A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2012, WMS Gaming, Inc.
Embodiments of the inventive subject matter relate generally to wagering game systems and networks that, more particularly, use coded identifiers for adaptive gaming.
Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Traditionally, wagering game machines have been confined to physical buildings, like casinos (e.g., resort casinos, road-side casinos, etc.). The casinos are located in specific geographic locations that are authorized to present wagering games to casino patrons. However, with the proliferation of interest and use of the Internet, shrewd wagering game manufacturers have recognized that a global public network, such as the Internet, can reach to various locations of the world that have been authorized to present wagering games. Any individual with a personal computing device (e.g., a personal computer, a laptop, a personal digital assistant, a cell phone, etc.) can connect to the Internet and play wagering games. Consequently, some wagering game manufacturers have created wagering games that can be processed by personal computing devices and offered via online casino websites (“online casinos”). However, online casinos face challenges and struggles. For instance, online casinos have struggled to provide the excitement and entertainment that a real-world casino environment provides. Some online casinos have struggled enforcing cross jurisdictional restrictions and requirements. Further, some online casinos have struggled adapting the online gaming industry to a traditionally non-wagering game business environment. As a result, wagering game manufacturers, casino operators, and online game providers are constantly in need of innovative concepts that can make the online gaming industry appealing and profitable.
Embodiments are illustrated in the Figures of the accompanying drawings in which:
This description of the embodiments is divided into six sections. The first section provides an introduction to embodiments. The second section describes example operating environments while the third section describes example operations performed by some embodiments. The fourth section describes additional example embodiments while the fifth section describes additional example operating environments. The sixth section presents some general comments.
This section provides an introduction to some embodiments.
Wagering games are expanding in popularity. Many wagering game enthusiasts are demanding greater access to wagering games and content related to wagering games. As stated previously, some wagering game companies have created online wagering game websites that provide a way for wagering game enthusiasts to play wagering games while connected to the Internet (e.g., via a web-browser). Some online wagering game websites provide various features, such as social networks and social networking functionality. Social networks allow wagering game players (“players”) to create social network user accounts with one or more unique identifiers that represent an online persona. One example of a unique identifier is an “avatar.” Avatars are graphical, cartoon-like depictions of a social network persona. These online personas and associated avatars add to the fun of belonging to a social network. Wagering game providers are interested in providing interesting features to casino patrons as well as online gaming enthusiasts.
Some embodiments of the inventive subject matter include providing coded identifiers for game-related activity performed both inside and outside a casino. In some examples, coded identifiers are provided in response to non-wagering activity performed on the Internet (e.g., during play of persistent-state games and casual games) as well as in response to wagering game play on a wagering game machine. The coded identifiers can indicate characteristics related to the activity and can be used to transmit information about the activity or results of the activity (e.g., information about progress made in a persistent-state game, information about marketing activity performed online, etc.). Some embodiments provide the coded identifiers in a format that a player can transport to a casino, such as on a piece of paper (e.g. as a printed numerical code or as a graphic), on a mobile device (e.g., as an optical, machine-readable code, which the player can provide to a wagering game machine in a casino during a wagering game session), etc. An optical, machine-readable code may include, but not be limited to, a matrix code, a Quick Response (QR) code, a two dimensional barcode, etc. The coded identifier, when provided to the wagering game machine during the wagering game session, can unlock content, or result in other gaming rewards during the wagering game session. During the wagering game session, the wagering game machine can generate additional coded identifiers that the player can receive via a mobile client (e.g., via direct scan of the additional coded identifiers using a cell phone). The mobile client can store the additional coded identifiers for later use and/or transmit information about the additional coded identifiers, via a wireless network (e.g., via a mobile telephone network) that extends beyond the confines of the casino.
At a first time (i.e., at stage “A”), the system presents online content 115, such as a non-wagering game, a persistent-state game, or other such content, using the personal computer 145. The online gaming server 140 hosts a website that provides the online content 115 to the personal computer 145. The system 100 detects that a player attains an achievement (e.g., as indicated via the message 116) during the online content 115. In response to attaining the achievement, the online gaming server 140 generates a coded identifier, such as matrix code 107.
