U.S. patent application number 10/764827 was filed with the patent office on 2005-07-28 for electronic gaming machine with architecture supporting a virtual dealer and virtual cards.
This patent application is currently assigned to Shuffle Master, Inc.. Invention is credited to Bush, Donald T., MacKenna, Ezra Christopher, Savage, Daymon B., Smith, Philip Stephen.
Application Number | 20050164759 10/764827 |
Document ID | / |
Family ID | 34795360 |
Filed Date | 2005-07-28 |
United States Patent
Application |
20050164759 |
Kind Code |
A1 |
Smith, Philip Stephen ; et
al. |
July 28, 2005 |
Electronic gaming machine with architecture supporting a virtual
dealer and virtual cards
Abstract
An automated gaming system comprises a gaming table and an
upright video display panel. The system comprises a table having an
upper surface, the upper surface having a video display surface
that provides a continuous field of video display and at least two
different player positions. There is a processor in information
communication with the upright video display panel and the video
display surface. The processor directs video display on both the
upright video display panel and the video display surface. The same
or a separate processor provides game rules for the play of at
least one casino table card game without the use of physical cards
on the table. Each player position has an individual intelligent
player processing board dedicated to that position. Communication
between the automated gaming system and a host casino computer
takes place from the intelligent player processing boards in one
form of the invention.
Inventors: |
Smith, Philip Stephen; (Las
Vegas, NV) ; MacKenna, Ezra Christopher; (Las Vegas,
NV) ; Bush, Donald T.; (Henderson, NV) ;
Savage, Daymon B.; (Las Vegas, NV) |
Correspondence
Address: |
Mark A. Litman & Associates, P.A.
3209 West 76th St.
Suite 205
York Business Center
Edina
MN
55435
US
|
Assignee: |
Shuffle Master, Inc.
|
Family ID: |
34795360 |
Appl. No.: |
10/764827 |
Filed: |
January 26, 2004 |
Current U.S.
Class: |
463/11 |
Current CPC
Class: |
G07F 17/3293 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/011 |
International
Class: |
A63F 009/24 |
Claims
1. An automated gaming system comprising a gaming table and an
upright video display panel comprising: an upright video display
panel, the panel displaying a virtual image of a dealer; a table
having an upper surface, the upper surface having a substantially
horizontal video display surface that provides a continuous field
of video display and at least two different player positions; and
at least one main game processor and optionally at least one
additional game display processor in information communication with
the upright video display panel and the video display surface, the
main processor or at least one display processor directing video
display on both the upright video display panel and the video
display surface, and the main game processor providing game rules
for the play of at least one casino table card game without the use
of physical cards on the table.
2. The automated gaming system of claim 1 wherein each player
position has an individual player processing board dedicated to
that position.
3. The automated gaming system of claim 2 wherein each individual
player processing board communicates directly with the main game
processor.
4. The automated gaming system of claim 2 wherein each individual
player processing board communicates directly with a single Dealer
game engine processor.
5. The automated gaming system of claim 4 wherein the single Dealer
game engine processor communicates directly with the display
processor.
6. The automated gaming system of claim 1 wherein the main game
processor contains data enabling the play of at least three
different casino table games wherein cards are used in the play of
each of the games.
7. The automated gaming system of claim 1 wherein the video display
surface has changeable light filtering that can screen displayed
images from various angles.
8. The automated gaming system of claim 7 wherein the light
filtering can be changed upon command by the processor.
9. The automated gaming system of claim 7 wherein the light
filtering can be changed upon external command.
10. The automated gaming system of claim 1 wherein player input is
provided at least in part by controls in the video display
surface.
11. The automated gaming system of claim 10 wherein the controls
comprise touch screen controls.
12. The automated gaming system of claim 10 wherein the controls
comprise a panel embedded into the video display surface.
13. The automated gaming system of claim 10 wherein additional
player input can be provided from player input provided on a
surface below the video display surface and facing a position where
players are to be seated.
14. The automated gaming system of claim 11 wherein additional
player input can be provided from player input provided on a
surface below the video display surface and facing a position where
players are to be seated.
15. The automated gaming system of claim 12 wherein additional
player input can be provided from player input provided on a
surface below the video display surface and facing a position where
players are to be seated.
16. The automated gaming system of claim 2 wherein communication
between the main game processor and the individual player processor
is performed through a transaction-based protocol.
17. The automated gaming system of claim 16 wherein either the main
game processor or the individual player processor can start a
transaction.
18. The automated gaming system of claim 4 wherein communication
between the main game processor and the individual player processor
is performed through a transaction-based protocol.
19. The automated gaming system of claim 18 wherein either the main
game processor or the individual player processor can start a
transaction.
20. The automated gaming system of claim 10 wherein each player
position has an individual player processing board dedicated to
that position and communication between the main game processor and
the individual player processor is performed through a
transaction-based protocol.
21. The automated gaming system of claim 20 wherein either the main
game processor or the individual player processor can start a
transaction.
22. An automated gaming system comprising a gaming table and an
upright video display panel comprising: an upright video display
panel, the panel displaying a virtual image of a dealer; a table
having an upper surface, the upper surface having a substantially
horizontal video display surface that provides a continuous field
of video display and at least two different player positions; and
at least one main game processor and optionally at least one
additional game display processor in information communication with
the upright video display panel and the video display surface, the
main processor or at least one display processor directing video
display on both the upright video display panel and the video
display surface, and the main game processor providing game rules
for the play of at least one casino table card game without the use
of physical cards on the table and a plurality of player stations,
each player station having its own intelligence.
23. The device of claim 22 wherein each player station and the main
game processor are in communication.
24. The device of claim 23 wherein the communication is event
driven.
25. The device of claim 24 wherein information communicated is
included in an information packet.
26. An automated gaming system comprising a gaming table and an
upright video display panel comprising: an upright video display
panel, the panel displaying a virtual image of a dealer; a table
having an upper surface, the upper surface having a substantially
horizontal video display surface that provides a continuous field
of video display and at least two different player positions, each
player position having an intelligent board; and at least one main
game processor and optionally at least one additional game display
processor in information communication with the upright video
display panel and the video display surface, the main processor or
at least one display processor directing video display on both the
upright video display panel and the video display surface, and the
main game processor providing game rules for the play of at least
one casino table card game without the use of physical cards on the
table; wherein the intelligent boards are in communication with the
main game processor, sending packets of information from player
positions as events occur.
27. The automated gaming system of claim 26 wherein the
communication between the intelligent boards and the main game
processor comprises communication of player input.
28. The automated gaming system of claim 27 wherein there is a
dealer game engine intermediate the intelligent boards and the main
game processor.
29. The automated gaming system of claim 26 wherein there is a
direct line of communication between the intelligent boards and the
main game processor for communication of player input.
30. The automated gaming system of claim 26 wherein packets of
information are sent from the main game processor to the player
position intelligent boards.
31. A method of playing an automated game having an upright video
display panel, the panel displaying a virtual image of a dealer, a
table having an upper surface, the upper surface having a
substantially horizontal video display surface that provides a
continuous field of video display and at least two different player
positions, each of the at least two player positions having an
intelligent board, and a main game processor, the method comprising
sending packets of information from intelligent boards at player
positions to the main game processor as events occur at player
positions.
32. The method of claim 31 wherein player input initiates the
communication between the intelligent boards and the main game
processor.
33. The method of claim 32 wherein there is a dealer game engine
intermediate the communication path between the intelligent boards
and the main game processor.
34. The method of claim 26 wherein there the packets of information
are sent directly from the intelligence boards to the main game
processor for communication of player input.
35. The method of claim 30 wherein the communication is event
driven.
36. The method of claim 30 wherein the communication comprises a
cyclic redundancy check.
37. The method of claim 30 wherein the communication is transaction
based.
38. The method of claim 26 wherein the communication is event
driven.
39. The method of claim 26 herein the communication comprises a
cyclic redundancy check.
