U.S. patent application number 10/855270 was filed with the patent office on 2004-10-28 for portable data unit for communicating with gaming machine over wireless link.
Invention is credited to Giobbi, John J..
Application Number | 20040214641 10/855270 |
Document ID | / |
Family ID | 25490015 |
Filed Date | 2004-10-28 |
United States Patent
Application |
20040214641 |
Kind Code |
A1 |
Giobbi, John J. |
October 28, 2004 |
Portable data unit for communicating with gaming machine over
wireless link
Abstract
A method and arrangement for communicating with a gaming machine
is disclosed. The gaming machine includes a first wireless
transceiver. A portable data unit includes a second wireless
transceiver. In response to positioning the portable data unit in
proximity to the gaming machine, without inserting the portable
data unit into any portion of the gaming machine, a wireless
transmission link is established between the first and second
wireless transceivers. The wireless transmission link may, for
example, be a radio (RF) link or an infrared (IR) link. Information
is transmitted between the portable data unit and the gaming
machine via the wireless transmission link for such purposes as
cashless gaming, player tracking, game customization, and data
transfer.
Inventors: |
Giobbi, John J.;
(Northbrook, IL) |
Correspondence
Address: |
JENKENS & GILCHRIST, P.C.
225 WEST WASHINGTON
SUITE 2600
CHICAGO
IL
60606
US
|
Family ID: |
25490015 |
Appl. No.: |
10/855270 |
Filed: |
May 27, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10855270 |
May 27, 2004 |
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09950139 |
Sep 10, 2001 |
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09950139 |
Sep 10, 2001 |
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09534406 |
Mar 22, 2000 |
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Current U.S.
Class: |
463/39 |
Current CPC
Class: |
G07F 17/3248 20130101;
G07F 17/32 20130101; G07F 17/3251 20130101; G07F 17/3223
20130101 |
Class at
Publication: |
463/039 |
International
Class: |
A63F 009/24 |
Claims
1-74. (canceled)
75. A cashless wagering game method, comprising: storing on a
personal data unit player tracking information associated with a
player of a gaming machine; and wirelessly communicating
information, including the player tracking information, between the
personal data unit and the gaming machine.
76. The method of claim 75, further comprising awarding a bonus
outcome on the gaming machine based on the player tracking
information.
77. The method of claim 75, wherein the player tracking information
includes game play data.
78. The method of claim 77, wherein the game play data includes the
identity of a predetermined number of last machines played by the
player and prizes awarded to the player.
79. The method of claim 75, further comprising randomly selecting
an outcome from a plurality of outcomes in response to receiving a
wager from the player.
Description
FIELD OF THE INVENTION
[0001] The present invention relates generally to gaming machines
and, more particularly, to a portable data unit for communicating
with a gaming machine over a wireless transmission link for such
purposes as cashless gaming, player tracking, game customization,
and data transfer.
BACKGROUND OF THE INVENTION
[0002] Cashless gaming systems and player tracking systems
generally require a player to insert a portable data unit, such as
a smart card, magnetic stripe card, ticket, or the like, into a
data unit reader at a gaming machine. The portable data unit is
first issued to the player by a gaming establishment or other
registration authority. The portable data unit may carry monetary
or player tracking information directly on the data unit.
Alternatively, the gaming machine may be linked to a central host
computer that administers accounts for a plurality of players. In
this case, the portable data unit may only carry a personal
identifier for accessing a player's account at the central host
computer. The monetary or player tracking information may be
encrypted or unencrypted, depending upon the level of security
desired for the application involved.
[0003] Heretofore, to communicate with gaming machines, portable
data units of the above type have had to be manually inserted by
players into data unit readers at the gaming machines. This
arrangement suffers from numerous drawbacks. First, the process of
retrieving the portable data unit and manually inserting it into a
data unit reader can be inconvenient to a player especially if the
player wishes to play numerous gaming machines in a relatively
short period of time. Second, unless the portable data unit is
somehow attached to the player by a string, chain, or the like, a
player may forget to remove the portable data unit from a data unit
reader upon completion of a gaming session, thereby possibly
allowing a subsequent unscrupulous player at that gaming machine to
use the data unit for his/her own benefit. Third, data unit readers
are often disposed at peculiar locations on gaming machines, such
as above a video or mechanical display. This, in turn, requires a
player to awkwardly reach for the peculiar location to manually
insert the portable data unit. If the portable data unit is
attached to a string or the like, it is common for the string to
hang over and partially obscure the machine display as the player
plays the gaming machine.
