U.S. patent application number 11/423037 was filed with the patent office on 2006-09-28 for system and method for communicating game session information.
Invention is credited to Magdalena M. Fincham, Geoffrey M. Gelman, Norman C. Gilman, James A. Jorasch, Steven M. Santisi, Thomas M. Sparico, Jay S. Walker.
Application Number | 20060217190 11/423037 |
Document ID | / |
Family ID | 32739033 |
Filed Date | 2006-09-28 |
United States Patent
Application |
20060217190 |
Kind Code |
A1 |
Walker; Jay S. ; et
al. |
September 28, 2006 |
SYSTEM AND METHOD FOR COMMUNICATING GAME SESSION INFORMATION
Abstract
According to one or more embodiments of the present invention, a
contract is established for a session comprising two or more plays
of at least one gaming device. Information about the game play
session, such as outcomes generated at the at least one gaming
device, is communicated to a player device. The information is
presented to a player via the player device.
Inventors: |
Walker; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ;
Gelman; Geoffrey M.; (Stamford, CT) ; Fincham;
Magdalena M.; (Norwalk, CT) ; Santisi; Steven M.;
(Ridgefield, CT) ; Gilman; Norman C.; (New York,
NY) ; Sparico; Thomas M.; (New York, NY) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
32739033 |
Appl. No.: |
11/423037 |
Filed: |
June 8, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10636520 |
Aug 7, 2003 |
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11423037 |
Jun 8, 2006 |
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10001089 |
Nov 2, 2001 |
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10636520 |
Aug 7, 2003 |
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09518760 |
Mar 3, 2000 |
6319127 |
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10001089 |
Nov 2, 2001 |
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08880838 |
Jun 23, 1997 |
6077163 |
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09518760 |
Mar 3, 2000 |
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10159722 |
May 30, 2002 |
6969317 |
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10636520 |
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09879299 |
Jun 12, 2001 |
6634942 |
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10159722 |
May 30, 2002 |
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09437204 |
Nov 9, 1999 |
6244957 |
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09879299 |
Jun 12, 2001 |
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08774487 |
Dec 30, 1996 |
6012983 |
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09437204 |
Nov 9, 1999 |
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60282792 |
Apr 10, 2001 |
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60401852 |
Aug 7, 2002 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3262 20130101;
G07F 17/3244 20130101; G07F 17/3232 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/025 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: establishing a contract with a player for a
session of two of more plays of a gaming device; after establishing
the contract, initiating the session; determining a symbol that is
representative of the session; determining session information that
is based on at least one play of the session; and displaying the
symbol and the session information to the player.
2. The method of claim 1, in which establishing the contract
comprises: determining a contract price for the contract; and
receiving payment of the contract price.
3. The method of claim 2, in which the contract price is a flat
rate price.
4. The method of claim 1, further comprising: receiving an amount
of funds from the player, the amount of funds for use in executing
the contract.
5. The method of claim 1, in which determining the symbol
comprises: receiving an indication of the symbol from the
player.
6. The method of claim 1, in which displaying comprises: displaying
the symbol and the session information to the player
simultaneously.
7. The method of claim 1, in which the symbol and the session
information are not displayed to the player simultaneously.
8. The method of claim 1, in which displaying comprises: displaying
the symbol and the session information to the player at the gaming
device.
9. The method of claim 1, in which displaying comprises: displaying
the symbol and the session information to the player at a second
gaming device that is different than the gaming device.
10. The method of claim 1, in which displaying comprises:
displaying the symbol and the session information to the player at
a player device.
11. The method of claim 10, in which the player device is a
television.
12. The method of claim 10, in which the player device is a
personal computer.
13. The method of claim 10, in which the player device is a
personal digital assistant.
14. The method of claim 10, in which the player device comprises a
telephone.
15. The method of claim 1, in which displaying comprises:
displaying the symbol as in motion on a display device.
16. The method of claim 1, in which displaying comprises:
displaying the symbol to the player; and after displaying the
symbol, displaying the session information to the player.
17. The method of claim 1, in which the symbol comprises
alphanumeric characters.
18. The method of claim 17, in which the symbol comprises less than
six alphanumeric characters.
19. The method of claim 17, in which the symbol consists of four
alphanumeric characters.
20. The method of claim 17, in which the symbol comprises a
sequence of capitalized letters.
21. The method of claim 1, in which the session information
comprises a credit balance that is associated with the
contract.
22. The method of claim 1, in which the session information
comprises an amount won during the session.
23. The method of claim 1, further comprising: determining a payout
amount corresponding to at least one outcome of the session, and in
which the session information comprises the payout amount.
24. A method comprising: initiating a session of flat rate play of
a gaming device in accordance with at least one price parameter;
determining a symbol that is representative of the session of flat
rate play; and determining session information that is associated
with the session of flat rate play; and displaying the symbol and
the session information to a player.
25. The method of claim 24, in which the session of flat rate play
is for a pre-established number of plays of the gaming device.
26. The method of claim 24, in which the session of flat rate play
is for a pre-established number of winning plays of the gaming
device.
27. The method of claim 24, in which the session of flat rate play
is for a pre-established duration of play of the gaming device.
28. The method of claim 24, in which the flat rate play session
comprises a period of game play during which the player need not
make funds available for an individual game play.
29. The method of claim 28, in which the period of game play
comprises at least two plays of a game.
30. The method of claim 24, further comprising: determining at
least one player selected price parameter; determining at least one
operator price parameter; and in which initiating the flat rate
play session comprises: initiating a flat rate play session based
on at least one of the at least one player selected price parameter
and the at least one operator price parameter.
31. The method of claim 24, further comprising: determining at
least one player selected price parameter; determining at least one
operator price parameter; determining a flat rate price based at
least on at least one of the at least one player selected price
parameter and the at least one operator price parameter; and
receiving an indication of acceptance of the flat rate price, in
which initiating the flat rate play session comprises: initiating
the flat rate play session after receiving the indication of
acceptance of the flat rate price.
32. The method of claim 31, in which the indication of acceptance
of the flat rate price comprises an indication of payment of the
flat rate price.
33. The method of claim 31, further comprising: displaying the flat
rate price to the player.
34. The method of claim 24, further comprising: determining at
least one term of a contract for the flat rate play session based
on the at least one price parameter, the at least one term
including a flat rate price for the flat rate play session; and
presenting the at least one term of the contract to the player.
35. The method of claim 34, further comprising: receiving an
acceptance of the at least one term of the contract from the
player, thereby establishing the contract for the flat rate play
session with the player; and receiving from the player a payment of
the flat rate price.
36. The method of claim 24, in which the at least one price
parameter comprises at least one of: a number of outcomes, a number
of winning outcomes, a duration of time, and a flat rate price
package.
37. A method comprising: establishing a contract with a player for
a session of two of more plays of a gaming device; determining a
bankroll for use in executing the contract, the bankroll having a
first balance; generating at least one first outcome in accordance
with the contract; determining a second balance of the bankroll
based on the at least one outcome; determining a first payment to
be provided to the player based on the second balance of the
bankroll; and providing the first payment to the player from the
bankroll; and determining a third balance of the bankroll based on
the first payment.
38. The method of claim 37, in which determining the third balance
comprises: determining the third balance of the bankroll based on
the first payment and the second balance of the bankroll.
39. The method of claim 37, in which providing the first payment to
the player comprises: providing the first payment to the player in
accordance with a payment schedule.
40. The method of claim 37, in which determining the first payment
comprises: determining a first percentage that is associated with
the contract; and determining the first payment based on the first
percentage and the second balance of the bankroll.
