U.S. patent application number 09/832425 was filed with the patent office on 2002-04-11 for method for providing incentive to play gaming devices connected by a network to a host computer.
Invention is credited to Acres , John F.
Application Number | 20020042300 09/832425 |
Document ID | / |
Family ID | 24697638 |
Filed Date | 2002-04-11 |
United States Patent
Application |
20020042300 |
Kind Code |
A2 |
Acres , John F |
April 11, 2002 |
METHOD FOR PROVIDING INCENTIVE TO PLAY GAMING DEVICES CONNECTED BY
A NETWORK TO A HOST COMPUTER
Abstract
A method for providing incentive to players of networked slot
machines includes a card reader associated with each machine and a
card associated with each player. A player account accessible by a
host computer on the network is created which associates the
player's card with the account. A predetermined credit is applied
to the player's account. In a complementary incentive, credit from
the player's account is applied to the coin-in meter of a slot
machine responsive to insertion of the player card into a card
reader associated with the machine. In a matching incentive also
implemented by the present invention, each time the player inserts
a coin into the slot machine, an equal credit is debited from the
player's account and applied to the coin-in meter of the machine.
In both cases, the credit can only be used by the player to play
the machines and cannot be cashed out by the player.
Inventors: |
Acres , John F; ( Corvallis,
Oregon) |
Correspondence
Address: |
Marger Johnson
& McCollom, P.C.
1030 SW Morrison St.
Portland
Oregon
97205
US
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Prior
Publication: |
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Document Identifier |
Publication Date |
|
US 0031664 A1 |
October 18, 2001 |
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Family ID: |
24697638 |
Appl. No.: |
09/832425 |
Filed: |
April 10, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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09832425 |
Apr 10, 2001 |
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08/672,217 |
62, 199 |
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6,244,958 |
62, B1 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3281 20130101; G07F 17/3251 20130101; G07F 17/3248
20130101; G07F 17/3239 20130101; A63F 2001/008 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 009/24 |
Claims
Claims
A method for providing incentive to play gaming devices connected
by a network to a host computer comprising:associating each gaming
device with an input device for receiving player
identification;associating unique player identification with a
gaming device player;creating a player account accessible by the
host computer;associating the unique player identification with the
player account;applying a promotional credit to the player's
account;permitting the player to access the account;transferring
promotional credit in the account to the gaming device;permitting
the player to wager the promotional credit; andpreventing the
promotional credit from being cashed out by the player.
The method of claim 1 wherein said promotional credit comprises a
bonus credit.
The method of claim 1 wherein said method further comprises
preventing transferring promotional credit in the account to the
gaming device beyond a predetermined time period.
The method of claim 3 wherein said method further comprises
entering an end time in the player's account and preventing
transferring promotional credit in the account to the gaming device
after the end time.
The method of claim 1 wherein said method further comprises
entering a start time in the player's account and preventing
transferring promotional credit in the account to the gaming device
before the start time.
The method of claim 1 wherein said method further comprises paying
the player any jackpots won as a result of gaming device play
utilizing promotional credit from the player account.
The method of claim 6 wherein paying the player any jackpots won as
a result of gaming device play utilizing promotional credit from
the player account comprises applying credit to a credit meter in
the gaming device.
The method of claim 6 wherein paying the player any jackpots won as
a result of gaming device play utilizing promotional credit from
the player account comprises paying coins from the gaming device to
the player.
The method of claim 6 wherein paying the player any jackpots won as
a result of gaming device play utilizing promotional credit from
the player account comprises hand paying the jackpot.
A method for providing incentive to play gaming devices connected
by a network to a host computer comprising:creating a player
account accessible by the host computer;applying a promotional
credit to the player account;providing access to the account
responsive to a command initiated by a player at one of the gaming
devices;transferring promotional credit in the account to the
gaming device;permitting the player to wager the promotional
credit; andpreventing the promotional credit from being cashed out
by the player.
The method of claim 10 wherein said promotional credit comprises a
bonus credit.
The method of claim 10 wherein said method further comprises
preventing transferring promotional credit in the account to the
gaming device beyond a predetermined time period.
The method of claim 12 wherein said method further comprises
entering an end time in the player's account and preventing
transferring promotional credit in the account to the gaming device
after the end time.
The method of claim 10 wherein said method further comprises
entering a start time in the player's account and preventing
transferring promotional credit in the account to the gaming device
before the start time.
The method of claim 10 wherein said method further comprises paying
the player any jackpots won as a result of gaming device play
utilizing promotional credit from the player account.
The method of claim 15 wherein paying the player any jackpots won
as a result of gaming device play utilizing promotional credit from
the player account comprises applying credit to a credit meter in
the gaming device.
The method of claim 15 wherein paying the player any jackpots won
as a result of gaming device play utilizing promotional credit from
the player account comprises paying coins from the gaming device to
the player.
The method of claim 15 wherein paying the player any jackpots won
as a result of gaming device play utilizing promotional credit from
the player account comprises hand paying the jackpot.
A method for providing incentive to play gaming devices connected
by a network to a host computer comprising:creating a player
account accessible by the host computer;applying a promotional
credit to the player account;transferring promotional credit in the
account to the gaming device responsive to a command initiated by a
player at one of the gaming devices;permitting the player to wager
the promotional credit; andpreventing the promotional credit from
being cashed out by the player.
The method of claim 19 wherein said promotional credit comprises a
bonus credit.
The method of claim 19 wherein said method further comprises
preventing transferring promotional credit in the account to the
gaming device beyond a predetermined time period.
The method of claim 21 wherein said method further comprises
entering an end time in the player's account and preventing
transferring promotional credit in the account to the gaming device
after the end time.
The method of claim 19 wherein said method further comprises
entering a start time in the player's account and preventing
transferring promotional credit in the account to the gaming device
before the start time.
The method of claim 19 wherein said method further comprises paying
the player any jackpots won as a result of gaming device play
utilizing promotional credit from the player account.
The method of claim 24 wherein paying the player any jackpots won
as a result of gaming device play utilizing promotional credit from
the player account comprises applying credit to a credit meter in
the gaming device.
The method of claim 24 wherein paying the player any jackpots won
as a result of gaming device play utilizing promotional credit from
the player account comprises paying coins from the gaming device to
the player.
The method of claim 24 wherein paying the player any jackpots won
as a result of gaming device play utilizing promotional credit from
the player account comprises hand paying the jackpot.
Description
Background of Invention
[0001] 1. Field of the Invention
[0002] This invention relates generally to gaming devices
interconnected by a computer network and more particularly to a
method of providing incentive to play such gaming devices.
[0003] 2. Description of the Related Art
[0004] Networked gaming devices are known in the art.
Interconnecting a plurality of gaming devices, such as slot
machines, via a computer network to a central computer provides
many advantages. Such advantages include compiling and auditing
data related to the amount of coins received by the gaming devices
as well as the amount paid to players of the devices.
[0005] Such networked systems are also useful for tracking
individual player usage of the gaming devices. In prior art player
tracking systems, the player is issued a player identification card
which has encoded thereon a player identification number that
uniquely identifies the player. The individual gaming devices are
fitted with a card reader, into which the player inserts the player
tracking card prior to playing the associated gaming device. The
card reader reads the player identification number off the card and
informs a central computer connected thereto of the player's
subsequent gaming activity. Such tracking permits monitoring
individual player usage by associating certain of the audit date
with the player identification numbers. This allows gaming
establishments to target individual players with direct marketing
techniques according to an individual's usage or to provide bonuses
based on amounts played by an individual player.
[0006] Another advantage of operating networked machines relates to
implementation of bonuses, such as double jackpots, where selected
machines pay out twice the normal jackpots during a bonus period.
Another type of bonus which can be operated on a networked system
is a progressive jackpot in which a fraction of each coin played on
a group of selected machines is allocated to a pool which is paid
to one of the players of the selected machines upon the occurrence
of a predetermined event.
[0007] Another benefit provided by such networked systems is
cashless play. In some systems, such as that disclosed in U.S.
Patent No. 5,265,874 to Dickinson et al. for a cashless gaming
apparatus and method, a player account in a central computer is
associated with a selected player. The player utilizes a card
linked to his or her account to access credit in the account via a
card reader associated with the machine as described above.
Insertion of the card into the card reader permits the player to
apply credits to the machine to play the game.
[0008] Providing prior art cashless play is advantageous in that it
eliminates the need for the player to carry and insert coins or
tokens into gaming machines. It has not been, however, utilized to
provide promotional incentives to selected players to induce them
to play the slot machines. In the past, promotional incentives were
provided by issuing certificates which may be presented at the
casino issuing the certificate for a predetermined amount of free
coins or tokens in order to induce the person presenting the
certificate to play the machines. In a variation on this
promotional incentive, the certificate may provide that when the
player buys a predetermined amount of tokens, the casino will
provide a matching amount of tokens without charge, also to induce
play on the slot machines. There is a problem with both of the
foregoing types of incentives, namely the casino cannot be assured
that the free coins or tokens or those provided to match the
player's contribution will be used to play the slot machines.
Rather, the player may simply pocket any coins provided and not
play the machines, or may cash in any free or matching tokens
provided and pocket the money without playing the machines. The
casino cannot be assured that players who play the machines in
response to receiving either free or matching amounts of coins or
tokens will play all of the casino's contribution on the
machines.
[0009] It would be desireable for an operator of networked gaming
devices to provide promotional incentives in which the players are
provided with free credits or credits which match amounts played by
the player that can only be used for gaming machine play and could
not be cashed out by the player.
Summary of Invention
[0010] In one aspect, the present invention comprises a method of
providing incentive to play gaming devices connected by a network
to a host computer. Each gaming device is associated with a card
reader. Players of the gaming devices are each issued a card. A
player account accessible by the host computer is created for each
player. The player's card is associated with the player's account,
which has a predetermined credit applied thereto.
[0011] In one aspect, the account is debited responsive to
insertion of the card into one of the card readers and the machine
associated with the card reader is credited with the amount debited
from the account.
[0012] In another aspect, the account is debited, the gaming device
is credited, and the player is paid any jackpots which result from
gaming device play utilizing credit from the player account.
[0013] In still another aspect, credit is applied from the player
account to the gaming device each time the player inserts a coin
into the gaming device.
[0014] The foregoing and other objects, features and advantages of
the invention will become more readily apparent from the following
detailed description of a preferred embodiment of the invention
which proceeds with reference to the accompanying drawings.
Brief Description of Drawings
[0015] FIG. 1 is an illustration of a system for monitoring and
configuring gaming devices according to the invention.
[0016] FIG. 2 is a block diagram of an electronic module associated
with each gaming device to permit monitoring and configuring
thereof.
[0017] FIG. 3 is a schematic diagram of a data communication node
of the electronic module of FIG. 2.
[0018] FIG. 4 is a schematic diagram of a discrete machine
interface circuit of the electronic module of FIG. 2.
[0019] FIG. 5 is a schematic diagram of a player tracking module of
the electronic module of FIG. 2.
[0020] FIG. 6 is a schematic diagram of a card reader circuit of
the electronic module of FIG. 2.
[0021] FIG. 7A is an exploded view of a card reader according to
the invention.
[0022] FIG. 7B is a rear perspective view of the card reader of
FIG. 7A.
[0023] FIG. 7C is a front perspective view of the card reader of
FIG. 7A.
[0024] FIG. 8 is a schematic diagram of a display circuit of the
player tracking module of FIG. 2.
[0025] FIG. 9 is a schematic diagram of a personality board of the
electronic module of FIG. 2.
[0026] FIG. 10 is a schematic diagram of a triac driver circuit of
the electronic module of FIG. 2.
[0027] FIG. 11 is a schematic diagram of a relay driver circuit of
the electronic module of FIG. 2.
[0028] FIG. 12 is a block diagram of a communication board included
in each floor controller of FIG. 1.
[0029] FIG. 13 is a flow chart for the power-on procedure for the
data communication node (DCN) of FIG. 2, which is implemented in
firmware executed by the DCN controller.
[0030] FIG. 14 is a flow chart for processing of the discrete
gaming device inputs, of FIG. 13.
[0031] FIG. 15 is a flow chart for the step of incrementing meter
counts associated with each gaming device of FIG. 14, which is
implemented in firmware executed by the DCN controller.
[0032] FIG. 16 is a flow chart for the step of processing the
serial interface between the gaming device and the data
communication node of FIG. 13, which is implemented in firmware
executed by the DCN controller.
[0033] FIG. 17 is a flow chart for the step of processing the
network interface between the floor controller and the data
communication node of FIG. 13, which is implemented in firmware
executed by the DCN controller.
[0034] FIG. 18 is a flow chart for the step of processing the
network message of FIG. 17, which is implemented in firmware
executed by the DCN controller.
[0035] FIG. 19 is a flow chart for the step of processing the data
communication node request of FIG. 18, which is implemented in
firmware executed by the DCN controller.
[0036] FIG. 20 is a flow chart for the step of FIG. 13 of
processing the player tracking interface, which is implemented in
firmware executed by the DCN controller.
[0037] FIG. 21 is a flow chart for the step of processing a valid
inserted card of FIG. 20, which is implemented in firmware executed
by the DCN controller.
[0038] FIG. 22 is a flow chart for the step of processing player
tracking information of FIG. 21, which is implemented in firmware
executed by the DCN controller.
[0039] FIG. 23 is a flow chart for the power-on procedure for the
player tracking (PT) node of FIG. 2, which is implemented in
firmware executed by the PT controller.
[0040] FIG. 24 is a flow chart for the step of processing the DCN
interface of FIG. 23, which is implemented in firmware executed by
the PT controller.
[0041] FIG. 25 is a flow chart for the step of processing the DCN
message of FIG. 24, which is implemented in firmware executed by
the PT controller.
[0042] FIG. 26 is a flow chart for the step of processing the card
reader bezel update of FIG. 23, which is implemented in firmware
executed by the PT controller.
[0043] FIG. 27 is a flow chart for the step of processing the card
reader of FIG. 23, which is implemented in firmware executed by the
PT controller.
[0044] FIG. 28 is a flow chart for the power-on floor controller
process, which is implemented in software executed by the floor
controller.
[0045] FIG. 29 is a flow chart for the message processing step of
FIG. 28, which is implemented in software executed by the floor
controller.
[0046] FIG. 30 is a flow chart for the message handling step of
FIG. 29, which is implemented in software executed by the floor
controller.
[0047] FIG. 31 is a flow chart for the step of assigning unique
machine addresses of FIG. 30, which is implemented in software
executed by the floor controller.
[0048] FIG. 32 is a flow chart for the system monitoring step of
FIG. 28, which is implemented in software executed by the floor
controller.
[0049] FIG. 33 is a flow chart for the event handling step of FIG.
32, which is implemented in software executed by the floor
controller.
[0050] FIG. 34 is a flow chart for bonus control, which is
implemented in software executed by the floor controller.