At stage “B,” the online gaming server 140 sends the matrix code 107 to the mobile client 120, such as via a multi-media text message, an email, a message presented in an application interface, etc. The online gaming server 140 can also store an indication in a player account that specifies the matrix code 107 as well as any information associated with the matrix code 107. The mobile client 120 can display the matrix code 107 via a display 125.
At stage “C,” the system 100 detects that a player takes the mobile client 120 into the casino 101, and at stage “D,” the system 100 detects player input at the wagering game machine 160. The player input is associated with a player that is assigned a wagering game player account. The system 100 initiates a wagering game session, in response to the player input, and the wagering game machine 160 presents wagering game content 103, such as a slot game with slot reels 102.
At stage “E,” the system 100 detects that the mobile client 120 is positioned near the wagering game machine 160. The wagering game machine 160 reads the matrix code 107. In some embodiments, the mobile client 120 transmits the matrix code 107 via the wireless access point 129 to the wagering game server 150. In some embodiments, the wagering game machine 160 is configured with a scanning device that optically scans the matrix code 107 from the display 125 of the mobile client 120. The wagering game machine 160 and/or wagering game server 150 detect, via the matrix code 107, the information related to the achievement attained at stage “A” via the online content 115. The wagering game machine 160 and/or the wagering game server 150 use the information from the matrix code 107 to provide a gaming reward, such as unlocking gaming content as indicated in a message 110. In some embodiments, as explained later below, the system 100 can provide additional coded identifiers, during the wagering game session, and transmit the additional coded identifiers to the mobile client 120. For example, the mobile client 120 can include scanning mechanisms in the display 125 that read the additional coded identifiers presented by the wagering game machine 160. The mobile client 120 can transfer the additional coded identifiers to other elements of the system 100, such as to the online gaming server 140 (e.g., which can represent an adaptive gaming server, a player account server, a social network server, etc.), to the wagering game server 150, to the personal computer 145, etc.
Further, some embodiments of the inventive subject matter describe examples of using coded identifiers for adaptive gaming in a network wagering venue (e.g., an online casino, a wagering game website, a wagering network, etc.) using a communication network, such as the communications network 122 in
Further, in some embodiments herein a user may be referred to as a player (i.e., of wagering games), and a player may be referred to interchangeably as a player account. Account-based wagering systems utilize player accounts when transacting and performing activities, at the computer level, that are initiated by players. Therefore, a “player account” represents the player at a computerized level. The player account can perform actions via computerized instructions. For example, in some embodiments, a player account may be referred to as performing an action, controlling an item, communicating information, etc. Although a player, or person, may be activating a game control or device to perform the action, control the item, communicate the information, etc., the player account, at the computer level, can be associated with the player, and therefore any actions associated with the player can also be associated with the player account. Therefore, for brevity, to avoid having to describe the interconnection between player and player account in every instance, a “player account” may be referred to herein in either context. Further, in some embodiments herein, the word “gaming” is used interchangeably with “gambling.”
Although
This section describes example operating environments and networks and presents structural aspects of some embodiments. More specifically, this section includes discussion about wagering game system architectures.
The wagering game system architecture 200 can also include a wagering game server 250 configured to control wagering game content, provide random numbers, and communicate wagering game information, account information, and other information to and from a client 260. The wagering game server 250 can include a content controller 251 configured to manage and control content for the presentation of content on the client 260. For example, the content controller 251 can generate game results (e.g., win/loss values), including win amounts, for games played on the client 260. The content controller 251 can communicate the game results to the client 260. The content controller 251 can also generate random numbers and provide them to the client 260 so that the client 260 can generate game results. The wagering game server 250 can also include a content store 252 configured to contain content to present on the client 260. The wagering game server 250 can also include an account manager 253 configured to control information related to player accounts. For example, the account manager 253 can communicate wager amounts, game results amounts (e.g., win amounts), bonus game amounts, etc., to the account server 270. The wagering game server 250 can also include a communication unit 254 configured to communicate information to the client 260 and to communicate with other systems, devices and networks. The wagering game server 250 can also include an adaptive gaming unit 255 configured to generate coded identifiers in response to player input, track use of coded identifiers, and adapt gaming response to use of coded identifiers.