41. The method of claim 40, further comprising; generating at least
one second outcome in accordance with the contract; determining a
fourth balance of the bankroll based on the at least one outcome;
determining a second payment to be provided to the player based on
the fourth balance of the bankroll; providing the second payment to
the player; and determining a fifth balance of the bankroll based
on the second payment.
42. The method of claim 41, in which determining the second payment
comprises: determining the second payment based on the first
percentage and the fourth balance of the bankroll.
43. The method of claim 41, in which determining the second payment
comprises: determining a second percentage that is different than
the first percentage; and determining the second payment based on
the second percentage and the fourth balance of the bankroll.
44. A method comprising: establishing a contract with at least one
player for a game play session, the game play session comprising at
least two plays of at least one gaming device; generating an
outcome at the gaming device in accordance with the contract; and
transmitting an indication of the outcome to a player device.
45. The method of claim 44, further comprising: receiving payment
of a flat rate price for the at least two plays.
46. The method of claim 45, in which receiving payment of the flat
rate price comprises: receiving a first portion of the payment; and
receiving a second portion of the payment.
47. The method of claim 46, further comprising: determining an
amount of interest due, and in which the second portion of the
payment includes the amount of interest due.
48. The method of claim 45, in which receiving payment of the flat
rate price comprises: receiving the payment of the flat rate price
in accordance with a payment schedule.
49. The method of claim 44, in which the contract comprises at
least one term, the at least one term including an amount of funds
to be provided by the at least one player.
50. The method of claim 49, further comprising: receiving a request
to modify the at least one term from at least one of the at least
one player.
51. The method of claim 49, further comprising: receiving an
indication of an agent authorized by the at least one player to
modify at least one of the at least one term of the contract; and
receiving a request to modify at least one of the at least one term
from the agent.
52. The method of claim 49, in which the at least one term
comprises at least one of: a manner in which an outcome is to be
displayed to the at least one player, a time at which an outcome is
to be displayed to the at least one player, a time at which an
indication of an outcome is to be transmitted to the player device,
and an indication of the at least one gaming device.
53. A method comprising: receiving an indication of an outcome
generated in accordance with a contract for a game play session,
the game play session comprising at least two plays of a gaming
device; storing the indication of the outcome at a player device;
receiving a request from a player to display the outcome at the
player device; and in response to receiving the request, displaying
the outcome at the player device.
Description
PRIORITY CLAIM TO CO-PENDING APPLICATIONS
[0001] The present application:
[0002] (A) is a continuation-in-part of the following applications
(i) and (ii): [0003] (i) U.S. patent application Ser. No.
10/001,089, entitled "GAMING DEVICE FOR A FLAT RATE PLAY SESSION
AND A METHOD OF OPERATING SAME," filed on Nov. 2, 2001; [0004]
which application: [0005] (a) is a continuation-in-part of U.S.
patent application Ser. No. 09/518,760, entitled "GAMING DEVICE FOR
A FLAT RATE PLAY SESSION AND A METHOD OF OPERATING SAME," filed on
Mar. 3, 2000, and issued on Nov. 20, 2001, as U.S. Pat. No.
6,319,127 B1; which is a continuation of U.S. patent application
Ser. No. 08/880,838, entitled "GAMING DEVICE FOR A FLAT RATE PLAY
SESSION AND A METHOD OF OPERATING SAME," filed on Jun. 23, 1997,
and issued on Jun. 20, 2000, as U.S. Pat. No. 6,077,163; [0006] and
also [0007] (b) claims priority to U.S. Provisional Patent
Application No. 60/282,792, entitled "GAMING CONTRACTS," filed on
Apr. 10, 2001; [0008] and also [0009] (ii) U.S. patent application
Ser. No. 10/159,722, entitled "SYSTEM AND METHOD FOR AUTOMATED PLAY
OF MULTIPLE GAMING DEVICES," filed on May 30, 2002; which is a
continuation of U.S. patent application Ser. No. 09/879,299,
entitled "SYSTEM AND METHOD FOR AUTOMATED PLAY OF MULTIPLE GAMING
DEVICES," filed on Jun. 12, 2001; which is a continuation-in-part
of U.S. patent application Ser. No. 09/437,204, entitled "AUTOMATED
PLAY GAMING DEVICE," filed on Nov. 9, 1999, and issued on Jun. 12,
2001, as U.S. Pat. No. 6,244,957; which is a continuation of U.S.
patent application Ser. No. 08/774,487, "AUTOMATED PLAY GAMING
DEVICE," filed on Dec. 30, 1996, and issued on Jan. 11, 2000, as
U.S. Pat. No. 6,012,983; [0010] and also
[0011] (B) the present application claims the benefit of priority
of U.S. Provisional Patent Application No. 60/401, 852, entitled
"VIEWING OF GAMING CONTRACTS," filed Aug. 7, 2002. Each of the
above applications is incorporated herein by reference in its
entirety.
FIELD OF THE INVENTION
[0012] The present invention relates generally to the structure and
operation of at least one gaming device, such as a slot
machine.
BACKGROUND OF THE INVENTION
[0013] There are numerous types of gaming devices in use today.
Most of these gaming devices, such as slot machines, video
blackjack machines, video poker machines, and the like, require the
player of the device to purchase individual plays at a set cost or
wager per play. Because players can only purchase individual plays,
they may stop playing after any individual play. Furthermore,
having to purchase each individual play is inconvenient. Thus, a
need exists for a gaming device allowing more convenient and
efficient methods of play.
[0014] One scenario in which players seemingly purchase multiple
plays on a gaming device during a flat rate play session is entry
fee slot machine tournaments. Such tournaments typically involve
players paying a fee for a set period of play determined by the
casino. During such tournaments, each player plays a specific type
and denomination of machine, also determined by the casino, and
accumulates points rather than money. Those players accumulating
the most points are awarded prizes.
[0015] Although slot machine tournaments are popular with some
players, the tournaments are inflexible and not accommodating to
individual player's preferences. The organizers set the time and
duration of the tournament, the cost to play, the amount wagered
per play, and the type of machines which are played. Furthermore,
the organizers must designate machines for the tournament. Because
these machines are available only to tournament players and not the
general public, the machine owners lose revenue for all machines
designated but not played during a tournament. Thus, a need still
exists for a gaming device which allows tournament style play
without comprising the revenue stream of a casino, particularly
where the player selects the time and duration of the period, the
amount wagered per play, and the particular gaming device
played.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is an overall schematic view of a system according to
one embodiment of the present invention, including a slot machine
and a slot network server;
[0017] FIG. 2a is a schematic view of the slot machine of FIG.
1;
[0018] FIG. 2b is a plan view of the slot machine of FIG. 1;
[0019] FIG. 3 is a schematic view of the slot network server of
FIG. 1;
[0020] FIG. 4 is a schematic view of a casino player database of
the server of FIG. 3;
[0021] FIG. 5 is a schematic view of the flat rate database of the
slot machine of FIG. 2;
[0022] FIG. 6 is a schematic view of the payout table of the slot
machine of FIG. 2;
[0023] FIG. 7 is a schematic view of the calculation table of the
slot machine of FIG. 2;
[0024] FIGS. 8a and 8b are overall flow diagrams of the operation
of the system of FIG. 1;
[0025] FIG. 9 is a detailed flow diagram of the operation of the
system of FIG. 1;
[0026] FIG. 10 is a flow diagram of the process of terminating play
of the system of FIG. 1;
[0027] FIGS. 11a and 11b are flow diagrams of the process of
resuming play of the system of FIG. 1;
[0028] FIGS. 12a and 12b are overall flow diagrams of the operation
of another embodiment of the present invention;
[0029] FIG. 13 is a flow diagram of the process of receiving a
payout in the embodiment of FIG. 12;
[0030] FIG. 14 is a schematic view of the flat rate price package
database of the slot machine of FIG. 2;
[0031] FIG. 15 is an overall flow diagram of the operation of
another embodiment of the present invention;
[0032] FIG. 16 is an overall schematic view of a system according
to another embodiment of the present invention;
[0033] FIG. 17 is a schematic view of the casino server of FIG.