Detailed Description
[0051] Table of Contents
[0052] I. SYSTEM ORGANIZATION
[0053] A. SYSTEM OVERVIEW
[0054] B. DATA COMMUNICATION NODE
[0055] 1. Overview
[0056] 2. Controller and Memory
[0057] 3. Network Interface
[0058] 4. Serial Machine Interface
[0059] 5. Serial Display Interface
[0060] 6. Discrete Machine Interface
[0061] 7. Machine Configuration
[0062] C. PLAYER TRACKING MODULE
[0063] 1. Overview
[0064] 2. Serial Display Circuit
[0065] 3. Serial Expansion Ports
[0066] 4. Card Reader
[0067] 5. Display
[0068] 6. Discrete Input Section
[0069] D. PERSONALITY BOARD
[0070] E. BONUS DISPLAY DRIVERS
[0071] F. FLOOR CONTROLLER
[0072] II. OPERATION
[0073] A. DATA COMMUNICATION NODE
[0074] 1. Power Up Procedure
[0075] 2. Reading Unique Identification number
[0076] 3. Monitoring Gaming Device Discrete Input
[0077] 4. Processing Gaming Device Serial Interface
[0078] 5. Processing Network Interface
[0079] 6. Processing Player Tracking Interface
[0080] 7. Processing Card Insertion
[0081] B. PLAYER TRACKING MODULE
[0082] 1. Power Up Procedure
[0083] 2. Processing DCN Interface
[0084] 3. Processing Display Update
[0085] 4. Processing Bezel Update
[0086] 5. Processing Card Reader
[0087] C. FLOOR CONTROLLER
[0088] 1. Power Up Procedure
[0089] 2. Message Processing
[0090] 3. Assigning Gaming Device Addresses
[0091] 4. System Monitoring
[0092] 5. Bonus Control
[0093] D. PROMOTIONAL INCENTIVES
[0094] 1. Use by Player
[0095] a. Complementary Incentive
[0096] b. Matching Incentive
[0097] 2. Use by Casino Operator
[0098] a. Complementary Incentive
[0099] b. Matching Incentive
[0100] 3. System Operation
[0101] 4. Reports
[0102] I. SYSTEM ORGANIZATION
[0103] A. SYSTEM OVERVIEW
[0104] A system for operating a plurality of gaming devices is
shown generally at 10 in FIG. 1. The system, hereinafter described,
monitors and reconfigures a plurality of gaming devices or machines
12-16 and 22-26. The system includes the following capabilities:
remote reconfiguration, accounting data extraction, integrated
player tracking, and cashless play. Remote reconfiguration includes
sending a reconfiguration command from a host computer to one or
more of the gaming devices. The gaming devices, on receiving a
reconfiguration command, will reconfigure its jackpot payout
schedule in accordance with the reconfiguration command.
[0105] This reconfiguration, in the preferred embodiment, comprises
activating a bonus payout schedule. This bonus payout schedule is
in addition to the normal pay table of the gaming device. The bonus
payout schedule provides for additional bonus payouts in addition
to the payouts specified by the device's normal pay table. The
difference between the two is important for regulatory reasons. The
composition of the pay table is subject to regulation by the
various state gaming commissions while the bonus payout schedule is
not. The preferred embodiment currently activates only the bonus
payout schedule responsive to the reconfiguration command, while
not altering the payout table. The invention, however, is not
limited to activating only the bonus payout schedule. Other
embodiments, which would be subject to regulatory approval, could
modify the device's payout table. The preferred embodiment,
however, does not.
[0106] The system, according to the invention, implements a variety
of bonusing events through this reconfiguration process. These
bonusing events include: a multiple jackpot wherein the gaming
device reconfigures its payout to be a multiple of its default
payout schedule; a bonus jackpot wherein the gaming device
reconfigures its payout schedule to payout an additional bonus
amount when certain conditions are met; and a progressive jackpot
wherein two or more gaming devices are combined in a progressive
jackpot having a progressive jackpot payout schedule.
[0107] The system, according to the invention, also provides for
integrated player tracking and accounting data extraction. Unlike
prior art systems that use disparate systems for player tracking
and accounting data extraction, the system 10 provides for player
tracking and accounting data extraction over the same network. The
player tracking, according to the invention, allows the casino to
run certain promotional events. The integrated player tracking and
accounting data extraction also allows the system to support
cashless play wherein a credit is given to a player over the
network.
[0108] The system 10 includes one or more floor controllers 18 and
28. Each floor controller supports up to a predetermined maximum
number of gaming devices. In the preferred embodiment, each floor
controller can support up to 1024 gaming devices. The preferred
embodiment also supports up to eight floor controllers. Thus, the
system 10 can support up to 8192 separate gaming devices.
[0109] The system supports a multiplicity of various gaming
devices. The gaming devices 12-16 and 22-26 shown in FIG. 1 are the
type having a pull handle for initiating a game, e.g., slot
machines. However, the invention is not limited to such gaming
devices. The gaming devices shown in FIG. 1 can also be gaming
tables or push button operated machines as well, e.g, video poker.
As will be described hereinafter, the system supports any gaming
device providing traditional discrete connections, e.g., coins-in,
coins-out, etc., as well as those having serial interfaces, as
described below.
[0110] The floor controllers 18 and 28 are, in the preferred
embodiment, IBM-compatible personal computers. Each floor
controller is responsible for monitoring the activity level of the
corresponding gaming devices connected thereto and issuing commands
to the associated gaming devices to reconfigure their payout
schedules during certain bonusing events. The floor controllers
issue status requests to each of the individual gaming devices to
determine the activity level of each. In the event the floor
controller detects any activity, the floor controller communicates
that activity to a file server 32, which is connected to the floor
controllers via a high speed network 38 connected therebetween.
[0111] In the preferred embodiment, the file server 32 includes a
high performance personal computer or work station having a large
hard disk capacity in order to store the gaming device activity
therein. In the preferred embodiment, the high speed network 38 is
a ten megabyte ethernet network. The system 10 also includes
commercially available network software to support the
industry-standard ethernet network 38. An example of such network
software is Novell network software sold by Novell of Provo, Utah.
The file server 32 also includes a database program by which
reports can be generated using the data stored on the file server.
Such reports include, e.g. area, model, denomination and summary
reports. The database software also allows a user to generate
custom reports. The database software is based on the
industry-standard Paradox database language.
[0112] The system 10 also includes a pit terminal 34 which is also
connected to the ethernet network 38. The pit terminal 34 is also a
standard personal computer, in the preferred embodiment, and can be
used to monitor the gaming device activity in the pit. This
terminal 34 can also be used as a security monitoring device to
detect any unanticipated events like fills or payouts.
[0113] The system 10 further includes any number of fill and
jackpot processing terminals 36. These terminals 36 are placed in
the cage and/or the change booth areas of the casino for fill and
hand-paid jackpot processing. When a fill is required, a floor
person goes to the nearest cashier's booth and states the gaming
device number requiring a fill. The booth attendant enters the
number into the fill and jackpot processing terminal 36 located in
the cashier's booth. The terminal 36 then looks up the record
associated with the particular gaming device in the file server 32
to determine the correct fill amount. The terminal 36 also
calculates a theoretical hopper balance for the particular device
based on the latest meter information, as described further below.
If the calculation shows a significant hopper balance, a warning is
given on the computer screen from which security can then be
alerted.
[0114] A fill and jackpot processing terminal 36 prints a fill
ticket upon demand. If the calculated hopper balance was nearly
zero, the terminal 36 cause the words "computer verified" to be
printed on the ticket in place of a supervisor's signature. In the
event that the calculated hopper balance was not near zero, an
extra signature is required to complete the fill transaction. The
system follows a similar procedure for processing hand-paid
jackpots.
[0115] A dispatch station (not shown) can also be included in the
system. The dispatch station allows the casino to monitor activity
on the gaming devices and "run the casino" from one location. The
dispatch station allows the dispatcher to monitor customer service,
maintenance, and security events and direct other casino personnel
to handle these situations appropriately. For example, during
hopper empties (fills) and jackpot events, as indicated by the
dispatcher station, the dispatcher could radio down to the floor to
have someone verify the event. The dispatcher station can also
indicate when a machine door is opened without a technician card
inserted, for example, in which case the dispatcher could take the
appropriate course of action.
[0116] The above-described system 10 is but one embodiment of the
system according to the invention. The system tasks can be
allocated in a variety of ways amongst the system computers
including floor controllers 18 and 28, file server 32, pit terminal
34 and fill and jackpot terminals 36. In some cases, the pit
terminal 34 and fill and jackpot terminals 36 can even be
eliminated and their tasks allocated to the floor controller or
file server. In fact, because the file server 32 is essentially a
virtual hard disk for the floor controllers 18 and 32, the floor
controllers and the file server can be considered a single host
computer for the system 10.
[0117] B. DATA COMMUNICATION NODE
[0118] 1. Overview
[0119] In order to communicate with the floor controller, each
gaming device includes therein an electronic module 40, as shown in
FIG. 2. This module 40 can be inserted into a variety of
pre-existing gaming devices. The module allows the host computer to
uniquely identify the gaming device on the network, including the
device type. The module 40 includes two main subcomponents: a data
communication node 42 and a player tracking module 44. The data
communication node 42 keeps track of the coins-in, coins-out, coins
to drop, games played, jackpot occurrences and other related
functions of the associated gaming device. The player tracking
module 44 keeps track of the player that is playing the associated
gaming device. Together, the data communication node 42 and the
player tracking module 44 allow the floor controller connected to
the associated gaming device to monitor and control the activity of
the gaming device. The system hereinafter described in detail
includes the following capabilities: slot accounting, player
tracking, bonus jackpots and cashless play.
[0120] 2. Controller and Memory
[0121] The data communication node (DCN) 42 includes a data
communication node controller 46, which in the preferred embodiment
is an HD6473258P10 controller manufactured by Hitachi of Tokyo,
Japan. The DCN 42 is coupled to the player tracking controller 44
through bus interface logic 45. The bus interface logic 45 is
conventional interface logic including, for example, transceivers,
as is known in the art of digital design.
[0122] A memory 48 is connected to the DCN controller 46. The
memory includes program memory for storing program instructions for
the DCN controller 46. In the preferred embodiment, this program
memory includes a nonvolatile read-only memory (ROM). However, this
program memory could also be flash or "battery" backed RAM in order
for the program memory to be updated by the floor controller. In
the event flash or "battery" back RAM is used the floor controller
would download the updated program to the DCN controller and the
DCN controller would overwrite the program memory with the
downloaded program.
[0123] The memory 48 also includes system memory, e.g., static
random-access memory (SRAM) for storing the gaming device
information. This gaming device information includes at least the
following meters: coins-in, coins-out, coins to drop, games played,
jackpot occurrences. A separate meter counter is kept in memory 48
for each of these values. To increase reliability of the data, in
the preferred embodiment, a redundant set of these counters is kept
in a physically separate memory device within memory 48. Moreover,
the memory devices storing these counters are nonvolatile so that
in the event of a power failure the counts will be retained. The
nonvolatile memories can either be battery-backed SRAM or
electrically erasable programmable read-only memory (EEPROM).
Although memory 48 is shown external to DCN controller 46, much if
not all of the memory 48 can be included in the DCN controller
46.
[0124] 3. Network Interface
[0125] The data communication node 42 also includes a network
interface 49 for connecting the data communication node 42 to the
associated floor controller. The network interface is coupled to
the floor controller through a personality board 202, described
below.
[0126] A more detailed drawing of network interface 49 is shown in
FIG. 3. In FIG. 3, the DCN controller 46 receives data from the
floor controller over conductor 52 which is optically isolated from
a connector 51 by optical isolator circuit 54. The DCN controller
46 transmits data to the floor controller over conductor 56, which
is optically isolated from the connector 51 by optical isolator
circuit 58. Each of the opto-isolator circuits 54 and 58 include an
opto-coupler as are known in the art. A bus 222 (FIG. 2) is
connected between the network interface 49 and the personality
board 202.
[0127] 4. Serial Machine Interface
[0128] Referring to FIG. 2, the data communication node includes a
serial machine interface 60. The serial machine interface 60 allows
the data communication node 42 to communicate with the associated
gaming device advance serial interface as contrasted with the
discrete interface, to be described further hereinafter. A bus 224
(FIG. 2) connects the serial machine interface 60 to the associated
gaming device at connector 62. The serial interface, in the
preferred embodiment, is a standard RS-232 three wire
interface.
[0129] Referring to FIG. 3, the DCN controller 46 receives data
from the gaming device over conductor 64 which is connected between
the DCN controller 46 and a differential to single-ended converter
66. The DCN controller 46 transmits data to the gaming device over
conductor 68 connected between the DCN controller 46 and the
converter 66. The converter 66 converts the differential inputs of
the serial interface 62 to a single-ended output which is
transmitted over conductor 64 to the DCN controller 46. The
converter 66 also converts the single-ended input received from the
DCN controller 46 to a differential output signal and transmits
that to the serial interface 62. The serial machine interface is
the means by which the DCN controller communicates certain
reconfiguration data, referred to as reconfiguration commands, to
the machine. These reconfiguration commands cause the machines to
activate a bonus payout table to allow the machine to append bonus
payments to their standard jackpot payouts, as specified by their
payout table, during certain bonus activities.
[0130] 5. Serial Display Interface
[0131] The data communication node 42 further includes a serial
display interface 70 illustrated in more detail in FIG. 3. The
serial display interface 70 includes logic coupled between the DCN
controller 46 and an expansion connector 71. The expansion
connector 71 allows the DCN controller 46 to communicate with an
expansion device connected thereto.
[0132] 6. Discrete Machine Interface
[0133] The data communication node 42 also includes a discrete
machine interface 72, which is shown in detail in FIG. 4. The
discrete machine interface 72 includes a plurality of opto-couplers
78 coupled between the discrete outputs from the gaming device or
machine and the DCN controller 46. The discrete outputs of the
machine are received at terminals 74A-74J of a connector 74 via a
cable (not shown) connected between the machine and the connector
74. The discrete outputs are coupled to corresponding inputs
76A-76J via opto-couplers 78. The discrete outputs from the machine
include: an EXTRA signal, a POWER signal, a COIN IN signal, a COIN
OUT signal, a COIN DROP signal, a JACKPOT signal, a HANDLE signal,
a TILT signal, a SLOT DOOR signal, and a DROP DOOR signal. Each of
these signals correspond to a known event in the machine. For
example, when a coin is dropped in the machine a COIN IN signal
appears on terminal 74C. This COIN IN signal is then transmitted to
the DCN controller 46 on line 76C via the associated
opto-coupler.
[0134] All of the signal lines 76A-76J include a pullup resistor
and a pulldown capacitor, which combined form an RC network on the
associated line. The resistors are, in the preferred embodiment, in
the form of a resistor pack 80 and the capacitors are individual
discrete capacitors 82. Alternatively, the capacitors can be
removed for high-speed signals.
