U.S. patent application number 11/182549 was filed with the patent office on 2006-02-09 for marker transaction monitoring.
This patent application is currently assigned to SensorTronic Gaming Technologies, Inc.. Invention is credited to Thomas M. Pohlman.
Application Number | 20060030404 11/182549 |
Document ID | / |
Family ID | 35758115 |
Filed Date | 2006-02-09 |
United States Patent
Application |
20060030404 |
Kind Code |
A1 |
Pohlman; Thomas M. |
February 9, 2006 |
Marker transaction monitoring
Abstract
Signal emitting lamer buttons coming within range of a sensor
underneath a gaming table are detected. The signal carries the
lamer button's identify and denomination. The transmitted
information, which can also include an identification of the gaming
table and the sensor, is recorded in a log so that every lamer
button that gets placed on or removed from the gaming table will be
recorded. Like the lamer button, a signal from a buy back button
can also be detected by sensor, where that signal carries an
identifier signifying a loan repayment by a player in the amount of
the lamer button(s) on the gaming table. The placement on, of
removal from, the gaming table of any button is detected by the
sensor, which in turn triggers a visual recording of button
movements. As such, marker scams can be detected using the log
and/or the visual recording.
Inventors: |
Pohlman; Thomas M.;
(Henderson, NV) |
Correspondence
Address: |
LEWIS AND ROCA LLP
40 NORTH CENTRAL AVENUE
PHOENIX
AZ
85004
US
|
Assignee: |
SensorTronic Gaming Technologies,
Inc.
|
Family ID: |
35758115 |
Appl. No.: |
11/182549 |
Filed: |
July 15, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60589364 |
Jul 19, 2004 |
|
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|
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
G07F 17/3206 20130101;
G07F 17/32 20130101; G07F 17/3234 20130101; G07F 17/3209
20130101 |
Class at
Publication: |
463/029 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising electronically detecting an entrance into
and an exit out of an electronic detection zone by: a first set of
one or more signal emitting tokens, wherein emissions from the
first set that are electronically detected within the electronic
detection zone represent a payment to a player of a game of chance
at a gaming table proximal the electronic detection zone of a
monetary amount of a debt for use by the player in gambling in the
game of chance at the gaming table; and a second set of signal
emitting tokens, wherein emissions from the second set that are
electronically detected within the electronic detection zone
represent a repayment of the monetary amount of the debt by the
player.
2. The method as defined in claim 1, wherein each said
electronically detecting occurs within a predetermined time
limit.
3. The method as defined in claim 1, wherein the electronically
detecting of: the first set further comprises the step of taking a
tangible document from the player that evidencing the debt; and the
second set further comprises the step of returning the tangible
document to evidence the repayment of the debt.
4. The method as defined in claim 1, wherein: each of the first and
second sets includes one or more radio frequency identification
(RFID) emitting tokens; and the electronically detecting further
comprises detecting the RFID of each said RFID emitting token
entering into and exiting out of the electronic detection zone.
5. The method as defined in claim 4, each said RFID emitted
includes data selected from the group consisting of the monetary
value of the token, an identifier for the token, a repayment
indicator, and a combination of the foregoing.
6. The method as defined in claim 5, wherein the identifier for the
token is a Globally Unique Identifier (GUID).
7. The method as defined in claim 6, further comprising validating
each said GUID against a database of known GUIDs.
8. The method as defined in claim 6, further comprising validating
the monetary value of the token and the GUID of the token against a
database of known GUIDs and their respective the monetary
values.
9. The method as defined in claim 1, wherein each said
electronically detecting further comprises the step of recording an
entry in a log file corresponding to each said entrance into and
the exit out of the electronic detection zone.
10. The method as defined in claim 1, wherein each said recorded
entry in the log file includes data selected from the group
consisting of date, time, the monetary amount of the corresponding
token, the sum of the monetary amounts of the corresponding tokens
in the first or second sets, an identifier for the corresponding
token, a repayment indicator for the corresponding token, an
identifier for the player, an identifier for an electronic reader
that read the corresponding emissions, an identifier for the gaming
table, and a combination of the foregoing.
11. The method as defined in claim 1, wherein: electronically
detecting the first set further comprises putting cash or its
equivalent in the amount of the debt on the gaming table for said
use by the player; and electronically detecting the second set
further comprises moving cash or its equivalent on the gaming table
in the amount of the repayment away from the player to terminate
any said use thereof by the player.
12. The method as defined in claim 1, wherein: electronically
detecting the first set further comprises providing cash or its
equivalent in the amount of the debt proximal the gaming table for
said use by the player; and electronically detecting the second set
further comprises moving cash or its equivalent on the gaming table
in the amount of the repayment distal the player to terminate any
said use thereof by the player.
13. The method as defined in claim 1, wherein the gaming table is
selected from the group consisting of a black jack table, a
roulette table, a craps table, a poker table, a baccarat table, a 3
card poker table, a Caribbean stud poker table, a `Let It Ride`
table, a specialty game table, and any table for a game of
chance.
14. The method as defined in claim 1, wherein: each said token is
either a lamer button showing a face monetary amount or a buy back
button; the first set consists of one or more lamer buttons; the
second set comprises one buy back button and one or more lamer
buttons; the monetary amount is the sum of the value of the one or
more lamer buttons respectively in the first set and the second
set.
15. The method as defined in claim 1, wherein each said entrance
into and exit out of the electronic detection zone is visually
recorded.
16. The method as defined in claim 15, wherein each said visual
recording comprises one or more areas selected from the group
consisting of an area proximal the gaming table, one or more said
players at the gaming table, a casino worker facilitating gaming at
the gaming table, one or more areas proximal the electronic
detection zone, and a combination of the foregoing.
17. The method as defined in claim 15, wherein each said visual
recording: begins with the electronic detection of the entrance
into the electronic detection zone by a first said signal emitting
token; and ends after the passage of a predetermined time limit
from the beginning.
18. A computer readable medium comprising executable instructions
which, when executed by a computer, perform the method of claim
1.
19. A method comprising: electronically detecting an entrance into
and an exit out of an electronic detection zone by: a first set of
one or more signal emitting tokens, wherein emissions from the
first set that are electronically detected within the electronic
detection zone represent a payment to a player of a game of chance
at a gaming table proximal the electronic detection zone of a
monetary amount of a debt for use in gambling in the game of chance
at the gaming table; and a second set of signal emitting tokens,
wherein emissions from the second set that are electronically
detected within the electronic detection zone represent a repayment
of the monetary amount of the debt by the player; recording an
entry in a log file corresponding to each said entrance into and
the exit out of the electronic detection zone; and visually
recording each said entrance into and exit out of the electronic
detection zone.
20. The method as defined in claim 19, wherein: each of the first
and second sets includes one or more radio frequency identification
(RFID) emitting tokens; and the electronically detecting further
comprises detecting the RFID of each said RFID emitting token
entering into and exiting out of the electronic detection zone.
