A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2013, WMS Gaming, Inc.
Embodiments of the inventive subject matter relate generally to wagering game systems, and more particularly to wagering game systems that work with mobile devices.
Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play.
Embodiments of the invention are illustrated in the Figures of the accompanying drawings in which:
This section provides an introduction to some embodiments of the invention.
Casino table games often involve numerous players playing to win common bets, such as in craps or roulette. Large groups often win and celebrate at these table games, drawing attention and interest from other casino patrons. Because of this excitement, table games are a source of fun for many casino patrons. However, some casino patrons may feel inhibited from joining the excitement because they are unfamiliar with rules and strategies for particular table games. Some embodiments of the inventive subject matter enable patrons to observe live table games (e.g., in a casino), while receiving real-time tutorial content explaining player moves in the live table games. For example, a player may receive, on a mobile phone, a video feed of a live table game. Embodiments of the inventive subject matter can overlay tutorial content over the video feed, where the tutorial content explains game strategies relevant to players at the live table game. As a result, some embodiments enable players to understand game strategies and rules as a live casino table game plays-out.
In addition to the embodiments noted above, some embodiments enable players to use mobile devices (e.g., mobile phones) to place wagers on game events occurring on wagering game machines on a casino floor. For example, a player may wager that a selected slot machine will take five reel spins before initiating a bonus game. If the selected slot machine initiates the bonus game upon completing the fifth spin, the player wins the wager. Thus, some embodiments enable players to bet on game events without being tied to a single wagering game machine on a casino floor.
In addition to the embodiments noted above, some embodiments enable players to receive promotions based on their location in a casino. Some embodiments may determine a player's location in a casino (e.g., based on GPS information provided by the player's mobile phone), and provide promotional material (e.g., coupons) relevant to the player's location. For example, if a player is playing a slot machine adjacent to a frozen yogurt stand, some embodiments may send a frozen yogurt coupon to the player's mobile phone.
In
Although the video stream 100 shows a craps game, embodiments can show any suitable table game, such as roulette, baccarat, Texas hold 'em, etc. Furthermore, the tutorial content can explain game aspects at any level of detail, such as explaining odds, strategies, making predictions, criticizing player decisions, etc. For example, the tutorial content may explain that a poker player is likely bluffing (e.g., based on odds), or that the poker player will likely win/lose based on the system's knowledge of game state and odds.
In addition to presenting tutorial content, embodiments may also provide game statistics.
The player win/loss graph 202 shows Player—1's total bets, total winnings, and total losses for particular game session at a casino table game (e.g., the time Player—1 is playing craps at the craps table 102). The game state graph 204 shows how many times each dice combination appeared over the last 20 rolls. A player can see all dice combinations by sliding the graph left and right using the control 206.
Although
Some embodiments utilize a video stream of a live casino table game to facilitate casual games on a website.
Although
This section describes an example operating environment and presents structural aspects of some embodiments. This section includes discussion about components that may perform functionality described herein.
Each casino 412 includes a local area network 416, which includes an access point 404, a wagering game server 406, and wagering game machines 402. The access point 404 provides wireless communication links 410 and wired communication links 408. The wired and wireless communication links can employ any suitable connection technology, such as Bluetooth, 802.11, Ethernet, public wireless telephone networks, SONET, etc. In some embodiments, the wagering game server 406 can serve wagering games and distribute content to devices located in other casinos 412 or at other locations on the communications network 414.
As shown, the wagering game network 400 includes a table game server 422 connected to a camera 418. The camera 418 is positioned over a wagering game table 424 on the casino floor. The wagering game table 424 can be configured for any suitable casino table game, such as roulette, craps, baccarat, Texas hold 'em, etc. The camera 418 can capture video of players 426 playing wagering games on the table 424. The camera 418 can transmit video to the table game server 422, which can store the video. The table game server 422 can include a web server capable of distributing the video and other content (e.g., tutorial content) over the Internet to mobile phones and other computing devices (e.g., personal computers 428). In some embodiments, the table game server 422 can transmit the video stream and tutorial content described above.
