U.S. patent application number 11/275301 was filed with the patent office on 2006-09-14 for methods for game player identification.
Invention is credited to Jerome Carpenter, Faith LeBrun, Steven Lee, James E. Sutton, Craig J. Sylla.
Application Number | 20060205489 11/275301 |
Document ID | / |
Family ID | 36971735 |
Filed Date | 2006-09-14 |
United States Patent
Application |
20060205489 |
Kind Code |
A1 |
Carpenter; Jerome ; et
al. |
September 14, 2006 |
METHODS FOR GAME PLAYER IDENTIFICATION
Abstract
One embodiment of the invention includes a method of monitoring
behavior of a group of casino game players. The method includes
identifying a group of casino game players for profiling; profiling
the game players based upon their actions in a gaming
establishment; and providing options for game play and service to
the game players based upon their profile.
Inventors: |
Carpenter; Jerome;
(Woodridge, IL) ; LeBrun; Faith; (Chicago, IL)
; Lee; Steven; (Naperville, IL) ; Sutton; James
E.; (Cary, IL) ; Sylla; Craig J.; (Round Lake,
IL) |
Correspondence
Address: |
SCHWEGMAN, LUNDBERG, WOESSNER & KLUTH, P.A.
P.O. BOX 2938
MINNEAPOLIS
MN
55402
US
|
Family ID: |
36971735 |
Appl. No.: |
11/275301 |
Filed: |
December 22, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60640663 |
Dec 30, 2004 |
|
|
|
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
G07F 17/3241 20130101;
G07F 17/32 20130101; G07F 17/3237 20130101; G07F 17/3206 20130101;
G07F 17/3239 20130101 |
Class at
Publication: |
463/029 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of monitoring behavior of a group of casino game
players, comprising: Identifying a group of casino game players for
profiling; Profiling the game players based upon their actions in a
gaming establishment; and Providing options for game play and
service to the game players based upon their profile.
2. The method of claim 1 wherein the profiles are categorized.
3. The method of claim 2 wherein the categories comprise one or
more of high rollers, gambling addicts and game cheaters.
4. The method of claim 1 wherein profiling is performed using
artificial intelligence.
5. The method of claim 1 wherein options are provided using
artificial intelligence.
6. The method of claim 1 wherein the players are profiled using
biometric parameters.
7. The method of claim 1, further comprising maintaining a database
of players and a profile for each player.
8. The method of claim 6, further comprising maintaining options
for game play and for service for each player in the database.
9. The method of claim 1 wherein the options include limiting
access to gaming machines for players having a preselected
profile.
10. The method of claim 1 wherein the options include providing
additional services for players having a preselected profile.
11. The method of claim 1 wherein the options include banning
players having a preselected profile from playing games.
12. The method of claim 1 wherein the options include monitoring
player behavior and identifying correlations with behavior of other
players.
13. The method of claim 11 wherein correlations are identified with
artificial intelligence.
14. A method of identifying suspicious gaming patron activity
comprising: collecting data regarding the activity of a
multiplicity of gaming patrons; processing the data with a neural
network to identify typical gaming patterns; and analyzing the
activity of gaming patrons and identifying activity that departs
from the typical gaming patterns.
15. The method of claim 13 comprising identifying the gaming
activity of an individual gaming patron and developing a gaming
profile for the individual gaming patron from the data collected
from the individual gaming patron.
16. The method of claim 14 further comprising comparing the
activity of a gaming patron to the patron's gaming profile and
declaring a possible identify theft if the activity of the gaming
patron deviates from the patron's gaming profile.
17. The method of claim 13 comprising processing data from a
general gaming population to develop a range of expected gaming
activity, and identifying gaming activity that falls outside the
range of expected gaming activity as suspicious.
18. The method of claim 13, further comprising processing data to
identify behavior indicative of a conspiracy by more than one
patron to defraud a casino.
19. The method of claim 17, further comprising analyzing the
behavior of groups of patrons in order to identify
conspiracies.