[0135] 7. Machine Configuration Circuit
[0136] The data communication node 42, as shown in FIGS. 2 and 3,
further includes a machine configuration circuit 84. In the
preferred embodiment, as shown in FIG. 3, the machine configuration
circuit 84 includes a parallel to serial converter 86, which
includes eight parallel inputs IN, a serial input SIN, a clock
input CLK, a strobe input STB, and a serial output SOUT. The
parallel inputs IN are connected to a personality board, as
described hereinafter, to receive a unique machine configuration
number therefrom, which uniquely identifies the type of machine
that the data communication node is connected to. In the preferred
embodiment, the machine identification number is comprised of six
bits. Therefore, the two remaining parallel inputs can be used to
provide additional inputs, such as additional discrete machine
inputs, to the DCN controller 46.
[0137] The machine configuration number presented on the parallel
inputs of the parallel to serial converter 86 is latched therein
responsive to a strobe signal received at the strobe STB input. A
strobe input is generated by the DCN controller 46 on conductor 90
which is coupled to the strobe STB input. The parallel data is
clocked out of the converter 86 to the DCN controller 46 on
conductor 88 and connected between the serial output SOUT of the
converter 86 and an input of the DCN controller 46 responsive to a
clock signal received on the clock input CLK of the converter 86.
The clock signal is generated by the DCN controller 46 and is
transmitted to the converter 86 via conductor 92 which is coupled
between an output of the DCN controller 46 and the clock input CLK
of the converter 86.
[0138] The converter 86 also includes a serial input SIN for
receiving serial input data. The serial input SIN is coupled to an
expansion terminal 94C of expansion connector 94. Conductors 90 and
92 are also coupled to the expansion terminal 94 to provide the
clock and strobe signals thereto. The expansion terminal 94
therefore provides the means for the DCN controller 46 to access
additional serial information through the parallel to serial
converter 86. In the preferred embodiment, the parallel to serial
converter 86 is part number 4021 manufactured by Toshiba
Corporation of Tokyo, Japan.
[0139] C. PLAYER TRACKING MODULE
[0140] 1. Overview
[0141] Referring again to FIG. 2, the module 40 coupled to each of
the gaming devices includes a player tracking module 44. The player
tracking (PT) module 44 includes a player tracking controller 98, a
card reader 100, a serial display driver 101, a display 102, and
expansion interfaces 104 and 106. The player tracking controller 98
communicates with the data communication node controller 46 through
bus interface logic 110. The DCN controller 46 and PT controller 98
maintain a master-slave relationship, respectively. Therefore, all
communication is initiated by the DCN controller 46. The bus
interface logic is conventional logic and its design is well-known
in the art of digital electronics.
[0142] In the preferred embodiment, the player tracking module 44,
with the exception of the card reader 100 and the display 102,
resides on a single printed circuit board, while the data
communication node 42 resides on a separate printed circuit board.
The player tracking module 44 and the data communication node 42
are then connected by a cable 111 such as a ribbon cable.
[0143] 2. Serial Display Circuit
[0144] A more detailed drawing of the player tracking module 44 is
shown in FIG. 5. In FIG. 5, the serial display circuit 101 includes
a transistor Q1 and a resistor R1 connected to the base thereof. A
conductor 112 is connected between the PT controller 98 and the
resistor R1 to provide a drive signal to transistor Q1. The drive
signal causes transistor Q1 to conduct a current and thereby drive
a display connected to the collector of Q1 at a terminal 114 of a
connector 115. In the preferred embodiment, the terminal 114 is
connectable to a small vacuum florescent display to provide serial
display data thereto.
[0145] 3. Serial Expansion Ports
[0146] The player tracking module 44 also includes two serial
expansion ports 104 and 106. Each of the expansion ports 104 and
106 includes a differential to single-ended converter 116 and 118,
respectively. In the preferred embodiment, these converters 116 and
118 are part number LTC490 manufactured by Linear Technology
Corporation of Milpitas, California. The PT controller 98
communicates with each converter via two single-ended, serial
signal lines: an input signal line and an output signal line. The
converters convert the single ended signals appearing on these
lines to differential signals. The differential signals, however,
can be used as single-ended signals as is known in the art. The
first expansion port 104 interfaces the player tracking node 44
with a large vacuum florescent display 102 (FIG. 5) used to display
player tracking messages, as described further below. The display
is connected to the connecter 115, in the preferred embodiment, by
a cable 103. The other expansion ports 106 provides the player
tracking module with future expansion capabilities to support
additional features.
[0147] 4. Card Reader
[0148] Referring now to FIGS. 6 and 7, the card reader 100 will now
be described. FIG. 6 shows the electrical schematic for the card
reader while FIG. 7 shows the mechanical drawing thereof. In FIG.
7A, an exploded view of the card reader is shown. The card reader
includes a plastic bezel 116 having a card reader opening 118
formed therealong for receiving a card 120 therein. The bezel 116
includes guide rails 122 and 124 disposed at opposite, respective
lateral ends of the opening 118. The guide rails 122 and 124 have
stops 126 and 128, respectively. The guide rails 122 and 124 guide
the card 120 through the opening 118 until an end of the card 120
contacts stops 126 and 128. The card is shown fully inserted in
FIGS. 7B and 7C with the end of the card 120 abutting the stops
126, 128.
[0149] The card reader also includes a printed circuit board 130
having a longitudinal opening to allow the guide rails 122 and 124
to be inserted therein in order to allow the printed circuit board
130 to be pushed up flush against a mounting plate 132 of the bezel
116, as shown in FIGS. 7B and 7C. Mounted on one side of the
printed circuit board 130 is an array of photodiodes 134 and an
array of photodetectors 136. The photodiodes 134 are mounted on the
printed circuit board along one side of the opening in the printed
circuit board, while the photodetectors 136 are mounted on the
printed circuit board along an opposite side of the opening. The
photodiodes and the photodetectors are vertically aligned in a
one-to-one relationship, i.e., one photodiode for each
photodetector. In the preferred embodiment, the array of
photodiodes includes eight individual diodes spaced equidistance
along the opening in the printed circuit board 130. The photodiodes
134 are mounted along the opening in the printed circuit board 130
so as to align with separate rows of openings in the card 120, as
described further below. The card reader also includes optional
light masks 138 and 140. The light mask 138 is associated with the
array of photodiodes 134 and has a plurality of openings therein,
each opening corresponding to an individual photodiode in the array
134. Similarly, light mask 140 is associated with the array of
photodetectors 136 and also has one opening for each of the
photodetectors. The light mask 138 is mounted on the printed
circuit board 130 beneath the array of photodiodes 134 along the
opening in the printed circuit board 130. The light mask 138 is
aligned with the photodetectors 134 so that the openings in the
light mask 138 are directly beneath a corresponding photodiode in
the array. The light mask 138 minimizes the amount of light emitted
by a photodiode that can be detected by a photodetector other than
the corresponding photodetector. The light mask 140 is mounted on
top of the photodetector array 136 so that the openings therein
align with the individual photodetectors. The light mask 140
further eliminates extraneous light from the photodiodes as well as
extraneous ambient light.
[0150] Also mounted on the printed circuit board 130 are a
plurality of light-emitting diodes 142, as shown in FIG. 7C in
broken line. The light-emitting diodes are mounted on a side of the
printed circuit board opposite the side on which the photodiodes
and photodetectors are mounted on. The light-emitting diodes 142
are mounted around the perimeter of the opening in the printed
circuit board 130 and are received in a recessed portion 144 of the
bezel 116. The light-emitting diodes 142 comprise a means for
providing visual feedback to a user inserting a card 120 into the
bezel 116, as described further below. In the preferred embodiment,
the light-emitting diodes 142 are dual light-emitting diodes
capable of producing two primary colors and a third combination
color.
[0151] Referring now to FIG. 6, an electrical schematic of the card
reader is shown. The schematic includes the array of photodiodes
134 disposed along one side of the card reader opening 118 and the
array of photodetectors 136 disposed along the opposite side of the
opening 118. In the preferred embodiment, there are eight
photodiodes and eight corresponding photodetectors. The photodiodes
are arranged in pairs, with the two photodiodes within each pair
being connected in a serial fashion. The anode of the first
photodiode in the pair is coupled to the supply voltage through
resistor, while the cathode of a second photodiode in the pair is
connected to an output of a driver circuit 144. The driver circuit,
in the preferred embodiment, includes two open collector inverters
connected in parallel. A signal is provided to the driver circuit
144 by the PT controller 98 over a conductor 146. A signal on
conductor 146 causes the driver circuit 144 to conduct current and
thereby actuate the photodiodes 134 substantially
simultaneously.
[0152] The photodetectors 136 are comprised of a plurality of
light-sensitive phototransistors PD1-PD8. The emitters of the
phototransistors PD1-PD8 are all coupled to ground. The collectors
of phototransistor PD1 and PD8 are connected together and to a
conductor 148 by which the PT controller 98 senses light detected
by either phototransistor PD1 or PD8. Phototransistors PD2 and PD7
are similarly connected with the collectors of each being connected
to a conductor 150. The collectors of phototransistors PD3 and PD6
are also commonly connected to a conductor 152. The collectors of
the center phototransistors PD4 and PD5, however, are connected to
separate conductors 156 and 154, respectively. Also connected to
each of the conductors 148-156 is a corresponding pullup resistor.
In the preferred embodiment, the pullup resistors are included in a
resistor pack 158. Each of the conductors 148-156 are connected to
a connector 170, which is coupled to the PT controller 98 as
described below.
[0153] Based on the above configuration of the phototransistors PD1
and PD8, only five conductors are required to sample all eight of
the phototransistors. Without more information, however, the player
tracking controller 98 would be unable to determine which of the
two phototransistors commonly connected to a particular conductor,
e.g., conductor 148, detected light. For example, if either
phototransistor PD1 or phototransistor PD8 detect light, the
voltage level on conductor 148 will drop from a high voltage of
approximately 5 volts to a low voltage of approximately 0.7 volts.
Without more information, the player tracking controller 98 would
be unable to determine which of the two phototransistors, PD1 or
PD8, actually sensed the light. According to the invention,
however, the card 120, as shown in FIG. 7A, includes a first slot
150 by which the PT controller 98 can determine which of the two
photodetectors detected the light, as described below.
[0154] The card 120 includes five rows of slots 152-160. The rows
of slots 152-160 are arranged in a matrix with the corresponding
slot locations within each of the rows being aligned in columns.
Only the first slot 150 of row 152 cannot be aligned with any other
slots, i.e., slot 150 is in a column all by itself. The individual
slots within the rows of slots 152-160 encode unique player
tracking information. Each slot represents a single binary bit in
the player tracking information. Either one of two conventions can
be used to encode the information. First, a slot can represent a
binary 1 and no slot can represent a binary 0. Second, a slot can
represent a binary 0 and no slot can represent a binary 1. The
player tracking information can include: a unique player
identification number, the casino issuing the card, player
membership information, etc.
[0155] In the preferred embodiment, the card includes five rows of
slots each having a maximum number of nine individual slots,
thereby producing 45 possible slots. The first row of slots 152,
however, is not used to encode player tracking information, but
instead is used to synchronize the sampling of the player tracking
information by the player tracking controller 98. Thus, only 36
slots are used to encode player tracking information in the
preferred embodiment. This still allows 2^.sup.36 possible
combinations, which is more than adequate.
[0156] The PT controller 98 uses the first row 152 to synchronize
the sampling as follows. The PT controller 98 continuously samples
the outputs of PD4 and PD5 looking for a slot. If a slot is
detected on either PD4 and PD5 and no other slots are detected by
any other phototransistors the PT controller 98 determines that the
detected slot must be slot 150. The PT controller 98 then
continuously samples the output of the phototransistor that
detected slot 150. Once a new slot is detected by that
phototransistor, the PT controller 98 then samples the outputs of
the other phototransistors, i.e., PD1-PD3 and PD6-PD8, on
conductors 148, 150 and 152 for slots in of the other rows. Thus,
the PT controller 98 synchronizes the sampling of the other rows of
slots to the detection of a slot in the first row 152.
[0157] It is important for the card reader to detect the
orientation of the card in order to correctly interpret the player
identification information encoded on the card. The card reader
detects the orientation of the card 120 by detecting the slot 150.
If slot 150 is detected by phototransistor PD4, then the card
reader knows that the card is in the orientation shown in FIG. 7A.
In that case, the card reader knows that the player tracking
information is actually being detected on phototransistors PD5-PD8,
and can interpret the player tracking information accordingly. If,
however, phototransistor PD5 detects slot 150, then the card reader
knows that the card 120 is oriented 180 degrees from that shown in
FIG. 7A. In that case, the card reader knows that the player
tracking information is being detected by phototransistors PD1-PD4,
and can interpret the information accordingly. The PT controller 98
can simply transpose the player tracking information sensed on
conductors 148-152 depending upon the detected orientation of the
card. Thus, the card reader according to the invention is able to
correctly interpret the player tracking information regardless of
how the player inserts the card 120 into the bezel 116 of the card
reader. The invention is able to accomplish this with only five
conductors between the eight phototransistors PD1-PD8 and the PT
controller 98.
[0158] The card reader further includes a plurality of
light-emitting diodes 142 that are mounted on the printed circuit
board 130 and received in the recess 144 of the bezel 116, as shown
in FIG. 7C. The LEDs 142 are mounted on the printed circuit board
130 so as to surround the card reader opening 118 as shown in FIG.
6. In the preferred embodiment, the card reader includes 24 dual
diodes arranged in pairs. The dual diodes have two separate diodes,
each being able to emit a different primary color of light. In the
preferred embodiment, the dual diodes emit either red or green
light. The dual diodes can also emit a third combination color if
the two individual diodes in the dual diode are actuated
simultaneously so that the two primary colors combine. In the
preferred embodiment, this combination color is approximately
orange due to the differences in the intensities of the red and
green light.
[0159] The dual diodes are essentially treated as two individual
diodes. The red diodes R in the dual diodes are driven by a driver
circuit 162, while the green diodes G in the dual diodes are driven
by another driver circuit 164. The driver circuits 162 and 164 are,
in the preferred embodiment, two open collector drivers connected
in parallel, as with driver 145. However, other equivalent driver
circuits would be apparent to those skilled in the art.
[0160] The dual diodes are arranged in pairs with the anodes of one
of the dual diodes being coupled to the supply voltage +5V and the
cathodes of the other dual diode being connected to the output of
the corresponding driver circuit. Accordingly, the red diodes are
commonly driven by driver circuit 162, which is responsive to a
signal received from the PT controller 98 on conductor 166.
Similarly, the green diodes are commonly driven by driver circuit
164, which is responsive to a signal received from the PT
controller 98 on conductor 168. Therefore, the PT controller 98 can
selectively actuate the red diodes, the green diodes or both by
generating the corresponding signals on conductors 166 and 168.
[0161] All of the conductors over which the PT controller
communicates with the card reader, i.e., 146-156 and 166-168, are
connected to a connector 170 as shown in FIGS. 6 and 7A. The player
tracking module 44 then includes a cable 172 that is connected
between the connector 170 and the PT controller 98, as shown in
FIG. 5.