40. The method of claim 26 herein the communication is transaction
based.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to the field of gaming, the
field of casino table gaming, the field of casino table card
gaming, and to electronic or computer-based systems that can
approach or achieve complete automation of a casino table game,
including the elimination of a live dealer.
[0003] 2. Background of the Art
[0004] In the gaming industry, significant gambling occurs at live
table games that use playing cards and a live dealer. Exemplary
live table games include blackjack, poker, poker variants such as
Let It Ride.RTM. stud poker, baccarat, casino war and other games.
There are a number of proprietary or specialty live table card
games which have developed, such as pai-gow poker, Let-It-Ride.RTM.
stud poker, Three Card Poker.RTM. game, Four Card Poker.RTM. game,
Caribbean Stud.RTM. poker and others. These and many other games
all involve play using playing cards. The cards are dealt by a live
dealer to the players, to a flop and/or to the dealer. The use of
playing cards provided by a live dealer has a number of associated
limitations and disadvantages that have long plagued the casino
industry. Some of these are of general concern to all or most
playing card games. Others are problems associated with the use of
playing cards in particular games. Some of the principal concerns
and problems are discussed below.
[0005] The use of playing cards at live table games typically
involves several operational requirements that are time-consuming.
These operations are conveniently described as collecting,
shuffling, dealing and reading of the cards. In many card games
there is also a step of cutting the deck after it has been
shuffled. In the collecting operation, a live dealer typically
collects the cards just played at the end of a hand of play. This
is done in preparation for playing the next hand of cards. The
cards must often be collected in the specific order in which they
had appeared in the play of the game and must also be collected in
a specific orientation, such as all cards being in a facedown or
face-up condition. The cards also are typically straightened into a
stack with the long sides and short sides aligned. These
manipulations take time and are not typically appreciated by either
the dealer or players as enhancing the play and entertainment value
of the game. The use of physical cards also adds a regular cost to
play of the game in the wear on decks of cards that must be
replaced every few hours. In many games the cards collected at the
end of the hand are deposited in a discard rack that collects the
played cards until the time a new stack is obtained or the stack is
shuffled. In some games the cards are immediately shuffled into the
stack either manually or using a card shuffling machine. More
typically, the cards are collected and then shuffling is performed
later by the dealer or a shuffling device controlled by the
dealer.
[0006] When shuffling is needed, it involves a break in the action
of the table game and consumes a significant amount of time.
Shuffling is also the most time consuming operation in preparing
for the next hand. Thus, shuffling is of substantial financial
significance to the casino industry because it requires significant
time and reduces the number of hands that can be played per hour or
other period of time. The earnings of casinos are primarily
dependent upon the total number of hands played. This is true
because the casino on average wins a certain percent of the amounts
wagered, and many or most casinos are open on a 24-hour basis.
Thus, earnings are limited by the number of hands that can be
played per hour. In light of this there has been a significant and
keen interest by casino owners to develop practices that allow more
games to be played in a given amount of time. Accomplishing this
without detracting from the players' enjoyment and desire to play
the game is a challenging and longstanding issue with casino owners
and consultants in the gaming industry. The use of high quality
shuffling machines, such as those produced by Shuffle Master, Inc.
(Las Vegas, Nev.) as shown, for example, in U.S. Patents Nos.
6,655,684; 6,651,982; 6,588,751; 6,658,750; 6,568,678; 6,325,373;
6,254,096; 6,149,154; 6,139,014; 6,068,258; and 5,695,189 that have
significantly reduced the problem in down time, but there is still
the need for a human operator and a human dealer in the use of
these shuffling devices for casino table games.
[0007] The amount of time consumed by collecting, shuffling and
dealing is also of significance in private card games because it
also delays action and requires some special effort to perform. In
private games there is also some added complexity due to card
players remembering or figuring out which player had previously
dealt and who should now shuffle and re-deal the cards as
needed.
[0008] In addition to the time delay and added activity needed to
collect, shuffle and deal cards, there is typically some time
devoted to cutting the deck of cards which have been shuffled and
which are soon to be dealt. This traditional maneuver helps to
reduce the risk that the dealer who has shuffled the cards may have
done so in a way that stacks the deck in an ordered fashion that
may favor the dealer or someone else playing the game. Although
cutting the deck does not require a large amount of time, it does
take some time. The amount of time spent on cutting also somewhat
reduces the frequency at which hands of the card game can be played
and introduces another physical step in which human error or design
can be introduced, such as dropping and exposing the cards or
cutting the deck in a specific position to control the outcome in a
fixed deck.
[0009] In the gaming industry there is also a very significant
amount of time and effort devoted to security issues that relate to
play of the casino games. Part of the security concerns stem from
frequent attempts to cheat during play of the games. Attempts to
cheat are made by players, dealers, or more significantly by
dealers and players in collusion. This cheating seeks to affect the
outcome of the game in a way that favors the dealer or players who
are working together. The amount of cheating in card games is
significant to the casino industry and constitutes a major security
problem that has large associated losses. The costs of efforts to
deter or prevent cheating are very large and made on a daily basis.
Many of the attempts to cheat in the play of live table card games
involve some aspect of dealer or player manipulation of cards
during collection, shuffling, cutting or dealing of cards. Thus,
there is a need for methods and apparatus that can be used in the
play of live table card games that reduces the ability of the
dealer and/or players to cheat by manipulation of playing cards. Of
greatest concern are schemes whereby the deck is stacked and the
stacked deck is used to the collusive player's advantage. Stacked
decks represent huge potential losses since the player is aware of
the cards which will be played before play occurs and can optimize
winnings by increasing bets for winning hands and decreasing bets
for losing hands. It is also desirable to provide decks or groups
of cards where card counters are disadvantaged because of the
reduction in their ability to track distributions of cards in the
group of cards being used for play. Continuous shufflers, in which
cards are reintroduced into the group of cards being used, the
introduction being random throughout the entire group, helps to
eliminate that aspect of improper behavior at the gaming table.
[0010] Casinos have recognized that their efforts to reduce
cheating would be improved if the casino had comprehensive
information on the cards which have been played, the amounts bet,
the players and dealers involved and other information about
actions which have taken place at the card tables. This is of
particular importance in assessing the use of stacked decks. It is
also important where card tracking is occurring. Additional
explanation about card tracking is discussed below. The information
desired by the casinos includes knowing the sequence and exact
cards being dealt. It would be even more advantageous to the casino
if physical cards and live dealers could be eliminated, as this
would remove almost all major existing methods of fraud from casino
table card games.
[0011] Some attempts have been made to record card game action. The
best current technology involves cameras that are mounted above the
tables to record the action of the card games. This approach is
disadvantaged by the fact that not all cards dealt are easily
imaged from a camera position above the table because some or all
of the cards are not dealt face-up, or are hidden by overlying
cards. Although many blackjack games are sufficiently revealing to
later determine the order of dealt cards, others are not. Other
card games, such as poker, have hands that are not revealed. The
covered cards of the players do not allow the order of dealt cards
to be ascertained from an above-table camera or on table cameras,
as exemplified by U.S. Pat. No. 6,313,871 (Schubert); U.S. Pat. No.
5,781,647 (Fishbine); and numerous patents assigned to MindPlay LLC
(e.g., U.S. Pat. Nos. 6,663,490; 6,652,379; 6,638,161; 6,595,857;
6,579,181; 6,579,180; 6,533,662; 6,533,276; 6,530,837; 6,530,836;
6,527,271; 6,520,857; 6,517,436; 6,517,435; and 6,460,848.
[0012] Even where cameras are used, their use may not be effective.
Such cameras may require time-consuming and tedious human analysis
to go over the videotapes or other recordings of table action or
require the use of software that is complex and imprecise. In some
present systems, some human study may be needed just to ascertain
the sequence of cards dealt or to determine the amount of betting
or to confirm software determinations from camera read data. Such
human analysis is costly and cannot economically be used to
routinely monitor all action in a casino card room or table game
pit.