The wagering game machines 402 described herein can take any suitable form, such as floor standing models, handheld mobile units, bartop models, workstation-type console models, etc. Further, the wagering game machines 402 can be primarily dedicated for use in conducting wagering games, or can include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. In one embodiment, the wagering game network 400 can include other network devices, such as accounting servers, wide area progressive servers, player tracking servers, and/or other devices suitable for use in connection with embodiments of the invention.
Some embodiments of the wagering game server 406 enable players to bet on game outcomes of any of the wagering game machines 402 without being logged into any of them. To make such bets, the player 428 can walk about the casino 412 carrying a mobile device 424. Using a web interface on the mobile device 424, the player can make bets on events occurring on any of the wagering game machines 402. For example, the player 428 may place a wager on a game event occurring in a wagering game presented on the wagering game machine 430. The wagering game server 406 can process the bet and determine the outcome. The game event may include: reel combination appearing on a given pay line, whether the player will win or lose the player's wager, number of reel spins before hitting a bonus, or any other event in a wagering game occurring on any of the wagering game machines.
The wagering game network 400 also includes a promotions server 434. The promotions server 434 can select promotional material (e.g., coupons) based on a player's location. For example, a player wanders near a retail store, the promotions server 434 can award the player a coupon to the retail store. In some embodiments, the promotions server can determine a player's location using information received from a player's mobile phone (e.g., GPS information). In some embodiments, players may carry devices that provide location information by working in concert with the signal devices 432. In some embodiments, the signal devices work like those described in US20090247285A1 and US20090305773A1, each of which are incorporated herein by reference. Embodiments can employ any of the following in-door techniques for determining a player's location.
Referring back to the wagering game machines, the wagering game machines 402 and wagering game servers 406 can work together such that a wagering game machine 402 can be operated as a thin, thick, or intermediate client. For example, one or more elements of game play may be controlled by the wagering game machine 402 (client) or the wagering game server 406 (server). Game play elements can include executable game code, random number generators, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets, etc. In a thin-client example, the wagering game server 406 can perform functions such as determining game outcome or managing assets, while the wagering game machine 402 can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines 402 can determine game outcomes and communicate the outcomes to the wagering game server 406 for recording or managing a player's account.
In some embodiments, either the wagering game machines 402 (client) or the wagering game server 406 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 406) or locally (e.g., by the wagering game machine 402). Other functionality not directly related to game play may include power management, presentation of advertising, software or firmware updates, system quality or security checks, etc.
Any of the wagering game network components (e.g., the wagering game machines 402) can include hardware and computer readable media including instructions for performing the operations described herein. Any combination of one or more computer readable medium(s) may be utilized. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Aspects of the present inventive subject matter are described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the inventive subject matter. Each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer readable medium that can direct a computer, other programmable data processing apparatus, or other devices to function in a particular manner, such that the instructions stored in the computer readable medium produce an article of manufacture including instructions which implement the function/act specified in the flowchart and/or block diagram block or blocks.
The section will describe operations for presenting tutorial content, as described above vis-à-vis
At block 504, the table game server 422 processes the video stream and determines a game state for each player. In some embodiments, the table game server 422 employs computer vision to determine wagers/moves made by each player. In other embodiments, one or more attendants enter data representing the game state for each player. In any case, the table game server 422 has information representing the entire game state. The flow continues at block 506.
At block 506, the table game server 422 determines tutorial content based on the game state. For example, the game state will indicate a player's wager and relevant game factors, such as cards in hand, dice-game point, etc. Given the game state, the table game server 422 selects tutorial content that explains the game state, strategies associated with the game state, etc. The flow continues at block 508.
At block 508, the table game server 422 presents the video stream captured at block 502 along with the tutorial content (determined at block 506). In some embodiments, the tutorial content can include graphics, text, audio, or any other suitable media. For example, the tutorial content can include an audio stream provided along with the video stream of the live casino table game. From block 508, the flow continues at block 510.
At block 510, the table game server 422 determines whether the table game is over (e.g., based on game state). If the game is over, the flow ends. Otherwise, the flow continues at block 502.