[0162] Although the preferred embodiment of the card reader is an
optical card reader, the invention is not limited to such. The
lighted bezel can be used in conjunction with any form of card
reader such as a magnetic card reader, a bar code reader, etc. The
method of providing visual feedback to the player herein described
is a general method which can be used with a plurality of cards and
card readers.
[0163] 5. Display
[0164] Referring now to FIG. 8, a schematic for the display circuit
102 of the player tracking module 44 is shown. The circuit 102
includes a display controller 174, which in the preferred
embodiment is a part number HD6473258P10 manufactured by Hitachi of
Tokyo, Japan. Coupled to the display controller 174 is a memory 176
via bus 178. The memory 176, in the preferred embodiment, is a 32KB
SRAM. The memory 176 stores the variables and parameters necessary
for the controller 174 to communicate with both the PT controller
98 and the display driver 186. The bus 178 includes the necessary
address lines, data lines and control lines to interface in memory
176.
[0165] In the preferred embodiment, the display 102 includes a
vacuum fluorescent display (VFD) 184, which is organized as a 16 x
192 display matrix. Such displays are well-known in the art of
digital electronics. The VFD 184 is driven by a driver circuit 186,
which includes a plurality of individual drivers serially
interconnected. In the preferred embodiment, these serial drivers
are part number UCN5818EPF-1, manufactured by Allegro Microsystems,
Inc. of Worcester, Massachusetts. The driver circuit 186 is
connected to the VFD 184 by bus 188, which includes 160 individual
conductors. The manner in which the 160 bus lines are connected
between the driver circuit 186 and the VFD 184 is known in the art,
and is therefore not described in detail herein.
[0166] The display controller 174 interfaces with the driver
circuit 186 by a plurality of signal lines 190. These signal lines
transmit the standard driver interface signals to the driver
circuit 186. These signals include: a clock signal CLOCK, serial
input data signal SDATA, a frame signal FRAME, a strobe signal
STROBE, two output enable signals OE1/ and OE2/, a column clock
signal COL CLOCK, and a column output enable signal COL OE/. These
signals have well known functions in the display art and are
therefor not discussed in detail. The signal names having a " / "
represent active low signals while all other signals are active
high. The display controller 174 generates these signals in the
required sequence in order to serially clock the reformatted
display data to the driver circuit. One of ordinary skill in the
art could program the display controller 176 to generate these
signals in order to display the desired message on the VFD 184
based on the foregoing description.
[0167] The display 102 also includes a serial interface 192. The
serial interface 192 is the means by which the PT controller 98
communicates a player tracking message to the display 102. In the
preferred embodiment, the serial interface 192 includes two
opto-isolator circuits: one for the serial send data, the other for
the serial transmission data. The display controller 174 is
connected to the serial interface 192 over a two conductor serial
bus 194, one conductor for receiving serial data from the serial
interface 192, the other for transmitting serial data thereto. A
connector 196 is also coupled to the serial interface 192. The
connector 196 includes four terminals. Two of the connector
terminals are dedicated to receiving serial input data and the
other two terminals are dedicated to transmitting serial data. A
cable (not shown) couples the display 102 to the player tracking
module 44 between connectors 196 (FIG. 8) and connector 115 (FIG.
5).
[0168] 6. Discrete Input Section
[0169] The display 102 further includes a discrete input section
198. The discrete input section 198 is an interface between the
discrete outputs of a gaming device and the display controller 174
much in the same way that the discrete machine interface 72 allows
the data communication node to interface with a gaming device.
Although in the preferred embodiment the discrete input section is
unconnected to any discrete machine inputs, the discrete input
section 198 allows the display 102 to operate as a stand-alone
module for gaming devices in certain configurations. The discrete
input section provides discrete input signals from an external
device to the display controller 174 over a bus 200. The discrete
input section 198 includes opto-isolator circuits such as part
number TLP620 manufactured by Toshiba Corporation of Tokyo, Japan
which provide single-ended input signals to the display controller
174.
[0170] D. PERSONALITY BOARD
[0171] Referring now to FIG. 9, a personality board 202 is shown in
schematic form. The personality board 202 uniquely identifies the
gaming device on the network. The personality board 202 indicates
the type of gaming device, e.g., slot machine or video poker,
including the manufacturer, and provides a unique machine
identification number that the host computer can use to uniquely
address the gaming device. The personality board 202 allows the
devices to be readily removed and reinstalled in the network
without any manual reconfiguration by the operator, such as
resetting dip switches.
[0172] The personality board 202 couples the data communication
node 42 to a gaming device. The personality board 202 includes two
connectors 204 and 206 and an identification circuit 208. The
connector 204 couples to the data communication node 42, as
described further below. The connector 206 connects to the
particular gaming device. The components shown in FIG. 9 are
mounted on a printed circuit board that is mounted inside a
connector harness (not shown). The personality board allows the DCN
to be easily removed and reinstalled from the network with minimal
effort.
[0173] The personality board uniquely identifies the machine by
providing both a configuration number, which indicates the type of
gaming device that is connected to the connector 206 and a unique
identification number, which is used by the system 10 to maintain
records on the machine. The configuration number includes a six bit
binary number which indicates the type of gaming device connected
to the personality board 202. Each machine type is assigned a
unique configuration number. This configuration number is encoded
on lines CNFG0-CNFG5, which are connected to terminals 204Q-204V,
respectively, of connector 204. Each line represents one bit of the
binary configuration number. The individual lines are either tied
to a supply voltage to represent a binary one or to ground to
represent a binary zero. The six bit configuration number used in
the preferred embodiment can encode up to 2^.sup.6 different
combinations and, therefore, different machine types. The
configuration number for the embodiment shown in FIG. 9 is equal to
3CH.
[0174] The configuration lines CNFG0-CNFG5 are coupled to the
inputs of parallel to serial converter 86 (FIG. 3) through a
connector (not shown). The terminals 204Q-204V of connector 204
have corresponding terminals 85Q-85V of connector 85, as indicated
by corresponding lettered suffixes. This same lettering convention
is used throughout.
[0175] The configuration number is used by the DCN controller 46 as
a means of interpreting the discrete input signals received from
the machine through connector 206. Individual conductors coupled
between connector 204 and 206 are labeled to correspond to the
machine type having a configuration number 3CH. For a different
machine type having a different configuration number, many of these
conductors may have different functions. By providing a unique
configuration number, the DCN controller can interpret the signals
received on these lines accordingly.
[0176] The personality board 202 also includes an identification
circuit 208 which provides a unique machine identification number
to the data communication node 42. The unique identification number
is stored in a nonvolatile memory 210 and provided to a terminal
204N on conductor ID. In the preferred embodiment, the nonvolatile
memory 210 is a part number DS2224 manufactured by Dallas
Semiconductor of Dallas, Texas. In the preferred embodiment, the
nonvolatile memory 210 includes a 32 bit ROM having a
factory-lasered unique serial number stored therein. This serial
number, i.e., the machine identification number, can be read out of
the memory 210 by the DCN controller 46 to uniquely identify the
machine connected thereto. The protocol for reading the
identification number out of the memory 210, as is described in the
data sheet for the part, is well known in the art.
[0177] The identification circuit 208 includes a number of discrete
components. The memory 210 has a zener diode 212 coupled across the
power and ground terminals of 213 and 215 thereof. The
identification circuit 202 also includes a first diode 214 coupled
between the power terminal 213 and a data output terminal 217. The
circuit 208 further includes a second diode 216 coupled between the
data output terminal 217 and the ground terminals 215. A resistor
218 is interposed between the data output terminal 217 and the
connector terminal 204N. The terminal 204N is coupled to a
corresponding terminal 74N of connector 74 (FIG. 4) by a bus 220
(FIG. 2).
[0178] The discrete outputs from the machine, e.g., coin in, coin
out, etc., are also supplied to the data communication node 42 via
bus 220. The bus 220 connects connector 74 of the data
communication node 42 and the connector 204 of the personality
board 202 such that terminals having corresponding lettered
suffixes are connected. For example, terminal 74C of connector 74
is connected to terminal 204C of connector 204 by a individual
conductor within bus 220. All the other terminals are similarly
connected by the bus 220.
[0179] The network interface 49 of the data communication node 42
is also coupled to the personality board by a bus 222, as shown in
FIG. 2. Bus 222 includes four conductors which connects the four
terminals of connector 51 with four corresponding terminals of
connector 204, as indicated by the common lettered suffixes. It is
over these four lines that the DCN controller 46 indirectly
communicates with the floor controller.
[0180] The serial machine interface 60 is also coupled to the
personality board 202 by a bus 224, as shown in FIG. 2. The bus 224
includes four conductors which couple four terminals 62DD and 62EE
of connector 62 with corresponding terminals 204DD and 204EE,
respectively. It is over these four conductors that the DCN
controller 46 communicates reconfiguration commands to the machine.
The DCN controller transmits data through the terminal 204DD, which
is provided to the machine on conductor MACHINE RX. The machine
responds to the configuration command on the conductor MACHINE TX.
The use of these two conductors will become more apparent in the
description of the operation hereinbelow.
[0181] Although buses 220, 222, 224 and 226 have been described as
separate buses, the individual conductors within these buses could,
and are in the preferred embodiment, combined into a single bus
that is connected between the data collection node 42 and the
personality board 202. To connect the data collection node 42 and
the personality board 202 a connector (not shown) is mounted on the
data collection node 42 and a mating connector (not shown) is
mounted on the personality board 202. The two connectors are then
mated together to connect the data collection node 42 to the
personality board 202. The personality board is then coupled to the
corresponding gaming device by a cable 225 (FIG. 2).
[0182] E. BONUS DISPLAY DRIVERS
[0183] Referring now to FIGS. 10 and 11, two bonus display drivers
are shown. The data communication node 42 is designed to support
either of the display drivers. The data communication node 42 is
coupled to the display driver of FIG. 10 through connector 228. An
opto coupler 230 optically isolates the data communication node
from a triac circuit 232 which includes a triac 234. One terminal
of the triac 234 is connected to a terminal 236B of a connector
236. Another terminal of the triac 234 is connected to a terminal
236C of connector 236. A bonus display such as a light or sound
generating means is coupled across terminals 236B and 236C so that
the triac 234 could drive the external bonus display responsive to
an actuation signal from the data communication node 42.
[0184] A second embodiment of the display driver is shown in FIG.
11. In this embodiment, the data communication node 42 is coupled
to the driver circuit through connector 238. The driver circuit of
FIG. 11 includes a relay 240 operatively coupled to a transistor
242. The relay 240 is a two-position relay which toggles between
the two positions responsive to a current passing through
transistor 242. The transistor 242 conducts a current responsive to
an actuation signal received on terminal 238B from the data
communication node 42.
[0185] The display drivers are used by the data communication node
42 to activate a display on the gaming device which indicates that
the machine is now in a bonus mode or condition.
[0186] F. FLOOR CONTROLLER
[0187] As shown in FIG. 1, the floor controller is directly
connected to both the high speed network 38 and a plurality of
gaming devices. The floor controller is responsible for monitoring
the activity of each of the gaming devices connected thereto and
reporting this activity to the database 32. In addition, the floor
controller is responsible for transmitting a reconfiguration
command to a selected one or more of the gaming devices during
certain bonus conditions. These conditions will be described in
detail in the operation section below.
[0188] The floor controller is connected to the associated gaming
devices by current loop networks. Because of the limitations of the
current loop network, only a predetermined number of gaming devices
can be supported on any one current loop network. In the preferred
embodiment, each current loop network supports up to 64 gaming
devices. In order for each floor controller to support more than
this predetermined number of gaming devices, each floor controller
is equipped with a communication board 246, as shown in FIG. 12.
The communication board 246 supports up to 16 separate current loop
networks. The board is a standard size card that fits into one of
the ISA card slots in the back of the floor controller. The board
includes a male edge connector (not shown) which mates with a
female back plane connector (not shown) in the floor controller.
The back plane connector provides the floor controller CPU data,
address, and control lines to the communication board 246 to enable
the communication board and the floor controller CPU to
communicate.
[0189] The communication board 246 includes eight separate
microcontrollers 248A-248H. The microcontrollers communicate with
the floor controller through ISA bus interface logic 247 over buses
249A and 249B. The microcontrollers are shown in a daisy-chain
connection in FIG. 12, but any other equivalent interconnection
scheme can be used. The data received from the floor controller
microprocessor is passed between the microcontrollers from 248A to
248H, as indicated by the arrows. Each microcontroller is
responsible for passing the data along and determining whether the
data includes a message for a machine connected to its
corresponding current loop networks.
[0190] Each microcontroller is responsible for two current loop
networks. Each microcontroller communicates with its associated
gaming devices via two corresponding current loop networks. Two
serial signal lines 251 connect each microcontroller to a current
loop driver circuit 250. The driver circuit 250 provides the
necessary current drive to support the current loop network. Each
pair of serial signal lines 251 has a corresponding pair of current
loop lines 253. The current loop driver circuit 250 can either be
located on the communication board as shown in FIG. 12 or on a
separate printed circuit board (not shown). If located on a
separate board, the current loop driver circuit 250 can be
connected to the communication board by a cable.
[0191] In the preferred embodiment, the last microcontroller 248H
is solely responsible for communicating with the floor controller
microprocessor. All of the data received from the machines over the
various current loop networks are passed along to the
microcontroller 248H by the associated microcontroller. The
microcontroller 248H analyses the data and determines whether the
data needs to be communicated to the floor controller. If not, the
last microcontroller records the communication but does not forward
the data to the floor controller. This helps off-load some of the
floor controller communication processing to the communication
board.
[0192] II. OPERATION
[0193] The above-described system allows a casino in which the
system is installed to run promotions on any properly equipped
gaming machines while simultaneously gathering player tracking and
accounting data from all machines. The system provides the
capability for the casino to select which of the plurality of
machines are used in any given promotion. The system further allows
any number of different promotions to operate simultaneously.
[0194] Each promotion involves sending a reconfiguration command
from the floor controller to a gaming device that has been selected
to be part of a given promotion over the associated network. Upon
receipt of the reconfiguration command, the gaming device
reconfigures its payout schedule in accordance with the received
reconfiguration command. As described above, reconfiguring a gaming
device payout schedule, in the preferred embodiment, includes
activating a bonus payout schedule that pays out bonus amounts in
addition to the amount determined by the device payout table.
[0195] A partial list of the promotions according to the invention
include, but are not limited to: a multiple jackpot wherein the
gaming device reconfigures its payout to be a multiple of its
default payout schedule; a bonus jackpot wherein the gaming device
reconfigures its payout schedule to payout an additional bonus
amount when certain conditions are met; and a progressive jackpot
wherein two or more gaming devices are combined in a progressive
jackpot having a progressive jackpot payout schedule. In addition
to these, many other promotions are possible by the above-described
system for controlling and monitoring a plurality of gaming
devices.
[0196] The system 10 also allows for improved player tracking. As
with standard player tracking, the above-described system monitors
and reports how many coins are played by each player. The system
10, however, also includes the ability to record how long each
player spends at each machine and the number of coins won, games
played, and hand jackpots won by each player. All this information
is stored on the database, which can be later analyzed for future
targeted direct mailing campaigns. The player tracking according to
the invention also allows the casino to schedule buses and other
groups and measure their profitability. The system also allows for
cashless play as well as advanced accounting and security
features.