21. The method as defined in claim 20, wherein: each said RFID
emitted includes an identifier for the RFID emitting token; and the
method further comprises: validating the identifier against known
identifiers; and when any said identifier for a corresponding said
RFID emitting token is found to be invalid by said validating,
identifying, using the log file, one said visual recording
corresponding to said entrance into and said exit out of the
electronic detection zone by the corresponding said RFID emitting
token found to be invalid.
22. The method as defined in claim 19, wherein each said recorded
entry in the log file includes data selected from the group
consisting of date, time, the monetary amount of the corresponding
token, the sum of the monetary amounts of the corresponding tokens
in the first or second sets, an identifier for the corresponding
token, a repayment indicator for the corresponding token, an
identifier for the player, an identifier for an electronic reader
that read the corresponding emissions, an identifier for the gaming
table, and a combination of the foregoing.
23. The method as defined in claim 19, wherein: electronically
detecting the first set further comprises putting cash or its
equivalent in the amount of the debt on the gaming table for said
use by the player; and electronically detecting the second set
further comprises moving cash or its equivalent on the gaming table
in the amount of the repayment away from the player to terminate
any said use thereof by the player.
24. The method as defined in claim 19, wherein: electronically
detecting the first set further comprises providing cash or its
equivalent in the amount of the debt proximal the gaming table for
said use by the player; and electronically detecting the second set
further comprises moving cash or its equivalent on the gaming table
in the amount of the repayment distal the player to terminate any
said use thereof by the player.
25. The method as defined in claim 19, wherein the gaming table is
selected from the group consisting of a black jack table, a
roulette table, a craps table, a poker table, a baccarat table, a 3
card poker table, a Caribbean stud poker table, a `Let It Ride`
table, a specialty game table, and any table for a game of
chance.
26. The method as defined in claim 19, wherein: each said token is
either a lamer button having a face monetary value or a buy back
button; the first set consists of one or more lamer buttons; the
second set comprises one buy back button and one or more lamer
buttons; the monetary amount is the sum of the value of the one or
more lamer buttons respectively in the first set and the second
set.
27. The method as defined in claim 19, wherein each said visual
recording: begins with the electronic detection of the entrance
into the electronic detection zone by a first said signal emitting
token; and ends after the passage of a predetermined time limit
from the beginning.
28. A computer readable medium comprising executable instructions
which, when executed by a computer, perform the method of claim
19.
29. A gaming system comprising: a gaming table for one or more
players to play a game of chance; means for electronically
detecting an entrance into and an exit out of an electronic
detection zone proximal said gaming table by a means for emitting a
signal; and a plurality of said signal emitting means, wherein the
emitted signal can be electronically detected by a means for
reading the emitted signal when the signal emitting means is within
the electronic detection zone, wherein the players playing the game
of chance are bound by rules such that: the signal emitted from a
first kind of said signal emitting means carries data including a
monetary value; and the signal emitted from a second kind of said
signal emitting means carries data including an identifier of a
repayment of a debt by one said player in the amount of the
monetary value of the first kind of said signal emitting means.
30. The gaming system as defined in claim 29, further comprising
means for recording each said entrance into and exit out of the
electronic detection zone proximal said gaming table by each said
means for emitting said signal.
31. The gaming system as defined in claim 30, wherein the means for
recording comprises: means for visually recording each said means
for emitting said signal from the entry thereof into the electronic
detection zone until the exit thereof out of the electronic
detection zone; and means for storing: an identifier for the means
for emitting said signal that entered into and exited out of the
electronic detection zone; the monetary value carried in the signal
emitted from the first kind of said signal emitting means that
entered into and exited out of the electronic detection zone; a
time stamp for the entrance into and exit out of the electronic
detection zone by the means for emitting said signal.
32. The gaming system as defined in claim 29, wherein: each said
means for emitting said signal is either a lamer button showing a
face monetary amount or a buy back button; each said lamer button
emits the signal emitted of the first kind; and each said buy back
button emits the signal emitted of the second kind of said signal
emitting means.
Description
RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional
Application Ser. No. 60/589,364, filed on Jul. 19, 2004, titled
Marker Transaction Monitoring System, which is incorporated herein
by reference.
TECHNICAL FIELD
[0002] The present invention relates generally to gaming and more
particularly to tracking the issuance and repayment of a debt or
marker incurred by a game player and represented by a physical
token that is held by an operator of a game of chance.
BACKGROUND
[0003] A lamer button is a token that evidences a marker. A marker
is an advance or debt owed by a gambler to a casino. When a gambler
wishes to borrow money to gamble with, a casino worker puts one or
more gaming chips on a gaming table in front of the gambler, where
the one or more gaming chips equal value of the amount that the
gambler had asked for. A casino worker also puts one or more lamer
buttons on the gaming table in front of the gambler, where the one
or more lamer buttons add up to the monetary amount borrowed by the
gambler. The gambler is then free to gamble with the borrowed money
by using the gaming chips. Later, a casino worker has the gambler
sign a document indicating that the gambler has borrowed the amount
of money signified by the one or more lamer buttons on the gaming
table in front of the gambler.
[0004] One of the highest theft exposures in casino table games is
the marker scam. This scam, which has a few variations, has
heretofore been virtually undetectable. Casinos, nevertheless,
attempt to detect marker scams using different procedures. One
procedure requires floor supervisors (e.g., for instance, pit
bosses) to call for surveillance on markers issued and on markers
that are redeemed over a certain amount. For example, casinos may
require that floor supervisors call for surveillance on marker
issuances and on marker redemptions that are equal to or greater
than $2,000. In another procedure, surveillance staff are required
to do random audits on marker issuances and redemptions. A casino
may require that each employee perform two (2) transaction reviews
per shift, which (with 9 employees) totals eighteen (18) reviews
per day. The transactions are randomly picked from a printout that
is retrieved from the data in the casino's general accounting
system, such as a cage in the casino (e.g., a casino `cage`). This
printout has all marker issuances and redemptions that were issued,
and actually printed, by the pit. At first glance, the procedures
seem adequate enough to achieve the ultimate goal--detecting
possible marker scams. There are, however, major problems with each
of these procedures as discussed below.
[0005] All marker scams discussed below involve complicity by a
floor supervisor at a gaming establishment. If the floor supervisor
is required to report or call on marker transactions equal to or
greater than $2,000, and a scam is going to take place during that
transaction, the floor supervisor is not going to call, thereby
hiding the scam. Even if the supervisor does call in a marker
transaction, it is generally after the lamer button has been placed
on the table and the money has been issued. If the marker being
issued is $2,000, and the player is given $3,000 in gaming chips,
by the time the floor supervisor has reported a $2000 marker
transaction to the surveillance department of the gaming
establishment, the player (e.g., gambler) has an opportunity to
hide the extra $1,000. With a monetary limit set for telephone
reporting on all marker transactions equal to or greater than
$2,000, there is a large risk that marker scams will occur at
transaction amounts below the $2,000 threshold.