The wagering game system architecture 200 can also include the client 260 configured to present wagering games and receive and transmit information related to coded identifiers, a gaming session, adaptive gaming, persistent-state games, episodic content, etc. The client 260 is configured to generate coded identifiers, track use of coded identifiers, adapt gaming response to use of coded identifiers, etc. The client 260 can, in some embodiments, be a computer system, a personal digital assistant (PDA), a cell phone, a laptop, a wagering game machine, or any other device or machine that is capable of processing information, instructions, or other data provided via the communications network 222. The client 260 can include a content controller 261 configured to manage and control content and presentation of content on the client 260. The client 260 can also include a content store 262 configured to contain content to present on the client 260. The client 260 can also include an application management module 263 configured to manage multiple instances of gaming applications. For example, the application management module 263 can be configured to launch, load, unload and control applications and instances of applications. The application management module 263 can launch different software players (e.g., a Microsoft® Silverlight™ player, an Adobe® Flash® player, etc.) and manage, coordinate, and prioritize what the software players do. The application management module 263 can also coordinate instances of server applications in addition to local copies of applications. The application management module 263 can control window locations on a wagering game screen or display for the multiple gaming applications. In some embodiments, the application management module 263 can manage window locations on multiple displays including displays on devices associated with and/or external to the client 260 (e.g., a top display and a bottom display on the client 260, a peripheral device connected to the client 260, a mobile device connected to the client 260, etc.). The application management module 263 can manage priority or precedence of client applications that compete for the same display area. For instance, the application management module 263 can determine each client application's precedence. The precedence may be static (i.e. set only when the client application first launches or connects) or dynamic. The applications may provide precedence values to the application management module 263, which the application management module 263 can use to establish order and priority. The precedence, or priority, values can be related to tilt events, administrative events, primary game events (e.g., hierarchical, levels, etc.), secondary game events, local bonus game events, advertising events, etc. As each client application runs, it can also inform the application management module 263 of its current presentation state. The applications may provide presentation state values to the application management module 263, which the application management module 263 can use to evaluate and assess priority. Examples of presentation states may include celebration states (e.g., indicates that client application is currently running a win celebration), playing states (e.g., indicates that the client application is currently playing), game starting states (e.g., indicates that the client application is showing an invitation or indication that a game is about to start), status update states (e.g., indicates that the client application is not ‘playing’ but has a change of status that should be annunciated, such as a change in progressive meter values or a change in a bonus game multiplier), idle states (e.g., indicates that the client application is idle), etc. In some embodiments, the application management module 263 can be pre-configurable. The system can provide controls and interfaces for operators to control screen layouts and other presentation features for the configuring of the application management module 263. The application management module 263 can communicate with, and/or be a communication mechanism for, a base game stored on a wagering game machine. For example, the application management module 263 can communicate events from the base game such as the base game state, pay line status, bet amount status, etc. The application management module 263 can also provide events that assist and/or restrict the base game, such as providing bet amounts from secondary gaming applications, inhibiting play based on gaming event priority, etc. The application management module 263 can also communicate some (or all) financial information between the base game and other applications including amounts wagered, amounts won, base game outcomes, etc. The application management module 263 can also communicate pay table information such as possible outcomes, bonus frequency, etc. In some embodiments, the application management module 263 can control different types of applications. For example, the application management module 263 can perform rendering operations for presenting applications of varying platforms, formats, environments, programming languages, etc. For example, the application management module 263 can be written in one programming language format (e.g., Javascript, Java, C++, etc.) but can manage, and communicate data from, applications that are written in other programming languages or that communicate in different data formats (e.g., Adobe® Flash®, Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc.). The application management module 263 can include a portable virtual machine capable of generating and executing code for the varying platforms, formats, environments, programming languages, etc. The application management module 263 can enable many-to-many messaging distribution and can enable the multiple applications to communicate with each other in a cross-manufacturer environment at the client application level. For example, multiple gaming applications on a wagering game machine may need to coordinate many different types of gaming and casino services events (e.g., financial or account access to run spins on the base game and/or run side bets, transacting drink orders, tracking player history and player loyalty points, etc.).