[0013] For the above reasons, the video camera monitoring
techniques have found very limited effectiveness as a routine
approach for identifying cheating. There has also been relatively
limited use as a serious analytical tool because of the difficulty
of analysis. Such camera surveillance techniques are also of only
limited effectiveness as a deterrent because many of the people
involved with cheating have a working knowledge of their
limitations and utilize approaches which are not easily detectible
by such systems.
[0014] Another use of video camera monitoring and recording has
been made in the context of analyzing card table action after
someone has become a cheating or card counting suspect. The tape
recordings serve as evidence to prove the cheating scheme. However,
in the past, this has generally required other evidence to
initially reveal the cheating so that careful analysis can be
performed. More routine and general screening to detect cheating
has remained a difficult and continuing problem for casinos. This
is also a human intensive review, with both video monitoring
security personnel and live personnel watching the players and
apprehending players at the tables.
[0015] Another approach to reducing security problems utilizes card
shoes having card detection capability. Card shoes hold a stack of
cards containing typically from one to eight decks of cards. The
cards are held in the card shoe in preparation for dealing and to
secure the deck within a device that restricts access to the cards
and helps prevent card manipulations. Card shoes can be fit with
optical or magnetic sensors that detect the cards as they are being
dealt. Some of the problems of security analysis using above-table
cameras is reduced when the sequence of cards dealt can be directly
determined at the card shoe using optical or magnetic sensors.
[0016] One advantage of such card shoes is that the card sequence
information can be collected in a machine-readable format by
sensing the specific nature (suit and count) of each card as they
are dealt out of the card shoe. However, most such card shoes have
special requirements for the cards being used. Such cards must
carry magnetic coding or are specifically adapted for optical
reading. This increases the cost of the cards and may not fully
resolve the problems and difficulties in obtaining accurate
information concerning sequence information. The automated data
collecting card shoes also do not have an inherent means for
collecting data on the assignment of the card to a particular
player or the dealer. They further do not collect data on the
amounts bet. These factors thus require some other manual or
partially automated data collection system to be used, or require
that time-consuming human analysis be performed using video tapes
as explained above.
[0017] The use in blackjack of numerous card decks, such as six
decks, has been one strategy directed at minimizing the risk of
card tracking or counting, especially when the set of cards is cut
relatively shallowly so that many cards are not allowed into play
from the set. Such tracking should be contrasted with card counting
strategies which are typically less accurate and do not pose as
substantial a risk of loss to the casino. Use of numerous card
decks in a stack along with proper cut card placement can also
reduce the risk of effective card counting. However, it has been
found that multiple decks are not sufficient to overcome the
skilled gambler's ability to track cards and turn the advantage
against the house.
[0018] Card tracking can be thought of as being of two types.
Sequential card tracking involves determination of the specific
ordering of the card deck or decks being dealt. This can be
determined or closely estimated for runs of cards, sequences of
cards forming a portion or portions of a stack. Sequential card
tracking can be devastating to a casino since a player taking
advantage of such information can bet large in a winning situation
and change the odds in favor of the player and against the
casino.
[0019] Slug tracking involves determining runs of the deck or stack
that show a higher frequency of certain important cards. For
example, in the play of blackjack there are a relatively large
number of 10-count cards. These 10-count cards are significant in
producing winning blackjack hands or 20-count hands that are also
frequently winning hands. Gamblers who are proficient in tracking
slugs containing large numbers of 10-count cards can gain an
advantage over the house and win in blackjack.
[0020] There is also a long-standing problem in the play of
blackjack which concerns the situation when the dealer receives a
blackjack hand in the initial two cards dealt. If the dealer has a
10-count card or ace as the up card, then it is possible for the
dealer to have a blackjack. If the dealer does have a blackjack,
then there is no reason to play the hand out since the outcome of
the hand is already determined without further dealing. If the hand
is fully played out, and the dealer then reveals that the dealer
has received a blackjack hand, then a significant amount of time
has been wasted. It also causes players to often be upset when a
hand is played out to no avail. In many casinos the waste of time
associated with playing out hands with a winning dealer blackjack
has lead to various approaches that attempt to end the hand after
the initial deal. Some of these allow the dealer to look at the
down card to make a determination whether a blackjack hand has been
dealt to the dealer. This looking is commonly called "peeking" and
is an operation that has been the source of numerous cheating
schemes involving dealers and players who work in collusion. In
such cheating associated with peeking at the down card, the dealer
cheats in collaboration with an accomplice-player. This cheating is
frequently accomplished when the dealer signals the accomplice
using eye movements, hand movements or other signals. If a dealer
does not peek, then he does not know the value of his hand until
after the players have completed their play. If the dealer does
peek, then he can use such eye movements, hand movements or other
techniques to convey instructions to his accomplice-player. These
signals tell the accomplice what hand the dealer has been dealt.
With this knowledge of the dealer's hand, the accomplice has
improved odds of winning and this can be sufficient to turn the
long-term odds in favor of the accomplice-player and against the
casino. Many casinos do not allow the dealer to look at or inspect
the down card until all insurance wagers have been made or
declined.
[0021] There have also been a substantial number of apparatuses
devised to facilitate the peeking procedure or render it less
subject to abuse. Such peeking devices are intended to allow
determination of whether the dealer has received a blackjack hand;
however, this is done without revealing to the dealer what the down
card is unless it makes a blackjack. Some of these devices require
a special table with a peeking device installed in the table.
Others allow the down card to be reviewed using a tabletop device
in which the card is inserted. These systems and others involve the
use of special playing cards. These devices and methods generally
add greater costs and slow the play of the game. The slowed play
often occurs to such a degree that it offsets the original purpose
of saving the time associated with playing out possible dealer
blackjack hands. The prior attempts have often ended up
unacceptable and are removed.
[0022] Another notable problem suffered by live table games is the
intimidation which many novice or less experienced players feel
when playing such games. Surveys have indicated that many new or
less experienced people who come to a casino are inclined to play
slot machines and video card games. These people feel intimidation
at a live table game because such games require quick thinking and
decision making while other people are watching and waiting. This
intimidation factor reduces participation in table games.
[0023] A further issue that has developed in the casino business is
the public's increasing interest in participating in games that
have a very large potential payoff. This may be in part a result of
the large amount of publicity surrounding the state operated
lotteries. News of huge payoffs is read with keen interest and
creates expectations that gaming establishments should provide
games with large jackpots. One approach has been the networked or
progressive slot machines that use a centralized pool of funds
contributed by numerous players. These slot machine systems are
relatively more costly to purchase and operate. For many gamblers,
this approach is not particularly attractive. This lack of
attractiveness may be due to the impersonal and solitary nature of
playing slot machines. It may alternatively be for other reasons.
Whatever the reason, the public is clearly interested in
participating in games that can offer potential jackpots that are
very large. Table card games have not been able to satisfactorily
address this interest. The continued diminishment in the percent of
people who play live table games indicates the need for more
attractive games and game systems that address to public's
interests.
[0024] Further problems associated with live table card games are
the costs associated with purchasing, handling and disposal of
paper and plastic playing cards. Casinos pay relatively favorable
prices for card decks, but the decks roughly cost about $1 per deck
at this time. Each casino uses decks for a very limited period of
time, typically only one shift, and almost always less than one
day. After this relatively brief life in the limelight, the decks
are disposed of in a suitable manner. In some cases they can be
sold as souvenirs. This is done after the cards are specially
marked or portions are punched out to show they have been
decommissioned from a casino. This special marking allows the cards
to be sold as souvenirs while reducing the risk that they will
later be used at the card tables in a cheating scheme which
involves slipping a winning card into play at an appropriate point.
In other cases the playing cards are simply destroyed or recycled
to eliminate this last risk. In any case, the cost of playing cards
for a casino is significant and can easily run in the hundreds of
thousands of dollars per year.