[0006] Surveillance departments, in general, are inadequately
staffed to detect marker scams. On average, most surveillance rooms
only have 3 employees working in their department at one time. With
hundreds of cameras to attend to, and numerous departments to
observe, a surveillance department is unlikely to observe all
transactions throughout the casino, including all marker
transactions, that are going on at all times.
[0007] With random checks, the surveillance department might review
18 transactions per day--although this is unlikely in most
surveillance departments. For example, a casino with 32 table
games, doing a total of 725 marker transactions per week, would
have an average of 103.6 transactions conducted per day. Therefore,
surveillance can only review approximately 17% of the transactions
that occur.
[0008] Another major problem is that some marker scams involve the
floor supervisor failing to generate the document for the gambler
to sign that evidences the marker transaction (e.g., `marker
paperwork`). In this case, the marker transaction would not be on
the cage report that the surveillance department uses for its
random reviews of the marker transactions. If a marker transaction
is not on the cage report, there is no way for that marker
transaction to be reviewed, unless a surveillance employee happened
to be watching a table game at the exact time the marker scam
occurs (which does happen occasionally).
[0009] Basic Scams
[0010] There are four main variations to the marker scam. In every
scam described below, the floor supervisor, dealer, and player
would all be complicit in the marker scam.
[0011] Marker Scam One:
[0012] This floor supervisor does not generate marker paperwork for
the player to sign to evidence a debt to the casino. A player comes
up to the game (e.g., a craps table) and asks for a $1,000 marker.
The player hands the floor supervisor his player's card (e.g., a
card that identifies the player). The floor supervisor places a
$1,000 lamer button on the table (in a designated area) and
instructs the dealer to give the player $1,000 in gaming chips. The
floor supervisor then makes his way back to the podium to have the
pit clerk generate the marker paperwork. While on his way, he gets
diverted and starts to do something else. A few minutes later, the
lamer button is still on the table, and the marker paperwork still
has not been generated. The floor supervisor goes back to the table
and removes the lamer button from the game. The only people that
would see it are the players on the game (who do not really know
what the procedures are), the dealer (who is in on the scam), and
the floor supervisor. In this case, $1,000 has been stolen from the
bank at the gaming table and has been given to the player.
[0013] Marker Scam Two:
[0014] The floor supervisor does generate marker paperwork, but for
the incorrect amount. A player comes up to the game and asks for a
$1,000 marker. The player hands the floor supervisor his player's
card. The floor supervisor places a $1,000 lamer button on the
table (in the designated area) and instructs the dealer to give the
player $1,000 in gaming chips. The floor supervisor goes back to
the podium and has the pit clerk generate marker paperwork for the
incorrect amount of $500. The $500 marker paperwork is taken to the
player and is signed by the player, thereby evidencing a debt of
only $500. The marker paperwork is then signed by the dealer and
dropped into the drop box at the gaming table. To everyone watching
this scam occur, it would appear as if it were a legitimate
transaction. One would observe the player receiving the money and
signing the marker paperwork. In reality, the player was given
$1,000 in chips, but had only signed marker paperwork for $500,
thereby causing theft of $500 from the casino.
[0015] Marker Scam Three:
[0016] This scam occurs on the redemption (buy back) portion of the
scam. The player is given his marker paperwork back to signify
redemption of a marker debt, but the player fails to pay back the
casino by giving gaming chips back to the casino in amount of the
player's debt. The player, for instance, may already have taken a
$500 marker to signify a $500 debt. The marker paperwork was
generated correctly and was dropped into the drop box. After
playing for an hour, the floor supervisor comes over and puts a
$500 lamer button on the table. The floor supervisor then has the
dealer sign and drop the proper redemption marker paperwork, and
gives the original signed marker paperwork back to the player. In
this scam, at no time was $500 in gaming chips given back to the
dealer from the player. The player received his signed marker
paperwork back, but didn't give anything in return. This resulted
in a $500 theft from the casino.
[0017] Marker Scam Four:
[0018] This scam also occurs when redeeming a prior marker
transaction (e.g., a player is paying back a loan from the casino
as evidenced by a lamer button and signed marker paperwork). The
player is given his signed marker paperwork back, and the player
gives the dealer gaming chips in return, but for an amount that is
less than the original marker transaction. For instance, the player
had already taken one or more lamer buttons totaling $ 1,000, and
the signed marker paperwork was generated correctly and was dropped
into the drop box. After playing for an hour, the floor supervisor
comes over and puts a $500 lamer button on the table. The player
gives the dealer $500 in gaming chips. The floor supervisor hands
the $1,000 marker paperwork to the dealer to sign and drops the
redemption portion. Once the signed marker paperwork is dropped,
the dealer puts the $500 in chips back into the rack, and the
player leaves the game. In this case, the player has signed marker
paperwork in the amount of $1,000 and was issued $1,000 in chips.
During the redemption process, the player received his $1,000
signed marker paperwork back, but only gave the dealer $500 in
chips. This scam resulted in a $500 theft from the casino.
[0019] Note that in marker scams, it is most common for Marker
Scams Two and Four to occur. Since the proper steps are being
followed and only incorrect numbers are used, it is much more
difficult to detect than if they just missed a complete step (as in
Marker Scams One and Three).
[0020] Given the forgoing, it can be seen that casinos are
vulnerable to the above types of marker scams. This can happen on a
daily basis without the table games or surveillance departments
even having knowledge. By way of example, a casino can be spending
$102 per day (see calculation below) to review only 17% of all
generated marker transactions. Here is an example calculation based
on a casino with only 32 table games: [0021] Time: it takes an
average of 20 minutes per review [0022] Average Hourly rate: the
average rate for a surveillance employee is $17/Hr. [0023] Total
Time Daily: 6 Hours [0024] $17 .times. 6 = $102
[0025] Even with this money being spent on a daily basis ($37,230
per year), marker scams continue to be one of the top concerns of
casino executives. To combat these scams, two procedures are used
by casinos to detect possible marker scams, which are as follows:
[0026] A) Floor supervisors are required to call on marker
issuances and redemptions over a certain threshold (i.e., $2,000 or
above). [0027] B) Surveillance departments do random audits to
verify transactions. The transaction are chosen from a report that
is currently printed from the cage. This report documents each
marker paperwork that has been generated.
[0028] With the current procedures in place, there are problems:
[0029] A) What if a floor supervisor doesn't call in a marker
transaction when the floor supervisor is supposed to? [0030] B)
What about marker transactions that are less than the set
threshold? [0031] C) Surveillance procedures allow for less than
17% of transactions to be reviewed, and are very time consuming.
This 17% is based only on a casino with 32 table games, and 2
transactions reviewed per day, per employee. A majority of casinos
do not have the capability to review this many transactions, which
means they are reviewing far less than 17% of their marker
transactions.
[0032] If marker paperwork isn't printed for a marker transaction
(which is a variation of the scam), then it will not show up on the
current cage report. If this is the cage report that audits are
chosen from, these marker transactions will never be audited.
[0033] Analyzing The Marker Scam Problem: [0034] 1. If a marker
scam occurs during a marker transaction where the floor supervisor
is required to call the surveillance department to report the
marker transaction, the floor supervisor is not going to call.