[0004] Accordingly, a need exists for a portable data unit that can
communicate with a gaming machine without inserting the data unit
into a data unit reader.
SUMMARY OF THE INVENTION
[0005] A method and arrangement for communicating with a gaming
machine is disclosed. The gaming machine includes a first wireless
transceiver. A portable data unit includes a second wireless
transceiver. In response to positioning the portable data unit in
proximity to the gaming machine, without inserting the portable
data unit into any portion of the gaming machine, a wireless
transmission link is established between the first and second
wireless transceivers. The wireless transmission link may, for
example, be a radio (RF) link or an infrared (IR) link. Information
is transmitted between the portable data unit and the gaming
machine via the wireless transmission link for such purposes as
cashless gaming, player tracking, game customization, and data
transfer.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] The foregoing and other advantages of the invention will
become apparent upon reading the following detailed description and
upon reference to the drawings.
[0007] FIG. 1 is a front view of an arrangement for communicating
with a gaming machine in accordance with the present invention.
[0008] FIG. 2 is a block diagram of the arrangement for
communicating with a gaming machine in accordance with the present
invention.
[0009] FIG. 3 is an isometric view of an automated teller machine
optionally employed in the arrangement.
[0010] While the invention is susceptible to various modifications
and alternative forms, specific embodiments have been shown by way
of example in the drawings and will be described in detail herein.
It should be understood, however, that the invention is not
intended to be limited to the particular forms disclosed. Rather,
the invention is to cover all modifications, equivalents, and
alternatives falling within the spirit and scope of the invention
as defined by the appended claims.
DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0011] Turning now to the drawings, FIG. 1 is a front view of an
arrangement for communicating with a gaming machine 10 in
accordance with the present invention, and FIG. 2 is a block
diagram of the arrangement. The arrangement includes a first
wireless transceiver 12 mounted at the gaming machine 10, and a
portable data unit 14 including a second wireless transceiver 16
(see FIG. 2). The wireless transceiver 12 is preferably mounted to
a front center portion of the gaming machine 10 at a height
proximate to a height of a waist of an average standing person. An
individual, such as a patron or employee of a gaming establishment,
may carry the portable data unit 14 in his or her pocket or on a
key, neck, or wrist chain so that the data unit 14 is readily
available when needed. A patron may acquire the portable data unit
14 on site from a gaming establishment via an automated dispenser
or an attendant station, or may have the data unit 14 shipped to
the patron in response to an order placed by mail, telephone, the
Internet, or the like. The portable data unit 14 may be shaped as a
smart card, key, or the like or may be incorporated in a typical
portable device such as a mobile (cell) telephone, watch, necklace,
ring, belt buckle, or any other typical device carried by casino
patrons.
[0012] In response to positioning the portable data unit 14 in
proximity to the gaming machine 10, but without inserting the data
unit 14 into any portion (e.g., data unit reader) of the gaming
machine 10, a wireless transmission link is established (enabled)
between the wireless transceivers 12 and 16. The wireless
transmission link conveys information between the portable data
unit 14 and the gaming machine 10. The wireless transmission link
may be a radio (RF) link or an infrared (IR) link.
[0013] In one embodiment, the transceivers 12 and 16 are respective
radio microchips that communicate over short distances and through
obstacles by means of radio waves. The radio microchips preferably
conform to the Bluetooth.TM. standard detailed at
www.bluetooth.com, which is incorporated herein by reference. The
Bluetooth radio microchips operate in the unlicensed ISM band at
2.4 GHz and avoid interference from other signals by hopping to a
new frequency after transmitting or receiving an information
packet. Bluetooth is a term used to describe the protocol of a
short range frequency-hopping radio link between devices containing
the radio microchips. These devices, which in this case are the
portable data unit 14 and the gaming machine 10, are then termed
"Bluetooth-enabled." The radio link replaces a data unit reader or
cable that would otherwise be used to connect the portable data
unit 14 and the gaming machine 10. The Bluetooth technology is
designed to be fully functional even in very noisy radio
environments. The Bluetooth technology provides a very high
transmission rate and all information is protected by advanced
error-correction methods, as well as encryption and authentication
routines for the user's privacy. It should be noted, however, that
wireless technologies other than Bluetooth may be used to
communicate information between the portable data unit 14 and the
gaming machine 10.