20. A machine-assisted method comprising: tracking the gaming
activity of a patron; if the gaming activity of the patron meets a
criterion, identifying the patron as a preferred status patron,
collecting a biometric sample from the patron, and associating the
biometric sample with patron's preferred status; collecting
biometric samples from patrons in a gaming establishment; if one of
the biometric samples collected from patrons in the gaming
establishment matches the biometric sample of the preferred status
patron, declaring that patron from whom the biometric sample was
collected should receive preferred treatment.
21. The method of claim 19, further comprising developing a profile
for identifying high rollers and comparing a patron's activities to
the profile.
Description
RELATED APPLICATION
[0001] This application claims priority under 35 U.S.C. 119(e) from
U.S. Provisional Application Ser. No. 60/640,663 filed Dec. 30,
2004, which application is incorporated herein by reference.
COPYRIGHT
[0002] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever. The following notice
applies to the software and data as described below and in the
drawings that form a part of this document: Copyright .COPYRGT.
2005, WMS Gaming Inc.
FIELD
[0003] This patent application pertains generally to gaming
systems, and more particularly to methods for controlling a gaining
machine in response to the machine's environment.
BACKGROUND
[0004] Gaming devices such as slot machines offer patrons to
purchase an opportunity to plan a game of chance. Modem gaming
devices typically employ a computer system and a display that
presents a gaming interface to a patron. Patrons in a casino may be
offered complimentary services, such as beverages. Casinos
typically also includes security personnel who monitor activity of
casino patrons. Improved gaming devices are needed.
SUMMARY
[0005] One embodiment of the invention includes a method of
monitoring behavior of a group of casino game players. The method
includes identifying a group of casino game players for profiling;
profiling the game players based upon their actions in a gaming
establishment; and providing options for game play and service to
the game players based upon their profile.
[0006] Another embodiment includes a method of identifying
suspicious gaming patron activity. The method includes collecting
data regarding the activity of a multiplicity of gaming patrons;
processing the data with a neural network to identify typical
gaming patterns; and analyzing the activity of gaming patrons and
identifying activity that departs from the typical gaming
patterns.
[0007] One other embodiment includes a machine-assisted method. The
method includes tracking the gaming activity of a patron; if the
gaming activity of the patron meets a criterion, identifying the
patron as a preferred status patron, collecting a biometric sample
from the patron, and associating the biometric sample with patron's
preferred status;
[0008] collecting biometric samples from patrons in a gaming
establishment;
[0009] if one of the biometric samples collected from patrons in
the gaming establishment matches the biometric sample of the
preferred status patron, declaring that patron from whom the
biometric sample was collected should receive preferred
treatment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] The present invention is illustrated by way of example and
not limitation in the accompanying drawings in which:
[0011] FIG. 1 is a flow chart that illustrates a method of
operating a gaming device in accordance with a gaming protocol for
a jurisdiction.
[0012] FIG. 2 is a perspective view of an embodiment of a gaming
device.
[0013] FIG. 3 is a schematic illustration of components of a gaming
device.
[0014] FIG. 4 is a schematic illustration of a server in
communication with gaming devices over a network.
[0015] FIG. 5 is a schematic illustration of servers and gaming
devices in communication through a network.
[0016] FIG. 6 is a flow chart that illustrates of a method of
verifying the location of a gaming device.
[0017] FIG. 7 is a flow chart that illustrates a method of
identifying suspicious gaming activity.
[0018] FIG. 8 is a schematic illustration of the operation of an
activity tracking module.
[0019] FIG. 9 is a flow chart that illustrates a method of
analyzing patron activity using a neural network.
[0020] FIG. 10 is a flow chart that illustrates a process by which
patron activity is analyzed to detect identity theft.
[0021] FIG. 11 is a flow chart that illustrates a method of
recognizing a preferred patron using a biometric sample.
[0022] FIG. 12 is a schematic representation of a gaming device
system.
DETAILED DESCRIPTION
[0023] Methods and apparatus for sensing activity and location of a
gaming device are described herein. In the following description,
numerous specific details are set forth. However, it is understood
that embodiments of the invention may be practiced without these
specific details. In other instances, well-known circuits,
structures, and techniques have not been shown in detail in to
avoid obscuring the understanding of this description. Note that in
the description, references to "one embodiment" or "an embodiment"
mean that the feature being referred to is included in at least one
embodiment of the invention. Further, separate references to "one
embodiment" in this description do no necessarily refer to the same
embodiment; however, neither are such embodiments mutually
exclusive, unless so stated and except as will be readily apparent
to those of ordinary skill in the art. Thus, the present invention
can include any variety of combinations and/or integrations of the
embodiments described herein. Moreover, in this description, the
phrase "exemplary embodiment" means that the embodiment being
referred to serves as an example or illustration.