[0025] In addition to the above problems, there are also
significant costs associated with handling and storing the new and
worn playing cards. Sizable rooms located in the casino complexes
are needed just to store the cards as they are coming and going.
Thus, the high costs of casino facilities further exacerbate the
costs associated with paper and plastic playing cards.
[0026] The most significant cost in operation of gaming apparatus
is personnel costs. A number of attempts have been made to reduce
time requirements for not only the dealers, relief dealers, but
also for the supervisors, managers, security and the other staff
that are directly or indirectly involved in the operation or
maintenance of the games.
[0027] A number of attempts have been made to design and provide
fully automated gaming machines that duplicate play of casino table
card games. These attempts have ranged from and included the highly
successful video poker slot games to the mildly successful
slot-type blackjack game (for single players). In those systems,
the individual player sits at an individual machine, inserts
credits/currency/coins, and plays a one-on-one game that is
controlled by a processor in the machine or to which the machine is
distally connected (networked). These machines are common in
casinos, but do not duplicate the ambience of the casino table game
with multiple players present.
[0028] Another type of attempt for simulating casino table card
games is the use of a bank of individual player positions
associated with a single dealer position in an attempt to simulate
the physical ambiance of a live casino table card game. Such
systems are shown in U.S. Pat. No. 4,397,509 (Miller); U.S. Pat.
No. 4,614,342 (Takashima); U.S. Pat. No. 4,995,615 (Cheng); U.S.
Pat. No. 5,470,080 (Naku); and Published U.S. patent applications
2002/0169013 (Serizawa); 2003/0199316 (Miyamoto); and the like.
These systems have a video display of a dealer and have individual
monitors for display of the players' hands and the dealer hands.
The architecture of these systems has generally been designed on a
unique basis for each game, and there tends to be a main
computer/processor that drives all elements of the game, or two
computers/processors that distribute the video control of the
dealer image and the remainder of the game elements between the two
distinct computer/processors. This tends to maximize the cost of
the system and tends to provide a slow system with high processing
power demands to keep the operation working at speeds needed to
maximize use and profit from the machines.
[0029] Sines, U.S. Pat. Nos. 6,651,985 and 6,270,404 are titled
"Automated system for playing live casino table games having
tabletop changeable playing card displays and play monitoring
security features". Sines U.S. Pat. No. 6,165,069 is similarly
titled "Automated system for playing live casino table games having
tabletop changeable playing card displays and monitoring security
features."
[0030] The latter two patents (U.S. Pat. Nos. 6,270,404 and
6,165,069) are related as continuations and therefore have
identical disclosures. U.S. Pat. No. 6,651,985 claims
continuation-in-part status from the earliest application (U.S.
Pat. No. 6,165,069.
[0031] Sines, U.S. Pat. No. 6,651,985, describes the use of a live
dealer, even though virtual cards are used. There is no virtual
dealer display and no software or architecture controls needed for
a virtual dealer display. There are distinct display components for
the players' hands and dealer's hand. Looking at FIGS. 23, 24 and
25 (which are identical to the same figures in U.S. Pat. No.
6,651,895, discussed above), it appears that at least for betting
functions, the system operates with parallel communication to the
player input stations. (See wire connections shown in FIGS. 24 and
25 to the Player Bet Interfaces 196, 198, 201 and 203.) These Bet
Interface Circuits (an alternative description in the text, at
column 14, lines 29-56 and column 15, lines 5-12) do not indicate
that these are anything more than circuits, and no processing
intelligence is specifically disclosed. This appears to be merely
an interface with player controls without any processing function
disclosed. The Sines' system in these patents also requires bet
sensors on the table.
[0032] U.S. Pat. No. 6,607,443 (Miyamoto et al., Kabushiki Kaisha
SEGA Enterprises) and Published U.S. application 2003/0199316 A1
(also KKSE) and particularly FIGS. 1, 2, 3, 7, 9, 10, 11, 12 and
13, discloses a virtual blackjack table system. The main objective
of this patent is to have optical data that enables the SEGA system
to read hand signals of players, such as calls for hits and Stand
signals. The hardware architecture in FIG. 15, as described in the
specification at column 11, lines 29-54 show that there are
distinct CPU's for the (audio and video, 280, 281, 282, 283) which
is driven by the Sub-CPU, which is turn connected to the main CPU
(201), with an additional sub-CPU 204 directing the motion sensor
system 13, 14, 15, 16, and 32. There are distinct processing blocks
for the sound (22), the video (21), the main CPU (20), and the
subsystems (13), as well as the components already noted for the
motion sensors/facial recognition sensors system.
[0033] U.S. Pat. No. 5,221,083 (Dote, SEGA Enterprises, Ltd.)
describes a blackjack automated game system that has a reflected
video image of a dealer and also has individual satellite player
positions, with individual CRT monitors for each player. There is
no disclosure of the type of information processing hardware in the
system.
[0034] U.S. Pat. No. 5,934,998 (Forte and Sines, unassigned) and
U.S. Pat. No. 5,586,766 (Forte and Sines, assigned to
Casinovations, Inc.) describe the use of physical cards and a
physical dealer, with no dealer display, on a blackjack table that
has a CPU driven system. FIGS. 6-10 show circuit construction and
hardware considerations in the design of the system, including
communication architecture. This system provides a count display
(e.g., LED display) at each player position to show the player
count and dealer count (as appropriate) that is determined from
reading of the physical cards. Physical playing chips are also
used, with no credit wagering capability shown.
[0035] U.S. Pat. No. 5,159,549 describes a system that provides a
multiple player game data processing unit with wager accounting.
There are distinct player stations with player input on wagering.
There may be a limited amount of intelligence at player stations
(see column 4, line 1 through column 7, line 55), but there are
multiple lines to each player station.
[0036] U.S. Pat. No. 4,614,342 (Takashima) teaches an electronic
game machine with distinct display units (CRT screens) at the
player positions and the dealer position. The dealer screen (10)
does not show an image of a dealer, but shows the dealer's card(s)
and game information. There are typical player input controls (16)
at each player position. The system provided is more like a bank of
slot systems than a card table. In addition to a dealer data
processor (6), each player position includes a player data
processor CPU (30) with player memory (32). The central dealer
computer apparently polls the individual player data processors to
obtain the status of the events at each position (column 4, lines
1-60; and column 3, lines 8-17).
[0037] U.S. Pat. No. 5,586,936 (Bennett et al., assigned to Mikohn
Gaming) teaches a ticketless control system for monitoring player
activity at a table game, such as blackjack. Physical cards and
physical chips are shown. Player identity cards identify each
player entering play at a table, and a separate ticket printer
issues a results ticket (500) at the end of play or reads the
ticket at the beginning of play. There is no distinct intelligence
apparent at each player position, and there is a central CPU that
controls the system (e.g., FIG. 8). Physical chips and a real
dealer are apparently used. A phone line (630) is connected from
each player position to the CPU (820) through a communications port
(814).
[0038] U.S. Pat. No. 4,995,615 (Cheng) describes a method and
apparatus for performing fair card play. There are individual
player positions with individual screens (12) provided for each
player. There are three vertical, card-display screens (11, 13, 11)
shown for "receiving instructions from the computer to display
sequentially the cards being distributed throughout the processing
of the play . . . " (Column 4, lines 4-13). There is no visual
display of a dealer, there are individual player image panels, and
no details of the architecture are shown or described.
[0039] U.S. Pat. Nos. 5,879,235; 5,976,019; and 6,394,898, assigned
to SEGA Enterprises, Ltd. relate to non-card game systems, such as
horse race simulators or ball game simulators (e.g., roulette).
There is no dealer or croupier simulation. The horse race simulator
is an automated miniature track with physically moving game
elements. The point of interest is in evaluating the architecture
to see how the intelligence is distributed between the player
stations and the wagering screen. The system again shows individual
monitors at each player position (80, 81) and no dealer display.