[0014] To establish the wireless transmission link, the portable
data unit 14 must be positioned within a predetermined distance of
the gaming machine 10 for at least a predetermined period of time.
The predetermined distance and period of time may be varied for
such different purposes as an attract mode and a play mode. In an
attract mode, the predetermined distance and period of time may be
set to enable a wireless transmission link with individuals that
casually walk by but do not stop at the gaming machine 10. The
predetermined distance may be several feet and the predetermined
period of time may be less than one second. Upon establishing such
an attract mode link, the gaming machine 10 may learn the identity
of a passer by through the information on the individual's portable
data unit 14 and invite that individual to play the gaming machine
10. In a play mode, the predetermined distance and period of time
may be set to enable a wireless transmission link with individuals
that demonstrate an intent to play the gaming machine 10 and to
disregard individuals who casually walk by the gaming machine 10.
In one embodiment, this predetermined distance is no greater than
about two or three feet to detect the portable data units 14 of
individuals standing in front of the gaming machine 10 but not in
front of an adjacent gaming machine. The predetermined period of
time is at least five seconds.
[0015] As a contingency in the event the wireless transmission link
fails, the portable data unit 14 and the gaming machine 10 may be
outfitted with respective conventional serial I/O interfaces for
establishing a conventional physical link between the data unit 14
and the gaming machine 10. Specifically, instead of positioning the
portable data unit 14 in proximity to the gaming machine 10 to
attempt to establish a wireless transmission link, the data unit 14
may be inserted into a data unit reader 58 on the gaming machine 10
to establish the conventional physical link. If the portable data
unit 14 is a smart card, the data unit reader 58 may be a smart
card reader including an entry slot for receiving the smart
card.
[0016] In one embodiment, the portable data unit 14 is a smart card
embedded with a microcontroller and is based on an eight-bit
central processing unit (CPU) core 20. The portable data unit 14
includes the following on-chip memories with the following
capacities: 128 Bytes of RAM 22, 6 Kbytes of User ROM 24, 1 Kbyte
of System ROM 26, and 1088 Bytes of EEPROM 28. If the portable data
unit 14 is used to store detailed information of different types
(e.g., monetary information, player tracking information, player
preferences, casino preferences, and machine data), the number of
bytes of in the various memories can be increased to accommodate
such information. Both the User ROM 24 and EEPROM 28 can be
configured into two sectors. Access rules from any memory section
or sector to any other are set up by the User's Memory Access
Control Matrix (MACM) 30. This provides protection against
interaction between multiple applications running on the portable
data unit, or against fraudulent software execution. The CPU 20 is
coupled to the MACM 30 by an internal bus 32. The EEPROM 28
preferably employs highly reliable CMOS EEPROM technology with
approximately 10 year data retention and 300,000 erase/write cycles
endurance. The portable data unit 14 is fully compatible with the
ISO standards for smart card applications. Although the portable
data unit 14 is illustrated as being in the shape of a card, the
data unit 14 can have other shapes capable of housing a
microcontroller.
[0017] An important advantage of the portable data unit 14 over
some other data-carrying mediums, such as magnetic stripe cards, is
that it is inherently more secure and therefore less susceptible to
fraud. The internal bus 32 is protected from fraudulent use by
security logic 34, and the MACM 30 sets up access rules from any
memory section or sector. Furthermore, the CPU 20 runs security
software that encrypts/decrypts information transmitted between the
portable data unit 14 and the gaming machine 10.