16;
[0034] FIG. 18 is a schematic view of the insurer device of FIG.
16;
[0035] FIG. 19 is schematic view of the gaming device of FIG.
16;
[0036] FIG. 20 is a schematic view of the player device of FIG.
16;
[0037] FIG. 21 is a table illustrating an embodiment of the player
database stored in the casino server of FIG. 17;
[0038] FIG. 22 is a table illustrating an embodiment of the gaming
device database stored in the casino server of FIG. 17;
[0039] FIG. 23 is a table illustrating an embodiment of the
contract database stored in the casino server of FIG. 17;
[0040] FIG. 24 is a flowchart illustrating a process in accordance
with one or more embodiments of the present invention;
[0041] FIG. 25 depicts an exemplary display in accordance with one
or more embodiments of the present invention;
[0042] FIG. 26 is a flowchart illustrating a process in accordance
with one embodiment of the present invention;
[0043] FIG. 27 is a flowchart illustrating a process in accordance
with one embodiment of the present invention;
[0044] FIG. 28 is a flowchart illustrating a process in accordance
with one embodiment of the present invention; and
[0045] FIG. 29 is a flowchart illustrating a process in accordance
with one embodiment of the present invention.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
[0046] Certain preferred embodiments of the present invention will
now be described in greater detail with reference to the drawings.
Although the embodiments discussed herein are directed to reel slot
machines, it should be understood that the present invention is
equally applicable to other gaming devices, such as video poker
machines, video blackjack machines, video roulette, video bingo,
video pachinko, video lottery, video keno, and the like.
[0047] In accordance with various embodiments of the present
invention, there are provided a method, apparatus, and article of
manufacture for providing a gaming session using a gaming
device.
[0048] In one embodiment, the method includes initiating a game
play session of a gaming device after receiving an indication of
payment for the game play session. The session preferably spans a
pre-established duration. A duration may comprise, without
limitation, a specified amount of time, a specified number of
winning outcomes, and/or a specified number of game plays (e.g.,
handle pulls of a slot machine).
[0049] In accordance with one embodiment, a game play session is
associated with a contract, wherein the contract specifies terms
such as, for example, a price to be paid by a player to establish
the contract, a duration of play of a gaming device, an initial
amount of funds to be provided by the player for use in executing
the contract (e.g., a bankroll), and/or a threshold of credits
above which the player may collect winnings from the game play
session. The terms of the contract may be determined based on
player selected price parameters and/or operator controlled price
parameters. Such a contract may involve a third party that acts as
an insurer.
[0050] In accordance with one embodiment, a game play session may
be purchased by means of purchasing a contract from a casino or a
third party such as an insurance provider, wherein the contract
specifies terms such as, for example, a price to be paid by the
purchaser for the contract.
[0051] In one embodiment, a contract may be associated with a
bankroll or other type of account that includes an amount of finds
available for placing wagers on behalf of a player during execution
of a contract. A bankroll may also include winnings from a
contracted game play session. In some embodiments, some or all of a
player's bankroll may be returned to a player in accordance with
one or more terms of a contract. For example, funds in a player's
account may be paid back to a player in accordance with a payment
schedule (e.g., periodically, or upon termination of the
contract).
[0052] In one embodiment, the method includes communicating
information about a game play session and/or a contract (e.g., an
amount won during the session, an outcome) to a player device
and/or to a gaming device. Such session information may include,
without limitation, a symbol that identifies the session and/or a
contract (e.g., a ticker symbol), an amount of a bankroll, and/or a
credit balance.
[0053] In one embodiment, the method includes identifying at least
one price parameter, determining a contract price based upon the at
least one identified price parameter, and initiating a game play
session of at least one gaming device. The game play session may be
initiated upon receiving an indication of payment of the entire
contract price, upon receiving an indication of payment of a
portion of the contract price, or before any payment is
provided.
[0054] According to some embodiments, a contract may include terms
related to one or more instructions describing how one or more
gaming devices of the casino will generate outcomes in a game play
session on behalf of the player. The instruction allow the casino
to generate outcomes in accordance with the instructions (e.g.,
automatically), even if the player is remote from the casino. In
one embodiment, a player may modify one or more parameters or terms
of a contract. In some embodiments, the player may modify one or
more terms of a contract even if the player is remote from a casino
and/or a gaming device.
[0055] In one embodiment, the method includes identifying at least
one price parameter, determining a flat rate price based upon the
at least one identified price parameter, and initiating a flat rate
play session of the gaming device upon receiving an indication of
payment of the flat rate price.
[0056] In one embodiment, the price parameter is a player selected
price parameter, such as the amount wagered per play, jackpot
structure, length of the flat rate play session, the type of gaming
device, time of day, day of the week, and day of the year. In
another embodiment, the price parameter is an operator selected
price parameter, such as player status rating, availability of
gaming devices, and anticipated availability of gaming devices.
[0057] In accordance with some embodiments of the present
invention, a game play session may be associated with a contract.
According to one embodiment, a player may establish a contract
(e.g., with an insurer, such as a casino or another entity) or
similar agreement to use a gaming device, such as a slot
machine.
[0058] In accordance with some embodiments of the present invention
a flat rate play session may be purchased by means of a contract.
According to such embodiments a player at a casino may purchase a
contract (e.g., from an insurer, such as the casino or another
entity) or similar agreement to use a gaming device, such as a slot
machine. Costing a fixed amount, the contract insures the player
against the possibility of potentially large losses at the slot
machine. In accordance with one such embodiment, upon purchasing
the contract, a player credit account is set up at the slot
machine. The account may begin with zero credits but may begin with
another balance in other embodiments. The player is then allowed a
fixed number of handle pulls at the slot machine without requiring
the player to insert any money. Each handle pull decreases the
player account, typically by decreasing the player account by a
predetermined amount (e.g., one credit) for each handle pull. This
may cause the number of credits to be negative, but play may still
continue. If the player achieves a winning outcome, credits can be
added to the player account in accordance with the payout for the
winning outcome. If, after the fixed number of handle pulls, there
are a positive number of credits in the player account, then these
may be paid out to the player in the form of cash. If, however,
there are less than a predetermined amount of credits (e.g., zero
credits) in the player account, then the player receives nothing.
The insurer, however, could compensate the casino for, e.g., an
amount in the player's account that is less than a predetermined
number. In such an embodiment, the player enjoys the fixed number
of pulls without the risk of any loss beyond the cost of the
contract.
[0059] In accordance with one embodiment, a contract may be
purchased at a gaming device. The gaming device at which a contract
is purchased may be different than the one or more gaming devices
at which the session corresponding to the contract is executed.
[0060] Some embodiments of the present invention provide for
determining a price for a contract for a block of handle pulls to
be sold to a player. Pricing a contract may involve calculating the
expected amount that would have to be paid a player upon the
completion of the pulls. The price of the contract would then
typically be greater than this expected amount so as to result in
an expected profit possibly to be divided amongst the casino and,
if it is a separate entity, an insurer. For example, if a player
could be expected to receive $30 upon the completion of one
thousand pulls, then the contract for the block of one thousand
pulls could by sold for $35. Various ways for determining a price
for a set of handle pulls are discussed herein.
