a monitor goes off-line), EGM 400 or a device in communication with EGM 400 dynamically reconfigures to cause display of the required game content on another available monitor (e.g., as shown in
Thus, the present disclosure solves at least the problem of an EGM being taken out of service if a display is defective, disconnected, etc. (e.g., for an EGM executing an HHR game where an HHR graphic is presented on device 402).
For example,
In some embodiments, a reboot of EGM 400 may be required for EGM 400 to detect which devices 402-406 are active and then which device 402-406 to display area 408 upon. For example, when EGM 400 (e.g., or another device) detects that at least one of devices 402-406 is inoperable, a pop-up interface may be displayed on one of devices 402-406. The interface may be configured to receive input from an attendant and/or a player in order to initiate a reboot of EGM 400 (e.g., and during the reboot EGM 400 determines which devices 402-406 are active and which active device to display area 408 on). In some embodiments, a security/access code may be required at the interface before the EGM 400 reboots. In some embodiments, EGM 400 may be rebooted by a remote attendant monitoring and/or with access to EGM 400, thus not requiring an attendant to walk to EGM 400 and interact with the displayed interface.
In embodiments where an EGM reboot is preferred, the reboot may be a “hard” reboot (e.g., shutting power completely off and on) or a “soft” reboot (e.g., a restart without loss of power).
In some embodiments, EGM 400 may reboot automatically upon determining that at least one of devices 402-406 is inoperable/inactive. In these embodiments, EGM 400 may determine that all necessary game data has been captured and stored (e.g., for regulatory purposes), and automatically initiate a reboot upon determining that game data is stored.
For instance,
In some examples, display area 408 may be configured to be displayed in different sizes while still displaying the same content (e.g., one or more historical horse races and/or recreations thereof). For example,
For example, device IDs associated with electronic gaming devices (e.g., EGM 400), display IDs associated with displays (e.g., devices 402-406) of each respective electronic gaming device, and screen resolutions associated with each respective display ID may be stored in a table in memory (e.g., at an electronic gaming device and/or at a backend server, e.g., 102). In examples where one or more tables are stored at an electronic gaming device, display IDs and screen resolutions may be stored without a device ID (e.g., because the one or more tables are stored at the device itself).
In one example with one or more tables stored in a backend server, an electronic gaming device may identify that a display thereon has become defective and/or disconnected (e.g., device 402 as shown in
In another example, one or more tables may be stored at an electronic gaming device. Accordingly, the gaming device may perform a lookup in the one or more tables, based on the display IDs, to determine, based on rules in the one or more tables, which display device to display HHR content on. Further, the device may determine a screen resolution of the display that is selected to display the HHR content. The electronic gaming device may then cause display of HHR content on the determined display based on screen resolution information associated with that display (e.g., a screen resolution of that display and/or data regarding how to display the HHR content on a screen of that resolution (e.g., for proper/optimal sizing)).
In the example embodiment, EGM 400 determines a first game outcome for an electronic game wherein the first game outcome is associated with a first historical event and causes display of the first historical event on device 402 (e.g., in area 408). EGM 400 then determines that device 402 is one of defective or disconnected and determines a second game outcome for the electronic game wherein the second game outcome is associated with a second historical event. EGM 400 then automatically causes display of second historical event (e.g., in area 408) on device 406.
As described herein, in some embodiments EGM 400 causes display of area 408 by overlaying display of area 408 over content displayed on a device 402-406. Further, in some embodiments EGM 400 may halt play of the electronic game on EGM 400 in response to determining that device 402 is one of defective or disconnected. EGM 400 may then determine, during a reboot of EGM 400, to display historical events associated with future plays of the electronic game at EGM 400 on a device 404, 406 that is not defective or disconnected.
In some embodiments, method 700 includes causing display of the second historical event on the second display device by overlaying display of the second historical event over content displayed on the second display device. In some embodiments, method 700 includes halting play of the electronic game on the electronic gaming device in response to determining that the first display device is one of defective or disconnected.
In some embodiments, method 700 includes determining a first screen resolution associated with the first display device and causing display of the first historical event on the first display device according to the first screen resolution. Further, in some embodiments, method 700 includes determining a second screen resolution associated with the second display device and automatically causing display of the second historical event on the second display device according to the second screen resolution. For example, method 700 may include determining the first screen resolution based on a first lookup in a lookup table and determining the second screen resolution based on a second lookup in the lookup table.
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.
This application claims the benefit of priority to U.S. Provisional Patent Application No. 63/370,372, filed Aug. 3, 2022, the contents and disclosure of which are incorporated by reference herein in their entirety.
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