[0018] The gaming machine 10 is operable to play a game of chance
such as mechanical slots, video slots, poker, blackjack, keno,
bingo, or roulette. The game of chance may be any game that is
played in response to a wager, randomly selects a game outcome from
a plurality of possible outcomes, and awards a payoff if the
selected game outcome matches predetermined criteria. The gaming
machine 10 includes a visual display 40 preferably in the form of a
mechanical, dot matrix, CRT, LED, LCD, electro-luminescent, or
other type of display known in the art. A touch screen may overlay
the display 40. In the illustrated embodiment, the gaming machine
10 is an "upright" version in which the display 40 is oriented
vertically relative to a player. Alternatively, the gaming machine
10 may be a "slant-top" version in which the display 40 is slanted
at about a thirty-degree angle toward the player of the gaming
machine 10.
[0019] Referring primarily to FIG. 2, the gaming machine 10
includes a central processing unit (CPU) 42 that executes game
software stored in system memory 44. The game of chance is depicted
on the display 40. In a video slot game, for example, the player
may select a number of pay lines 52 (see FIG. 1) to play and a
number of credits to wager via push-buttons 46 or a touch screen 48
overlaying the display 40. The CPU 42 decrements a credit meter 50
by the number of wagered credits. The slot game commences in
response to the player pressing a "spin" push-button or touch field
or pulling a handle, causing the CPU 42 to set animated reels 54
(see FIG. 1) in motion, randomly select a game outcome using a
random number generator (RNG), and then stop the reels to display
symbols corresponding to the pre-selected game outcome. In one
embodiment, certain of the game outcomes cause the CPU 42 to enter
a bonus mode causing the display 40 or a secondary display to show
a bonus game.
[0020] The system memory 44 stores control software, operational
instructions and data associated with the gaming machine 10. In one
embodiment, the system memory 44 comprises a separate read-only
memory (ROM) and battery-backed random-access memory (RAM). It will
be appreciated, however, that the system memory 44 may be
implemented on any of several alternative types of memory
structures or may be implemented on a single memory structure. In
response to a winning outcome (e.g., winning combination of reel
symbols along an active pay line) identified on a pay table stored
in the system memory 44, the CPU 42 increments the credit meter 50
by a number of credits listed on the pay table for that winning
outcome. If the game has a bonus mode, the payoff amounts
corresponding to certain outcomes of the bonus game are also stored
in the system memory 44.
[0021] When the portable data unit 14 is positioned in proximity to
the gaming machine 10, the wireless transceivers 12 and 16
establish a wireless transmission link that allows the CPU 20 on
the data unit 14 to communicate with the CPU 42 on the gaming
machine 10. Such communication may occur for such purposes as
cashless gaming, player tracking, game customization, and data
transfer.
[0022] The amount of information stored on the portable data unit
14 may vary depending upon the storage capacity of the data unit 14
and what is desired for the particular application involved. On the
one hand, the gaming machine 10 may be linked to a remote host
computer 18 that administers accounts for a plurality of players in
an account database. In this case, the portable data unit 14 may
only store a personal identifier for accessing detailed information
in a player's account at the host computer 18. The personal
identifier is associated with the player's account. The detailed
information in the player's account may, for example, include
monetary information, player tracking information, player
preferences, casino preferences, and verification information
(e.g., verification code, biometric attribute, etc.). On the other
hand, the portable data unit 14 may store detailed information
directly on the data unit 14 such that the player's "account"
effectively resides on the data unit 14 itself. The detailed
information may, for example, include monetary information, player
tracking information, player preferences, casino preferences,
machine data, and verification information.
[0023] In another embodiment, both the portable data unit 14 and
the host computer 18 may store some common information as a
technique for verifying the contents of the data unit 14. For
example, both the portable data unit 14 and the host computer 18
may store a current monetary balance and record of monetary
transactions for a player's account identified by the portable data
unit 14. If the current monetary balance and transaction record on
the portable data unit 14 match the current balance and transaction
record in the player's account at the host computer 18, the
contents of the portable data unit 14 are considered valid;
otherwise, they are not.
