Wagering games can include casino gambling, lotteries, instant-win tickets, etc. Some of these games involve interactive game-play between the game player and a gaming machine. For example, some casinos have video slot machines, which are video-based versions of conventional slot machines. Other types of video-based wagering machines are also possible.
The user's experience with a video-based wagering machine typically involves an interactive wagering session in which the game player sits near the gaming machine and physically interacts with controls of the gaming machine to place wagers and advance game-play. For example, the interaction can include pushing buttons, pulling levers, etc., which are physically located on the gaming machine. However, because wagering sessions involving a particular game player can be lengthy, several problems arise in regards to this typical user experience.
For example, the game player may become fatigued by continuously reaching out to the gaming machine to activate buttons or levers, located on the gaming machine, over a long period of time. This in turn may act to reduce the average length of the wagering session, which is undesirable for manufacturers of gaming machines, because to maximize profit associated with the wagering game, it is desirable for any given wagering session to be as long as possible. Additionally, because the game player must physically interact with buttons or levers located on the gaming machine, the player must necessarily remain physically proximate to the gaming machine. This can also act to undesirably reduce the length of a wagering session because the game player may become uncomfortable with being tethered to one physical location for a long time. For example, the game player may wish to interact with a companion a short distance away, but be unable to do so without forfeiting control of the gaming machine and ending the wagering session.
Other aspects of wagering games complicate and increase the difficulty of determining solutions to the problems discussed above. For example, by their very nature, wagering games involve the exchange of money and therefore security concerns, and this increases the difficulty of applying solutions from non-wagering game to wagering games. Additionally, because it is desirable for wagering games is to provide a pleasant and fun experience for the game player, the user experience typically involves the consumption of food and beverages, which can present undesirable consequences upon application to electronic equipment, such as electric shorting or other types of equipment failure.
So that features of the present invention can be understood, a number of drawings are described below. It is to be noted, however, that the appended drawings illustrate only particular embodiments of the invention and are therefore not to be considered limiting of its scope, for the invention may encompass other equally effective embodiments.
Applicant has noted that there is a need in the art for a video-based wagering machine that encourages a game player to increase the average length of wagering sessions. Applicant has also noted that there is further a need for a video-based wagering machine that eases the physical strain and inconvenience of a game player. Moreover, it is desirable for any machine that answers these needs to be secure enough to not compromise the economic integrity of either the game player or the gaming machine. It is further desirable for any machine that answers these needs to also not inhibit the consumption of food and beverages, or overly impinge on the enjoyment of the game player.
Some example embodiments of the present invention are modified versions of traditional wagering machines such as slot machines, video lottery terminals, or other such machines. These machines may be provided with a wireless interface that eliminates the need for a player to stand continuously at the machine in order to continue their play. Thus a use can walk around, sit, or sit together with other players.
The wireless wagering system 20 is suitable for use with a variety of wagering games. For example, the wireless wagering system 20 can be used in conjunction with video slot machines, video poker machines, video blackjack machines, or any other type of video-based wagering machine.
The button 44 is configured to receive game-play input from the game player. The battery 48 is configured to supply power to electric or electronic components of the wireless game control 24. The transceiver 52, also referred to herein as the first transceiver 52, is configured to communicate information between the wireless game control 24 and the video wagering terminal 28. The processor 56, also referred to herein as the first processor 56, is configured to control operational aspects of the wireless game control 24, for example in response to information communicated between the wireless game control 24 and the video wagering terminal 28. The ADC 60 is configured to convert an analog representation of the voltage and charging status of the battery to a digital representation of such. The power transmission interface 62, also referred to herein as the first power transmission interface 62, is configured to receive a power transmission from the video wagering terminal 28. The back-lighting LED 64 is configured to backlight the button 44 in response to a control signal from the first processor 56. The speaker 70 is configured to sound an alarm to alert the game player in the event the game player has strayed to far from the video wagering terminal. The operation of these components of the wireless game control 24 is discussed in greater detail below.
Regarding the video wagering terminal 28, the embodiment depicted in
The cradle 68 is configured to receive the wireless game control 24, that is, provide a docking port for the wireless game control 24. The power transmission interface 72, also referred to herein as the second power transmission interface 72, is configured to provide power transmission to the wireless game control 24, via the first power transmission interface 62, for purposes of powering the wireless game control 24 and charging the battery of the wireless game control 24 when the wireless game control 24 is docked in the cradle 68. The second transceiver 76 is configured to communicate information between the video wagering terminal 28 and the wireless game control 24. Although depicted as a transceiver in
The processor of the wireless game control 24 can be configured to initiate transmission of master data packets 90 to the video wagering terminal 28 in each of at least two different situations. In the first type of master data packet transmission 92, the master data packet 90 is transmitted periodically at the end of a predetermined periodic time period 94. In
In the second type of master data packet transmission 96, the transmission of the master data packet 90 is triggered in response to each game-play input received at the wireless game control 24 from the game player. In
As depicted in
Note that, although
Bytes 0 and 1 hold information related to the game-play input received at the button from the game player. The first processor 56 is configured to monitor the game-play input received at the button 44 and generate the information contained in bytes 0 and 1. As discussed in regards to
Byte 0 holds information which represents the state of the button 44. The button 44 can be a two-state button, having either a depressed state or a non-depressed state, or a multi-state button, having more than two states, such as, for example, states which can depend on relative levels of depression of the button, or relative levels of force used to depress the button. Byte 1 holds information that represents a current sum of button-state transitions. For the two-state button, a button-state transition can be either a high-to-low transition representing a transition from the undepressed state to the depressed state of the button, or a low-to-high transition, representing a transition from the depressed state to the undepressed state of the button. For the multi-state button, the button-state transition information can take other forms. The information in byte 1 represents a current sum of a predetermined type of button-state transitions starting from a predetermined point in time. The type of button-state transitions included in the sum can include only one type of button state transition, for example a high-to-low transition, or a plurality of types of button-state transitions, such as all of the types of button-state transitions for a particular type of button 44. The predetermined point in time at which the sum begins can be selected according to the wagering game implemented by the video wagering terminal 28. For example, the current sum can be the sum extending from the beginning of a wagering session associated with a particular game player, a sum extending from a beginning of a particular wagering game, or a sum extending from a particular point of game-play transition within a particular wagering game.