[0061] The following definitions define the terms used to describe
various contract embodiments of the present invention.
[0062] Bankroll--an amount of money a player leaves with a casino
for the purposes of executing a contract. A bankroll may include
the amount of money a player has left after the casino has made
wagers on behalf of a player, including any winnings. For example,
the player may leave $100 with the casino, and enter into a
contract such that the casino is to place wagers on behalf of the
player until the player's initial bankroll of $100 has been lost or
has doubled to $200.
[0063] Contract indicator--an object or information by which a
gaming device may recognize a contract in order to execute the
contract. For example, a player purchases a contract at casino desk
and receives a token that serves as a contract indicator. When the
player deposits the token in a gaming device, the gaming device
recognizes the contract the player has signed up for and executes
the contract accordingly.
[0064] Execute a contract--to carry out the terms of a contract. A
gaming device executes a contract for 200 pulls by generating the
200 outcomes, incrementing and decrementing player credits in
accordance with the outcomes, and paying the player, if necessary,
at the end of the contract.
[0065] Gambling contract--An agreement between a player, an
insurer, and sometimes a casino (e.g., if different than the
insurer) with the following exemplary provisions: [0066] The player
pays the insurer a fixed amount up front [0067] The player must
make a predetermined number of handle pulls, no more and no less
[0068] The player need not pay any additional money after
purchasing the contract [0069] The player keeps any net winnings
after all handle pulls have been completed [0070] If the player has
a net loss after the handle pulls have been completed, then the
loss is paid to the casino by the insurer There are many variants
of these provisions, and additional terms or provisions are
possible. As can be seen, a contract may insure a player against
excessive losses, and may give a player more handle pulls than
would otherwise be possible for the price of the contract. Also,
since there may be no additional player decisions required after
the player has purchased the contract, the player need not be
present for the execution of the contract and may therefore
experience the feeling of remote gambling.
[0071] Gaming Device Any electrical, mechanical, or
electromechanical device that accepts wagers, steps through a
process to determine an outcome, and pays winnings based on the
outcome. The outcome may be randomly generated, as with a slot
machine; may be generated through a combination of randomness and
player skill, as with video poker; or may be generated entirely
through player skill. Gaming devices may include slot machines,
video poker machines, video blackjack machines, video roulette
machines, video pachinko machines, video lottery terminals, video
keno machines, video bingo machines, and the like.
[0072] Gross winnings--the total of a player's winnings during the
execution of a contract without regard to wagers made by the
player. For example, if, after five pulls of a contract, a player
has attained one winning outcome with a payout of four coins, and
one winning outcome with a payout of twenty coins, then the
player's gross winnings thus far are twenty-four coins. Since gross
winnings does not account for wagers a player makes, gross winnings
will always be larger than or equal to net winnings.
[0073] Handle pull--a single play at a gaming device, including
video poker, video blackjack, video roulette, video keno, video
bingo, video lottery, video pachinko, and other devices. The
definition is intended to be flexible in that a single play might
constitute a single complete game, or a single wager. For example,
in video blackjack, a player might play a single game in which he
splits a pair of sevens, requiring an additional wager. This one
game might thereby constitute either one or two handle pulls.
[0074] Net winnings--the total of a player's winnings during the
execution of a contract minus the amount spent by the player on
wagers. In the example cited under the definition of "gross
winnings," the net winnings are nineteen coins since the player has
won twenty-four coins but used one coin as a wager on each of the
five pulls.
[0075] Turning now to a detailed description of the contract
embodiments of the present invention, various aspects of such
embodiments are set forth below.
[0076] A typical contract is an agreement between an insurer and a
player. The player agrees to pay a fixed amount of money up front.
In return, the player may (or must) gamble at a gaming device for a
designated amount of time or for a designated number of outcomes.
After the player has gambled the requisite amount, the player has
the right to keep any winnings that exceed a certain threshold. The
player does not, however, pay any losses. Thus, one function of the
contract is to insure the player against losses at a gaming device
(e.g., beyond the initial amount of money provided to establish the
contract). There are many variations of the contract and a portion
of these are described below.
[0077] Another benefit of the contract, according to some
embodiments, is to allow a player to play a large number of handle
pulls without the need of a large bankroll. For example, a player
wishing to make six hundred pulls at a quarter slot machine would
ordinarily require $150 (25 cents.times.600) in order to assure
himself the ability of completing the six hundred pulls. However, a
contract might allow a player to make six hundred pulls by paying
only $20.
[0078] In some embodiments, a contract may be between a player and
a casino. The casino itself may be an insurer. In some embodiments,
the contract does not involve an insurer.
[0079] A contract may allow outcomes to be generated for the player
while the player is not physically present at the gaming device.
For example, a player may be remote from the gaming device and/or
remote from the casino itself For instance, a player may be in a
different casino, or in a different town, state, country, or other
jurisdiction. In these embodiments, the contract may consist mainly
of instructions from the player as to how the slot machine should
gamble on the player's behalf. For example, the instructions will
tell the machine how fast to gamble, when to quit, and then where
to send winnings.
Amount of Play
[0080] A contract may place one or more of the following exemplary
restrictions on play covered by the contract: [0081] The player
must make a minimum number of handle pulls. [0082] The player may
not make more than a maximum number of handle pulls. [0083] The
player must play for a certain minimum time period. [0084] The
player must play for less than a certain maximum time period.
[0085] The player must maintain a minimum rate of play. [0086] The
player may not exceed a maximum rate of play. [0087] The total coin
in over the course of the contract must exceed a certain minimum
amount. [0088] The total coin in over the course of the contract
must not exceed a certain amount. [0089] The player must play until
obtaining a specified outcome.
Wager Denomination
[0090] A contract may specify the size of the wager for each pull.
The wager size may be the same as that typically used by the gaming
device. For example, if a player signs up for a contract at a
quarter slot machine, the wager for each pull of the contract might
be a quarter. If the slot machine offers multiple coin bets, the
wager for each pull might be a quarter, fifty cents, seventy-five
cents, etc. The contract may allow or may force the player to vary
the wager from pull to pull.
[0091] One aspect of a contract may allow all play to occur in
"credit mode." That is, the player need not physically insert money
into the gaming device prior to each pull, and money need not come
out of the gaming device after a player win. Rather, a player's
credit balance may be stored in a player database (e.g., player
database 1725 discussed below) either in the gaming device or at
the casino server. Every time the player then makes a handle pull,
credits are deducted from the player's balance. Every time the
player wins, credits are added to the player's balance. The
player's credit balance can be displayed on the device so that the
player may track his progress.
[0092] Since play may occur in credit mode, each wager might
consist of coin denominations that are not standard for the gaming
device. For example, a device that typically handles quarters may
accept wagers of a nickel, of forty cents, or even of 12.5
cents.
Winnings Threshold
[0093] A contract may describe some threshold of gross winnings,
net winnings, or accumulated player credits above which the player
keeps any excess. Gross winnings describes the accumulated player
wins from each pull of the contract. Thus, a player who makes 600
pulls on a $1 slot machine as part of a contract and wins $3 on
each of one hundred pulls has gross winnings of $300
($3/pull.times.100 pulls). Net winnings are the gross winnings less
the accumulated costs of wagering. In the above example, the
accumulated costs of wagering are $600 ($1/pull.times.600 pulls).