[0024] This description is divided into four sections. First, an
exemplary gaming device and exemplary gaming environments are
described. The, techniques for detecting tampering and suspicious
gaming are described. Next, the use of biometric sensing with
gaming devices, systems, and methods is described. Then,
geolocation of gaming devices is described.
Exemplary Gaming Devices, Systems and Environments
[0025] Referring now to FIG. 1, a gaming device 10 is in
communication with a biometric processing system 20. A biometric
sensor 30 such as a video camera sends a biometric sample to the
biometric processing system, which compares the biometric sample
against a database of biometric samples 40. The biometric
processing system is preferably a networked system that is remote
from the gaming device, but can also be a component of the gaming
system. In an embodiment, the biometric sensor is connected to the
biometric system through a network. The biometric sensor can also
be connected to the gaming device that is configured to send the
biometric sample to the biometric processing system. A global
positioning system (GPS) 50 is in communication with the gaming
device.
[0026] FIG. 2 shows a perspective view of an example of a gaming
device 200. One or more central processing units (CPU's) (not
shown) interacts with a memory circuit, data storage, and a network
interface to present a game of chance on a display 225. A patron
can interact with the gaming device through an input mechanism 230
such as buttons 231. The input mechanism can also include a
touch-sensitive screen, a lever arm, or other known input
mechanisms. A gaming device typically can receive payment for game
play through one or more of a bill collector 233, coin slot 234, or
card slot 234. The device typically can provide a payoff in coin
form or on a card.
[0027] FIG. 3 shows schematic representation of a gaming device
system. A game is played through a CPU that is coupled to a memory
circuit 310 and data storage 315 such as a hard drive. A network
interface 320 allows the gaming device to interact with a server
(not shown in FIG. 3) to coordinate multiple devices, for example
in a progressive jackpot environment. A display device 325 presents
game choices and results to a patron. In varying embodiments,
advertisements, entertainment, videos, or other content can also be
presented on the display device. An input 330 such as a button
system or touch-sensitive screen allows input from a game patron. A
coin/credit detector 340 monitors receipt of payment for game play
through coins, bills, cash-value cards, player tracking cards, or
credit cards. A separate card reader 375 can also be provided and
configured to read a patron tracking card. In varying embodiments,
gaming devices are networked, and player activity is tracked
throughout one or more casinos player's tracking card.
[0028] A payoff mechanism 345 allows for payoff through coins,
bills, or a card. A switch 335 allows the device to be shut off. A
light sensor 355 is configured inside the gaming device to detect
if the gaming device is opened. A motion sensor 360, such a tilt
sensor, is configured to detect movement of the device. A biometric
sensor 365 such as a video sensor is configured to detect a patron
in the vicinity of the device. A global positioning system 370 is
mounted in the gaming device and coordinated with a satellite
system to identify the geographic location of the gaming device. It
is understood that FIGS. 2 and 3 are merely examples, and that a
variety of gaming device systems are possible. While various
components are shown in communication with the CPU for sake of
illustration, it is understood that components can also communicate
with each other, and that various components are connected through
one or more system buses or other connections.
[0029] Referring now to FIG. 4, a networked gaming environment is
schematically illustrated. A server 410 is connected to a network
420 through a wired or wireless system. A plurality of gaming
devices 430 are connected to the network. In varying embodiments,
the network 420 is a private network or a public network, and
includes a plurality of networks connected together. In an
embodiment, the network 420 includes the Internet. The networked
gaming environment can allow gaming devices 430 to communicate with
a server or with each other. In an embodiment, for example, a
progressive jackpot is accumulated based upon activity in multiple
games and coordinated by a remote system through server 410.