Returning to
Bytes 4 and 5 of the embodiment of the master data packet 90 depicted in
The ADC 60 of the wireless game control 24 is configured to convert analog measurements of the battery voltage and the charging status of the battery 48 to digital representations of these quantities, including the current battery voltage LSB and MSB of bytes 2 and 3, and the current battery charging status LSB and MSB of bytes 4 and 5, as depicted in
One advantage of splitting information in the master data packet 90 into MSB and LSB portions, such as the battery voltage MSB and LSB, and the battery charging status MSB and LSB, is that this splitting can facilitate the processing of this information by the second processor 84.
Byte 1 of the embodiment of the slave data packet 98 depicted in
Generally regarding
One advantage of the physical interface 116 provided by the case depicted in
As also depicted in the embodiment shown in
The first and second power transmission interfaces 62, 72 can be either inductive power transmission interfaces or wired power transmission interfaces. In either scenario, the current-limiting circuit 66 can be configured to limit the current supplied through the power transmission interface 68 in the case of an undesirable operational event. For example, the game player may unwittingly drop a coin, or spill liquid, into the cradle 68 through the receiving opening 144. In such an event, the coin, or even the liquid before it passes through the drainage openings 156, may present an electrical short, or otherwise undesirable electrical condition, to the power transmission interface 68. To safeguard against such, the current-limiting circuit 68 can limit the current supplied through the power transmission interface 68 (e.g., by the power supply and charging circuit 80) to a value which prevents damage to components of the video wagering terminal 28.
The wireless game control 24 can optionally include a plurality of the buttons 44. The wireless game control 24 can also optionally include one or more other game controls besides the button 44, such as a lever, a wheel, a spinner, etc. The wireless game control 24 can also optionally include some type of haptic feedback element, such as a vibrator, which can be activated in response to game-play events. The speaker 70 of the wireless game control can also optionally be activated in response to game-play events.
The game control portion 36 of the video wagering terminal 28 can optionally include a plurality of cradles 68 to enable docking of a plurality of wireless game controls 24. Also, the cradle 68 for docking the wireless game control 24 can optionally be alternatively or additionally located in a location other than the game control portion 36 of the video wagering machine 28. For example, the cradle 68 can additionally or alternatively be located in an armrest of a seat. Such a seat can be used by the game player for sitting near the video wagering terminal 28. In such an embodiment, the alternative or additional location of the cradle 68 can optionally include a plurality of cradles 68 to enable docking of a plurality of wireless game controls 24.
The wireless wagering system 20 can be configured to sound an alarm when the wireless game control 24 is beyond a predetermined distance from the video gaming terminal 28. For this purpose, the speaker 70 of the wireless game control 24 is configured to generate an alarm at a predetermined volume. The predetermined volume is loud enough to be heard in a casino environment, but not so loud or jarring as to overly disturb or intrude on the pleasure of the game player. The first processor 56 is configured to monitor a measure of the distance of the wireless game control 24 from the video wagering terminal 28 and control the speaker 70 to sound the alarm in response to the measure indicating the wireless game control 20 is beyond the predetermined distance from the video gaming terminal 28.
The distance measure used by the first processor 56 for the purposes of triggering the alarm can be based on the amount of time that elapses after the first transceiver 52 sends the master data packet 90 and does not yet received the slave data packet 98 in return. For example, the first processor 56 can determine the distance measure based on not receiving the slave data packet 98 within a predetermined elapsed time after sending the master data packet 90. In conjunction with such a distance measure, the first and second transceivers 52, 76 can be configured to not successfully transmit master and slave data packets 90, 98, respectively, beyond a predetermined distance. The selected predetermined distance therefore represents the limit of the separation distance between the wireless game control 24 and the video wagering terminal 28 in which the wireless wagering system 20 is functional to communicate game-play input from the wireless game control 24 to the video wagering terminal 28.
In order to accommodate security concerns, the wireless wagering system 20 can be configured to do one or all of the following: transmit the master data packet 90 on a predetermined one of a plurality of RF channels; encode the master data packet 90 using a pseudo-random noise (PN) code; generate a cyclic redundancy check (CRC) value for the master data 90 packet using a CRC seed value; or transmit the master data packet 90 using a custom addressing protocol.
Further embodiments are also possible, which are the result of variously combining elements or embodiments described herein. For example, embodiments of the wireless game control 24, video wagering terminal 28, or both, which contain only those components which are necessary to implement any subset of the functions described above, are also possible.
This application claims the benefit of provisional patent application No. 61/003,031, filed Nov. 13, 2007, title “Wireless Wagering System.” The entire contents of said application is incorporated herein by reference thereto.
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