Thus, in the above example, the player's net winnings would be
negative $300 ($300-$600). Accumulated player credits may mirror a
running tally of a player's net winnings. For example, a player may
begin with zero credits, with credits deducted in the amount of any
wager, and added in the amount of any winnings. Accumulated player
credits may also mirror a running tally of gross winnings, or any
other statistic about a player's performance.
[0094] At the end of a contract, a player's accumulated credits may
be compared to a threshold. The player may then receive a payout of
any excess accumulated credits above the threshold. For example, if
the threshold is zero, and the player has 44 credits, each credit
representing 25 cents, then the player receives a payout of $11 (44
credits.times.25 cents/credit). If the player had -12 credits,
indicating a net loss of 12 credits, then the player receives
nothing. The player does not owe $3 because the contract does not
make the player responsible for any losses.
[0095] The threshold might be at 10 credits, in which case a player
with accumulated credits of 30 would receive a payout equivalent to
20 credits at the end of a contract, and a player with 6 credits
would receive nothing. A threshold might be at -10 credits, in
which case a player with accumulated credits of -6 would receive
the equivalent of four credits, while a player with -100 credits
would receive nothing.
[0096] Rather than insuring against all of a player's losses, a
contract might insure all losses up to a point and not beyond.
Therefore, a contract may have multiple thresholds, each with
different functions. A player may, for example, be responsible for
any losses beyond a threshold loss of one hundred credits. The same
player might receive any winnings beyond a threshold of 10
accumulated credits. Thus, if, at the end of the contract, the
player has accumulated -125 credits, then the player must pay 25
credits. If the player has accumulated 33 credits, then the player
receives a 23 credit payout. If the player has accumulated -49
credits, then the player neither owes nor receives anything.
[0097] In some embodiments, a threshold delineates a change in the
percentage of a player's winnings or losses between credit tallies
above and below the threshold. For example, a player might keep any
credits won beyond a threshold of fifty. Below fifty credits, the
player only keeps 80% of his winnings. Therefore, if a player has
seventy credits remaining at the end of a contract, he keeps all 20
credits above fifty, and he keeps an additional forty credits,
representing 80% of the first fifty credits. Therefore, the player
keeps sixty credits in total.
[0098] A player may also be responsible for a percentage of losses
above or below a certain threshold. For example, a player may be
responsible for 50% of losses over 10 credits. Thus, a player who
finishes a contract with minus 20 credits owes nothing for the
first 10 credits of loss, but owes 5 credits for the next 10
credits of loss. The player therefore owes 5 credits.
[0099] In the most general sense, a contract specifies a functional
relationship between what a player's accumulated credits are at the
end of the contracted session (e.g., as defined by a number of
handle pulls), and what the player either owes or is due. The
function may be piece-wise linear, or may be rather non-linear and
convoluted.
[0100] Where there is potential for a player to owe money at the
end of a contract, the player may be required to deposit money into
the gaming device in advance so as to prevent the player from
walking away when he owes money. The advance payment may later be
returned if the player turns out to owe nothing at the end of the
contract.
[0101] In many embodiments, a contract is transparent to the
casino. In other words, if the player makes a certain number of
pulls, the casino makes the same amount of money whether or not the
player happened to be involved in a contract. In these embodiments,
however, a casino may collect money that it makes (and the player
has lost) from the insurer, rather than from the player. The casino
may also act as an intermediary in transactions between the player
and the insurer. For example, the casino may collect from the
player money that is meant to pay for a contract. The casino may
then transfer an equivalent amount of money to the insurer.
[0102] In other embodiments, a contract is not completely
transparent to the casino. That is, the amount of money a casino
receives after a certain number of the player's handle pulls may
depend on whether or not the player was in a contract. In one
example, a casino agrees that if a player's accumulated credits at
the end of a contract are less than -200, then the casino will only
collect 200 credits for the contract's handle pulls. This example
may benefit the insurer, since the insurer doesn't have to worry
about covering player losses in excess of 200 credits. In another
example, the casino configures a gaming device to give different
odds to a player in contract play versus a player not in contract
play.
Player Decisions
[0103] As mentioned previously, players may have some restrictions
on the play covered by the contract. For example, a contract may
cover an hour's play at a gaming device, but require the player to
make between 600 and 800 pulls in that hour. In some embodiments,
however, contracts may allow players to quit early or to play more
than is otherwise covered by the contract. For example, a contract
might cover an hour's worth of play. After the first half-hour, the
player may be ahead by $100 and wish to quit without risking the
loss of the $100 in the subsequent half-hour. He may therefore opt
to pay $20 in order to be released from the obligation of
continuing the contract. He may then collect his $100 in
winnings.
[0104] A player at a gaming device may reach the end of a contract
with accumulated credits just short of an amount necessary to
collect winnings. However, the last 17 out of 20 pulls may have
been wins for the player. The player may feel as if he has some
momentum going for him and therefore may not wish that the contract
be finished. In some embodiments, the player may extend the
contract. For example, the gaming device might prompt the player,
saying, "For only $5 more, we'll give you another 200 spins added
to your contract." If the player accepts, then the casino or
insurer has made a new sale with potential profitability. In some
embodiments, the player may be allowed to extend a contract for
free, or may even be paid to extend the contract. For example, the
player may have winnings of $100 at the end of a contract. The
casino, or insurer, may figure that if the player were to keep
pulling, he would be likely to lose some of that $100. So the
casino may pay the player $5 to take another 200 pulls.
[0105] In a related embodiment, a player may carry over the
accumulated credits from a first contract to a second contract.
Thus, a player with forty accumulated credits at the end of a first
contract may begin a second contract with forty accumulated
credits. The player may pay or be paid for carrying over
credits.
Contract Price
[0106] In many embodiments, the player pays a fixed sum to buy the
contract. In exchange for that fixed sum, the player can then
gamble a significant amount with little or no risk of losses. In
many embodiments, the insurer takes the risk of the player's loss.
The insurer must therefore price the contract so as to be
compensated for the risk it takes. In other embodiments, the casino
and the insurer share the profits and losses associated with a
contract. To ensure a profit to be divided amongst the two, a
contract may be priced in excess of a player's average win. Note
that a player's loss would count as zero in figuring out the
player's average win, since the player does not have to pay for
losses.
[0107] One method of pricing the contract involves first figuring
out what the insurer might expect to pay, on average, to cover a
player's losses. Another method of pricing a contract involves
first figuring out what the casino/insurer combination might expect
to pay, on average, to compensate a player for his winnings. Both
methods involve similar computations. Therefore, exemplary
computations will be described below with respect to only one or
the other method of pricing a contract.
[0108] In one example computation, an insurer obtains the gaming
device or a component of the gaming device containing significant
information about the operation of the gaming device (e.g., the
CPU). The insurer then operates the gaming device as a player would
when under contract. For example, if the insurer is to sell
contracts for 600 pulls, the insurer would make 600 handle pulls at
the gaming device and record the number of accumulated credits at
the end of the 600 pulls. The insurer may repeat this process of
testing contracts at the device for a large number of trials. The
insurer may then average what its payments would be over all the
trials. Note that while it might take a player days or years to
complete, say, 100,000 contracts at a gaming device; the process
may be sped up for the insurer by giving the gaming device special
instructions to generate outcomes more rapidly. The performance of
large number of trials in the manner described above is often
called a Monte-Carlo simulation.