[0035] 2. Most marker scams are going to occur on marker
transactions that are below the threshold set for calling ($2,000
in the aforementioned descriptions). [0036] 3. A majority of the
marker scams occur while using a lamer button and corresponding
marker paperwork, but they are generally the incorrect amounts.
[0037] Given the forgoing facts and problems, it would be an
advance in the art to provide: [0038] 1. an alternative
notification method to protect the possibility that the floor
supervisor is involved in a marker scam and may not call in the
marker transaction to the surveillance department, although a
casino does not want to take the responsibility of notification of
marker transactions away from the floor supervisor; [0039] 2.
awareness to surveillance personnel of every lamer button placed on
a table games layout; [0040] 3. a way to compare the lamer buttons
that hit the table games layout (denomination) and the actual
marker paperwork that were generated through the cage report; and
[0041] 4. technology that would allow a casino to monitor 100% of a
casino's table game marker transactions so that if a marker scam
was occurring, the scam would most likely be detectable. Since
marker paperwork is issued in the cage, it is desirable to monitor
lamer buttons issued at the casino's table games department and
will also be able to monitor the marker paperwork occurring in the
cage.
SUMMARY
[0042] Implementations provide methods and a gaming environment to
monitor marker transactions so as to detect marker scams.
[0043] In one implementation, an electronic detection is made of an
entrance into and an exit out of an electronic detection zone by a
first set of one or more signal emitting tokens, wherein emissions
from the first set that are electronically detected within the
electronic detection zone represent a payment to a player of a game
of chance at a gaming table proximal the electronic detection zone
of a monetary amount of a debt for use by the player in gambling in
the game of chance at the gaming table. An electronic detection is
also made of a second set of signal emitting tokens, wherein
emissions from the second set that are electronically detected
within the electronic detection zone represent a repayment of the
monetary amount of the debt by the player.
[0044] In another implementation, a gaming environment is provided
with a gaming table for one or more players to play a game of
chance, means for electronically detecting an entrance into and an
exit out of an electronic detection zone proximal said gaming table
by a means for emitting a signal, and a plurality of the signal
emitting means. The emitted signal from the signal emitting means
can be electronically detected by a means for reading the emitted
signal when the signal emitting means is within the electronic
detection zone. The players playing the game of chance are bound by
rules in the gaming environment such that the signal emitted from a
first kind of the signal emitting means carries data including a
monetary value, and the signal emitted from a second kind of the
signal emitting means carries data including an identifier of a
repayment of a debt by one of the players in the amount of the
monetary value of the first kind of the signal emitting means.
[0045] In yet another implementation, makers can be monitored so as
to detect marker scams. Lamer buttons, buy back buttons, and gaming
tables are provided with transponder capability. Each ASIC in each
button would transmit information pertaining to the denomination in
the case of the lamer button and to its buy back identity in the
case of a buy back button. Another sensor is placed underneath the
portion of the table game where buttons will be placed. This sensor
transmits information pertaining to an identification of the table.
When any button comes within range of the sensor under the table
game layout, a signal will be sent to an antenna or through
hardwire. The signal, which carries denomination of the lamer
button, identification of a button, and the identification of the
gaming table, will then be transmitted from the antenna to a
computer. The signal can be sent from the gaming table to the
antenna using wireless technology. The computer runs a program that
logs the data transmitted from the buttons and from the table game
layouts so that every button that gets placed on a table games
layout is logged. With the movement of buttons onto and off of the
gaming table, a visual recording of the movements can be also be
triggered upon electronic sensing of such movements.
[0046] In a still further implementation, lamer buttons and gaming
tables are provided with technology computer chips (e.g., an
application specific integrated circuit (ASIC)) with transponder
capability. Each computer chip in each lamer button transmits
information pertaining to its denomination. Sensors or devices
proximal the gaming table where lamer buttons are placed transmit
information pertaining to the location of the table. For example,
radio frequency identification software and hardware (e.g., RFID)
and related transponder and reader technology can be used for the
computer chip in the lamer buttons. Optionally, a sensor can also
be used to detect the weight of one or more lamer buttons that are
placed on the portion of the table game where lamer buttons are to
be placed. Upon sensor detection, a video camera can then be
initiated to record the gaming table almost simultaneously with the
placement of a lamer button on the gaming table.
[0047] When the lamer button comes within range of the sensor or
device on the table game layout, a signal will be sent by hardwire
and/or wirelessly to a receiver or antenna placed in the ceiling
above the pit, and to near the pit podium. The signal will then be
transmitted, through hardwire and/or wirelessly, to the computer in
the surveillance room. The signal will be sent from the gaming
table to the antenna or receiver using wired and/or wireless
technology. The signal that is sent to a system, such as a personal
computer or server, will provide the location of the signal (e.g.,
which comes from the layout sensor or device) and the denomination
of one or more lamer buttons on the table (which comes from a
computer chip or RFID in the one or more lamer buttons). With the
development of digital recording devices, this technology can be
used to send a signal to a digital recording unit every time a
lamer button is placed on a particular gaming table so as to be
detected. The recording made by the digital recording unit will be
"flagged" for future use--for instance, if a review is to be made
of every $500 marker paperwork issued, the "flag" will help in the
retrieval of video images coverage of every time a $500 lamer
button was placed on a layout.
[0048] The system in the surveillance room will have a program
designed to make sense of the information that is transmitted from
the lamer buttons and table game layouts. The program can keep a
log of every lamer button that gets placed on, and removed from, a
table games layout.
BRIEF DESCRIPTION OF THE DRAWINGS
[0049] A more complete understanding of the implementations may be
had by reference to the following detailed description when taken
in conjunction with the accompanying drawings wherein:
[0050] FIG. 1 illustrates an environment for gaming in an exemplary
embodiment, including a black jack gaming table.
[0051] FIG. 2 illustrates an environment for gaming in another
exemplary embodiment, including a roulette gaming table;
[0052] FIG. 3 illustrates an environment for gaming in yet an
exemplary embodiment, including a craps gaming table.
[0053] FIG. 4 illustrates the environment for gaming as show in
FIG. 1, and further showing sound, hard and soft copy diagnostic
issuances.
[0054] FIGS. 5-7 each illustrate an exemplary embodiment of a
process for marker transaction monitoring for use in an environment
for gaming.
[0055] FIG. 8 illustrates an exemplary embodiment of a process
involving a signal emitting lamer button, a reader, network
processes for processing the emitted signal, and server processes
for marker transaction monitoring for use in an environment for
gaming.
[0056] FIG. 9 illustrates an exemplary embodiment of server and
client for server processes to produce sound, hardcopy and softcopy
diagnostic issuances for marker transaction monitoring in an
environment for gaming.
[0057] FIGS. 10A-10B depict, respectively, exemplary embodiments of
a user interface screen to request a demand report for marker
transactions and a softcopy of a demand report for marker
transactions.