The section will describe operations for presenting casual games, as described above vis-à-vis
At block 604, the table game server 422 presents the video in a casual game interface accessible via the Internet. For example, casual players can use a computing device to browse to a webpage hosted by the table game server 422. In turn, the server 422 presents the video of the live casino table game in the webpage. As part of the presentation, the server 422 enables casual game players to play casual version of the table game in concert with the live casino table game. In the casual version, casual players do not wager monetary value. Instead, they may wager points or other non-monetary value. The flow continues at block 606.
At block 606, the server 422 detects input indicating wagers or moves (e.g., discards) made by the casual players. For example, the server 422 may detect that a casual player enters a bet using betting controls (e.g., see control 308 in
At block 607, the server 422 determines a game state for each casual player. That is, the server 422 tracks each casual player's wagers/moves with respect to non-final or final game results. The flow continues at block 608.
At block 608, the server 422 presents the casual player's wagers/moves and game results in the casual game interface. For example, the server 422 may superimpose graphics that appear as if the casual player has made a wager/move in the actual live casino table game (see
At block 610, server 422 determines whether the game is over. If the game is over, the flow ends. Otherwise, the flow continues at block 602.
As noted above, some embodiments enable casino patrons to use their mobile devices to make wagers on game events occurring on various wagering game machines. For example, a patron may be walking about a casino floor when a particular wagering game machine catches the patron's attention. If a player is playing wagering games on the wagering game machine, the patron can use a mobile device to make bets on game events occurring on the wagering game machine.
Based on the type of wagering game being presented on the selected wagering game machine, the webpage 702 presents betting controls 706 that define predefined bets relevant to the wagering game. In some embodiments, the bets are not available to players playing the wagering game. That is, the wagering interface facilitates game event wagers that players cannot make at the wagering game machines. The patron 707 can select a pre-defined bet, and enter a bet amount and other parameters in a wager information window 708. The predefined bets can identify any suitable wagering game event. In
This discussion will continue with a description of operations for facilitating betting on game events occurring on various wagering game machines. In some embodiments, the operations are performed by the components shown in
At block 804, wagering game server 406 detects a wager on one or more game events occurring on the wagering game machine. For example, as discussed in
At block 806, the wagering game server 406 determines an outcome for the wagering game, where the outcome is based on game events occurring on the wagering game machine. For example, if the bet were on a reel combination for a given pay line on the wagering game machine, the server 406 determines whether the pay line included the particular reel combination. The flow continues at block 808.
At block 808, the server 406 updates credit meters. If the patron won the wager, the server 406 adds the wager amount to the credit meter. Otherwise, the server 406 reduces the credit meter by the wager amount. From block 808, the flow ends.
Some embodiments of the inventive subject matter provide promotional material based on where patrons are in a casino. For example, if a patron is playing a wagering game machine located in close proximity to a retail shop, embodiments can provide the patron a coupon to the retail shop. In some instances, the coupon may have a short life (i.e., the coupon expires within minutes or hours). Embodiments can utilize various technologies to locate patrons.
After determining a patron's location, the promotions server 902 can provide promotional material relevant to the location. The server 902 can send the promotional material via e-mail or short messaging service (SMS) message, provide a link at which the promotional material may be downloaded, etc.
At block 1004, the promotions server 902 selects promotional materials relevant to the patron's location. For example, the server 902 selects coupons redeemable at stores in close proximity to the patron's location. The flow continues at block 1006.
At block 1006, the promotions server 902 provides the promotional material to the patron. In some embodiments, the server 902 e-mails or otherwise electronically delivers a coupon or other promotional material to the patron. In other embodiments, the server 902 does not transmit a coupon to the patron. Instead, the server 902 delivers the coupon to a point-of-sale at which the coupon is redeemable. Additionally, the server 902 can electronically notify the patron that the promotion is available at the point-of-sale. From block 1006, the flow ends.
This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments of the invention, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.
For purposes of the present detailed description, the singular includes the plural and vice versa (unless specifically disclaimed); the words “and” and “or” shall be both conjunctive and disjunctive; the word “all” means “any and all”; the word “any” means “any and all”; and the word “including” means “including without limitation.”
Number | Date | Country | |
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61677879 | Jul 2012 | US |