[0030] FIG. 5 provides a schematic illustration of another
exemplary networked gaming environment. A server 505 is connected
to a network 510. Gaming devices 515 and 520 are connected to the
network and in communication with the server through the network. A
second server 525 can also be connected to the network 510. A
second network 530 is connected to the main network 510 through the
second server 525. Gaming devices 535, 540, 545 are connected to
the second server 525 through the second network 530. A gaming
device can also include a global positioning unit that communicates
with a global positioning satellite 550 to identify the location of
the device.
Detecting Tampering or Suspicious Gaming
[0031] In varying embodiments, techniques are used to detect
tampering with a gaming device. In an embodiment, physical access
to the device is detected using a light sensor or motion sensor.
For example, in an embodiment, a light sensor is configured so that
if a sealed machine is opened, the light sensor detects light that
enters the machine when it is opened. This event is communicated to
a security system and/or security personnel through a network
connection. In another embodiment, a motion sensor is configured to
detect movement of a device or motion inside a device and send a
notice of the movement. This allows detection that a machine is
being stolen, abused, or otherwise tampered with. In varying
embodiments, evidence of possible tampering is analyzed by the
gaming device, or by a computer system accessible through a
network.
[0032] In varying embodiments, tampering or other improper use of
gaming devices is detected by monitoring user activity. Referring
now to FIG. 6, a tracking module 610 tracks the activity of a
gaming patron. Profile module 620 develops a patron gaming profile
based on the activity of the gaming patron. Compare module 630
compares the activity of the gaming patron to the gaming profile
for the gaming patron. Detect deviation operation 640 determines
whether the activity of the gaming patron deviates from the patron
gaming profile. If the activity of the patron deviates from the
patron gaming profile, declare module 650 declares that the patron
activity is suspicious. If the activity of the patron does not
deviate from the patron gaming profile, tracking module 610
continues tracking the patron.
[0033] In varying embodiments, patron activity is be tracked
through other techniques, including player identification cards. A
tracking card is an object, usually a card that fits in a wallet,
that contains a unique code for a game patron. In varying
embodiments, a bar code, magnetic code, or radio frequency
identification (RFID) tag is used as a patron identification code.
Embodiments of gaming devices are equipped with a code reader, so
that the machine can recognize the gaming patron. As the patron
engages games in a casino (or multiple casinos), the patron's
activity is tracked through the tracking card, and unusual patron
behavior is identified, monitored, and analyzed. For example,
unusual cash out patterns or betting patterns by a particular
patron are tracked as the patron visit gaming machines or
casinos.
[0034] FIG. 7 is a schematic illustration information collected by
an exemplary tracking module 700. The tracking module collects
information from a patron's tracking card 710, a patron's inputs to
the game 720, such as the pressing of buttons or the screen,
non-input touching of the display screen 730, and purchase of
gaming credits 740 including the insertion of bills in the device
and the value of bills inserted, and the insertion of coins. The
tracking module also collects betting pattern 750 and cash out
patterns 760, as well as the types of games played 770.
[0035] In varying embodiments, the user inputs and cash out
occurrences are monitored and analyzed by one or more computer
systems to identify unusual or suspect behavior. For example, a
pattern of bill insertion soon followed by a cash out can indicate
the use of counterfeit currency. Unusual cash out patterns can also
indicate that tampering is occurring. More complex patterns, or
departures from expected patterns, can also be detected. For
example, repeated or unusual sequences of user inputs can indicate
tampering or other improper use of a gaming device that should be
investigated.
[0036] In another embodiment, tampering or improper use are
detected by monitoring activity across a number of networked
devices. Activity patterns are observed and stored, and patron
activity is compared to observed patterns. For example, new patron
activity is compared against stored activity patterns, and patron
activity that deviates from the range of activity predicted by the
patterns is identified as suspicious. Instances of identification
theft, for example through a stolen credit card, are detected.
[0037] In varying embodiments, a gaming profile (or "signature")
are developed for an individual gaming patron, or for patrons
generally. In an embodiment, if the activity of a gaming patron
deviates from his or her gaming profile, a possible case of
identity theft is declared and investigated. In another embodiment,
a general profile that applies to patrons generally is developed
based upon ranges of activity that are expected from gaming
patrons. If a particular gaming patron's activity deviates from a
range of activity predicted by the general profile, the patron is
declared suspicious, and responsive action is taken. In varying
embodiments, patron activity are analyzed with a neural network.