[0058] FIG. 11 depicts an exemplary embodiment of a hardcopy of a
marker transaction report.
[0059] The same numbers are used throughout the disclosure and
figures to reference like components and features. Series 100
numbers refer to features originally found in FIG. 1, series 200
numbers refer to features originally found in FIG. 2, and series
300 numbers refer to features originally found in FIG. 3, and so
on.
DETAILED DESCRIPTION
[0060] Implementations provide technology in the surveillance and
table games departments of casinos. This technology enables the
monitoring of marker transactions, and the detection of marker
scams that are occurring. Each lamer button is fabricated to
include a chip or senor that is able to transmit, through a
wireless signal, information pertaining to the denomination or
amount of the lamer button (i.e., $1,000) as well as its identity.
The table game layout includes a sensor to sense lamer buttons that
are placed on a portion of the surface of the table where lamer
buttons are placed by a game operator (e.g., a dealer). This sensor
will transmit information pertaining to the location (i.e. BJ-7:
Black Jack Gaming Table No. 7). The sensed data will be sent to a
computer terminal that executes an application, such as a computer
program, to properly account for the data.
[0061] FIG. 1 shows an environment 100 for a black jack card table
for players 102a-102e having respective card play areas 108a-108e
to which cards are dealt by a dealer 112 under the supervision of a
pit boss and/or a floor supervisor 116 who may be located from time
to time at a podium near one of more of the gaming tables. A cage
118 can also be near the gaming tables, which is a location for
accounting and/or monetary functions needed for environment
100.
[0062] Radio Frequency Identification (RFID) buttons 120A can be
placed on the blackjack card table, including one or more lamer
buttons, shown in FIG. 1 as being the $100, $500, and $1000
denominations, to evidence a player's debt, and a buy back button.
When a buy back button is placed with one or more lamer buttons,
the value of the one or more lamer buttons is meant to evidence
that a player is paying back the player's debt in the amount of the
one or more lamer buttons. A location 120B is depicted for
depositing RFID buttons 120A after corresponding marker paperwork
has been signed by a player, which paperwork is an acknowledgement
of the debt represented by the RFID buttons 120A being deposited in
the location 120B. Also shown in environment 100 is a bank roll
location 104, a drop box 112 for receiving the marker paperwork has
been signed by a player, a location 106 for RFID buttons 120A prior
to issuance of marker paperwork to a player 102, the cage 118, a
client or surveillance area 124 including personnel 124A, a camera
150 to record movements of lamer buttons, buy back buttons, and
game play, a computer that may be inside the surveillance area 124
and that can be networked to a computer or server 122 outside the
surveillance area 124, and a speaker communicating audible
diagnostics into the surveillance area 124, such as by giving
audible alarms.
[0063] Players 102a-102e are situated around the black jack table
in environment 100. RFID buttons 120A are placed within an area
106. Area 106 represents the physical extent on the black jack
table that a signal from an RFID button 120A can be sensed. In FIG.
1, sensing area 106 is depicted by a dashed line 110. A sensor, or
other device, would be placed underneath the sensing area 106 of
the blackjack table where the RFID buttons 102A will be placed. A
signal from each RFID button 120A placed within the sensing area
106 can be detected by the sensor under the black jack table.
Alternatively, dashed line 110 can represent an antenna that
receives a signal emitted by RFID buttons 120A that are situated
within area 106. These signals can be further communicated by
antenna 110 and communicated by wire and/or wirelessly to another
antenna so that the signal can be communicated to server 112 for
interpretation. In turn, the interpretation of the signal sent to
server 122 can be further communicated to the client or
surveillance area 124.
[0064] The signals picked up by antenna 110 are communicated by
conventional electronic devices to the other antenna in
communication with server 122. These signals contain data,
including a Globally Unique Identifier (GUID) for each of (i) one
or more RFID readers that read signals from RFID buttons 102A; (ii)
the black jack table; optionally each player 102 by way, for
example, of a player identification card that is presented to
dealer 112 to be read by a card reader that detects a GUID for the
player; and (iii) each RFID button 120A that is sensed by an RFID
reader as being situated within area 106. Of course, the RFID
buttons 120A and/or the sensing area 106 can be equipped with
hardware and/or software to encrypt the signals and/or to overcome
measures that would otherwise defeat proper communication of the
information carried in the signals, for instance the amounts, the
table, the RFID button GUID, etc. As such, the signal will
consistently carry or otherwise include information sufficient to
identify the amount of the RFID button 120A, its reader, optionally
the player 102 involved with the marker transaction, and its gaming
table where the dealer 112 has given the RFID button 120A to the
player 102 at the black jack gaming table.
[0065] FIG. 2 includes many of the same objects to perform like
functions as in FIG. 1, though it more particularly illustrates an
environment 200 for a roulette gaming table. Environment 200
includes one or more players 202a-202g, and a wheel operator 206
for a roulette wheel 204. As in FIG. 1, FIG. 1 shows an antenna
represented by a dashed line 110 that detects signals from RFID
buttons 120A within area bounded by dashed line 110, and
communicates data in signals to server 122. The data is
communicated over a wireless path 114 to server 122, as in FIG. 1,
and may include GUIDs for the table, for one or more RFID
reader(s), optionally for the player engaging in the marker
transaction, and for one or more RFID buttons 120A in the area
bounded by dashed line 110.
[0066] FIG. 3 includes many of the same objects to perform like
functions as in FIGS. 1-2, though is more particularly illustrates
an environment 300 for a craps gaming table 350. Environment 300
includes one or more players 302a-302j and a prop area 320. FIG. 3
shows dual antennas each represented by respective dashed lines
110A-110B, each detecting signals from RFID buttons 120A within the
respective areas bounded by dashed lines 110A, 110B, and for
communicating data in signals to server 122. The data is
communicated over a wireless path 114 to server 122, as in FIGS.
1-2, and may include GUIDs for the table, for one or more RFID
reader(s) associated with sensing areas 110A, 110B, optionally for
the player engaged in the marker transaction, and for one or more
RFID buttons 120A within sensing areas 110A, 110B.
[0067] FIG. 4 includes many of the same objects to perform like
functions as in FIGS. 1-3, but further illustrates a card gaming
table 440, a printer 420A to print out a hard copy report 420B of
marker transactions that have been logged via marker transaction
processes, a speaker 414A, preferably in a surveillance area, for
emitting audible diagnostics or warnings 414B of or relating to
marker transactions, and a display device 418 to render softcopy
diagnostics or warnings of or relating to marker transactions. As
such, surveillance personal in a surveillance area can be alerted
or can monitor each marker transaction as it occurs in a gaming
environment. Moreover, a camera 150 can capture movement at a
gaming table during marker transaction activities, and the
captioned visual images can be later archived and reviewed by
surveillance personal.
[0068] FIG. 5 illustrates an exemplary embodiment of a process 500
for marker transaction monitoring in an environment for gaming.