[0197] Another feature of the above-described system is jackpot
announcements. The jackpot announcement feature displays a message
on a reader board or display located in the casino which announces
a jackpot as soon as a jackpot is won, i.e., as soon as the reels
stop spinning. The floor controller generates the jackpot
announcement once a DCN connected thereto indicates a jackpot is
won. An example of such a message might be: "Now paying on machine
1342, a jackpot of $300." With prior art data collection systems,
the amount of the jackpot is only known after the payment is made.
Even then the system must account for partial pays, hopper empty,
etc.
[0198] An advantage of the current system over prior art systems is
the ability to implement better tournament systems. In a slot
tournament, players pay a fee to play. All play during the session
is free. The players accumulate credits instead of cash. The person
with the most credits at the end of the tournament wins. Games are
usually manually altered to provide payouts of 200 to 300% to make
the games more fun. The games are altered manually by replacing the
read only memory (ROM) in the gaming devices.
[0199] One exciting aspect of tournament play is to see who is
ahead. No current system can display this information in real time.
This is because current systems can only measure winnings as they
are added to the credit meter or paid from the hopper (some casinos
use tournament tokens instead). Since credits are usually added at
a rate of 10 per second, a 1,000 credit win can take 100 seconds to
register. Casinos attempting to create display boards showing who
is ahead are frustrated by the lag time. The jackpot announcement
of the invention allows casinos to display the player with the most
credits by comparing the number of credits for each player. This
comparison and display is performed real time as each transaction
is completed.
[0200] In order to implement each of these features, the various
computers and microcontrollers each execute software or firmware.
This software and firmware routines are described below. These
routines are described with reference to accompanying flow charts.
These flow charts would enable one of ordinary skill in the art of
computer programming to write a corresponding computer program
which the computer or microcontroller could execute.
[0201] A. DATA COMMUNICATION NODE
[0202] 1. Power Up Procedure
[0203] Referring now to FIG. 13, a power up procedure 252 for the
data communication node is shown. This procedure is executed by the
DCN controller 46 when initially powered up. The first step of the
procedure is to validate the RAM to ensure that it is not corrupted
and to set up all the DCN hardware. Validating the RAM involves
writing known patterns of 1s and 0s to the DCN RAM. This RAM can
either be internal to the DCN controller 42 or external as shown in
FIG. 2. Setting up the DCN hardware includes initializing timers
and interrupts.
[0204] Next the DCN controller checks the RAM in step 255 by
reading the pattern of 1s and 0s back out of the RAM to ensure that
the RAM is fully functional. If the RAM turns out to be defective
the DCN controller goes into an endless loop in 256.
[0205] 2. Reading Unique Identification number
[0206] If the RAM is fully functional, the DCN then reads the
unique identification number from the personality board. As
described above, this unique identification number is stored in a
nonvolatile memory 210 on the personality board. Reading the unique
ID number out of the nonvolatile memory involves following the
memory manufacturer's interface protocol as specified in the
nonvolatile memory data sheet. The unique identification number
provides a means for uniquely identifying the gaming device.
[0207] After the unique ID has been read from the personality
board, the DCN processes the discrete machine inputs in step 260.
This step will be described in further detail in Subsection 3,
Monitoring Gaming Device Discrete Input below. After the discrete
inputs have been processed in step 260, the DCN processes the
machine serial interface in step 262. This step is described
further below in Subsection 4, Processing Gaming Device Serial
Interface. Next, the DCN processes the network interface, i.e., the
interface between the DCN and the floor controller connected
thereto. The process network interface step 264 is described
further below in Subsection 5, Processing Network Interface.
Finally, the DCN processes the player tracking interface in step
266. This step is described below in Subsection 6, Processing Card
Insertion. At the completion of step 266 the DCN loops back to step
260 and continuously, sequentially executes steps 260-266.
[0208] 3. Monitoring Gaming Device Discrete Input
[0209] Referring now to FIG. 14, the DCN step of monitoring the
gaming device discrete inputs 260 will now be described. The DCN
first reads the discrete inputs on input lines 76 in step 267. One
particular set of discrete inputs is shown in FIGS. 4 and 9 for a
particular gaming device. The actual discrete inputs present will
depend on the machine type, as indicated by the configuration
number, which is also read by the DCN controller 46. Most gaming
devices provide at least some of the following discrete inputs:
coins in, coins out, coins to drop, games played, attendant paid
jackpots, slot door, drop door, progressive jackpots, and bill
validators. The system supports all of these discrete inputs as
well as others.
[0210] The DCN keeps track of the machine activity by maintaining
several meters in memory. Each meter, in the preferred embodiment,
includes six digits. Moreover, to improve the reliability of the
system, the DCN maintains redundant backup copies of these meters
with an order to replace the original meters in the event that the
originals are corrupted. In step 268, the DCN increments the meters
as required based on the discrete inputs. The meters are maintained
even in the event that the DCN is disconnected from the floor
controller. Once the DCN is reconnected to the floor controller,
all the activity level information is then available. Step 268 will
be discussed further below.
[0211] Next, the DCN processes the drop door signal in step 270.
The drop door signal DROP DOOR indicates that the drop door on the
machine has been opened. This is an important event and is
therefore processed separately.
[0212] In step 272, the DCN validates the meter values to determine
whether the values stored in the meters are valid. The DCN checks
whether the meter values are valid in step 274. In the preferred
embodiment, a check sum is maintained for each meter value. Thus,
the DCN in step 274 checks to see whether the check sum is correct
based on the current meter value. If the meter values are okay, the
discrete input monitoring step 260 is complete. If the meter values
are not valid, the DCN replaces the meter values with the redundant
back copy of the meter values in step 278, and then the step 260 is
complete.
[0213] Referring now to FIG. 15, increment meter step 268 is shown
in further detail. The sequence shown in FIG. 15 is repeated for
each meter value that has changed. The first step is to adjust the
meter value based on the discrete inputs and to calculate the
associated check sum. Next, the DCN determines whether the
particular meter has an active associated countdown count in step
282. Some games or promotional activities require the player to
reach a certain level of activity in order to be eligible for
certain bonus points. These countdown counts are used to determine
whether the player has achieved this level of activity. For
example, the player may be required to play a certain number of
coins before being awarded any points. If the countdown count is
active, the DCN adjusts the current players count down values in
step 284 based on the corresponding adjustment of the associated
meter.
[0214] In step 286, the DCN sets the current message to the count
down message. The count down message indicates to the player when
he or she will be eligible for the bonus points. Finally, in step
288 the DCN sets the current bezel color and rate to a count down
color and rate. This color and rate information is subsequently
transmitted to the player tracking node for processing, as
described further below. The countdown color indicates the bezel
color and the count down rate indicates that flashing rate of the
bezel color displayed during the count down message.
[0215] 4. Processing Gaming Device Serial Interface
[0216] Referring now to FIG. 16, a process 262 for processing the
gaming device serial interface is shown. The serial machine
interface 60, as shown in FIG. 2, allows the DCN controller 46 to
communicate with the gaming device through the personality board.
This serial machine interface allows the DCN controller 46 to
transmit reconfiguration commands to the gaming device in order to
reconfigure the payout schedule of the machine in accordance with
the reconfiguration command. In addition, the serial machine
interface provides an additional means for determining the activity
level of the gaming device. Instead of reading the discrete machine
inputs, the DCN controller 46 can transmit a status request command
to the machine over the serial interface and the machine can
respond back with the requested status information.
[0217] Any communication protocol can be used to implement this
communication path over the serial machine interface, as is known
in the art. An example of one such protocol uses a data packet
including a command code, a message sequence number, a CRC, and a
variable length message. In the preferred embodiment, either the
DCN controller 46 or the machine can initiate communications over
the serial machine interface. However, if the machine detects that
the DCN is trying to send a message to the machine, the machine
must abort its message and attempt to resend the message at a later
time.
[0218] The preferred embodiment of the system supports many
different reconfiguration commands. A partial list of the
reconfiguration commands is given below in Table 1. These
reconfiguration commands are sent from the DCN controller 46 to the
machine over the serial machine interface wherein the machine
reconfigures its payout schedule in accordance with the particular
reconfiguration command. The reconfiguration commands do not
originate with the DCN, instead the reconfiguration commands
originate from the floor controller and are transmitted to a
particular machine over the associated current loop network or the
command can originate at one of the other computers on the high
speed network. The DCN is simply responsible for forwarding the
reconfiguration command onto the gaming device on receipt of the
reconfiguration command over the associated current loop network
coupled between the floor controller and the DCN.
[0219]
1TABLE 1Examples of Reconfiguration Commands 1. Bonus Pay From
Hopper (Coin Format) 2 Bonus Pay to Credit Meter (Coin Format) 3.
Bonus Pay from Hopper (Dollar Format) 4. Bonus Pay To Credit Meter
(Dollar Format) 5. Add Non-cash outable credits to Game 6. Begin
Double Jackpot Time 7. Stop Double Jackpot Time
[0220] The actual process of processing the machine serial
interface begins in step 292 wherein the DCN polls the machine to
determine its level of activity. This polling step includes sending
a status message from the DCN to the machine over the serial
machine interface. In response, the machine will send a packet of
status information indicating the current amount of activity on the
machine. The status information included in the response will
depend on the type of machine that the DCN is communication
with.
[0221] The data communication node 42, in step 294, waits for a
reply to the status request. If a reply is received, the DCN
indicates that the machine is "on line" in step 296 and processes
the machine reply in 298. The step of processing the machine reply
includes updating the meter values, as done when processing the
discrete inputs. After the machine reply has been processed, the
process 262 is complete.
[0222] If the DCN does not receive a reply from the machine in step
294, the DCN indicates that the machine is "off line". The DCN will
wait for a predetermined amount of time before deciding that the
reply is not received. In the preferred embodiment, this
predetermined period is approximately 110 milliseconds.
[0223] 5. Processing Network Interface
[0224] Another step in the DCN power up procedure 252 is the step
of processing the network interface 264. This step is described
with reference to FIGS. 17-19. The network interface refers to the
current loop that connects the particular DCN with the associated
floor controller. The following description assumes that the DCN
has received a valid message from the associated floor controller.
Because there are multiple DCNs connected to any one current loop,
the floor controller must include some means for addressing a
particular machine.
[0225] Although each machine includes a unique identification
number which could be used as the actual address for each DCN on
the current loop, it is unnecessary to use the unique
identification as the actual address because there are only a
limited number of DCNs connected to each current loop. Accordingly,
in the preferred embodiment of the invention, the floor controller
uses a shorthand token representation of the DCN's unique
identification number to address the DCN. In the preferred
embodiment, a single byte address is used to address a DCN on any
given current loop. This one-byte address allows up to 256 DCNs to
be supported on any given current loop network. In the preferred
embodiment, however, only 64 such DCNs are connected to a single
current loop and therefore the single byte address is more than
adequate. The single byte address substantially reduces the amount
of traffic on the current loop network by reducing the number of
bytes from four in the unique identification number to one for the
shorthand token representation.
[0226] The floor controller is responsible for generating the
unique single byte address for each data communication node on a
given current loop network. The process of assigning unique single
byte addresses to the DCNs is described below in Section C.
[0227] Once all the DCNs have been assigned a unique address, the
DCN can begin monitoring the current loop network for messages
addressed to it. If the DCN detects a message addressed to it, the
DCN executes step 264. The DCN first checks to see whether the
message is valid in step 304. This check is done by computing the
CRC value of the message and comparing it to the CRC included with
the message. If the two CRCs match, the message is valid and the
DCN processes the network message in step 306. Processing the
network message is described further below with reference to FIGS.
18 and 19. Once the message has been processed, the DCN sends a
reply back to the floor controller over the current loop network in
step 308. The actual substance of the reply will depend on the
message received in step 306. If the message is invalid, the DCN
does not reply.
[0228] Referring now to FIG. 18, the first step of processing the
network message is to determine what type of message was sent from
the floor controller in step 312. There are three basic types of
messages that the floor controller sends to the DCN. The first is a
request for data from the DCN. If this type of message is detected
the DCN builds the data requested and transmits the data in a reply
message. The main use of this message type is to gather status and
meter information from the DCN.
[0229] Another type of message is one including configuration data
for the DCN. This message allows the floor controller to implicitly
set the DCN's memory to a fixed value. This message is used to
override the DCN's internal variables, e.g., to get a DCN out of a
lock-up condition, or to download new firmware to the DCN for
execution. On receiving this type of message, the DCN simply
overwrites its memory with the configuration data included in the
configuration message in step 316. The DCN then builds an
appropriate acknowledgment and transmits this acknowledgment
message to the floor controller in step 320.
[0230] The other type of message is one sent in response to a DCN
request. The DCN processes this data in step 318, which is
described further in FIG. 19. If the message includes either the
configuration data or the data in response to a DCN request, the
DCN builds an acknowledge message in step 320 and transmits this
message to the floor controller.
[0231] The step of processing a floor controller message sent in
response to a DCN request will now be described with reference to
FIG. 19. The first step of processing this type of message is for
the DCN to determine what type of data is included in the message.
Once again there are three types of data that can be included in
this message type: a reconfiguration command, card data, or other
minor data. The DCN makes this determination in step 324 by
analyzing one of the bytes in the data packet of the message. This
byte will be referred to herein as the command byte. If the command
byte indicates that the message contains reconfiguration data,
i.e., the command byte equals a reconfiguration command, the DCN
stores the reconfiguration data in a predefined data structure in
memory. Listed below in Table 2 is an example of a data structure
for storing the reconfiguration data.
[0232]
2TABLE 2Reconfiguration Data Structure 1. Bonus Type 2. Mystery
Jackpot Data: A. Number of coins to award B. Number of seconds to
award C. Pay award to 3. Bonus Time Data A. Jackpot Multiplier B.
Jackpot Payout Limitations C. Number of Seconds to Keep Bonus Time
Active D. Minimum Activity Level
[0233] The bonus type field of the data structure indicates the
type of bonus state the machine is to be placed in. Examples of
potential bonus modes include progressive/nonprogressive, multiple
jackpot, or mystery jackpot. If the mystery jackpot is indicated,
the mystery jackpot data included in the structure specifies the
conditions under which the mystery jackpot is paid out. The mystery
jackpot can be set to payout, e.g., after a certain number of coins
in, handle pulls, which is specified by subfields of the mystery
jackpot data.
[0234] The bonus time jackpot is a promotion wherein the machine
pays out more than that dictated by its default payout schedule. In
one embodiment of the bonus time promotion, the payout schedule of
the machine can be modified to be a multiple of its default to
payout schedule, as specified in subfield (A) of the bonus time
data. This promotion can be used to encourage gaming activity
during off-peak hours, e.g., midnight to 4 a.m. on weeknights.