Neural networks are discussed in U.S. Pat. Nos. 6,067,535,
6,038,555, 5,966,650, 5,010,512, and 4,876,731, which are
incorporated herein by reference.
[0038] In an embodiment, unusual or idiosyncratic gaming activity
is used to identify a particular patron from a group of patrons.
For example, tracking sufficient unusual input sequences occurring
at a multiple devices, or sequential use of devices, allows
identification of a particular patron.
[0039] Referring now to FIG. 8, a method of analyzing patron
activity is shown. Collect data module 810 collects data regarding
the activity of a multiplicity of gaming patrons. Neural network
module 820 processes the data with a neural network to identify
typical gaming patterns. Analyze module 830 analyzes the activity
of gaming patrons in view of patterns identified by the neural
network and identifies activity that departs from typical gaming
patterns.
[0040] In an embodiment, both an individual and a general profile
are used to detect possible identity theft. Referring now to FIG.
9, collect data module 910 collects data regarding the activity of
a multiplicity of gaming patrons. Patron profile module 920
identifies the gaming activity of an individual gaming patron and
develops a gaming profile for the individual gaming patron. Data
collection module 930 collects further activity associated with the
patron. For example, in an embodiment, activity associated with a
patrons tracking card or credit card is tracked. Profile match
operation 940 determines whether the activity of the gaming patron
matches the profile. If the activity does not match the profile,
declare identity theft module 950 declares a possible identity
theft. If the activity does match the individual patron profile,
tracking module 960 continues tracking patron activity. A profile
for the general population is also developed: Profile module 970
develops a profile for a general gaming population that predicts a
range of expected gaming activity. Suspicious activity operation
980 determines whether gaming activity that falls outside the range
of expected gaming activity. If the activity of a gaming patron
falls outside the range of expected gaming activity, a possible
gaming theft is declared.
Biometric Sensing
[0041] In varying embodiments, biometric techniques are used to
identify and/or track patrons. In an embodiment, a video sensor in
a gaming establishment and is connected to a computer system that
analyzes data from the video sensor. A video sensor, such as a
video camera, is configured to communicate with a gaming device or
other computer system through a wired or wireless direct connection
or through a network. Facial recognition technology is used to
identify a patron from a video image. A faceprint is generated from
the image. The faceprint is compared to face prints in a faceprint
database to identify a patron of interest.
[0042] In varying embodiments, a list of patrons is designated for
VIP treatment: If the faceprint of a VIP patron is identified from
a video image, special services is directed to the patron.
[0043] Referring now to FIG. 10, a tracking module 1010 tracks the
gaming activity of a patron. A preferred patron identifier
operation 1020 determines whether the gaming activity of the patron
meets a criterion. If the activity of the patron meets a criterion,
status module 1030 identifies the patron as a preferred status
patron. Biometric sample module 1040 collects a biometric sample
from the patron. Associate status module 1050 stores the biometric
sample and associates the biometric sample with the patrons
preferred status. Collect data module 1060 collects a new biometric
sample from a patron in a gaming establishment. Identify preferred
patron module 1070 determines whether the newly collected biometric
sample matches the stored biometric sample of the preferred status
patron. Preferred treatment module 1080 declares that the patron
from whom the new biometric sample was collected should receive
preferred treatment.
[0044] In other embodiments, faceprints for other categories of
patrons are be cataloged and referenced. In an embodiment,
faceprints of problem gamblers, banned patrons, and minors are
tracked. In one embodiment, a known minor is recognized. In another
embodiment, a faceprint is analyzed to determine whether the patron
is a minor, based upon the dimensions of the faceprint.
[0045] In another embodiment, biometric technology is used to
confirm that the patron using a tracking card is actually the
patron associated with the tracking card. In varying embodiments, a
gaming device compares the patron identity indicated by a player
tracking card to the identity associated with a faceprint of the
patron who is using the machine to determine whether the patron
using the card is actually the patron associated with the card.