Process 500 can be performed, in different implementations in
environments 100-400 respectively depicted in FIGS. 1-4, as well as
in other gaming environment providing similar functionality. At
step 502, a player makes a request to a dealer or other casino
worker to borrow money that the player can use to play a game of
chance. In addition, but optionally, the player can offer a player
card to the dealer that can be read by a card reader so as to
identify the player with a Globally Unique Identifier (GUID). At
step 504, one or more RIFD buttons are placed in a sensing area on
the gaming table. The RFID buttons can be one or more lamer
buttons, which is an indication that the player is borrowing from
the casino in the amount of the one or more lamer buttons in the
sensing area.
[0069] The loan amount in lamer button(s) is obtained from the
float area during a marker "buy--back". During an issuance, the
lamer button(s) will be taken from the podium or another area
within the pit and then placed on the gaming table.
[0070] At step 506, one or more antennae around the gaming table
sense various signals. Each signal contains data. One such signal
contains data that is a GUID for each RFID button. Optionally, a
camera can be activated to record game play images at the gaming
table as soon as an RFID button signal has been detected. Another
signal contains a GUID for a reader of each in the RFID buttons.
Another signal, for instance, may contain a GUID for the gaming
table. A time period is started with the initial detection of a
signal from an RFID button. At the start of this time period, a
camera is turned on to record images of the gaming table as perhaps
the surrounding area.
[0071] At step 508, each GUID in each signal is derived (which may
include also a derivation of the value of one or more detected
lamer buttons). At step 510, there is a validation in a processing
system, for instance a client or a server to which data in the
signals have been communicated. This validation can be a table look
up against an inventory of known GUIDs for each of the readers, the
players, the RFID buttons, the gaming tables, and/or a combination
of the forgoing. Other validation processes are also contemplated.
In the event that a GUID fails to validate, such as for unknown
GUIDs, for duplicate GUIDs, for a GUID that fails to match a known
value of the corresponding lamer button, etc., then a diagnostic
can be rendered to the attention of surveillance personnel, for
instance at step 512.
[0072] At the end of the time period started in step 506, each RFID
button that has been sensed is accounted for as being included as a
group representing a single loan transaction in step 514. The data
for this loan transaction can include the GUIDs for the lamer
buttons, the table, the readers, and optionally the involved
player. The loan transaction is to be interpreted as acknowledging
the placement of markers of a certain value on the gaming table,
and the created transaction is stored as a log entry in a log file
at step 516.
[0073] At step 518, marker transaction paperwork is signed by the
involved player, the dealer drops the signed marker transaction
paperwork into the drop box at the gaming table, and currency
and/or gaming chips are placed on the gaming table so as to be
equal to the value of the placement marker transaction. The one or
more lamer buttons are removed from the gaming table and put into
the float: bank roll at the gaming table. When the RFID buttons are
removed, their signals emitted by their RFID circuitry can no
longer be detected. With the initial loss of the signal, a
predetermined time period is started. At the end of this
predetermined time period, the camera stops recording images of the
game play area.
[0074] Also at the end of the predetermined time period, at step
520, the lamer buttons that are no longer detected as being present
are deemed to be a group. This group can be made up of the GUIDs
for each lamer button, the table, the readers, the involved player,
and the total lamer button value that was removed from the gaming
table. A removal marker transaction is created for the group and is
recorded as an entry in a log file in the marker transaction
database. The marker transaction log file can be used for a demand
or periodic softcopy and/or hard copy report for review by
surveillance personal at the casino in conjunction with the
recording of visual images taken of any game play by the camera at
the game table.
[0075] FIG. 6 illustrates an exemplary embodiment of a process 600
for marker transaction monitoring in an environment for gaming.
Process 600 can be performed, in different implementations in
environments 100-400 respectively depicted in FIGS. 1-4, as well as
in other gaming environment providing similar functionality. A step
602, a player has previously borrowed money from a casino. This
borrowing transaction might have been represented by one or more
lamer buttons, such as in the process 500 seen in FIG. 5. As such,
in process 600 the player makes a request to a casino worker to pay
back previously borrowed money that was used to play a game of
chance.
[0076] At step 602, in addition but optionally, the player can
offer a player card to the dealer that can be read by a card reader
so as to identify the player with the player's GUID. At step 604,
at least two RIFD buttons are placed in a sensing area on the
gaming table. These at least two RIFD buttons include one or more
lamer buttons and a buy back button. The presence of the buy back
button indicates that the involved player is paying back the casino
in the amount of the value of the one or more lamer buttons. These
RFID buttons can be obtained from the float: bank roll at the
gaming table. Once obtained, these RFID buttons are then placed on
the gaming table in an area where signals from the same can be
detected by proximal conventional electronic devices.
[0077] At step 606, one or more antennae around the gaming table
sense various signals. Each signal contains data. One such signal
contains data that is a GUID for each RFID button. Optionally, a
camera can be activated to record game play images at the gaming
table as soon as an RFID button signal has been detected. Another
signal contains a GUID for a reader of each in the RFID buttons.
Another signal, for instance, may contain a GUID for the gaming
table. A time period is started with the initial detection of a
signal from an RFID button at step 606. At the start of this time
period, a camera is turned on to record images of the gaming table
as perhaps the surrounding area.
[0078] At step 608, each GUID in each signal is derived (which may
include also a derivation of the value of one or more detected
lamer buttons). At step 610, there is a validation in a processing
system, for instance a client or a server to which data in the
signals have been communicated. This validation can be a table look
up against an inventory of known GUIDs for each of the readers, the
players, the RFID buttons, the gaming tables, and/or a combination
of the forgoing. Other validation processes are also contemplated.
In the event that a GUID fails to validate, such as for unknown
GUIDs, for duplicate GUIDs, for a GUID that fails to match a known
value of the corresponding lamer button, etc., then an audible
and/or visual diagnostic can be rendered to the attention of
surveillance personnel, for instance at step 612.
[0079] At the end of the time period started in step 606, each RFID
button that has been sensed is accounted for as being included as a
group representing a single loan payoff transaction in step 614,
referred to there as a placement buy back transaction. The data for
this placement buy back transaction can include the GUIDs for the
lamer buttons, the buy back button, the table, the readers, and
optionally the involved player. The placement buy back transaction
is to be interpreted as acknowledging the placement of one of more
lamer buttons markers that add up to a certain value on the gaming
table along with the buy back button, and the created placement buy
back transaction is stored as a log entry in a log file at step
616.
[0080] At step 618, currency and/or gaming chips are placed on the
gaming table by the involved player so as to be equal to the value
of the placement buy back transaction. Paperwork that had been
previously signed by the involved player to acknowledge the debt is
returned to the player. The RFID buttons are removed from the
gaming table and placed back at the pit podium. When the RFID
buttons are removed, their signals emitted by their RFID circuitry
can no longer be detected. With the initial loss of the signal, a
predetermined time period is started. At the end of this
predetermined time period, the camera stops recording images of the
game play area.