The schematics of the electrical architecture in FIG. 11 shows a
main board that also includes a Picture Control Section (95), Sound
Control Section (96), and a communication control section (107).
There is a distinct picture output board (108).
[0040] It is desirable to provide a system that meets both the
structural and play ambience requirements for a successful, fully
automated interactive gaming system for playing casino table
wagering games with cards that does not require any attendant
personnel in its operation.
SUMMARY OF THE INVENTION
[0041] A gaming system simulates complete play of events in a
casino table card wagering game, such as blackjack, poker, poker
variants, baccarat, and other wagering games where there has
traditionally been a dealer, whether or not the dealer is an active
player in the game. Two distinct video areas are preferably
provided, one relatively upright video display providing video
images of a dealer, and the second relatively horizontal video
display providing a simulation of a table top for player cards, and
optionally also dealer cards. The players have individual play
areas with player input, and these play areas have individual
processing intelligence that communicates directly with a main game
computer in a novel manner.
BRIEF DESCRIPTION OF THE FIGURES
[0042] FIG. 1 shows a perspective view of a prior art format for an
automated gaming system.
[0043] FIG. 2 shows an overhead view of a prior art format for an
automated gaming system.
[0044] FIG. 4 shows a block schematic of the electronic
configuration of a prior art animated gaming system.
[0045] FIG. 3 shows a side view of a prior art format for an
automated gaming system.
[0046] FIG. 5 shows a perspective view of a format for an automated
gaming system according to the present invention.
[0047] FIG. 6 shows a frontal view of a gaming engine useful in the
practice of the present invention.
[0048] FIG. 7 shows a schematic of a player station useful in the
practice of the present invention.
[0049] FIG. 8 shows a schematic of a preferred embodiment of a game
display useful in the practice of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0050] It should be first understood that in the description of the
practices, methods, components, subcomponents and apparatus of the
present invention, the examples and specific materials identified
are merely exemplary and are not intended to be taken as limits in
the practice of the invention. For example, any computer language
may be used, any operating system may be used, any commercial or
specially designed hardware that can perform the identified
functions and provides the described properties can be used, even
if the specific component described is or is not a preferred
embodiment of the invention.
[0051] A gaming system according to the present invention comprises
a table and a dealer "virtual" video display system positioned for
view by players seated at the table. The table may seat at least
two players up to the amount of players that can be configured
about the table and have a view of the dealer video display system.
Typically each gaming system will have at least four player
available positions, with space determinations considered as to
whether there would be 4, 5, 6 or 7 player positions. It is
possible to have a completely circular dealer display (e.g.,
holographic display in a cylindrical centerpiece) and have players
distributed around the entire periphery, but this is too dissimilar
to standard play arrangements and could slow the game down, as play
should approximate that of a live game, with players playing in
sequence. A surface of the table will have a generally continuous
display surface for showing players' hands (and possibly dealer
hands) and, where there are touch screen player controls, for
displaying the player touch screen controls. A majority of the
table surface comprises a video monitor in one example of the
invention. Where there are no touch screen controls, the continuity
of the surface may be interrupted by inserted player control
panels. The use of a continuous (except for possible interruption
by the above indicated panels) display surface offers some
significant advantages in simulating or recreating a standard card
table surface. Cards may be readily viewed by other players at a
blackjack table, which is standard in table games. Individual
monitors, especially where slanted towards the individual players
make such table-wide card reading difficult. The use of the full
screen (continuous) display also allows for better animation to be
provided, such as displaying virtual images of cards moving to the
player and "virtual" chips being placed on the table when wagers
are indicated. For purposes of this disclosure, the term "virtual"
means a graphical video, representation of a real object or person,
such as a dealer, cards and chips, for example.
[0052] The individual player positions have a separate intelligence
at each player position that accepts player input and communicates
directly with a game engine (main game computer or processor). The
intelligence is preferably an intelligent board that can process
information. For purposes of this disclosure the term "intelligent"
refers to the ability to execute code, either provided in the form
of software or hardware circuits. Such processing may at least
comprise some of signal converting (e.g., signals from player card
readers, credit deposit, currency readers, coin readers, touch
screen signals, control panel signals) into a signal that can be
included in an information packet and interpreted by the main game
computer when the signal is sent. Communication between the
intelligence at each player position is direct to the main game
computer and may be by self-initiated signal sending, sequenced
polling by the main game computer (e.g., each position communicates
directly to the main game computer in turn), timed communication,
or any other order of communication that is direct between the
intelligence and the main game computer. One preferred form of
communication between the main game computer and player station
computers is by means of self-initiated signal sending. There is
essentially a single main game computer that contains video display
controls and programs for both the dealer display and the table top
display, audio controls and programs, game rules (including storage
of multiple games if intended to be available on the machine),
random number generator, graphic images, game sequence controls,
security systems, wager accounting programs, external signaling and
audit functions, and the like. In other forms of the invention, the
above functions are divided between a main processor and one or
more additional processors. The intelligence at each player
position speeds up the performance of all aspects of the game by
being able to communicate directly with the main game computer and
being able to process information at the player position rather
than merely forwarding the information in raw form to the main game
computer. Processing player information at player positions frees
up resources for use by the main processor or processors.
[0053] A card game system may also include suitable data and
control processing subsystem that is largely contained within a
main control module supported beneath the tabletop. The control and
data processing subsystem 90 includes a suitable power supply for
converting alternating current from the power main as controlled by
a main power switch. The power supply transforms the alternating
line current to a suitable voltage and to a direct current supply.
Power is supplied to a power distribution and sensor/activity
electronics control circuit. Commercially available power switching
and control circuits may be provided in the form of a circuit board
which is detachable, and plugs into a board receptacle of a
computer mother board or an expansion slot board receptacle. A main
game controller mother board may include a central microprocessor
and related components well-known in the industry as computers
using Intel brand Pentium microprocessors and related memory or
intelligence from any other manufacturing source. A variety of
different configurations and types of memory devices can be
connected to the motherboard as is well known in the art. Of
particular interest is the inclusion of two flat panel display
control boards connected in expansion slots of the motherboard.
Display control boards are each capable of controlling the images
displayed for the dealer video display and for each of the player
position display areas on the continuous display screen on the
table and other operational parameters of the video displays used
in the gaming system. More specifically, the display control boards
are connected to player bet interfaces circuits for the player
stations. This arrangement also allows the display control boards
to provide necessary image display data to the display electronic
drive circuits associated with the dealing event program displays
and the dealer display.
[0054] The motherboard and/or the individual player intelligent
boards also includes a serial port that allows stored data to be
downloaded from the motherboard to a central casino computer or
other additional storage device. In one example of the invention,
each player board communicates directly with the casino computer
system. This allows card game action data to be analyzed in various
ways using added detail, or by providing integration with data from
multiple tables so that cheating schemes can be identified and
eliminated, and player tracking can be maintained. Player
performance and/or skill can be tracked at one table or as a
compilation from gaming at multiple tables, as by using
Bloodhound.TM. security software marketed by Shuffle Master, Inc.,
which may be incorporated into this automated gaming system.
Additionally, player hand analysis can be performed. The
motherboard and/or individual player intelligent boards may also
have a keyboard connection port that can be used to connect a
larger format keyboard to the system to facilitate programming and
servicing of the system.
[0055] Although the preferred system shown does not require
features illustrated for receiving automated player identification
information, such features can alternatively be provided. Card
readers such as used with credit cards, or other identification
code reading devices can be added in the system to allow or require
player identification in connection with play of the card game and
associated recording of game action by one of the processors. Such
a user identification interface, for example a card reader located
at each player station, can be implemented in the form of a variety
of magnetic card readers commercially available for reading a
user-specific identification information. The user-specific
information can be provided on specially constructed magnetic cards
issued by a casino, or magnetically coded credit cards or debit
cards frequently used with national credit organizations such as
VISA, MASTERCARD, AMERICAN EXPRESS, casino player card registry,
banks and other institutions.