[0024] If the gaming machine 10 is linked to a host computer 18, it
is preferably part of a high-speed network linking the host
computer 18 to a plurality of similar gaming machines. The network
may encompass a single gaming establishment or multiple gaming
establishments. If the network encompasses multiple gaming
establishments and is therefore a wide-area network, the gaming
machines at each gaming establishment are interconnected by a
local-area network. Each local-area network may be an Ethernet
using a bus or star topology and supporting data transfer rates of
10, 100, or 1000 megabits per second. Alternatively, each
local-area network may be a slower legacy network of the type
currently found in many casinos. Each local-area network includes a
respective gateway that serves as an entrance to the network. Each
gateway is associated with both a router, which knows where to
direct a given packet of data that arrives at the gateway, and a
switch, which furnishes the actual path in and out of the gateway
for a given packet. The gaming machine 10, as well as the other
gaming machines in the network, are each assigned a respective
permanent identification number for identifying the machine 10 to
the host computer 18 and allowing the host computer 18 to address
the machine 10. The host computer 18 may either be located in the
same gaming establishment as one of the local-area networks or at
an offsite location remote from the gaming establishment(s). If the
host computer 18 is located in a gaming establishment, the host
computer 18 is preferably located in a secure area that can only be
accessed by authorized establishment personnel and not patrons.
[0025] A player may modify the information associated with the
portable data unit 14 at an automated station or at a station
operated by a live attendant. In an alternative embodiment, the
gaming machine 10 itself may be equipped to serve as an automated
station permitting a player to modify the information while at the
gaming machine 10. For example, with respect to cashless gaming, to
establish or modify the monetary information associated with the
portable data unit 14, the player goes to either an automated
teller machine (ATM) or an attendant station. In the description
below, it should be understood that the player's monetary account
may reside on the portable data unit 14 and/or at the central host
computer 18. If the player's monetary account resides at the host
computer 18, then both the ATM and the attendant station are linked
to the host computer 18.
[0026] A cashless gaming system and method employing the portable
data unit 14 is described in detail below.
[0027] Referring to FIG. 3, there is shown a front view of an ATM
60. The ATM 60 includes a data unit dispenser 62, a cash acceptor
64, a cash dispenser 66, an instructional display 68, and a
push-button user interface 70. In addition to or instead of the
user interface 70, a touch screen may be mounted over the
instructional display 68. The display 68 initially offers three
transaction options: (1) establish a new monetary account, (2)
deposit money to an existing account, and (3) withdraw money from
an existing account.
[0028] In response to selecting option (1), the display 68
instructs the player to insert cash (bills) into the cash acceptor
64 and to press a vend button of the user interface 70 after the
desired amount of cash has been inserted. In response to pressing
the vend button, the display 68 may prompt the player to enter
verification information such as a verification code (e.g.,
personal identification number (PIN)) and/or a biometric attribute.
The ATM 60 may include a biometric measurement device 72 for
measuring a biometric attribute of the player. The biometric
attribute may, for example, be a fingerprint, a voice sample, or a
retinal scan captured with a fingerprint reader, a voice
recognition system, and a retinal scanner, respectively. A suitable
fingerprint reader is commercially available from Identix
Incorporated of Los Gatos, Calif. The fingerprint reader provides
adjustable security thresholds so that it can be easily tuned to
fit the exact security requirements of the desired application. The
player inserts his or her finger into the fingerprint reader which,
in turn, electronically or optically captures a forensic-quality
fingerprint image directly from the player's finger.
[0029] After entering the verification information, the ATM 60
establishes a new monetary account for the player. The verification
information is stored with the player's account. The player's
account resides either on the portable data unit 14 to be dispensed
by the ATM 60 or in an account database at the host computer 18.
The player's account initially holds an amount of money
corresponding to the amount of cash deposited into the ATM 60 by
the player. If the player's account is stored at the host computer
18, the host computer 18 assigns an account identifier to the new
account and sends the account identifier to the ATM 60 for storage
on the portable data unit 14 to be dispensed. The ATM 60 then
dispenses the portable data unit 14 from the data unit dispenser
62.