[0081] Also at the end of the predetermined time period, at step
620, the RFID buttons whose signals are no longer detected as being
present are deemed to be a group. This group can be made up of the
GUIDs for each lamer button, the buy back button, the table, the
readers, the involved player, the total lamer button value that was
removed from the gaming table, and any combination of the
foregoing. A removal buy back marker transaction is created for the
group and is recorded as an entry in a log file in the marker
transaction database. The marker transaction log file can be used
for a demand or periodic softcopy and/or hard copy report for
review by surveillance personal at the casino in conjunction with
the recording of visual images taken of any game play by the camera
at the game table.
[0082] FIG. 7 illustrates an exemplary embodiment of a process 700
for marker transaction monitoring in an environment for gaming.
Process 700 can be performed, in different implementations in
environments 100-400 respectively depicted in FIGS. 1-4, as well as
in other gaming environment providing similar functionality. Step
702 can be initiated, for instance, at the end of the fiscal gaming
day for a casino, where the marker paperwork is transferred for
storage at the pit podium. The marker paperwork is transferred from
the pit podium to the casino cage. At Step 704, all lamer buttons
are removed from the float: bank roll of each gaming table and are
placed back at the pit podium.
[0083] At step 706, a validation process can be performed. This
validation process determines any irregularities by considering and
correlating the retrieved signed marker paperwork, the retrieved
the lamer buttons, the retrieved buy back buttons, and the entries
in the log file of the marker transaction database.
[0084] For each finding of a validation failure in step 706, there
can be a derivation of a time period for the corresponding marker
transaction at step 708. At step 710, the derived time period can
be used to retrieve, archive, and/or review images that were
recorded by a camera for the marker transaction at a corresponding
gaming table. The images may reveal a marker scam in the making,
its methodology, and its perpetrators.
[0085] FIG. 8 illustrates an exemplary embodiment of a process 800
involving a signal emitting lamer button 802, reader and network
processes 804 for processing the emitted signal, and server 810
performing a processes 812, 814 for marker transaction monitoring
for use in an environment for gaming, such processes 500-700. A
virtual memory process 808 includes data read by a reader of
wireless signals, each of which carries data. These data, which can
include the GUIDs of players, RFID buttons, tables, readers, and
combinations thereof, can be stored as respective log entries for
later storage in a maker transaction database via one or more
database processes 814.
[0086] FIG. 9 illustrates an exemplary embodiment of server 902 and
client or server 904 processes, respectively 908, 914. In the
server process 908, a radio process 910 communicates with a server
database process 912 regarding signals that are wirelessly detected
and processed in server process 908. In the client or server
process 914, an alert process 916 communicates with a live client
process 918 to produce sound, hardcopy and softcopy diagnostic
issuances for marker transaction monitoring in an environment for
gaming. Example issuances of diagnostics include a display 920 of a
demand or automatic log or report, a display 922 of a diagnostic
message, and a hardcopy report 924 of a demand or automatic log or
report.
[0087] FIG. 10A depicts an exemplary embodiment of a screen shot
1000A by which a user can request a demand report for marker
transactions. FIG. 10B depicts an exemplary embodiment of a
softcopy 1000B of a demand report for marker transactions that had
been requested by a user, such as by the user interface depicted in
screen shot 10A. FIG. 11 depicts an exemplary embodiment of a
hardcopy 1100 of a demand report for marker transactions that had
been requested by a user, such as by the user interface depicted in
screen shot 10A.
[0088] As shown in FIGS. 10B and 11, line items appear in each
report as various marker transactions along with the value of the
marker transaction, for instance, as was discussed with respect to
process 600. Various buy back marker transactions are shown as line
items in the reports along with the value of the buy back, for
instance, as was discussed with respect to process 600, above.
Validation failures are also indicated, such an "Unidentified
Lamer" or a "Deactivated Lamer". Such failures can be determined,
for instance, as was discussed with respect to steps 512, 610 and
706 in respective processes 500, 600, and 700, above.
[0089] The environments 100-400 are given by way of example and not
by way of limitation. Rather, the technology disclosed herein can
be used on many other gaming tables--essentially any gaming table
where a marker is issued. With respect to the RFID buttons, by way
of example and not by way of limitation, the "Safechip".TM.
technology might be provided by the Bourgogne et Grasset, based in
Nice, France, and could be used for one or more embodiments of the
above described RFID buttons. Another sensor, or device, would be
placed underneath the portion of the table game where lamer buttons
will be placed. This sensor or device will be able to transmit
information pertaining to the location of the table. For example,
BJ-14: Black Jack Gaming Table No. 14.
[0090] By way of example and not by way of limitation, in yet
another implementation, the "Safechip" technology provided by the
Bourgogne et Grasset, mentioned above, can be used in conjunction
with a radio frequency identification "RFID" transponder and reader
technology developed by Philips Semiconductors company having
offices in the USA.
[0091] In yet another implementation, when the lamer button comes
within range of the sensor or device on the table game layout, a
signal will be sent to a receiver or antenna placed in the ceiling
above the pit, or near the pit podium. The signal will then be
transmitted through, through hardwire, to the computer in the
Surveillance room. The signal will be sent from the table game to
the antenna or receiver using wireless technology (or hardwire).
The signal that is sent to the PC will provide the location of the
signal (comes from the layout sensor or device) and the
denomination of the lamer button (which comes from the RFID chip in
the lamer button).
[0092] The computer in the surveillance room will have a program
designed to makes sense of the information that is transmitted from
the lamer buttons and table game layouts. The program would keep a
log of every lamer button that gets placed on a table games layout:
TABLE-US-00001 Date Time Game Amount Feb. 15, 2004 15:34:33 BJ-4
$1,000 Feb. 15, 2004 15:36:22 BJ-7 $500 Feb. 15, 2004 16:22:07 C-3
$5,000
[0093] The computer in the surveillance room would provide an audio
alert through speakers. For instance, as soon as the computer
translated the signal, an alarm would go off that says "BJ-4,
$1000." This would alert surveillance that a $1,000 lamer button
was just placed on the layout of BJ-4. The surveillance agent would
then know to pull up that game and review the transaction that was
taking place.
[0094] If the surveillance department is busy with other
activities, and they are not able to pull up the transaction, there
will be another safeguard in place. At the end of each gaming day,
a report will be printed from the Surveillance Lamer Log. This
report can then be taken and audited against the Actual Marker
Transaction Log printed from the cage. The software that each
casino uses varies. Some casinos use a system called "AS-400" which
handles all information tracking in the casino. As such, this or
other systems need not be limited to being "cage software" when
used in conjunction with the technology disclosed herein--such as
the casino's general accounting system. Since the Cage Log
documents all transactions that were printed, and the exact amount
they were printed for, this comparison would red flag any
suspicious transactions. The following are some example
comparisons: TABLE-US-00002 Lamer Log: Date Time Game Amount Feb.
15, 2004 15:22:21 BJ-4 $500
[0095] TABLE-US-00003 Cage Log: Date Time Game Amount Type Feb. 15,
2004 15:22:57 BJ-4 $500 CC
In this case, the marker transaction would be correct.