[0056] Alternatively, it is possible to use so-called smart cards
to provide added processing or data storage functions in addition
to mere identification data. For example, the user identification
could include coding for available credit amounts purchased from a
casino. As further example, the identification card or other
user-specific instrument may include specially coded data
indicating security information such as would allow accessing or
identifying stored security information which must be confirmed by
the user after scanning the user identification card through a card
reader. Such security information might include such things as file
access numbers which allow the central processor to access a stored
security clearance code which the user must indicate using input
options provided on displays using touch screen displays. A still
further possibility is to have participant identification using a
fingerprint image, eye blood vessel image reader, or other suitable
biological information to confirm identity of the user that can be
built into the table. Still further it is possible to provide such
participant identification information by having the pit personnel
manually code in the information in response to the player
indicating his or her code name or real name. Such additional
identification could also be used to confirm credit use of a smart
card or transponder. All or part of the functions dedicated to a
particular player station are controlled by the player station
intelligence in one form of the invention. Additionally, each
player station intelligence may be in communication with a casino
accounting system.
[0057] It should also be understood that the continuous screen can
alternatively be provided with suitable display cowlings or covers
that can be used to shield display of card images from viewing by
anyone other than the player in games where that is desirable. This
shielding can also be effected by having light-orientation elements
in the panel, and some of these light-orientation elements are
electronically controllable. In this manner, the processor can
allow general viewing of cards in games where that is desirable or
tolerated, and then alter the screen where desired. These types of
features can be provided by nanometer, micrometer or other small
particulate or flake elements within a panel on the viewing area
that are reoriented by signals from the processor. Alternatively,
liquid crystal or photochromic displays can be used to create a
screening effect that would allow only viewers at specific angles
of view from the screen area to view the images of cards. Such an
alternative construction may be desired in systems designed for
card games different from blackjack, where some or all of the
player or dealer cards are not presented for viewing by other
participants or onlookers. Such display covers or cowlings can be
in various shapes and configurations as needed to prevent viewing
access. It may alternatively be acceptable to use a
player-controlled switch that allows the display to be momentarily
viewed and then turned off. The display can be shielded using a
cover or merely by using the player's hands. Still further it is
possible to use a touch screen display that would be controlled by
touch to turn on and turn off. Similar shielding can be used to
prevent others from viewing the display.
[0058] A review of the figures will assist in a further
understanding of the invention. FIG. 1 shows a fully automated
gaming table 1 of the prior art, as disclosed in U.S. patent
application 2003/0199316. The system 1 comprises a vertical upright
display cabinet 2 and a player bank or station cluster arrangement
3. The vertical display cabinet 2 has a viewing screen 7 on which
images of the virtual dealer are displayed. The top 8 of the player
bank arrangement 3 has individual monitor screens 10 for each
player position, as well and tabletop inserted coin acceptors 11,
and player controls 12 and 13. There is a separate and larger
dealer's hand screen 9 on which dealer cards are displayed in a
format large enough for all players to view. Speakers 16a and 16b
are provided for sound transmission and decorative lights 14 are
provided. FIG. 2 shows an overhead view of the same prior art
automated gaming system 1 with the viewing screen 7 shown more
clearly as a CRT monitor. It can also be seen that each player
position has to form an arc cut into the semicircular player
seating area 18. FIG. 3 shows a side view of the same prior art
automated gaming system of FIGS. 1 and 2 where the orientation of
the three different types of CRT monitors 7, 9 and 10 are
shown.
[0059] FIG. 4 shows the schematic circuitry of a prior art
automated system as disclosed in 2003/0199316. FIG. 4 is a block
diagram of processing circuitry in the game device of FIG. 1. The
game device housing comprises a CPU block 20 for controlling the
whole device, a picture block 21 for controlling the game screen
display, a sound block for producing effect sounds and the like,
and a subsystem for reading out CD-ROM.
[0060] The CPU block 20 comprises an SCU (System Control Unit) 200,
a main CPU 201, RAM 202, RAM 203, a sub-CPU 204, and a CPU bus 205.
The main CPU 201 contains a math function similar to a DSP (Digital
Signal Processing) so that application software can be executed
rapidly.
[0061] The RAM 202 is used as the work area for the main CPU 201.
The RAM 203 stores the initialization program used for the
initialization process. The SCU 200 controls the busses 205, 206
and 207 so that data can be exchanged smoothly among the VEPs 220
and 230, the DSP 241, and other components.
[0062] The SCU 200 contains a DMA controller, allowing data
(polygon data) for character(s) in the game to be transferred to
the VRAM in the picture block 21. This allows the game machine or
other application software to be executed rapidly. The sub-CPU 204
is termed an SMPC (System Manager & Peripheral Control). Its
functions include collecting sound recognition signals from the
sound recognition circuit 15 or image recognition signals from the
image recognition circuit 16 in response to requests from the main
CPU 201. On the basis of sound recognition signals or image
recognition signals provided by the sub-CPU 204, the main CPU 201
controls changes in the expression of the character(s) appearing on
the game screen, or performs image control pertaining to game
development, for example. The picture block 21 comprises a first
VPD (Video Display Processor) 220 for rendering TV game polygon
data characters and polygon screens overlaid on the background
image, and a second VDP 230 for rendering scrolling background
screens, performing image synthesis of polygon image data and
scrolling image data based on priority (image priority order),
performing clipping, and the like. The first VPD 220 houses a
system register 220a, and is connected to the VRAM (DRAM) 221 and
to two frame buffers 222 and 223. Data for rendering the polygons
used to represent TV game characters and the like is sent to the
first VPD 220 through the main CPU 220, and the rendering data
written to the VRAM 221 is rendered in the form of 16- or 8-bit
pixels to the rendering frame buffer 222 (or 223). The data in the
rendered frame buffer 222 (or 223) is sent to the second VDP 230
during display mode. In this way, buffers 222 and 223 are used as
frame buffers, providing a double buffer design for switching
between rendering and display for each individual frame. Regarding
information for controlling rendering, the first VPD 220 controls
rendering and display in accordance with the instructions
established in the system register 220a of the first VPD 220 by the
main CPU 201 via the SCU 200.
[0063] The second VDP 230 houses a register 230a and color RAM
230b, and is connected to the VRAM 231. The second VDP 230 is
connected via the bus 207 to the first VPD 220 and the SCU 200, and
is connected to picture output terminals Voa through Vog through
memories 232a through 232g and encoders 260a through 260g. The
picture output terminals Voa through Vog are connected through
cables to the display 7 and the satellite displays 10.
[0064] Scrolling screen data for the second VDP 230 is defined in
the VRAM 231 and the color RAM 230b by the CPU 201 through the SCU
200. Information for-controlling image display is similarly defined
in the second VDP 230. Data defined in the VRAM 231 is read out in
accordance with the contents established in the register 230a by
the second VDP 230, and serves as image data for the scrolling
screens that portray the background for the character(s). Image
data for each scrolling screen and image data of texture-mapped
polygon data sent from the first VPD 220 is assigned display
priority (priority) in accordance with the settings in the register
230a, and the final image screen data is synthesized.
[0065] Where the display image data is in palette format, the
second VDP 230 reads out the color data defined in the color RAM
230b in accordance with the values thereof, and produces the
display color data. Color data is produced for each display 7 and 9
and for each satellite display 10. Where display image data is in
RGB format, the display image data is used as-is as display color
data. The display color data is temporarily stored in memories
232a-232f and is then output to the encoders 260a-260f. The
encoders 260a-260f produce picture signals by adding synchronizing
signals to the image data, which is then sent via the picture
output terminals Voa through Vog to the display 7 and the satellite
displays 10. In this way, the images required to conduct an
interactive game are displayed on the screens of the display 7 and
the satellite displays 10.