[0030] Once the player's account is established, the player may
also utilize the ATM 60 to deposit money to, or withdraw money
from, the existing account. Specifically, when the instruction
display 68 initially offers the three transaction options noted
above, the player selects either option (2) to deposit money or
option (3) to withdraw money. In response to selecting either
option (2) or (3), the display 68 instructs the player to position
his or her portable data unit 14 in proximity to the ATM 60 so that
the data unit 14 can communicate with the ATM 60 over a wireless
transmission link established between the transceiver 16 in the
data unit 14 and a transceiver in the ATM 60. In response to
establishing this wireless transmission link, the display 68
prompts the player to enter his or her verification information
(e.g., verification code, biometric attribute, etc.).
[0031] After receiving the verification information, the ATM 60
verifies the existence of the player's account and the identity of
the player. Specifically, if the player's account resides on the
portable data unit 14, the ATM 60 compares the entered verification
information with the verification information stored with the
player's account. If a match does not exist, the ATM 60 rejects use
of the portable data unit 14 and informs the player of the problem.
If, however, a match exists, the player may proceed to deposit
money to (option (2)), or withdraw money from (option (3)), the
existing monetary account depending upon which transaction option
was initially selected.
[0032] If the player's account resides at the host computer 18, the
ATM 60 transmits the account identifier on the portable data unit
14 and the entered verification information to the host computer
18. The host computer 18 determines whether or not the account
identifier is assigned to any open monetary accounts. If the
account identifier is not assigned to any open monetary accounts,
the ATM 60 rejects use of the portable data unit 14 and informs the
player of the problem. If, however, the account identifier is
assigned to an open monetary account, the host computer 18 compares
the entered verification information with the verification
information stored with the player's account. If a match does not
exist, the ATM 60 rejects use of the portable data unit 14 and
informs the player of the problem. If, however, a match exists, the
player may proceed to deposit money to (option (2)), or withdraw
money from (option (3)), the existing monetary account depending
upon which transaction option was initially selected.
[0033] For a "deposit" transaction (option (2)), the display 68 on
the ATM 60 instructs the player to insert cash (bills) into the
cash acceptor 64 and to press a vend button of the user interface
70 after the desired amount of cash has been inserted. In response
to pressing the vend button, the amount of deposited cash is added
to the player's account.
[0034] For a "withdrawal" transaction (option (3)), the display 68
on the ATM 60 informs the player as to the amount of money in the
player's existing account and instructs the player to enter, via
the user interface 70, the amount of money that the player wishes
to withdraw from the player's account. The ATM 60 dispenses the
requested amount of money via the cash dispenser 66. The amount of
withdrawn cash is deducted from the player's account.
[0035] The ATM 60 may be designed to allow the player to withdraw
any monetary amount (in dollars and cents) in the player's account
up to the entire account balance, or to withdraw only a whole
number dollar amount in prescribed increments (e.g., $5, $10, $20,
etc.). If the ATM 60 allows the player to withdraw any monetary
amount up to the entire account balance, the ATM 60 is then
equipped with a coin dispenser in addition to the cash dispenser
66. If, however, the ATM 60 allows the player to withdraw only a
whole number dollar amount in prescribed increments, the cashless
gaming system and method may require the player to obtain any
residual amount of money from an attendant station.
[0036] Referring back to FIGS. 1 and 2, after the player
establishes a new monetary account and deposits money into that
account, the player may proceed to play a gaming machine 10 using
the money in the player's account. Toward that end, in response to
positioning the portable data unit 14 in proximity to the gaming
machine 10 so that a wireless transmission link is established
therebetween, the machine display 40 prompts the player to enter
his or her verification information. If the verification
information includes a biometric attribute, the gaming machine 10
may be outfitted with an appropriate biometric measurement device
56 for measuring the biometric attribute.
[0037] After receiving the verification information, the gaming
machine 10 verifies the existence of the player's account and the
identity of the player. Specifically, if the player's account
resides on the portable data unit 14, the gaming machine 10
compares the entered verification information with the verification
information stored with the player's account. If a match does not
exist, the gaming machine 10 rejects use of the portable data unit
14 and informs the player of the problem. If, however, a match
exists, the gaming machine 10 accesses the money in the player's
account so that the player may proceed to play a game at the gaming
machine 10.