[0096] Please note the time difference between the "Lamer Log" and
the "Cage Log". This variance exists because the Lamer Button is
placed on the layout prior to the marker transaction being printed.
This variance exists on all transactions and will not affect the
ability to be able to verify transactions. Also note the "Type"
portion of the Cage Log. The "CC" indicates a Casino Credit (marker
issuance). "BB" would indicate a buy-back (marker redemption).
[0097] Comparison B: TABLE-US-00004 Lamer Log: Date Time Game
Amount Feb. 15, 2004 15:22:21 BJ-4 $1,000
[0098] TABLE-US-00005 Cage Log: Date Time Game Amount Type Feb. 15,
2004 15:22:57 BJ-4 $500 CC
[0099] In this case, the floor supervisor placed a $1,000 lamer
button on the layout, but only printed a $500 marker. This is a
case where a red flag would go up.
[0100] Comparison C:
[0101] Lamer Log: *** No Entry *** TABLE-US-00006 Cage Log: Date
Time Game Amount Type Feb. 15, 2004 15:22:57 BJ-4 $500 BB
[0102] In this case, a $500 buy-back was issued on BJ-4, but no
Lamer Button was placed on the table. This would indicate that the
floor supervisor returned the marker without the patron paying the
chips back to the dealer.
[0103] Comparison D: TABLE-US-00007 Lamer Log: Date Time Game
Amount Feb. 15, 2004 15:22:21 BJ-4 $5000
[0104] TABLE-US-00008 Cage Log: Date Time Game Amount Type Feb. 15,
2004 15:22:57 BJ-4 $1,000 BB
In this case, a $1000 buy-back was issued, but the player only paid
back $500 in chips to the dealer.
[0105] This computer software can be programmed to interface with
the cage system or the casino's general accounting system. By
integrating the two, the Marker Detection Software can be
programmed to automatically pull the information needed from the
Cage Log. The computer will then compare the transactions and
create an Exceptions Report. This Exceptions report will list all
of the transactions that occurred for that day that are suspicious
(based on the criteria set by the program). Since different casinos
use different programs in their cage, this programming would need
to be done on a one-to-one basis.
[0106] In another implementation, one or more specially-equipped
gaming tables and an RF link between the tables and a receiver are
provided. A computer monitoring and processing station is also
provided so as to be linked to the receiver. The gaming tables
further comprise an area for recognizing the placement of a lamer
button, circuitry to recognize the dollar value associated with a
particular lamer button, and a means to transmit lamer placement
information to the central monitor through the RF link. The
monitoring computer comprises hardware running software to log and
track lamer placement events, and to reconcile the log with back
office payment information so as to analyze whether proper marker
accounting has occurred. The software then has alert capability to
describe certain trigger events, such as placement of a particular
token, and events such as detection of a particular scam event.
[0107] In still another embodiment, the lamer buttons contain smart
chip technology that communicates the dollar amount to the table
when the button is placed. Alternate embodiments may also exist
such as bar code or optical scanning, or other mechanism to
indicate dollar value such as a mechanical key-type actuator. Also,
in an alternate embodiment, the gaming tables are not linked by RF
to a central computer, but by a direct connection such as wiring or
fiber optics. In yet another embodiment, the gaming tables prepare
a log and download the log to a medium such as a computer disc or
flash memory that is then interfaced with a central monitoring
computer. In yet another embodiment, the storage medium for the
lamer placement log is integrated to the drop box that is
periodically removed from the table, and then the lamer placement
log is automatically downloaded by the drop box being placed in a
receptacle in the back office. In a still further embodiment, a
system and/or method that combines the detection, control, and
accounting of both electronic lamer buttons and electronic gaming
chips can be employed.
[0108] A Computer System
[0109] FIGS. 1-4 and 9 shows exemplary computer systems (e.g., 122,
124, 408, 810, 902, 904), such as servers and/or clients, that can
be used to implement the processes described herein. Each computer
system can include one or more processors or processing units, a
system memory, and a bus that couples various system components
including the system memory to the processor(s). The bus represents
one or more of any of several types of bus structures, including a
memory bus or memory controller, a peripheral bus, an accelerated
graphics port, and a processor or local bus using any of a variety
of bus architectures. The system memory includes read only memory
(ROM) and random access memory (RAM). A basic input/output system
(BIOS), containing the basic routines that help to transfer
information between elements within the computer, such as during
start-up, is stored in the ROM.
[0110] A number of program modules may be stored on the storage
components of the computer. The computer commonly operates in a
networked environment using logical connections to one or more
remote computers, such as a remote computer. The remote computer
may be a personal computer, another server, a router, a network PC,
a peer device or other common network node, and typically includes
many or all of the elements described above relative to the
computer. The logical connections depicted in FIG. 1 include a
local area network (LAN) and a wide area network (WAN). Such
networking environments are commonplace in local computing
environments, enterprise-wide computer networks, intranets, and the
Internet.
[0111] When used in a LAN networking environment, the computer is
connected to the local network through a network interface or
adapter. When used in a WAN networking environment, the computer
typically includes a modem or other means for establishing
communications over the wide area network, such as the
Internet.
[0112] Generally, the data processor(s) of the computer are
programmed by means of instructions stored at different times in
the various computer-readable storage media of the computer.
Programs and operating systems are typically distributed, for
example, on floppy disks or CD-ROMs. From there, they are installed
or loaded into the secondary memory of a computer. At execution,
they are loaded at least partially into the computer's primary
electronic memory. The invention described herein includes these
and other various types of computer-readable storage media when
such media contain instructions or programs for implementing the
blocks described below in conjunction with a microprocessor or
other data processor. The invention also includes the computer
itself when programmed according to the methods and techniques
described herein.
[0113] For purposes of illustration, programs and other executable
program components such as the operating system are illustrated
herein as discrete blocks, although it is recognized that such
programs and components reside at various times in different
storage components of the computer, and are executed by the data
processor(s) of the computer.
[0114] Any of the functions described herein can be implemented
using software, firmware (e.g., fixed logic circuitry), manual
processing, or a combination of these implementations. The term
"logic" or "module" as used herein generally represents software,
firmware, or a combination of software and firmware. For instance,
in the case of a software implementation, the term "logic" or
"module" represents program code that performs specified tasks when
executed on a processing device or devices (e.g., CPU or CPUs). The
program code can be stored in one or more computer readable memory
devices. The illustrated separation of logic and modules into
distinct units may reflect an actual physical grouping and
allocation of such software and/or hardware, or can correspond to a
conceptual allocation of different tasks performed by a single
software program and/or hardware unit. The illustrated logic and
modules can be located at a single site (e.g., as implemented by a
single processing device), or can be distributed over plural
locations.
[0115] The present invention may be embodied in other specific
forms without departing from its spirit or essential
characteristics. The described embodiments are to be considered in
all respects only as illustrative and not restrictive. The scope of
the invention is, therefore, indicated by the appended claims
rather than by the foregoing description. All changes which come
within the meaning and range of equivalency of the claims are to be
embraced within their scope.
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