This confirmation of patron identity prevents a patron from lending
a tracking card to another patron. Instances of fraudulent use of
tracking cards is also identified. Gaming devices that are equipped
with facial recognition technology generally require increased
storage and processing capacity compared to comparable gaming
systems that lack recognition technology.
[0046] Other biometric techniques can also be used to identify
patrons. For example, in an embodiment, fingerprint scanning or
iris scanning techniques are used to recognize a patron. Biometric
sampling and analysis is further described in U.S. Pat. Nos.
6,810,480, 6,810,135, 6,801,641, 6,783,459, 6,728,881, 6,722,985,
6,709,333, 6,612,928, and 6,508,709, which are incorporated herein
by reference.
Geolocation
[0047] In an embodiment, gaming device includes a system for
identifying the geographic location of the device. In one
embodiment, a global positioning system (GPS) is used to locate the
device. Global positioning systems are described in U.S. Pat. No.
6,104,815, which is incorporated herein by reference. In another
embodiment, a cellular transmission is used to locate the gaming
device through triangulation.
[0048] In another embodiment, an internet protocol is used to
identify where a gaming device is located. In an embodiment, a
traceroute check can follow the path that TCP/IP packets take going
from one point to another and identify the source of a
transmission. Alternatively, an IP address is be checked against a
database of countries of origin of IP addresses or a database of IP
address owners. A geolocation database is available from QUOVA,
INC, for example. Further geolocation techniques are described in
U.S. Pat. No. 6,684,250, which is incorporated herein by reference.
In an embodiment, operation of a gaming device that is operating
from an illegitimate IP address (e.g. from an IP address that
differs from the realm of expected IP addresses) is detected and
discontinued.
[0049] In varying embodiments, geolocation techniques allow
identification of illegal or unauthorized operation of a gaming
machine. For example, identification of the geographic location of
a gaming device allows for detection a stolen gaming device or
unauthorized transport of the game. In an embodiment, if a gaming
device is operated in an unauthorized or unexpected location, the
unauthorized use device is handled through deactivation, retrieval,
or blockage of network access to a gaming network.
[0050] In another embodiment, a portable gaming devices is
controlled or disabled based upon data received from a geographic
locating system and a database of data for geographic regions. In
varying embodiments, gaming devices on cruise ships or aircraft are
be located, and that operation of the gaming device is coordinated
with jurisdictional regulations as the craft moves about the world.
For example, if a cruise ship moves to waters where gaming is not
permitted, the gaming device is shut off.
[0051] In an embodiment, a gaming device is automatically
configured to comply with regulations in a jurisdiction where
gaming is permitted, based upon the data received from a geographic
locating system. For example, a geographic locating system also
allows a device to be configured based upon which casino it is
placed in. In an embodiment, a database of geographical coordinates
for casinos is maintained, and a gaming device is matched to a
particular casino based upon the geographic locating data obtained
from the device. A database of configuration information for the
casinos is maintained and used to configure gaming devices based
upon which casino matches the gaming device location.
[0052] Referring now to FIG. 11, a database 20 includes gaming
protocols associated with jurisdictions. In an embodiment, protocol
module 1110 stores gaming protocols designed to comply with the
laws of particular states or reservations. Locate device module
1120 identifies the location of the gaming device. Jurisdiction
module 1130 identifies a jurisdiction to which the gaming device is
subject, based on the location of the gaming device. Operate module
1140 selects a protocol from the database and operates the gaming
device in accordance with the gaming protocol for the identified
jurisdiction.
[0053] In varying embodiments, anti-spoofing strategies are used to
prevent faking of a device location. For example, multiple
geolocating systems are employed so that a spoofed location is
identifiable from inconsistencies among the systems.
[0054] Referring now to FIG. 12, a method of confirming the
location of a gaming device is shown. GPS locate module 1210
locates a gaming device using a global positioning system (GPS).
Jurisdiction module 1220 identifies a jurisdiction based upon the
location of the gaming device. Communication module 1230
communicates from the gaming system to a remote system through an
internet connection. IP locate module determines the internet
protocol (IP) address from which the communication is sent. Confirm
location module 1240 determines whether the IP address is
consistent with the location of the gaming device determined by the
GPS. Is the IP address is inconsistent with the location of the
gaming device determined by the GPS, the device is disabled.
* * * * *