[0038] If the player's account resides at the host computer 18, the
gaming machine 10 transmits the account identifier on the portable
data unit 14 and the entered verification information to the host
computer 18. The host computer 18 determines whether or not the
account identifier is assigned to any open monetary accounts. If
the account identifier is not assigned to any open monetary
accounts, the gaming machine 10 rejects use of the portable data
unit 14 and informs the player of the problem. If, however, the
account identifier is assigned to an open monetary account, the
host computer 18 compares the entered verification information with
the verification information stored with the player's account. If a
match does not exist, the gaming machine 10 rejects use of the
portable data unit 14 and informs the player of the problem. If,
however, a match exists, the gaming machine 10 accesses the money
in the player's account so that the player may proceed to play a
game at the gaming machine 10.
[0039] To access the money in the player's account, the gaming
machine 10 may automatically download all the money in the player's
account (whether it resides on the portable data unit 14 or at the
host computer 18) to the gaming machine 10. Alternatively, the
machine display may instruct the player to select an amount of
money, up to the entire account balance, to deduct from the
player's account and electronically download to the gaming machine
10. The gaming machine 10 converts the amount of downloaded money
to an appropriate number of credits. For example, if each credit on
the gaming machine 10 is worth 25 cents, the number of credits is
equal to the amount of downloaded money divided by 25 cents. The
player may proceed to play a game on the gaming machine 10 using
the number of credits corresponding to the amount of downloaded
money. The gaming machine 10 includes the credit meter 50 depicting
the number of credits available for play. For each play, the credit
meter 50 is decremented by the number of wagered credits and
incremented by the number of credits awarded for a winning
outcome.
[0040] At the completion of a game session, the player may collect
an amount of money corresponding to any credits remaining on the
credit meter 50 by pressing a "Collect" (or "Cash Out") button. In
response to pressing the "Collect" button, the gaming machine 10
electronically uploads to the player's account (whether it resides
on the portable data unit 14 or at the host computer 18) an amount
of money corresponding to the number of credits remaining on the
credit meter 50. Alternatively, the player may be given the option
to have a portion of the money uploaded to the player's account and
a remaining portion of the money dispensed as cash or coins from
the gaming machine 10. Toward that end, the machine display may
instruct the player to select an amount of money, up to the number
of credits on the credit meter 50, to upload to the player's
account. Any remaining credits are dispensed as cash or coins from
the gaming machine 10.
[0041] In an alternative embodiment, the actual money in the
player's account is not electronically transferred to the gaming
machine 10. Rather, while a wireless transmission link exists
between the player's portable data unit 14 and the gaming machine
10, the money remains in the player's account but the amount of
money is visually represented on the display of the gaming machine
10. In this way, the player is aware of the amount of money in the
player's account and available for game play. At the completion of
a game session, the amount of money in the player's account is
updated to reflect any wins and wagers during the game session.
Alternatively, the amount of money in the player's account may be
updated after each play, which may be defined as a single wager and
an associated outcome.
[0042] The wireless transmission link between the portable data
unit 14 and the gaming machine 10 preferably must be maintained
throughout the gaming session in order to wager with money from the
player's monetary account. Alternatively, if the player's account
is only accessed at the commencement and completion of a gaming
session, the wireless transmission link may only need to be
established at these times. If the wireless transmission link is
interrupted at any time the link is suppose to exist, the player
may be prompted to position the portable data unit 14 in proximity
to the gaming machine 10 to re-establish the link. If the wireless
transmission link cannot be established despite positioning the
portable data unit 14 in proximity to the gaming machine 10, the
player may instead establish a more conventional physical link by
manually inserting the portable data unit 14 into the data unit
reader 58 on the gaming machine 10.
[0043] After completing a game session, the player may take the
portable data unit 14 to an ATM 60 or an attendant station and
withdraw any money remaining in the player's account. The procedure
for withdrawing money was described above in connection with the
ATM 60. A similar procedure is followed at the attendant station
except that the attendant station is operated by a live attendant
that assists the player in executing the transaction. The live
attendant may merely provide passive instruction or may actively
handle the player's portable data unit 14 and money.