Alternatively, the bonus time promotion can be activated on a
random basis. The timing of the multiple jackpot is specified by
the casino on one of the computers connected to the network. The
bonus time data also specifies the conditions under which the
player becomes eligible for the bonus time jackpot. The subfield
(B) of the bonus time data specifies whether the player is eligible
for the bonus time data only if the player is playing the maximum
coin in the machine. Subfield (C) limits the bonus time promotion
to a predetermined number of seconds. This field limits the bonus
time promotion to a predetermined number of seconds; if the player
does not hit a jackpot within this specified time period, the bonus
time promotion concludes. The minimum activity level can also be
specified in subfield (D). This field can be used to specify the
minimum activity level required by the player in order to be
eligible for the bonus time jackpot. For example, the player can be
required to play at least 20 coins over the last three minutes in
order to be eligible for the bonus time jackpot. An indicator light
on the player's machine can be used to indicate when the player
reaches the minimum activity level and thereby becomes eligible for
the bonus time jackpot.
[0235] In another embodiment of the bonus time promotion, a bonus
amount is awarded in addition to the payout according to the
default of the payout schedule of the machine. The amount of the
bonus jackpot is specified in subfield (E) of the bonus time data.
For example, this bonus time promotion might include five bonus
amounts of $10, $25, $50, $100 and $500, which is specified by
subfield (E). When a player hits a particular jackpot, whichever
bonus amount is specified by the bonus amount subfield this amount
is automatically paid out in addition to the payout amount
determined by the machine's default payout schedule. This bonus
time promotion can also be used in combination with subfields (C)
and (D) to specify the conditions under which the player is
eligible for this bonus time jackpot award.
[0236] After the DCN has stored the reconfiguration data in step
326, the DCN will then send the appropriate reconfiguration command
to the machine over the serial machine interface in step 328. The
machine, responsive to the received reconfiguration command,
reconfigures its payout schedule in accordance with the received
reconfiguration command. For example, if the reconfiguration
command specifies a multiple jackpot condition, the machine will
reconfigure its payout to be a multiple of its default payout
schedule. The machine will reconfigure its payout schedule in a
similar manner for the other bonus types.
[0237] The other type of data that can be included in a response
from a DCN request is card data or player tracking data. This data
is sent to the DCN in response to a status message from the DCN to
the floor controller wherein the status message indicates that a
player card has been inserted. Included in this message is the card
ID number detected by the card reader. In response to this status
message the floor controller will transmit a card insertion message
to the DCN. The card insertion message includes information
associated with the particular player ID number. An exemplary card
insertion message data packet is listed below in Table 3.
[0238]
3TABLE 3Card Insertion Message Data Packet 1. Card Identification
Number 2. Player First Name 3. Player Last Name 4. Current Point
Balance 5. Casino Code
[0239] Upon receipt of the card insertion message, the DCN stores
the player's name and points in order for this information to be
displayed on the VFD display associated with the player tracking
node. Then, a DCN sets the current message to a data received
message in step 334. Finally, a DCN sets the current bezel color
and bezel rate to a data received bezel color and bezel rate in
step 336. The bezel color specifies the bezel color to be displayed
by the card reader and the bezel rate specifies the flashing rate
of the card reader LEDs. This bezel information is subsequently
transmitted to the player tracking node for processing thereby.
[0240] The final data type that can be included in the message sent
from the floor controller in response to a DCN request is
generically classified as other minor data. This data includes
general system or DCN specific information such as display
information.
[0241] 6. Processing Player Tracking Interface
[0242] The next step in the DCN process is processing of the player
tracking interface 266. The DCN maintains a variable that indicates
what message is to be sent to the player tracking node. This
variable is referred to as the current message variable. Before
transmitting a message to the player tracking node, the DCN first
checks this variable to see which of a plurality of messages should
be sent to the player tracking node.
[0243] The process 266 begins in 340 by sending the current message
to the player tracking node that is specified by the current
message variable. In addition to the current message, the DCN sends
the bezel color and bezel rate information to the player tracking
node. The bezel color and bezel rate information could have been
specified by the floor controller or by the DCN itself.
[0244] Next, the DCN determines the card status in step 342. If
there is no card inserted in the card reader, the DCN sets the
current message variable to an attract message. This message
specifies that the player tracking node is to display a message
which will attract players to the machine. the DCN sets the current
bezel color and bezel rate to an attract bezel color and rate in
step 346. This attract color and rate is part of the attract
message that will be sent to the player tracking node when the
current message is sent.
[0245] If the DCN determines that a good card has been inserted in
the card reader, the DCN processes the valid card in step 350. This
step is described further below with reference to FIG. 21.
[0246] If, however, the card status indicates that a bad card has
been inserted, i.e., an invalid card number, the DCN sets the
current message variable to specify a card error message in 352 and
the DCN sets the current bezel color and bezel rate to a card error
color and rate in 354. This card error information is included with
the card error message that is sent to the player tracking node
when the current message is sent.
[0247] 7. Processing Card Insertion
[0248] Referring now to FIG. 21, the process 350 for processing a
valid card insertion is shown. The first step that the DCN executes
is to determine whether the card data corresponding to the valid
card has been received from the floor controller in step 356. If
not, the DCN builds a network request message for the player name
and points associated with the card ID number in step 358. Next,
the DCN sets the current message variable to specify a card
inserted message is to be transmitted in step 360. Finally, the DCN
sets the current bezel color and rate to a card inserted color and
rate, which indicates to the player that the system is still
processing the card number. This information is sent to the player
tracking node when the current message is sent.
[0249] If the card data has been received from the floor
controller, the DCN then determines in step 366 whether player
tracking has started for the particular player. If player tracking
has not yet started, the DCN sets the current message variable to
the data received message in step 368 and sets the current bezel
color and rate to data received color and rate in step 370. If
player tracking has started, the DCN processes the player tracking
in step 372, as described with reference to FIG. 22.
[0250] Processing player tracking 372 begins with the step of
determining whether the player has received new points in 374.
These points can be considered roughly as the equivalent of
"frequent flyer miles" used by airlines. These points allow the
system to run promotionals whereby individuals are given points or
credit associated with their card that can be redeemed toward the
purchase of goods or services offered by the casino. Typically
these points are redeemed at a redemption counter in the casino for
meals or clothing, for example. The points, therefore, are an
additional inducement to encourage play.
[0251] The player tracking system of the invention allows the
casino to determine how and when the player is issued points. The
casino can specify the type and number of coins that must be played
before a player is awarded a given number of points. The system
uses this specified information to inform the player of his or her
progress towards receiving additional points. The system encourages
play by informing the player of how many additional coins must be
played before receiving additional points. For example, a player
who is only one coin away from receiving points, but who desires to
stop playing, may decide to play "one last coin" in order to
receive the points. The system informs the player by displaying a
message on the vacuum florescent display indicating how many coins
the player is away from receiving additional points.
[0252] Referring now to FIG. 22, player tracking 372 begins with
the step of determining whether the player has received new points
in 374. If no new points have been received, the DCN sets the
current message variable to specify a countdown message in step 376
and sets the current bezel color and bezel rate to a countdown
bezel color and rate in step 378.
[0253] The countdown bezel color and rate indicates the player's
progress towards being awarded additional points.
[0254] If new points have been received, such as where the player
has played a given number of coins, the DCN sets the current
message variable to a points won message in step 382 and sets the
current bezel color and rate to a points won color and rate in step
384. The points won message informs the player of the number of
points won.
[0255] The above-described tracking process provides a means for
providing visual feedback to the player inserting the card into the
card reader. By modifying the bezel color and bezel rate, the data
communication node provides immediate feedback to the player
concerning the proper insertion of the card. If the player inserts
the card properly into the card reader so that the card reader
senses a valid user identification number, the card reader provides
positive visual feedback to the user by illuminating the bezel. On
the other hand, if the user improperly inserts the card so that the
card reader cannot read the user identification number, the card
reader can provide negative visual feedback to the player by
illuminating the bezel with a different color and/or flashing rate.
In the preferred embodiment, this positive visual feedback includes
flashing the green LEDs to produce a flashing green signal around
the card reader opening. The negative visual feedback includes
flashing the red LEDs. A third combination color is used during the
processing of the player tracking information. This process
provides immediate feedback to the player concerning the insertion
of the card in the card reader.
[0256] B. PLAYER TRACKING MODULE
[0257] The system described above allows for improved player
tracking by recording each and every machine transaction including:
time of play, machine number, duration of play, coins in, coins
out, hand paid jackpots and games played. The player tracking is
conducted over the same network as the accounting data is
extracted. This allows the invention to provide bonusing to certain
individual players as well as during certain times. As with
standard player tracking, the above-described system monitors and
reports how many coins are played by each player. The system
according to the invention, however, also includes the ability to
record how long each player spends at each machine and the number
of coins won, games played, and hand jackpots won by each player.
The system is able to record all this information because the it
operates on a transaction by transaction basis. Each transaction,
whether it be a coin in, a handle pull, etc., is recorded by the
system. Other prior art systems simply compile the player tracking
information at the completion of play.
[0258] All the transaction information is stored on the database,
which can be later analyzed for future targeted direct mailing
campaigns. The player tracking according to the invention allows
the casino to schedule buses and other groups and measure their
profitability. Because the system records each transaction, the
casino can reconfigure their casinos to better match the tastes and
demands of their customers.
[0259] The improved player tracking according to the invention also
allows the casino to calculate theoretical wins exactly because the
system always includes the most current information. The operation
of the player tracking procedure is described below.
[0260] 1. Power Up Procedure
[0261] The operation of the player tracking module will now be
described with reference to FIG. 23 where the powerup process 400
for the player tracking node is shown. As in the data communication
node, the player tracking node first validates the RAM and sets up
its associated hardware in step 402. Next, the player tracking node
tests the RAM in step 404 to determine whether the RAM is
functioning properly. If not, the player tracking node, i.e.,
player tracking controller, terminates its program in an error
condition in step 406. If the player tracking RAM is fully
functional, the player tracking node sequentially executes steps
408-414. In step 408 the player tracking controller processes the
DCN interface between the player tracking controller and the DCN
controller. In step 410 the player tracking controller updates the
player tracking display. In step 412 the player tracking controller
updates the bezel. Finally, the player tracking controller
processes the card reader in step 414. Each of these steps will now
be described further below.
[0262] 2. Processing DCN Interface
[0263] Referring now to FIG. 24, the steps for processing the DCN
interface are shown. First, the player tracking controller checks
for a new message received from the DCN in step 416. If a new
message has been received, the player tracking controller
overwrites its current message buffer with the new message and
updates the bezel color and rate values with those contained in the
new current message. Then, the player tracking controller builds a
card status reply message in step 420. The card status message
indicates whether a card has been inserted and if so whether the
card was a good card or a bad card, i.e., the card was read
properly by the card reader. If a valid card, the card status reply
message also includes the identification number encoded on the
card. This step might also involve transposing the number encoded
on the card depending on the orientation in which the card was
inserted into the card reader. This card status reply message in
then sent to the DCN in step 422.
[0264] 3. Processing Display Update
[0265] The process of updating the player tracking display is shown
in FIG. 25 at 410. This process begins with the player tracking
controller scanning the display message for display attribute
information. Examples of such display attribute information is
given below in Table 4. Each display attribute specifies a
different graphic mode for the player tracking display.
[0266]
4TABLE 4Display Attribute Information 1. Flash Rate 2. Center
Display 3. Set Display Intensity 4. Use Small Lower Font 5. Use
Small Upper Font 6. Use Normal Large Font 7. Set Pause Time 8. Set
Scroll Speed 9. Center and Melt 10. Center and Scroll Down 11.
Center and Scroll Up 12. Scroll Down and Stop 13. Scroll UP and
Stop 14. Scroll Left and Stop and End of Message 15. Scroll Down
16. Scroll Up 17. Scroll Right 18. Scroll Left 19. Reverse Video
20. Normal
[0267] The player tracking controller then determines whether any
such attribute information is found in the display message. If so,
the player tracking controller sets up the display driver to
incorporate the graphics mode specified by the attribute
information. The player tracking controller then strips out any
display attribute information from the display message in step 432
because the display attribute information is embedded in the
display message. The remaining data in the display message is the
actual text to be displayed by the player tracking display, e.g.,
the player's name. The player tracking controller then sends this
text to the display in step 434, which is then displayed by the
player tracking display.
[0268] 4. Processing Bezel Update
[0269] The player tracking node is also responsible for updating
the bezel, both in terms of its color and flashing rate. This
process 412 is shown in FIG. 26. The first step in processing the
bezel update is to determine to bezel color as specified by the DCN
and then drive the appropriate LEDs in the card reader. As
described above, the preferred embodiment of the card reader
includes dual diodes having two primary colored diodes that can be
driven separately or in combination to produce three different
colors.
[0270] Next, the process determines the bezel rate as specified by
the DCN. In a first case, the bezel rate is zero or off and thus
the player tracking controller turns the LEDs off in step 442 in
this case. If the bezel rate specifies a flashing rate, the player
tracking controller flashes the bezel at the appropriate bezel rate
in step 442. Flashing the bezel involves turning the LEDs on and
off at the specified rate. This can be accomplished by a timer
interrupt or a timing loop executed by the player tracking
controller. The final option is that the rate can be infinite or
effectively a solid bezel color. In this case, the player tracking
controller simply leaves the card reader LEDs on in step 446. This
completes the processing bezel update process 412.
[0271] 5. Processing Card Reader
[0272] The next process step for the player tracking node is to
process the card reader. This process 414 is shown in FIG. 27. The
first step is for the player tracking controller to determine the
card status in 450. In the preferred embodiment, the card status is
determined by comparing the checksum of the card, as read off the
card by the card reader, to a computed checksum of the data read
off the card. Other methods of determining card status can be used
as well depending on the type of card reader employed.
[0273] If the player tracking controller determines that a valid
card was inserted in the card reader, the player tracking
controller sets a card status variable equal to good card. This
card status is then subsequently transmitted to the DCN controller.
Then, the player tracking controller sets a card ID variable equal
to the identification number read by the card reader in step 454.
The card status and the card ID provide the DCN with sufficient
information to instigate the player tracking.
[0274] If, on the other hand, the card reader indicates that the
card was read improperly or that the card is an invalid card for
the card reader, the player tracking controller sets the card
status variable to bad card in step 458 and the card ID variable is
cleared in step 460. If neither a valid or invalid card condition
was detected in 450, the player tracking controller sets the card
status variable to no card in step 462 and clears out the card ID
in 460.
[0275] C. FLOOR CONTROLLER
[0276] 1. Power Up Procedure
[0277] Referring now to FIGS. 28-32, the process 464 operable on
the floor controller will now be described. The process 464 is
shown in FIGS. 28-32 in flow chart forms. These flow charts would
enable one of ordinary skill in the art to implement the process in
computer software using an appropriate computer programming
language.
[0278] The floor controller process 464 begins at step 466 by
opening the database tables in the file server. As described above,
the file server includes a commercially-available database program
which stores the machine activity information as well as player
tracking information and associated system characteristic
parameters. This step 466 can also include fetching some or all of
these system characteristics in order to trigger certain events
such as bonus jackpots, as described below.