The client 260 can also include an adaptive gaming unit 264 configured to generate coded identifiers in response to player input, track use of coded identifiers, and adapt gaming response to use of coded identifiers.
The wagering game system architecture 200 can also include a mobile client 235 configured to receive and transmit data related to coded identifiers, a gaming session, adaptive gaming, persistent-state games, episodic content, etc. In some embodiments, the mobile client 235 includes a content controller 236 configured to control content, applications, etc. The mobile client 235 further includes a communication unit 237 configured to control mobile communications. The mobile client 235 may also be referred to as a handheld device, a handheld computer or simply handheld. In some embodiments, the mobile client 235 is a pocket-sized computing device, having a display screen with touch input and/or a miniature keyboard. Some examples of the mobile client 235 may include, but are not limited to a personal digital assistant (PDA), a cell phone, a laptop, a smartphone, a mobile computer, a mobile internet device, a portable media player, a mobile phone, a pager, a personal navigation device, or any other device or machine that is capable of wirelessly processing information, instructions, or other data. In some embodiments, the mobile client 235 may include integrated data capture devices like barcode readers, radio frequency identification (RFID) readers, in-cell scanners, and smart card readers. In some embodiments the mobile client 235 is personal (i.e., belongs to a user), which the user can carry on their person.
The wagering game system architecture 200 can also include a secondary content server 280 configured to provide content and control information for secondary games and other secondary content available on a wagering game network (e.g., secondary wagering game content, promotions content, advertising content, player tracking content, web content, etc.). The secondary content server 280 can provide “secondary” content, or content for “secondary” games presented on the client 260. “Secondary” in some embodiments can refer to an application's importance or priority of the data. In some embodiments, “secondary” can refer to a distinction, or separation, from a primary application (e.g., separate application files, separate content, separate states, separate functions, separate processes, separate programming sources, separate processor threads, separate data, separate control, separate domains, etc.). Nevertheless, in some embodiments, secondary content and control can be passed between applications (e.g., via application protocol interfaces), thus becoming, or falling under the control of, primary content or primary applications, and vice versa. In some embodiments, the secondary content can be in one or more different formats, such as Adobe® Flash®, Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc. In some embodiments, the secondary content server 280 can provide and control content for community games, including networked games, social games, competitive games, or any other game that multiple players can participate in at the same time. In some embodiments, the secondary content server 280 can control and present an online website that hosts wagering games. The secondary content server 280 can also be configured to present multiple wagering game applications on the client 260 via a wagering game website, or other gaming-type venue accessible via the Internet. The secondary content server 280 can host an online wagering website and/or a social networking website. The secondary content server 280 can include other devices, servers, mechanisms, etc., that provide functionality (e.g., controls, web pages, applications, etc.) that web users can use to connect to a social networking application and/or website and utilize social networking and website features (e.g., communications mechanisms, applications, etc.). The secondary content server 280 can also be configured to generate coded identifiers in response to player input, track use of coded identifiers, and adapt gaming response to use of coded identifiers. In some embodiments, the secondary content server 280 can also host social networking accounts, provide social networking content, control social networking communications, store associated social contacts, etc. The secondary content server 280 can also provide chat functionality for a social networking website, a chat application, or any other social networking communications mechanism. In some embodiments, the secondary content server 280 can utilize player data to determine marketing promotions that may be of interest to a player account. The secondary content server 280 can also analyze player data and generate analytics for players, group players into demographics, integrate with third party marketing services and devices, etc. The secondary content server 280 can also provide player data to third parties that can use the player data for marketing. In some embodiments, the secondary content server 280 can provide one or more social networking communication mechanisms that publish (e.g., post, broadcast, etc.) a message to a mass (e.g., to multiple people, users, social contacts, accounts, etc.). The social networking communication mechanism can publish the message to the mass simultaneously. Examples of the published message may include, but not be limited to, a blog post, a mass message post, a news feed post, a profile status update, a mass chat feed, a mass text message broadcast, a video blog, a forum post, etc. Multiple users and/or accounts can access the published message and/or receive automated notifications of the published message.