[0109] To price a contract using the method of pricing described
above, for example, an insurer simulates the execution of a
600-pull contract. The insurer repeats the simulation four more
times. After the first simulation, the player has won $10. After
the second, the player has lost $5. After the third, the player has
lost $17. After the fourth, the player has lost $8. After the
fifth, the player has won $3. To figure out what the insurer must
pay, on average, the insurer adds the three losses to get:
$5+$17+$8=$30. The insurer then divides by five, the number of
simulations, to get: $30/5=$6. The insurer doesn't care, for the
purposes of this calculation, how much the player won when he did
win, since the casino is the one paying the player his winnings.
Now, in order to obtain an average $4 profit, the insurer might
charge $10 for each contract.
[0110] In another example computation, the insurer obtains or
creates software that mirrors or models the operation of the gaming
device. For example, the software is configured to generate the
same outcomes as does the gaming device with the same frequency as
the gaming device. For each outcome generated, the software tracks
what a player's accumulated credits would be. As before, the
insurer may simulate many contracts and average what its payments
would be over all the trials.
[0111] In yet another example computation, the insurer
mathematically models potential outcomes of one handle pull of the
gaming device using a random variable with a probability mass
function (PMF) or probability density function (PDF). With these
functions, the x-axis may represent potential winnings, such as -$1
or $3, which can occur from a single handle pull. The example of
-$1 indicates the player has paid $1 for the pull but has won
nothing. The example of $3 indicates that the player has paid $1
for the pull and won $4. The y-axis of these functions represents
the probability or probability density of each outcome occurring.
The probability of the player getting -$1 on a pull might be 0.8,
while the probability of the player getting $3 might be 0.2. A PMF
for the number of accumulated credits at the end of a contract can
then be created by summing the random variables representing
individual handle pulls. If each pull is independent with an
identical PMF, as is common with slot machines, then the PMF for
the results of the entire contract can be created using repeated
convolutions of the PMF's for individual handle pulls. If, for
example, 600 pulls are involved, then the PMF for single a handle
pull may be convolved with itself 599 times to generate a PMF for
the entire contract. Using this resultant PMF, the insurer can
easily calculate how much it would expect to pay to cover a
player's losses on each contract. If the resultant random variable
is denoted by w, and the insurer would by required to pay for any
player losses, then the insurer's expected payment is given by
.SIGMA..sub.-.infin..sup.0w*probability(w).
[0112] In another example computation, using the method described
above, Fourier Transforms, Z transforms, Laplace Transforms, or
other transforms can be used to aid in the calculation of the
repeated convolutions. Such a use of transforms is well known in
the art.
[0113] In still another example computation method, as is well
known in the art, with many classes of random variables, repeated
summation results in a Gaussian probability distribution. This
distribution has the shape of the familiar bell curve. The Gaussian
distribution has the advantage of being fully described by only two
parameters, a mean and a standard deviation. If a Gaussian
probability distribution is used to approximate the sum of a large
number of independent, identically distributed random variables,
such as those that often describe handle pulls, then the mean and
standard deviation of the Gaussian distribution is very easily
calculated based on the mean and standard deviation of a random
variable describing an individual pull. Such calculations are well
known in the art. Thus, a Gaussian distribution can easily be
generated to approximate the PMF of a player's accumulated credits
at the end of a contract. Using this distribution, the insurer can
calculate the amount it would be required to pay, on average, to
cover a player's losses. The method of calculation is similar to
that described in 3). If a Gaussian PDF is used as an
approximation, then an integral sign replaces the summation sign,
and "probability" is replaced by "probability density."
[0114] The following is an example of using a Gaussian probability
density function to approximate the amount a casino would be
required to pay, on average to, to compensate a player for his
winnings at the end of a contract. The contract may then be priced
in excess of this amount to ensure an average profit for the
casino/insurer combination. A Gaussian function is given by the
formula, f(x)=1/
(2.pi..sigma.)exp(-(x-.mu.).sup.2/(2.sigma..sup.2)). In this
formula, .sigma. is the standard deviation, and .mu. is the mean.
Now, let us suppose that a single handle pull of a slot machine
results in a required payout to the player described by a
probability mass function with mean no and standard deviation
.sigma..sub.0. Then, assuming each handle pull is independent, n
handle pulls of the slot machine may be described by a function
with mean .mu.=.mu..sub.0n and standard deviation
.sigma.=.sigma..sub.0 n. Furthermore, if n is large, then the
function describing a casino's aggregate payout after n handle
pulls may be approximated by the Gaussian function f(x), whose
formula is given above.
[0115] To calculate what a casino would have to pay to compensate a
player for his winnings, on average, it will be noted that the
casino pays when the player wins, but receives nothing when a
player loses. Therefore, the expected payment of the casino is
given by:
.intg..sub.-.infin..sup.00*f(x)dx+.intg..sub.0.sup..infin.x*f(x)dx=.intg.-
.sub.0.sup..infin.x*f(x)dx.
[0116] We proceed to solve the integral: .intg. 0 .infin. .times. x
* .times. f .function. ( x ) .times. .times. d x = .times. .intg. 0
.infin. .times. x * .times. 1 / ( 2 .times. .pi..sigma. ) .times.
exp .function. ( - ( x - .mu. ) 2 / ( 2 .times. .sigma. 2 ) )
.times. d x = .times. 1 / ( 2 .times. .pi..sigma. ) .times. .intg.
0 .infin. .times. x * .times. exp .function. ( - ( x - .mu. ) 2 / (
2 .times. .sigma. 2 ) ) .times. .times. d x = .times. 1 / ( 2
.times. .pi..sigma. ) .times. .intg. 0 .infin. .times. [ ( x - .mu.
) * .times. exp .function. ( - ( x - .mu. ) 2 / ( 2 .times. .sigma.
2 ) ) + .times. .mu. * .times. exp .function. ( - ( x - .mu. ) 2 /
( 2 .times. .sigma. 2 ) ) ] .times. d x = .times. 2 .times. .sigma.
2 / ( 2 .times. .pi..sigma. ) * .times. ( - 1 / 2 ) * .function. [
exp .function. ( - ( x - .mu. ) 2 / ( 2 .times. .sigma. 2 ) ) ] 0
.infin. + .times. .mu. .times. .intg. 0 .infin. .times. 1 / ( 2
.times. .pi..sigma. ) .times. exp .function. ( - ( x - .mu. ) 2 / (
2 .times. .sigma. 2 ) ) .times. .times. d x ##EQU1##
[0117] We deal with the two terms separately: 2 .times. .sigma. 2 /
( 2 .times. .pi..sigma. ) * .times. ( - 1 / 2 ) * [ exp .times. ( -
( x - .mu. ) 2 / ( 2 .times. .sigma. 2 ) ) ] 0 .infin. = - .sigma.
2 / ( 2 .times. .pi..sigma. ) * .function. [ 0 - exp .function. ( -
.mu. 2 / ( 2 .times. .sigma. 2 ) ) ] = .sigma. 2 .times. exp
.function. ( - .mu. 2 / ( 2 .times. .sigma. 2 ) ) / ( 2 .times.
.pi..sigma. ) = n .times. .times. .sigma. 0 2 .times. exp
.function. ( - n 2 .times. .mu. 0 2 / ( 2 .times. n .times. .times.
.sigma. 0 2 ) ) / ( 2 .times. .pi. .times. n .times. .times.
.sigma. 0 ) = n 3 / 4 .times. .sigma. 0 3 / 2 .times. exp
.function. ( - n .times. .times. .mu. 0 2 / ( 2 .times. .sigma. 0 2
) ) / ( 2 .times. .pi. ) .times. .times. and .mu. .times. .intg. 0
.infin. .times. 1 / ( 2 .times. .pi..sigma. ) exp .times. ( - ( x -
.mu. ) 2 / ( 2 .times. .sigma. 2 ) ) .times. .times. d x = .times.