[0279] In step 468, the floor controller terminates any active
player tracking sessions in the database. Because player tracking
may have been in progress when the floor controller became
inoperable, when the floor controller powers up or becomes
operable, there may be player tracking sessions initially active.
In this step, the floor controller terminates any such active
player tracking sessions in order to place the database in an
initial state.
[0280] Another step that the floor controller executes after
becoming operable is to place an initial machine search message in
an output message queue 470. This search message is used by the
floor controller to determine which machines are connected to the
floor controller. This output message is subsequently transmitted
to all of the machines coupled to the floor controller using a
global message format, as described below with reference to FIG.
31. In the preferred embodiment of the invention, the message
handling is through the use of message queues. Furthermore, the
preferred embodiment is both an output queue for outgoing messages
from the floor controller to the machines and an input message
queue for messages coming from the machines to the floor
controller. Queues are well-known data structures in the art of
computer science and are therefore not further discussed herein.
Alternatively, the message-handling could be done without the use
of the queues. In such an embodiment the outgoing messages would be
sent immediately rather than being queued, and any incoming
messages would be processed immediately.
[0281] The bulk of the work performed by the file server process
464 is performed in message processing step 472. In this step, the
floor controller processes all messages sent to or received from
the machines connected thereto. This step will be described further
below with references to FIGS. 29 through 31.
[0282] The process 464 also includes a system monitoring step 474.
This system monitoring step 474 administers certain system-wide
events. These system-wide events include the counting-related
events and bonusing events. The floor controller continuously
checks to see whether any of these events have been triggered. If
any event has been triggered, such as a bonusing event, the floor
controller takes the appropriate action to handle the event. The
event may be triggered by the time and day or by user intervention
or other event. The system monitoring step 474 will be described
further below with reference to FIGS. 32 and 33.
[0283] The final step in process 464 is for the floor controller to
check for a termination condition in step 476. In the preferred
embodiment, the floor controller checks to determine whether an
ESCape key as pressed. If an ESC key was pressed, the floor
controller terminates the process 464. If no ESC key was pressed,
the floor controller loops back to step 472 wherein the
message-processing step and the system monitoring step are
repeated. The floor controller continues in the loop 472-476 until
the termination condition is sensed.
[0284] 2. Message Processing
[0285] As described above, the floor controller acts as a gateway
between the machines connected thereto and the file server, as
shown in FIG. 1. The floor controller is responsible for forwarding
the machine activity received from the various machines to the
database. The floor controller accomplishes this communication
through the use of messages. The message processing step 472 is
shown in more detail in FIG. 29.
[0286] The first step in processing the messages is for the floor
controller to send any messages that are queued-up in the output
message queue to the appropriate data communication node in step
480. As described above, the output message queue is a simple data
structure that is used to store any pending messages. Included in
the message is a destination address by which the floor controller
can determine which of the plurality of data communication nodes to
send the message to. Next the floor controller receives any
incoming messages from the data communication nodes coupled to the
floor controller in step 482. Once an incoming message has been
received, the floor controller parses through the message data
included in the incoming message in steps 484 through 486. In the
preferred embodiment, the floor controller parses through the
message data one byte at a time. Thus, in step 484 the floor
controller reads the next byte in the incoming message, and in step
486 the floor controller checks to see whether this is the last
byte in the message. In the preferred embodiment, the message
includes a message length field which indicates the number of data
bytes included in the message. In this case, a floor controller in
step 486 checks to see whether the number of bytes read in step 484
is equal to the number of bytes specified by the message length
field.
[0287] Once the input message data has been parsed out of the
incoming message, the floor controller takes the appropriate match
in response to the message data in step 488. This step is described
further below with reference to FIGS. 30 and 31. Following the
message-handling step 488, the floor controller checks in step 490
to determine whether any response is pending. The floor controller
makes this determination by checking a transactions-in-progress
structure which indicates whether the floor controller needs to
respond to any previous message. If a response is pending, the
floor controller queues up an appropriate outgoing message in the
output message queue in step 492. Otherwise, the floor controller
completes the message processing step 472.
[0288] Referring now to FIG. 30, the message-handling step 488 is
shown in more detail. The message-handling step begins by verifying
that the message data corresponds to a valid message in step 496.
In the preferred embodiment, the message includes a cyclical
redundancy check (CRC) by which the floor controller can determine
whether the message is valid or corrupt. Only if the message is
valid will the floor controller perform any additional
message-handling steps. The floor controller also parses through
the message in step 496 to determine what type the message is. The
message type determines the appropriate floor controller action. In
the preferred embodiment, the messages include a command code which
indicates the type of message.
[0289] The first type of message can be one which includes new
meter information. The floor controller checks in step 498 to
determine whether the message includes this type of information. If
the message includes new meter information, the floor controller
saves the new meter information locally in step 500. The floor
controller maintains local copies of the meter information in order
to minimize the amount of traffic on the high-speed network.
Because the machine meters change so rapidly, forwarding this new
meter information on to the file server each time one of these
meters is altered would produce an excessive amount of network
traffic on the high-speed network. Therefore, in the preferred
embodiment, the floor controller saves this new meter information
locally in step 500 and only forwards the new information on to the
file server after a predetermined amount of time has elapsed.
[0290] Another type of message is one which requests data. The
floor controller checks in step 502 to determine whether the
message type is one requesting data. Typically, these data requests
will be for player tracking information such as where a player
inserts a card into a card reader whereupon the data communication
associated therewith sends the identification number encoded on the
card to the floor controller requesting the player tracking data
associated with the player identification number. If the floor
controller detects a data request in step 502, the floor controller
looks up the requested data in the database on the file server in
step 504. Also, in step 504, the floor controller marks a response
pending in the transactions in progress structure to indicate that
this requested data needs to be sent back to the DCN. As described
above, the floor controller queues up outgoing messages responsive
to the transactions in progress structure.
[0291] Another message type is one used by the floor controller to
establish new machine addresses. The floor controller periodically
checks to determine whether any new DCN has been coupled to its
associated current loop networks in order to assign a unique
address to that machine. In step 506, the floor controller checks
to see whether the incoming message is in response to such a
process. If the incoming message is in response to a machine
search, the floor controller assigns a new machine address to the
responding machine in step 508. The entire process of assigning new
machine addresses is described below with reference to FIG. 31.
[0292] Finally, the floor controller in step 510 handles any
miscellaneous messages. These miscellaneous messages are used
primarily for debugging and trouble-shooting the machines.
[0293] 3. Assigning Gaming Device Addresses
[0294] As described above, in the preferred embodiment of the
invention, the floor controller uses a shorthand token
representation of the DCN's unique identification number to address
the DCN. In the preferred embodiment, a single byte address is used
to address a DCN on any given current loop. This one-byte address
allows up to 256 DCNs to be supported on any given current loop
network. In the preferred embodiment, only 64 such DCNs are
connected to a single current loop network and therefore the single
byte address is more than adequate. The single byte address
substantially reduces the amount of traffic on the current loop
network by reducing the number of bytes from four in the unique
identification number to one for the shorthand token
representation.
[0295] The floor controller is responsible for generating the
unique single byte address for each data communication node on a
given current loop network. The process 508 of assigning unique
addresses to the DCNs on the current loop network is shown in FIG.
31. The process begins by defining a range of unique identification
numbers in step 512. Initially this will be a large range.
[0296] Next, the floor controller sends out a message to all of the
DCNs on the current loop network in step 514. The floor controller
communicates with the DCNs by using a standard communication
protocol. In the preferred embodiment, this protocol defines a
message format including a destination ID, a source ID, a message
length, a data packet and a CRC. Other message formats could be
used as well. Using this format, the floor controller can
communicate with all of the DCNs on the current loop network by
using a global destination address in the message. This global
destination address would indicate to the DCNs that this message is
intended for all DCNs on the current loop network. This global
message would include two unique identification numbers that, taken
together, define the range of unique identification numbers
established in step 512.
[0297] The individual DCNs then checks to see whether their unique
identification number falls within this range. If a DCN's unique
identification number falls within this range and the DCN does not
have an address assigned thereto, the DCN then responds to this
global message by sending a reply message in response that includes
the unique identification number of that DCN. In the event that
more than one DCN has a unique identification number that falls
within this range a network collision will occur and the message
will be corrupted. The process 508 checks for this condition in
step 516. This condition is indicated by an invalid CRC in the
message.
[0298] In the event of a network collision, the floor controller
can limit the range of unique identification numbers by repeating
step 512 in the hope of eliminating this network contention.
[0299] If the response has a valid CRC, the floor controller
assigns a unique address to the responding DCN, as identified by
the unique identification number in the response, in step 518. The
floor controller then transmits this address along with the
corresponding unique identification number in an assignment message
to all of the DCNs using a global destination address in step 520.
The DCNs then process this message and in the event that the unique
identification number included in the message corresponds to the
DCN's unique identification number, the DCN adopts the address
included in the message. Once the DCN has been assigned an address
in this manner, the DCN will interpret all subsequent messages
having a destination address equal to the assigned DCN address as
being directed to that DCN. The above-described address assignment
sequence is repeated for each of the remaining DCNs on the current
loop network in step 522. The floor controller continues this
process until the entire range of unique identification numbers has
been covered and no more network collisions occur.
[0300] 4. System Monitoring
[0301] Referring now to FIG. 32, the system monitoring step 474
will now be described. The floor controller is now responsible for
monitoring certain system-wide conditions to determine whether
certain events need to occur. The system monitoring step also
handles request for particular machine information. Thus, in step
524, the floor controller determines whether a new request has been
placed in the data base for such particular machine information. If
such a request has been placed, the floor controller responds to
the special request for data in step 526 by sending a message to
the particular machine requesting the required information. Once
the required information has been received, the floor controller
processes this information accordingly.
[0302] The floor controller also monitors the locally-stored meter
information in step 528. If the locally-stored information is
changed, the floor controller saves the latest information to the
data base in step 530. As described above, the floor controller
saves the meter information locally in order to minimize the
traffic to the file server over the high speed network.
[0303] The floor controller also monitors the system for certain
event triggers in step 532. These triggers can be stored in the
data base and fetched by the floor controller during its power-up
procedures. These triggers indicate if and when certain events
occur. Examples of event triggers include: the drop period, the
end-of-day, the bonus period, etc. If an event trigger has
occurred, the floor controller handles the event in step 534.
[0304] The handle event step 534 is shown in more detail in FIG.
33. The events can basically be bifurcated into accounting events
and bonusing events. Accounting events refer to the data
communication activity of the system. The accounting events are
typically triggered by a certain time of day such as the end of day
or the drop period. If an accounting event has been triggered, the
floor controller performs the required data base operations in step
538. This step involves updating all of the locally-stored meter
information and storing the updated meter information into the data
base.
[0305] The other type of event can be referred to as a bonusing
event. The floor controller checks to see whether the event is a
bonusing event in step 540. The bonusing events can also be
triggered by the time of day. For example, the bonusing event may
be triggered from midnight to 4:00 a.m. on weekdays. These bonusing
periods can be specified in the data base. If the triggered event
is a bonusing event, the floor controller inserts a corresponding
reconfiguration message in the output message queue in step 542.
The reconfiguration message includes a reconfiguration command that
is sent to an appropriate machine. The machine, upon receiving the
reconfiguration command, reconfigures its payout schedule in
accordance with the received reconfiguration command. According to
the invention, there are many different reconfiguration commands to
implement a multiplicity of different bonusing events. One
reconfiguration command specifies that the machine should
reconfigure its payout schedule to be a multiple of its default
payout schedule. This reconfiguration command can also specify that
the multiple payout schedule should be limited to a predetermined
percentage of the coins in. This reconfiguration command can
further specify that the multiple payout schedule should be limited
to only when the maximum coins are played. This reconfiguration
command can further specify that the multiple payout schedule
should be limited to payouts in a specified range. This
reconfiguration command can also specify the multiple payout
schedule should payout only when a predetermined level of player
activity is reached.
[0306] Another reconfiguration command allows any number of
machines on the network to be combined in a common jackpot having a
common jackpot payout schedule, wherein the reconfiguration command
reconfigures the selected machines to payout in accordance with the
common jackpot payout schedule. In this case, the reconfiguration
message would be queued up for each of the selected machines to be
combined in a common jackpot. One example of a common jackpot is a
progressive jackpot. Unlike the prior art progressive jackpot
systems, however, the progressive jackpot according to the
invention is not limited to a predetermined number of machines. In
the prior art progressive jackpot systems, a bank of machines are
connected to a common progressive jackpot controller and only those
machines can be included in the progressive jackpot. In contrast,
any machine on the network, including those connected to other
floor controllers can be combined into a common progressive
jackpot. Moreover, the number of progressive jackpots is not
limited by the number of floor controllers since one floor
controller can manage more than one progressive jackpot.
[0307] Another reconfiguration command permits the system to
implement so-called "automatic mystery jackpots." These "mystery"
jackpots allow a machine to payout a mystery jackpot even when a
jackpot was not won. Instead, the reconfiguration command can
specify that the mystery jackpot is to occur after a certain number
of coins, a certain number of handle pulls, or a variety of other
conditions specified by the reconfiguration commands. These mystery
bonuses provide the casino with another way to induce additional
gaming activity.
[0308] 5. Bonus Control
[0309] Referring now to FIG. 34, a method 550 for controlling the
conditions under which the above-described bonus activities are
activated is shown. It is essential for the system to have complete
control over the amount and conditions under which a bonus is paid
out in order to insure the profitability of the bonusing system.
The method 550 described below provides the required control.
[0310] The method 550 begins in step 552 by disabling or turning
off the bonuses in the individual machines. This is accomplished by
sending a message to the individual DCNs to turn off or deactivate
bonusing. Next, the floor controller monitors the activities of the
individual machines connected thereto. This step includes
monitoring the coins in and bonuses paid for the individual
machines, as described above. In step 556, the floor controller
modifies a bonus pool by a predetermined percentage of all coins
played. The bonus pool is essentially a pool of monetary resources
that can be allocated for bonus awards. In the preferred
embodiment, a predetermined percentage of the monetary value of the
coins played are added to the bonus pool. Also in this step, any
bonuses paid by the gaming devices are also measured and subtracted
from the bonus pool. The use of the bonus pool will become more
apparent when the other steps are described hereinbelow.
[0311] In step 558, the floor controller determines whether or not
bonusing is active. If bonusing is active, the floor controller
next determines whether the bonus pool amount has dropped below a
predetermined minimum level called the "turn-off" level in 560.
This minimum amount or floor can be set by the casino and provides
a buffer to account for large bonus awards and/or multiple bonus
awards that could cause the bonus payout to exceed the bonus pool.
Therefore, if the bonus pool drops below the turn-off level, the
method 550 branches back to step 552 and turns off bonusing. As
will described further below, the bonusing remains off until such
time as the bonus pool builds up past another minimum level called
the "turn-on" level.