The wagering game system architecture 200 can also include a online gaming server 240 configured to control and present an online website that hosts gaming related content (e.g., wagering games, non-wagering games that share common themes to wagering games, social networking content related to gaming, etc.). The online gaming server 240 can also be configured to present multiple wagering game applications via the client 260 (e.g., via a browser application or widget installed on the client 260) and/or via the mobile client 235. The online gaming server 240 can be configured to present content via a wagering game website, or other gaming-type venue accessible via the Internet. The online gaming server 240 can also host a social networking website or social network. The online gaming server 240 can include mechanisms that provide functionality (e.g., controls, web pages, applications, etc.) that web users can use to connect to a social networking application and/or website and utilize social networking and website features (e.g., communications mechanisms, applications, etc.).
The wagering game system architecture 200 can also include a mobile communications server 230 configured to provide and control mobile content and communications, such as email, text messages, instant messages, mobile applications, etc. The mobile communications server 230 can utilize GSM (Global System for Mobile communications) protocols, the Short Message Service (SMS), or other communication standards associated with mobile communications, text messaging, email, instant messaging, mobile applications, etc. The wagering game system architecture 200 can also include a communications network antenna configured to receive and transmit mobile communications to and from the mobile communications server 230.
Each component shown in the wagering game system architecture 200 is shown as a separate and distinct element connected via a communications network 222. However, some functions performed by one component could be performed by other components. For example, the wagering game server 250 can also be configured to perform functions of the application management module 263, the adaptive gaming unit 264, and other network elements and/or system devices. Furthermore, the components shown may all be contained in one device, but some, or all, may be included in, or performed by, multiple devices, as in the configurations shown in
As mentioned previously, in some embodiments, the client 260 can take the form of a wagering game machine. Examples of wagering game machines can include floor standing models, handheld mobile units, bar-top models, workstation-type console models, surface computing machines, etc. Further, wagering game machines 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 some embodiments, clients and wagering game servers work together such that clients can be operated as thin, thick, or intermediate clients. For example, one or more elements of game play may be controlled by the client or the wagering game servers (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 can perform functions such as determining game outcome or managing assets, while the clients can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the clients can determine game outcomes and communicate the outcomes to the wagering game server for recording or managing a player's account.
In some embodiments, either the client or the wagering game server(s) 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(s)) or locally (e.g., by the client). 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.
Furthermore, the wagering game system architecture 200 can be implemented as software, hardware, any combination thereof, or other forms of embodiments not listed. For example, any of the network components (e.g., the wagering game machines, servers, etc.) can include hardware and machine-readable storage media including instructions for performing the operations described herein.
This section describes operations associated with some embodiments. In the discussion below, some flow diagrams are described with reference to block diagrams presented herein. 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 storage 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 more or less than all the operations shown in any flow diagram.