.mu. .times. .intg. - .mu. / .sigma. .infin. .times. 1 / ( 2
.times. .pi..sigma. ) .times. exp .function. ( - y 2 / 2 ) .times.
.sigma. .times. .times. d y .times. ( where .times. .times. y = ( x
- .mu. ) / .sigma. ) = .times. .mu. .times. .sigma. .times. .intg.
- .mu. / .sigma. .infin. .times. 1 / ( 2 .times. .pi. ) .times. exp
.function. ( - y .times. 2 / 2 ) .times. d y = .times. .mu. .times.
.sigma. .times. [ 1 - .intg. - .infin. - .mu. / .sigma. .times. 1 /
( 2 .times. .pi. ) .times. exp .times. ( - y .times. 2 / 2 )
.times. d y ] ##EQU2##
[0118] The integral is the cumulative distribution function for a
zero mean, unit standard deviation Gaussian, for which tables
exist. We denote it by N(-.mu./.sigma.). Continuing to solve the
integral: .mu. .times. .intg. 0 .infin. .times. 1 / ( 2 .times.
.pi..sigma. ) exp .times. ( - ( x - .mu. ) 2 / ( 2 .times. .sigma.
2 ) ) .times. .times. d x = .mu. .times. .sigma. .function. [ 1 - N
.function. ( - .mu. / .sigma. ) ] = n .times. .times. .mu. 0
.times. n 1 / 4 .times. .sigma. 0 [ 1 - N .function. ( - n .times.
.times. .mu. 0 / n .times. .times. .sigma. 0 ) ) ] = n 5 / 4
.times. .mu. 0 .times. .sigma. 0 .function. [ 1 - N .function. ( -
n .times. .times. .mu. 0 / .sigma. 0 ) ] ##EQU3## Recombining the
two terms we get: .intg. 0 .infin. .times. x * .times. f .function.
( x ) .times. .times. d x = .times. n 3 / 4 .times. .sigma. 0 3 / 2
.times. exp .function. ( - n .times. .times. .mu. 0 2 / ( 2 .times.
.sigma. 0 2 ) ) / ( 2 .times. .pi. ) + n 5 / 4 .times. .mu. 0
.times. .sigma. 0 .times. [ 1 - N .function. ( - n .times. .times.
.mu. 0 / .sigma. 0 ) ] ##EQU4## If we were to graph the above as a
function of it the number of pulls, we would see that initially, as
the number of pulls in a contract gets larger, a casino could
expect to pay more money to compensate a player for his winnings.
However, there would reach a point, beyond which more pulls in a
contract would actually decrease the amount a casino could expect
to pay to compensate a player for his winnings. This illustrates
one feature of some types of contracts: Having more pulls in a
contract is not necessarily an advantage for a player.
[0119] In another example computation, a casino or insurer may
start with a first price for a contract, and then evolve the price
as more and more of the contracts are purchased and executed. For
example, if an insurer loses money on the first few contracts it
sells, then it may increase the price of the contract. If the
insurer makes large profits on its first few contracts, then it may
reduce the price.
[0120] Other types of computations may be readily apparent to those
skilled in the art in light of the present disclosure. Once the
insurer has determined what it can expect to pay, on average, to
cover a player's losses, the insurer may price the contract so as
to give itself a desired profit margin. For example, if the insurer
can expect to pay, on average, $15 to cover a player's losses, then
the insurer might price the contract at $20 to insure itself a $5
average profit.
Bankroll
[0121] As discussed variously herein, according to one or more
embodiments of the present invention, a player may establish a
contract in which an amount of funds or a credit balance for use in
executing the contract is established (e.g., a bankroll). For
example, a player signing up for a contract may provide $250 at his
slot machine (e.g., using a credit card) as a $250 bankroll for use
in generating outcomes during a contracted session to generate
fifty outcomes per week at a one-dollar denomination slot machine.
In this example, the casino will charge $1 to the bankroll for each
outcome generated, and will add any winnings from the outcome to
the bankroll. In another example, a player purchases a contract for
$50 and a balance of one thousand credits is established for use in
executing game plays in accordance with the contract.
[0122] The value of a bankroll (which may include accumulated
credits from winnings) will typically vary during execution of a
contract. As discussed herein, if the value of a bankroll is
greater than a predetermined threshold, all or a portion of a
bankroll may be returned to a player at the termination of a
contract, or at any time. In some embodiments, all or a portion of
a bankroll may be distributed to the player in accordance with a
payment schedule.
Automatic Play
[0123] A contract may require certain behaviors of the player. As
mentioned, these behaviors may include maintaining a certain rate
of play, or performing a minimum number of handle pulls. The gaming
device on which a contract is executed may take various steps to
ensure that the behaviors are performed. To this end, the gaming
device may initiate handle pulls automatically or may fail to
register handle pulls that the player attempts to initiate. For
example, if the player must make at least one handle pull every 10
seconds, and the player has failed to make any handle pulls in 9
seconds, then the gaming device may automatically initiate a handle
pull for the player on the tenth second. As another example, a
player may be restricted from making more than one pull every 10
seconds. If in the same 10-second interval, the player attempts to
make more than one handle pull, the second handle pull may not be
initiated, at least until the next 10-second interval.
[0124] As can be seen from the above two examples, the player may
maintain some control over his gambling behavior even while the
gaming device forces him to comply with the contract. So a player
who must make a pull every 10 seconds still has control over
whether the pull occurs on the first second of an interval or the
eighth second of an interval. Such control can be psychologically
important, because many players feel that the exact moment at which
the handle pull is initiated has an important effect on the
ultimate outcome.
[0125] In some cases, a player may not desire to make any active
decisions once a contract has been initiated and may simply put a
gaming device into "automatic play." The player may later have the
option of taking the gaming device out of automatic play and of
manually initiating handle pulls.
Offering the Contract
[0126] A contract may be offered to a player in a number of ways. A
gaming device may use text or synthesized voice to ask a person
whether or not he would like to sign up for a contract. A casino
attendant may offer a contract to a player, or signs at a casino
may point a player towards a casino desk where he may then purchase
a contract.
[0127] A number of circumstances may trigger the casino or an
insurer to offer a contract to the player. For example, the player
may have lost most of an initial stake deposited into a gaming
device. A player may be slowing his play, or may no longer be
inserting coins into the machine. The time of day may be a player's
typical lunch time or departure time, and the player may be offered
a contract at that time. It will be understood that information
about a player's gaming history and habits may be stored, for
example, in a player database.
[0128] In some embodiments, a player may have the opportunity to
enter into a contract only if he also agrees to do business with a
particular merchant or group of merchants. In one embodiment, a
player may have the opportunity to enter into a contract if the
casino or insurer deems him a good, valuable, or loyal
customer.
[0129] In one embodiment, a player may be offered a contract when
he checks into a casino hotel. The contract may be tailored to the
player's planned itinerary. For example, if the player intends to
stay for four days, then the casino may offer the player a contract
which will take four days to complete. One such contract would
require the player to play for three hours during each of the four
days of the player's planned stay. This contract benefits the
casino by committing the player not only to staying at the casino
for the planned length of his stay, but also by committing the
player to at least some gambling at the casino during each of those
four days.
[0130] The player may also be offered the contract at other areas
of the casino. When a player first enters the area of the casino
floor containing slot machines, a casino attendant may ask the
player whether or not he would like to sign up for a contract. A
designated area near the slot machines on a casino floor may be
called a "slot welcome center". Players may sign up for a contract
at a slot welcome center. When a player goes to a casino desk to
buy chips or to trade-in chips, he may be offered a contract. A
player may also be offered a contract when eating at a casino
restaurant, when sitting at a table game, when checking in luggage,
when lounging by the pool, and so on.