[0312] Returning to step 558, if the bonus is currently not active,
the floor controller determines at step 562 whether the bonus pool
has reached a predetermined turn-on level. This turn-on level can
also be set by the casino and provides a buffer above the turn-off
level to insure that the bonusing does not behave erratically,
i.e., bonusing rapidly switching between on and off. If the bonus
pool is not above the turn-on level, bonusing is again turned off
in step 552.
[0313] If the bonus pool has reached the turn-on level, the floor
controller checks to see whether other bonus conditions are met at
step 564. These bonus conditions can include, but are not limited
to, a minimum period of time since the last bonus activation, a
minimum level of play in the time period prior to the bonus pool
reaching the turn on level, a predetermined time of day, or other
predetermined conditions. These conditions give the casino
additional control over the bonusing promotions. If the conditions
are not met, the method 550 branches back to step 552 where the
bonusing is again turned off. If, however, the conditions are met
in step 564, the bonus is turned on at step 566 and the method 550
branches to step 554 where the machine activity is again
monitored.
[0314] In the preferred embodiment, the method 550 is embodied in
software that is executed by each of the floor controllers in the
system. These floor controllers are then responsible for activating
or deactivating the bonusing for the individual machines connected
thereto. The system allows the floor controller to have multiple
bonus pools and to have certain of the machines associated with a
given bonus pool. Thus, the floor controller can implement multiple
bonusing promotions simultaneously.
[0315] This system also allows for machines connected to different
floor controllers to be combined into a single bonusing promotion.
In this case, one of the floor controllers assumes primary
responsibility for managing the bonus pool while the other floor
controllers act as intermediaries between the primary floor
controller and the machines connected to the other floor
controllers. Thus, the system according to the invention allows for
much greater flexibility in running bonusing promotionals than
heretofore possible. Prior art systems required certain
predetermined machines to be connected into a bank for any given
bonus award such as a progressive bonus. The system according to
the invention allows any machine in the casino to be combined in a
bonus type situation. The system also insures that the bonusing
promotionals will operate substantially in the black, i.e., the
bonus pool is greater than the bonus payouts.
[0316] D. PROMOTIONAL INCENTIVES
[0317] To facilitate a description of the manner in which the
promotional incentives of the present invention are implemented on
the slot machine network described above, description will first be
made of the manner in which the promotional incentives function
from the perspective of the player, then the manner in which the
casino operator implements and controls the incentive, and finally
a description of the system operation and the types of reports
relating to promotional incentive activity which can be generated.
As will be seen in the following description, two types of
promotional incentives are implemented in the present invention,
namely a complementary incentive in which a player of slot machines
is provided with (a) complementary credits which enable him or her
to play the slot machine and collect any jackpots or (b) matching
credits which encourage play by crediting the slot machine with a
matching amount each time the player deposits one of his or her
coins. In both types of incentives, the player cannot cash out the
promotional credits issued by the casino.
[0318] 1. Use by Player
[0319] a. Complementary Incentive
[0320] This incentive is typically provided to preselected
customers when they first enter the casino. The player is issued a
card, like card 120 in FIGS. 7A-7C, which is readable by card
reader 100 associated with each of the machines in the casino. In a
manner which will be more fully described, the casino associates a
unique player identification number coded into the card 120 with a
corresponding player account file maintained by file server 32. The
account file includes the player's name, the amount of credit
issued and other information to be described.
[0321] To apply credit in the player's account to one of the slot
machines, the player inserts his or her card into one of card
readers 100 associated with each slot machine. Two things occur
responsive to insertion of the card. First, the amount of the
credit balance remaining in the player's account appears on display
102 of the slot machine where the card was inserted. Second, the
maximum number of coins playable on the slot machine selected by
the player is debited from the player's account and applied to the
coin-in meter on the machine. Depending upon the slot machine
configuration, the reels either spin automatically once the credits
appear on the coin-in meter or the customer presses a button or
pulls a handle to cause the reels to spin.
[0322] If the particular combination appearing after the reels come
to a halt is one for which a jackpot is paid to the player, the
slot machine pays the jackpot in the usual fashion. This can
include applying the amount to a credit meter which is included as
a conventional item on many slot machines, paying the jackpot in
coins or tokens from the slot machine to the player, or, in the
case of jackpots above a predetermined level, the casino may elect
to hand pay the jackpot to the player.
[0323] Immediately after each reel spin, an amount equal to the
maximum number of coins playable on the selected slot machine is
debited from the player's account and applied to the coin-in meter
of the machine. If the player wishes to take a break or move to a
different machine, the player must remove the card after the credit
has been applied for the next spin of the reels but before the
reels spin. The player can then switch to a different slot machine
or suspend slot machine play until a later time. The card can then
again be inserted into the slot reader associated with the machine
and play resumes as described above. The player can continue to
play until the credits in the player's account are depleted, or, as
will later be described in more detail, a preselected amount of
time passes after which the promotional incentive is no longer in
effect.
[0324] (b) Matching Incentive
[0325] In the case of the matching incentive, the player is issued
a card, usually on first entering the casino, in the same manner as
described above. When the player inserts the card into a card
reader, like card reader 100, associated with a slot machine,
display 102 on the slot machine displays the remaining amount of
matching credit in the player's account. Unlike the complementary
incentive, no credit is applied to the player's account until he or
she deposits a coin or token into the slot machine. Each time a
coin is deposited, a credit in an amount matching the denomination
of the coin is applied to the coin-in meter of the machine. It is
to be appreciated that the credit can be less than or greater than
a matching credit, but in the present embodiment of the invention
it is credit which equals or matches each coin played by the
player.
[0326] In some cases a player may wish to play the maximum amount
of coins on a slot machine upon which the maximum number of coins
playable is an odd number. For example, in the case of a three coin
maximum, the first coin deposited by the player is matched by a
credit from the player's account, thus providing two coins on the
coin-in meter of the machine. When the player drops a second coin
into the machine, the coin-in meter goes to the maximum number of
coins playable, i.e., three coins, and the matching credit is
applied to the slot machine credit meter which is a conventional
component of most slot machines. The machine is then ready to
activated with the maximum number of coins. For the next reel spin,
the player can provide any credits from the credit meter to the
coin-in meter and, if desired, play additional coins, which are
matched as described above. The current credit balance in the
player's account continues to be displayed on display 102.
[0327] The player can remove the card from the card reader for play
at a later time or at a different machine utilizing that machine's
associated card reader. As with the complementary incentive, there
may be a predetermined time period during which the matching
incentive is effective, matching not occurring either before or
after the preselected time period. In addition, unlike the
complementary incentive, the user may be automatically awarded
additional matching credits by the system each time he or she plays
a predetermined amount of money on a slot machines.
[0328] 2. Use by Casino Operator
[0329] a. Complementary Incentive
[0330] The present embodiment of the invention implements the
promotional incentives only after each player has been entered in
the player tracking system as described above. That is, each player
has already been issued a player tracking card bearing a unique
identification number and has established a corresponding player
tracking account in a file on the central computer.
[0331] Accordingly, after such a player tracking account is
established by a casino employee, the system is in condition for
establishing a credit to implement the complementary incentive for
the player. The present embodiment of the invention is implemented
on file server 32 which is controlled by a DOS operating system.
The system supports a Paradox database, which includes screen
displays described below, to facilitate entry by a casino employee
to establish and/or modify a player account. A first screen
includes the headings and fields depicted in the following Table
5.
[0332]
5TABLE 5Complementary Incentive Entry Form 1. Player Account
Number: ______________ 2. Time Restrictions Start Time:________ End
Time:__________ 3. Date Restrictions: Start Date:________ End
Date:__________ 4. Initial Complementary Incentive Amount:
$__________
[0333] In one embodiment, file server 32 includes a card reader,
like card reader 100, connected directly to the computer. In such a
case, the employee enters the player account number in the field
above by inserting the card in the reader. So doing causes the
player account number to appear in the field above. Alternatively,
the player account number can be entered manually from the keyboard
by the casino employee. The time and date restrictions clearly
establish a starting date and time and an ending date and time
during which the incentive is in effect. In other words, insertion
of the card in the card reader prior to or after the established
period will not provide any complementary credits to the slot
machine coin-in meter. Finally, the casino employee fills in a
preselected dollar amount to establish the amount of credit
available to the player.
[0334] Another screen associated with the Paradox database program
permits the casino to adjust a player's complementary incentive
account and includes the headings and fields depicted in Table
6.
[0335]
6TABLE 6Complementary Incentive Adjustment Form 1. Player Account
Number: ______________ 2. Adjustment amount:________ 3. Current
Free Play Value: $ 4. Last Machine Played: 5. Time Restrictions
Start Time:________ End Time:________ 6. Date Restrictions Start
Date:________ End Date:_________
[0336] The current free play value and last machine played fields
are not fields in which data can be entered but rather display the
identified information. A negative or positive number, however, can
be entered in the adjustment amount field to increase or decrease
the complementary incentive available to the player. Similarly, the
time and date restrictions can be altered to change the time period
during which the incentive is in effect.
[0337] b. Matching Incentive
[0338] The match play incentive similarly utilizes a pre-existing
player tracking account and optionally, a card reader associated
with the file server to establish a matching incentive. An entry
screen, also associated with the Paradox database, includes the
headings and fields depicted in Table 7 below:
[0339]
7TABLE 7Matching Incentive Entry Form 1. Player Account Number:
______________ 2. Time Restrictions Start Time:________ End
Time:__________ 3. Date Restrictions: Start Date:________ End
Date:__________ 4. Initial Match Play Amount: $__________ 5. Award
$______ Matching Incentive for Every $_________ Played
[0340] The matching incentive account can be established in one of
three possible variations. First, there can be an initial match
play amount and no additional award regardless of the amount played
by the player. In such a case, the "award $______ match play for
every $______ played" fields are left blank. Secondly, the initial
match play amount can be left blank or set at zero with the fields
in the last line being filled in to award a preselected amount of
match play credits each time the player plays a predetermined
amount of money. Thus, each time the player plays the predetermined
amount of money, the predetermined match play credit is awarded to
his or her account. It is used up as the player plays, as described
above, until the player again plays the predetermined amount at
which point the account is replenished with the amount of the award
established in the entry form of table 7. The third way in which
the account can be established is to provide both an initial amount
of play, so that matching incentives begin as soon as the player
begins playing, and to provide an additional credit award for every
predetermined number of dollars played.
[0341] As is the case with the complementary incentive, the
matching incentive can be adjusted using a screen having the
headings and fields set forth in the following Table 8.
[0342]
8TABLE 8Match Play Adjustment Form 1. Player Account Number:
______________ 2. Amount to Adjust Current Match Play:________ 3.
Current Match Play Value: $________ 4. Award $______ for Every
$_________ Played 5. Time Restrictions Start Time:________ End
Time:________ 6. Date Restrictions Start Date:________ End
Date:_________
[0343] As is the case with the complementary incentive, the current
match play credit can be adjusted upwardly or downwardly by
entering a positive or negative number in the adjustment field
shown in Table 8. Similarly, the amount of credits awarded for
every predetermined number of dollars played can be adjusted using
the appropriate fields in Table 8. The time during which the
incentive is in effect can also be changed by entering new data in
the time and date restrictions field.
[0344] 3. System Operation
[0345] Because the manner in which system 10 effects operation of
both the matching and complementary incentives is very similar,
separate system operation descriptions are not necessary. In the
following description, communication between player tracking module
44, data communication node 42, floor controller 18 and file server
32 occur as described above.
[0346] When a player's card 120 is inserted into card reader 100,
the identification number is provided from the card reader 100 in
player tracking module 44 to the data communications node 42. Floor
controller 18 receives the identification number from the data
communications node and accesses the customer's file on the file
server. The floor controller collects information from the player's
file, including whether or not the player is eligible for either
complementary or matching incentives, any credit balance remaining
and the date and time restrictions.
[0347] In the case of complementary incentives, if all the criteria
are met, i.e., the player is within the time period during which
the incentive is effective and credit remains in the account, the
floor controller, which is programmed to assess whether or not the
player meets the criteria, provides a credit message to DCN 42
which in turn applies maximum credits to the coin-in meter of the
gaming machine via personality board 202. The player then plays the
game with any jackpot being awarded by the slot machine in the
usual fashion. All player transactions are logged in the usual
fashion, including player identification number, machine number,
amount played, amount credited by the complementary incentive, etc.
Upon removal of the card, the credit balance remaining in the
player's account is written to the player's log file in floor
controller 18.
[0348] In the case of a matching incentive player, when the floor
controller accesses the file server for player information
responsive to the player identification number, it also determines
that the player is a matching incentive player. The floor
controller determines whether there is a matching incentive credit
available and whether it is within the effective predetermined time
period. Each time the player plays a coin in the machine, this is
communicated to data communication node 42 via personality board
202 which in turn provides this data to the floor controller. The
floor controller provides a matching credit message to node 42 and
logs the transaction, including player identification number,
machine number, amount played, and amount matched. This information
is provided to the player's account file in the file server.
[0349] Upon card removal, the floor controller updates the player
account file to reflect the amount of matching play credit
remaining to the player.
[0350] The floor controller uses the player tracking file, which
includes all coins played by each player, to obtain the total of
coins played to award additional matching incentive credits
pursuant to the criteria set when the player's matching incentive
account was established.
[0351] In either complementary or matching incentive credit
accounts, multiple cards may be issued for a single account (i.e.,
cards having the same identification number), for example, one card
each to a couple. In such a case, only the first to insert the card
can access the account; if a second card having the same
identification number is inserted after the first card, the second
card does not permit access to either the matching or complementary
incentive credit.
[0352] If the time period should end while a card is inserted, the
player can continue to play, assuming credits remain for either of
the incentive types, for so long as the card remains inserted. Upon
removal of the card after the end of the time period, the incentive
is no longer enabled responsive to card insertion.
[0353] 4. Reports
[0354] Because each transaction in both incentives is logged, i.e.,
the amount played by the customer, the amount of credit used from
the incentive account, the machine upon which the transaction
occurred, the name of the casino agent who effected any changes to
the player incentive account, the time of the play or other event,
etc., numerous reports can be assembled by the Paradox database to
indicate activity on the part of a selected player or casino agent
or to summarize such activity. Similarly, activity information can
be analyzed by machine including the amount of incentive redeemed,
and in the case of matching incentive, the amount of incentive
awarded (based on play by the player) at a particular machine.
[0355] It can thus be seen that the matching and complementary
incentives implemented by the present invention provide a casino
operator with a tool which motivates players to play the machines
by providing complementary or matching credits while at the same
time preventing the credits from being cashed out and used by the
players for other purposes. In addition, the present system
maintains detailed records of all transactions on the part of
players and casino employees and provides reports detailing and
summarizing these transactions.
[0356] Having described and illustrated the principles of the
invention in a preferred embodiment thereof, it should be apparent
that the invention can be modified in arrangement and detail
without departing from such principles. For example, although an
Ethernet network was described in the preferred embodiment of the
invention, other high-speed networks such as wireless networks
could be used in place thereof. I claim all modifications and
variation coming within the spirit and scope of the following
claims.
* * * * *