The flow 300 continues at processing block 304, where the system generates a first coded identifier configured for machine readability at a wagering game machine, where the first coded identifier specifies information about the non-wagering activity. In some embodiments the system can generate the first coded identifier in response to the first player input described previously. The first coded identifier can indicate, in a coded format, characteristics of the activity conducted via the first player input. The characteristics of the activity may include a value, degree, quality, subject matter, etc. related to the player (e.g., related to the player's performance, the player's location, etc.), the content, a provider of the content, the environment, etc. in relationship to the activity. For instance, in some embodiments the characteristics can describe the activity that the player performed. In some embodiments, the system can generate a coded, machine readable, unique identifier, (e.g., QR code, 2-D barcode, alpha-numeric task code, codes symbol, glyph, etc.). The coded identifier can be compact and capable of being oriented, so that a sensing device (e.g., a scanning device) on a wagering game machine can sense an orientation of markers on the coded identifier as it is displayed on a display of a mobile client. The coded identifier may be encrypted for security purposes. The coded identifier can store a lot of data which can be used to give a history of experiences in the casino or outside for use while in the casino or outside the casino. The coded identifier can be small in visible size, to fit on a display of a mobile device. If more data than will fit needs to go into coded identifier, then the system can encode access data into the coded identifier which can later be linked to when used (e.g., a Universal Resource Locator, or URL that accesses a website, a data string that access a database record, etc.).
The flow 300 continues at processing block 306, where the system provides the first coded identifier in a machine-readable format. For example, the system provides a machine-readable version of the first coded identifier to a mobile client associated with the player. The machine-readable version may include a numerical code (e.g. a unique key code for a player to later type in manually), a graphic of an optically machine-readable code (e.g. a matrix code), etc.
The flow 300 continues at processing block 308, where the system initiates a wagering game session via a wagering game machine in response to second player input. For example, after providing the first coded identifier, a player can enter a gaming establishment, such as a casino, and login to a wagering game machine using a wagering game player account. In other embodiments, a player may enter a ticket, or other form of money, into a wagering game machine. In some embodiments, the wagering game machine is not configured for account based wagering or may not have network access.
The flow 300 continues at processing block 310, where the system reads the first coded identifier, in machine-readable format, in response to third player input, The system reads the first coded identifier in various ways. For instance, in one example, a wagering game machine can accept an alpha numeric code entered via a scan, via manual input at an interface, via touchpad, etc. In another example, the system can accept a coded coupon inserted into a bill validator. In another example, the system reads coded data via a universal serial bus (USB) port/drive for the wagering game machine. In another example, the system can read the first coded identifier from a mobile client in response to a player placing a surface of a display for the mobile client against a scanning mechanism associated with the wagering game machine. In some embodiments the system utilizes a laser scanner, a near-field sensing mechanism, etc. For example a device built into the wagering game machine can include an in-cell interface that scans an image presented on a display of the mobile client (see description associated with FIGS. 4 and 5A-5C below).
The flow continues at block 311, where the system detects fourth player input during the gaming session associated with the gaming content, and generates a second coded identifier, in machine-readable format, in response to the fourth player input. After entering the first coded identifier, the system detects activity, results, conditions, events, progress, etc. that occur during a wagering game because of the fourth player input (e.g., detects progress in a game based on the player input, detects reel-stop configurations that occurred as a result of player betting, etc.). A system can generate and present the second coded identifier, via a display of a wagering game machine, to indicate the activity, results, conditions, events, progress, etc. The wagering game machine can, thus, convey the second coded identifier back to the player without using a direct communication, via a communication network, to an account-based wagering server. For example, the mobile client can also include a scanning mechanism (e.g. an in-cell display) or a conventional digital camera. The in-cell display on the mobile client scans the second coded identifier presented on the in-cell display of the wagering game machine, and vice versa. Thus the system provides two-way communication between the wagering game machine and the mobile client during the gaming session by each presenting coded identifiers to the other, thus passing information, in coded format, back and forth during the gaming session. The mobile client can transmit information related to the coded identifiers via wireless communication capabilities of the mobile client. FIGS. 4 and 5A-5C illustrate examples which will now be described.
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In some embodiments, the system uses the second coded identifier to unlock non-wagering content accessible either during the wagering game session (e.g., for use during a wagering game played during the wagering game session), after the wagering game session but while still in a casino (e.g., for use during a wagering game played in a subsequent wagering game session, for use during a group event at the casino, etc.) or after the player leaves the casino (e.g., for content accessible via a website).
According to some embodiments, a wagering game system (“system”) can provide various example devices, operations, etc., to use coded identifiers for adaptive gaming. The following non-exhaustive list enumerates some possible embodiments.