[0066] The sound block 22 comprises a DSP 240 for performing sound
synthesis using PCM format or FM format, and a CPU 241 for
controlling the DSP 240. Sound data generated by the DSP 240 is
converted into 2-channel sound signals by a D/A converter 270 and
is then presented to audio output terminals Ao via interface 271.
These audio output terminals Ao are connected to the input
terminals of an audio amplification circuit. Thus, the sound
signals presented to the audio output terminals Ao are input to the
audio amplification circuit (not shown). Sound signals amplified by
the audio amplification circuit drive the speakers 16a and 16b. The
subsystem 23 comprises a CD-ROM drive 19b, a CD-I/F 280, and CPU
281, an MPEG-AUDIO section 282, and an MPEG-PICTURE section 283.
The subsystem 23 has the function of reading application software
provided in the form of a CD-ROM and reproducing the animation. The
CD-ROM drive 19b reads out data from CD-ROM. The CPU 281 controls'
the CD-ROM drive 19b and performs error correction on the data read
out by it. Data read from the CD-ROM is sent via the CD-I/F 280,
bus 206, and SCU 200 to the main CPU 201 that uses it as the
application software. The MPEG-AUDIO section 282 and the
MPEG-PICTURE section 283 are used to expand data that has been
compressed in MPEG (Motion Picture Expert Group) format. By using
the MPEG-AUDIO section 282 and the MPEG-PICTURE section 283 to
expand data that has been compressed in MPEG format, it is possible
to reproduce motion picture. It should be noted herein that there
are distinct processor for the CPU block, video block, sound block,
CD-ROM drive and Memory with their independent PCU's. This requires
significant computing power and still has dumb (no intelligence)
player input components.
[0067] FIG. 5 shows an example of an automated table system 101 of
the present invention. The system 101 has an upright dealer display
cabinet 102 with a top 104 and the dealer viewing screen 107 which
may be any form of display screen such as a CRT, plasma screen,
liquid crystal screen, LED screen or the like. The player bank
arrangement 103 has a continuous display screen 109 on which images
of cards being dealt 105, dealer's cards 108, bets wagered 111 and
touch screen player input functions 110 are displayed. Other player
input functions may be provided on a panel 106 which might accept
currency, coins, tokens, identification cards, player tracking
cards, ticket in/ticket out acceptance, and the like.
[0068] FIG. 6 shows an electronic/processor schematic for a
MultiPlayer Platform (MPP) gaming system according to the present
invention. The MPP Game engine (dealer) comprises a Heber Pluto 5
casino game board 200 (Motorola 68340 board) operating off the PC
Platform Pentium 4 MPP Game Display processor 202. The game display
processor operates on a Windows XP platform. The respective
subcomponents on the Pentium 4 processor are labeled to show the
apportionment of activity on the motherboard and the component
parts added to the board. As is shown, the game engine has an
Uninterruptible Power Supply 204. The game display processor
directs activity on the Speakers, directs activities onto the MPP
Game Service panel, and the Plasma Monitor Card Table display. It
is important to note that all communications are direct from the
game display processor, freeing up resources available to the game
engine processor.
[0069] FIG. 7 shows the electronic/processing schematics of the MPP
Player Station Intelligence board (Heber Pluto 5 Casino, Motorola
68340), each of which player stations (one for each player
position) is in direct connection to the MPP Game Engine (Dealer),
which is in turn directly connected to the PC Platform. (not shown
in this Figure). Each Intelligence board receives information for
all player input systems specific to that player station, such as
the shown Coin Acceptor, Coin Hopper, Bill validator, Ticket
Printer, Touch Screen and/or Display Button Panel, Dual Wire
Ticket-in-Ticket-Out Printing and SAS System (SAS is one exemplary
standard communications protocol used by a number of casinos
central computer systems.) A significant benefit resides in the use
of the independent Intelligence boards at each player position
being in direct communication with the MPP Game Engine 300, as
opposed to each individual player position button panel being dead
or inactive until authorized by the main game processor, as
previous automated gaming systems were constructed.
[0070] The present invention is also an improvement in providing a
system with not only the intelligence at each player position, but
also in redistributing processing capability for functions among
various processing components within the gaming system. In one
architectural format, all functions of the gaming engine, except
for the player localized intelligence functions, are consolidated
into a single PC (e.g., the Pentium 4 shown in the Figures). This
would include all game functions, player video functions, dealer
video functions, dealer audio functions, security, central
reporting (to a casino's central computer, for example), currency
and debit functions, alarm functions, lighting functions, and all
other peripherals on the system, except for the localized player
functions. Alternatively, all functions requiring communication
with the casino's main computer system are located on the player
station intelligent boards. In this system, the main game processor
would talk directly with the player intelligent boards, preferably
in the same novel communication format described below.
[0071] The alternative system is shown in FIGS. 6, 7 and 8, where
there is a dealer engine processor intermediate the main game PC
and the Player intelligent boards. Both systems are a distinct
improvement over the prior art, but with the higher power available
for PC's, and with the ease of programming a PC as opposed to an
embedded system, the consolidation of the game functions and the
ability of the main game engine to communicate with each of the
player positions is enabled. As shown in FIG. 8, the Game display
processor 300 is preferably a Pentium 4 PC and is separate from the
main processor. With the player intelligent boards, the main game
PC can receive packets of information from each player station as
events occur rather than having to poll each player position on a
regular basis 100 times to gain the specific information for each
player input that may be made.
[0072] A description of the Heber Board, (an exemplary board that
can be used as a player station processor and/or game engine
processor 16) a commercially available intelligent processing board
is as follows. The Heber Board is known for its reliability and
flexibility, especially for the Pluto 5 family of gaming products.
The Pluto 5 is the controller of choice for the global gaming
industry. Flexibility comes from a set of features built into the
Pluto 5 (Casino) controller, and from the choice of optional add-on
boards that can be used to adapt the Pluto family to best suit
individual applications. In the area of interfacing, there are
three distinct boards, each of which serves a particular function
in helping the Pluto 5 to connect with the world outside:
[0073] RS485 Board
[0074] RS485 is an industrial-grade board for linking multiple
systems in unforgiving circumstances for centralized information
gathering. The Heber RS485 board is fully opto-isolated to provide
complete circuit safety when used within `electrically noisy`
environments. The RS485 board uses a single RS232 connection to the
Pluto 5 board and all necessary power is also derived through this
link. Two header connectors may be provided for the RS485 channel
to allow daisy chain connections between multiple systems.
[0075] HII/ccTalk Board
[0076] This board specializes in communicating with industry
standard note/coin acceptors and payout hoppers. Equipped with dual
communication channels, each port is configurable to use either the
HII format to connect with Mars.RTM. coin/note acceptors or the
ccTalk format for Money Controls.RTM. hoppers. Both channels are
controlled via a single RS232 connection to the Pluto 5 board and
all necessary power is also derived through this link. The Heber
FastTrack package contains modular library functions for passing
information via these channels.
[0077] Four Channel Relay Board
[0078] The relay board allows control of medium- to high-level
loads such as solenoids, without risk of damage or interference to
the Pluto 5 circuitry. Four power-switching channels are available
with absolute isolation from the Pluto 5 control signals. Each
relay is capable of switching direct or alternating currents of up
to 7A at a maximum voltage of 250V.
[0079] Like the Pluto 5 board itself, its modular options have been
used extensively so that their designs are fully developed and
entirely stable. The options that are specified are consistently
provided in mass quantities. As with all Pluto products,
programming for the modular options is straightforward. This is
enhanced with the use of the Pluto 5 Enhanced Development Kit and
also the FastTrack package. Between them, these kits contain all of
the low level and high level programming tools and library
functions needed for gaming applications. These systems can be
provided through a Pluto 5 Enhanced Development Kit datasheet
80-15353-7
[0080] Heber Limited, Belvedere Mill, Chalford, Stroud,
Gloucestershire, GL6 8NT, UK Tel: +44 (0) 1453 886000 Fax: +44 (0)
1453 885013 www.heber.co.uk
[0081] Specifications for the various boards are identified
below.