[0044] As illustrated in FIGS. 1 and 2, the gaming machine 10
includes at least a transceiver 12 for communicating with the
portable data unit 14 and is optionally equipped with such
traditional money handling devices as a bill validator, a coin
acceptor, and a coin hopper. In a first embodiment, the gaming
machine 10 only permits cashless gaming and therefore contains none
of these traditional money handling devices. If the player uses up
all the money in the player's account, the player can take his or
her portable data unit 14 to an attendant station or an ATM 60 and
deposit additional money into the player's account. In a second
embodiment, the gaming machine 10 can serve as an ATM 60 and
include bill and/or coin acceptors for the sole purpose of
depositing money into the player's account should the player use up
the existing money. With this arrangement, the player need not
leave the gaming machine 10 to continue playing. In a third
embodiment, the bill and/or coin acceptors can additionally be
employed to directly load money onto the credit meter 50 of the
gaming machine 10.
[0045] While the present invention has been described with
reference to one or more particular embodiments, those skilled in
the art will recognize that many changes may be made thereto
without departing from the spirit and scope of the present
invention.
[0046] For example, the player's account (whether it resides on the
portable data unit 14 or at the central host computer 18) may also
contain player tracking information, player preferences, and casino
preferences.
[0047] The player tracking information may include a personal
identifier and game play data as disclosed in U.S. Pat. No.
5,179,517 to Sarbin et al., which is incorporated herein by
reference in its entirety. The game play data may include an
identification of last ten machines played, specific information
relating to the games played, and the jackpots and other prizes won
by the player. For each denomination (e.g., nickel, dime, quarter,
half-dollar, dollar, etc.), the game play data may include data
fields for the number of coins played, the number of coins paid
out, the number of games played, the number of coins paid by
attendants, and the time of play in minutes. Of course, the amount
and types of data stored in the player's account may be varied to
suit a particular casino operating environment. Based on the player
tracking information in the player's account, the central host
computer 18 performs calculations to compute bonuses to be awarded
to the player when playing a gaming machine 10.
[0048] The player preferences generally relate to the values of
those parameters that players have selected in establishing their
preferred gaming machine configuration. The player preferences may
include the preferred game (game type), the preferred configuration
of the gaming machine (language, sound options, speed of reel
spins, number of coins played per handle pull), and the preferred
distribution of awards (payout structure, payout options, form of
complimentaries, currency). The casino preferences reflect certain
parameters that casinos can adjust according to certain criteria,
such as skill level or playing frequency, to maintain the interest
of its players. The casino preferences may include hold percentage,
complimentary award rate, complimentary award limits, game
eligibility (lockout), and other information. Hold percentage
indicates a range of hold percentages, such as high, medium, and
low. Based on the player preferences and the casino preferences in
the player's account, the gaming machine 10 is adapted or
configured to such data as disclosed in U.S. Pat. No. 6,110,041 to
Walker et al., which is incorporated herein by reference in its
entirety.
[0049] In addition, the portable data unit 14 may be used by
employees of a gaming establishment to collect data relating to
gaming machine operation as disclosed in U.S. Pat. No. 5,179,517 to
Sarbin et al. For each machine, the machine data may include a
machine ID; the number of coins played; the number of coins in the
machine's cash box; the number of coins paid out by the machine;
the number of games played; the number of coins paid by attendants
to players; and such security information as the number of machine
door openings, the number of coin hopper jams, the number of
blackouts (i.e., interruptions of electrical power to the machine),
and the last ten security events such as tilts and illegal pays.
Along with the data as described above, appropriate date-time
information corresponding to the data may be recorded on the
portable data unit 14.
[0050] Furthermore, if the portable data unit 14 is incorporated in
a portable device such as a mobile telephone or portable internet
appliance, the device may link to a financial institution (e.g.,
bank or credit card company) where the player has an outside
account to transfer money to the player's account (whether it
resides on the portable data unit 14 or at the central host
computer 18) or directly to the gaming machine 10.
[0051] Each of these embodiments and obvious variations thereof is
contemplated as falling within the spirit and scope of the claimed
invention, which is set forth in the following claims.
* * * * *
References