Additional Examples of Adapting Gaming Content Based on Information in Coded Identifiers.
Conduct Wagering Activity Via a Mobile Client Connected to a Wagering Game Machine.
In some embodiments, a wagering game machine, or other gaming device in a casino, can communicate with a player's mobile client to fund gaming session activities. For example, a player's mobile client can run an application that transfers gaming credits, money, etc. to and from a wagering game machine. For instance, the application on the mobile client allows the user to login to a third-party service that tracks player accounts that the player uses for different casinos. The third-party service provides a master account in which funds are stored. When the player wants to use funds, at a specific casino, then the application can generate a coded identifier specific to a player account that corresponds to that casino. The player can use the coded identifier to login to a wagering game machine (eliminating a need to carry around multiple player cards) and transfer money from the master account to the player account that corresponds to that casino, and/or then to gaming session (e.g., to a gaming session credit balance). In other examples, the system can provide mechanisms for a player who does not have a player account to utilize a coded identifier to transfer gaming credits purchased, or attained, from a kiosk, bank, etc. at a casino. The coded identifier, therefore, can represent a ticket-in-ticket-out (TITO) type of identifier used to fund a gaming session. The system can transfer the coded identifier to the player's mobile client instead of printing the coded identifier on paper. In some embodiments, the system can move funds between machines by taking pictures of a wagering game machine screen and entering the picture at a next wagering game machine. The next wagering game machine reads (e.g., scans) the picture and continues a previous game or uses information about a previous game/session (e.g., transfer's balance/credits from one machine to another, even between machines made by different manufacturers). To incentivize a player to transfer funds from one manufacturer's wagering game machine to a second manufacturer's wagering game machine, the system could offer an increase to the number of credits. As a security measure, the coded identifier can provide a pointer back to a value that is stored in a casino account.
This section describes additional example operating environments, systems, networks, etc. and presents structural aspects of some embodiments.
The memory unit 630 may also include an I/O scheduling policy unit and I/O schedulers. The memory unit 630 can store data and/or instructions, and may comprise any suitable memory, such as a dynamic random access memory (DRAM), for example. The computer system 600 may also include one or more suitable integrated drive electronics (IDE) drive(s) 608 and/or other suitable storage devices. A graphics controller 604 controls the display of information on a display device 606, according to some embodiments.
The ICH 624 provides an interface to I/O devices or peripheral components for the computer system 600. The ICH 624 may comprise any suitable interface controller to provide for any suitable communication link to the processor unit 602, memory unit 630 and/or to any suitable device or component in communication with the ICH 624. The ICH 624 can provide suitable arbitration and buffering for each interface.
For one embodiment, the ICH 624 provides an interface to the one or more IDE drives 608, such as a hard disk drive (HDD) or compact disc read only memory (CD ROM) drive, or to suitable universal serial bus (USB) devices through one or more USB ports 610. For one embodiment, the ICH 624 also provides an interface to a keyboard 612, selection device 614 (e.g., a mouse, trackball, touchpad, etc.), CD-ROM drive 618, and one or more suitable devices through one or more firewire ports 616. For one embodiment, the ICH 624 also provides a network interface 620 though which the computer system 600 can communicate with other computers and/or devices.
The computer system 600 may also include a machine-readable storage medium that stores a set of instructions (e.g., software) embodying any one, or all, of the methodologies to use coded identifiers for adaptive gaming. Furthermore, software can reside, completely or at least partially, within the memory unit 630 and/or within the processor unit 602. The computer system 600 can also include an adaptive gaming unit 637. The adaptive gaming unit 637 can process communications, commands, or other information, to use coded identifiers for adaptive gaming. Any component of the computer system 600 can be implemented as hardware, firmware, and/or machine-readable storage media including instructions for performing the operations described herein.