[0082] RS485 Interface
[0083] Host Interface
[0084] RS232 connection to Pluto 5/Pluto 5 Casino
[0085] All power provided via RS232 link from host system
[0086] Communication port
[0087] Dual four-way Molex 0.1" KK headers for daisy chaining
purposes
[0088] Dimensions
[0089] 80.times.61 mm (3.14.times.2.4")
[0090] Part Number
[0091] Opto-isolated RS485 board
[0092] 01-14536-2
[0093] HII/ccTalk Interface
[0094] Host Interface
[0095] RS232 connection to Pluto 5/Pluto 5 Casino
[0096] All power provided via RS232 link from host system
[0097] Communication Port
[0098] Single or dual 10 way header connectors
[0099] Dimensions
[0100] 101.6.times.69.85 mm (4.times.2.8")
[0101] Part Number
[0102] Dual channel HII/ccTalk board
[0103] 01-16171-2
[0104] Four Channel Relay Board
[0105] Host Interface
[0106] Connection to Pluto 5/Pluto 5 Casino via ribbon cable using
four standard output lines
[0107] All power provided via ribbon cable link from host
system
[0108] Switching capabilities
[0109] Up to 250V AC or DC @ 7A maximum per channel
[0110] Dimensions
[0111] 80.times.61 mm (3.14.times.2.4")
[0112] Part Number
[0113] Four channel relay board
[0114] 01-15275-1
[0115] 80-16949-1
[0116] One proposed hardware configuration uses a "satellite"
intelligent processor at each player position. The player station
satellite processor is substantially the same as the primary game
engine processor, a Heber Pluto 5 Casino board. The satellite
processors receive instruction from the primary game engine but
then handle the communications with player station peripherals
independently. Each satellite processor communicates with only the
peripherals at the same player station. Thus each player station
has a dedicated satellite processor communicating with only the
peripherals at the same player station and with the casino's
central computer system. The peripherals are, but not limited to:
Slot accounting Systems, Bill Validator, Ticket Printer, Coin
Acceptor, Coin Hopper, Meters, Button panel or LCD touch screen and
various doors and keys.
[0117] The satellite processors run proprietary software to enable
functionality. The player station software is comprised of two
modules, the first being an OS similar to the game engine Operating
System and the second being station software that handles
peripheral communications. The software may be installed on EPROMs
for each satellite processor. The primary method of communication
between the satellite processors and the primary game engine is via
serial connectivity and the previously described protocol. In one
example, information packets are prepared by the satellite
processors and are sent to the game engine processor on the
happening of an event.
[0118] The proposed game engine provides communication to the
player stations to set the game state, activate buttons and receive
button and meter information for each player station. Communication
is via a serial connection to each of the stations. The new
protocol for communication between the game engine, game display
and player stations is an event driven packet-for-packet
bi-directional protocol with Cyclic Redundancy Check (CRC)
verification. This is distinguished from the Sega system that used
continuous polling. This communication method frees up resources in
the same engine processor because the processor no longer needs to
poll the satellites continuously or periodically.
[0119] The new protocol uses embedded acknowledgement and sequence
checking. The packet-for-packet protocol uses a Command Packet,
Response Packet and a Synchronization Packet as illustrated below.
The protocol uses standard ASCII characters to send data and a
proprietary verification method.
1 Format of Command Packet DATA STX SEQ LENGTH DATA CRC-16 ETX 1 1
3 3-999 5 1
[0120]
2 Format of Response Packet STX SEQ DSP PRV ETX 1 1 1 1 1
[0121]
3 Format of Synchronization Response Packet STX MTS MRS ETX 1 1 1
1
[0122]
4 Legend For Figures STX Start of Packet Character SEQ Sequence #
(Cycles from `0` thru `9`) LEN Length of Data Area (`003` thru
`999`) DATA ASCII Data Fields Separated with `.vertline.` Character
CRC CRC-16 Value (`0000` thru `65535`) Cyclic Redundancy Check ETX
End of Packet Character DSP Disposition Code (`A` ACK, `N` NAK, or
`I` Invalid Sequence) PRV Sequence Number of Last ACK'ed Packet (0
thru 9) MTS Main's Current Transmit Sequence Number MRS Main's
Current Receive Sequence Number
[0123] The Command Packet and Response Packet are used during
primary game communications. The protocol uses redundant
acknowledgement. For example: The packet is initially acknowledged
when first received by the recipient. The same recipient will
resend anther acknowledgement in the next communication. This
second acknowledgement is the `PRV` data in the response
packet.
[0124] The communications between the Game Engine and the Player
Station intelligence is preferably a transaction-based protocol.
Either device can start a transaction, which is why it is essential
that there be an intelligent board at each player position. All
packets of information may be sent in any acceptable format, with
ASCII format preferred as a matter of designer choice. All command
packets usually contain a sequence number that is incremented after
each successful packet exchange. The Game Engine and the Player
Station intelligence use sequence numbers that are independent of
each other. The sequence number keeps the communications in
synchronization. This synchronization method is described
later.
[0125] The command packet is used to send various commands such as
Inputs, Lamps, Doors, Errors, Chirp, Game Results, player input,
coin acceptance, player identification, credit acceptance, wagers,
etc . . . . The command packet format may be, by ay of a
non-limiting example:
[0126] <STX><Sequence number><Data
Length><Data>&l- t;CRC-16><ETX>
[0127] The data format with in the command packet may be:
[0128] <Address><Command><Field
1>.vertline.<Field 2>.vertline.<Field
n>.vertline.
[0129] The response packet format may be:
[0130] <STX><Sequence
number><Disposition><Previous ACK><ETX>
[0131] The sync request packet format may be:
[0132] <SYN>
[0133] The sync response packet format may be:
[0134] <STX><Mains Current Transmission
Sequence><Mains Current Receive Sequence><ETX>
[0135] A major strength of the protocol is its resilience of the
Game Protocol and its ability to free up resources within the game
engine. Those resources can in turn be used to provide more
intricate games, and multi-media affects.
[0136] Synchronization Method
[0137] The satellite and host must become synchronized in order to
provide for reliable communications using packet numbers. To
facilitate this, a novel protocol synchronization method that is
used. Upon applying power to the satellite, or after a
communications failure, the satellite automatically enters into
synchronization mode. In the synchronization mode the satellite
sends out the ASCII SYN (0.times.16) character about every second.
It is expecting a special response packet containing transmit and
receive packet sequence numbers to be used from that point on.
After receiving the special response packet, the sequence numbers
are used as-is, and not incremented until the a successful packet
exchange. After communications is synchronized, the sequence
numbers are incremented after each packet is successfully sent or
received.
[0138] As was noted before, the main game processor may contain
information, data, programming and other necessary functions to
enable the play of multiple games off the same machine. For
example, the main game engine may have rules and commands that will
enable play of Blackjack, Let It Ride.RTM. poker, Three-Card.TM.
poker, Four-Card.TM. poker, Caribbean Stud.RTM. poker, Spanish
21.RTM. blackjack, baccarat, Pai Gow poker, and other card games.
The system may be controlled so that different games may be played
at different times on command of the casino or players.
[0139] All of the apparatus, devices and methods disclosed and
claimed herein can be made and executed without undue
experimentation in light of the present disclosure. While the
apparatus, devices and methods of this invention have been
described in terms of both generic descriptions and preferred
embodiments, it will be apparent to those skilled in the art that
variations may be applied to the apparatus, devices and methods
described herein without departing from the concept and scope of
the invention. More specifically, it will be apparent that certain
elements, components, steps, and sequences that are functionally
related to the preferred embodiments may be substituted for the
elements, components, steps, and sequences described and/or claimed
herein while the same of similar results would be achieved. All
such similar substitutions and modifications apparent to those
skilled in the art are deemed to be within the scope and concept of
the invention as defined by the appended claims.
* * * * *
References