The CPU 826 is also connected to an input/output (“I/O”) bus 822, which can include any suitable bus technologies, such as an AGTL+frontside bus and a PCI backside bus. The I/O bus 822 is connected to a payout mechanism 808, primary display 810, secondary display 812, value input device 814, player input device 816, information reader 818, and storage unit 830. The player input device 816 can include the value input device 814 to the extent the player input device 816 is used to place wagers. The I/O bus 822 is also connected to an external system interface 824, which is connected to external systems (e.g., wagering game networks). The external system interface 824 can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.)
The I/O bus 822 is also connected to a location unit 838. The location unit 838 can create player information that indicates the wagering game machine's location/movements in a casino. In some embodiments, the location unit 838 includes a global positioning system (GPS) receiver that can determine the wagering game machine's location using GPS satellites. In other embodiments, the location unit 838 can include a radio frequency identification (RFID) tag that can determine the wagering game machine's location using RFID readers positioned throughout a casino. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the wagering game machine's location. Although not shown in
In some embodiments, the wagering game machine 806 can include additional peripheral devices and/or more than one of each component shown in
In some embodiments, the wagering game machine 806 includes an adaptive gaming unit 837. The adaptive gaming unit 837 can process communications, commands, or other information, where the processing can use coded identifiers for adaptive gaming.
Furthermore, any component of the wagering game machine 806 can include hardware, firmware, and/or machine-readable storage media including instructions for performing the operations described herein.
The wagering game machine 900 comprises a housing 912 and includes input devices, including value input devices 918 and a player input device 924. For output, the wagering game machine 900 includes a primary display 914 for displaying information about a basic wagering game. The primary display 914 can also display information about a bonus wagering game and a progressive wagering game. The wagering game machine 900 also includes a secondary display 916 for displaying wagering game events, wagering game outcomes, and/or signage information. While some components of the wagering game machine 900 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 900.
The value input devices 918 can take any suitable form and can be located on the front of the housing 912. The value input devices 918 can receive currency and/or credits inserted by a player. The value input devices 918 can include coin acceptors for receiving coin currency and bill acceptors for receiving paper currency. Furthermore, the value input devices 918 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 900.
The player input device 924 comprises a plurality of push buttons on a button panel 926 for operating the wagering game machine 900. In addition, or alternatively, the player input device 924 can comprise a touch screen 928 mounted over the primary display 914 and/or secondary display 916.
The various components of the wagering game machine 900 can be connected directly to, or contained within, the housing 912. Alternatively, some of the wagering game machine's components can be located outside of the housing 912, while being communicatively coupled with the wagering game machine 900 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 914. The primary display 914 can also display a bonus game associated with the basic wagering game. The primary display 914 can include a cathode ray tube (CRT), a high resolution liquid crystal display (LCD), a plasma display, light emitting diodes (LEDs), a three-dimensional (3D) display, or any other type of display suitable for use in the wagering game machine 900. Alternatively, the primary display 914 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 918. The player can initiate play by using the player input device's buttons or touch screen 928. The basic game can include arranging a plurality of symbols 932 along a pay line, 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 900 can also include an information reader 952, 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 952 can be used to award complimentary services, restore game assets, track player habits, etc.
Embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, embodiments of the inventive subject matter may take the form of a computer program product embodied in any tangible medium of expression having computer readable program code embodied in the medium. The described embodiments may be provided as a computer program product that may include a machine-readable storage medium having stored thereon instructions, which may be used to program a computer system to perform a process according to embodiments(s), whether presently described or not, because every conceivable variation is not enumerated herein. A machine-readable storage medium includes any mechanism that stores information in a form readable by a machine (e.g., a wagering game machine, computer, etc.). For example, machine-readable storage media includes read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media (e.g., CD-ROM), flash memory machines, erasable programmable memory (e.g., EPROM and EEPROM); etc. Some embodiments of the invention can also include machine-readable signal media, such as any media suitable for transmitting software over a network.
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, 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 application claims the priority benefit of U.S. Provisional Application Ser. No. 61/505,639 filed Jul. 8, 2011.
Number | Date | Country | |
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61505639 | Jul 2011 | US |