[0131] A player may be offered a contract while at a kiosk,
especially while at a kiosk on the casino floor. For example, the
player may be at a kiosk in order to look up show times, or in
order to find directions to the nearest golf course. While the
player is at the kiosk, the kiosk may display an offer describing a
contract and asking whether or not the player would like to enter
into the contract.
[0132] A player may also be offered a contract while accessing the
Internet using a personal computer (or other communication device).
For example, the player may be at a Web site hosted by a casino
server in order to reserve a room at the casino's hotel. The casino
server may then transmit a signal to the player's personal
computer, causing an offer to be displayed to the player. Again,
the offer may describe a contract and ask whether or not the player
would like to enter into the contract.
Agreeing to the Contract
[0133] A player may specify a desired contract in a number of ways.
At a gaming device, a player may use a touch screen to indicate his
desire to enter into a specific contract. Using the touch screen,
the player may select from a menu of possible contracts. For
example, the menu might list several contracts with different time
durations or different prices. The player could then select a
contract by touching an area of the screen next to his desired
contract. Of course, rather than a touch screen, a player may use
special buttons, keys, or voice input devices to specify a desired
contract and/or contract term(s). Other types of input devices will
be readily apparent to those skilled in the art.
[0134] The player might use menus to customize a contract for
himself. For example, the player might use a first menu to select a
duration of the contract (e.g., 600 pulls, or 1/2 hour). A second
menu might be used to select a rate of play. A third menu might be
used for coin denomination. Many other menus are possible for other
contract features. Once the player has selected several contract
features, the gaming device may select the remaining feature so as
to make the contract profitable for the insurer. For example, once
the player has chosen a number of pulls and a coin denomination,
the gaming device might choose the price of the contract.
[0135] In some embodiments, a player chooses a contract prior to
approaching the gaming device or even the casino. A player might
select a contract on the Internet. For example, the player might
select a contract while visiting the Web site provided by the
casino server. On the Internet, the player might specify terms of
the contract, such as the number of pulls, the rate of play, the
cost, the payout tables, the winning symbol combinations, etc. Of
course, as discussed above, some terms may be presented to the
player via the Internet.
[0136] According to one embodiment, after accepting a contract, the
player may then print out a code or a document describing the terms
of the contract. The player then brings the code or document to a
gaming device that then recognizes what contract the player has
chosen. When the player signs up for a contract, a description of
the contract might be sent electronically directly to the gaming
device. The player might then only identify himself at the gaming
device in order to initiate contract play.
[0137] Other terms of a contract a player may agree to or specify
include: the font size of the machine, the noise level of the
machine's sound effects, the particular game (e.g., number of
reels, number of pay lines), the brightness of the display,
etc.
[0138] According to one embodiment, when accepting a contract,
especially a contract in which the player will be remote from the
casino as outcomes are generated for him, the player may be asked
to provide an email address, address, phone number, etc., to which
generated outcomes and other session information may be sent.
[0139] According to one embodiment, to confirm entry into a
contract, a player might sign a document that may contain the terms
of the contract. The document may be printed from a gaming device
or from the Internet, or may be obtained from a counter at a
casino. The signed document may then be deposited into an opening
in the gaming device, may be returned to a casino counter, or may
be kept by the player. The player might also sign an area on a
touch screen or other sensing device.
[0140] According to various embodiments of the present invention, a
player may confirm acceptance of or entry into a contract by paying
for it. The player might pay by depositing tokens, coins or other
currency into the gaming device. The player might pay using a
credit or debit card. The player might also pay from a player
credit account established with the casino. The player might pay at
a counter of the casino. In some embodiments, a player may receive
a contract or a contract indicator (e.g., a token or symbol) to
bring to a gaming device. The gaming device might then recognize
the contract indicator, for example, a bar code, and then execute
the corresponding contract.
[0141] In some embodiments, payment for a contract need not
necessarily be paid upfront (e.g., before execution of a contract
is initiated). A player may commit to paying in the future, for
example, or may agree to a payment schedule of one or more
installments. According to one embodiment, a player might provide
payment for a contract only under certain specified conditions,
such as if the player has lost money during execution of the
contract. Some exemplary payment schedules, without limitation, are
as follows: [0142] The player agrees to pay the full price of the
contract at some designated future date [0143] The player pays a
fixed percentage of the full price of the contract on a periodic
basis until the full price of the contract has been paid off [0144]
Interest accrues on any unpaid portion of the contract price. The
player pays a fixed amount on a periodic basis until the price of
the contract and any accrued interest on the unpaid portion of the
contract's price has been paid [0145] The player pays a portion of
the contract price on a periodic basis, and the required payments
are modulated based on the player's current winnings from the
contract. In one example, during any given scheduled pay period,
the player might pay 10% of the contract price if his net winnings
from the contract are negative, but only 5% of the contract price
if his net winnings from the contract are positive. Then, at the
termination of the contract, if the player has not paid the full
amount for the contract, the rest of the price of the contract is
deducted from the player's winnings. If the player's winnings still
do not cover the remaining price of the contract, then the player
is billed for the rest of the price of the contract.
[0146] In some embodiments, if the player is to make future
payments in order to pay for a contract, the future payments are
charged automatically by the casino server to a financial account
of the player. A player's financial account might include a credit
card, debit card, or checking account, for example. The player may
further agree not to close his financial account before payment for
the contract has been completed. Also, as discussed herein, any
player winnings may be added automatically to the player's
financial account according to the terms of the contract.
Instruction Sets
[0147] A typical contract may cover and/or require a large number
of handle pulls by the player. Ordinarily, when a player is
gambling at a gaming device for a long period of time, the player
makes a number of decisions related to his gambling. For example:
Should the player play more quickly or more slowly? Should the
player double his bet after a loss? Should the player quit after a
sizable win? Should the player take a short break to use the
restroom?
[0148] Since the contract may cover a large number of handle pulls,
it is possible for the some player decisions to be made beforehand
and included in the contract. A gaming device may then act on the
decisions specified in the contract without further input from the
player. For example, while negotiating a contract for an hour of
play at ten pulls per minute, a player might decide he would like a
fifteen minute break between the first half-hour and the second
half-hour of pulls. The gaming device might then execute the
contract for the first half-hour by automatically spinning and
generating outcomes for the first half-hour. The gaming device
might then freeze or lock up for fifteen minutes, preventing other
players from stepping in and allowing the contract holding player
to take his fifteen minute break. The device can then unlock after
fifteen minutes, perhaps with the entry of a password, and resume
the generation of outcomes.
[0149] One advantage of having a player's decisions spelled out
before hand in a contract is that the player need not even be
present at the gaming device. For example, a player can sign up for
a contract at a casino in Las Vegas, and then have the contract
executed automatically by a gaming device. In some embodiments, as
discussed herein, a player can then view a running tally of his
accumulated credits over the Internet while in Virginia, for
example.
[0150] In general, player instructions associated with a contract
will include some action to be performed as well as some triggering
condition for the performance of the action. As an example, a
player instruction may be to increase the rate of handle pulls
provided accumulated player credits exceed one hundred. In this
example, the action is to increase the rate of handle pulls, and
the triggering condition is whether accumulated player credits
exceed one hundred. The following exemplary player actions may be
part of a player's instructions: [0151] Increase or decrease a
wager amount on one or more handle pulls [0152] Increase or
decrease a rate of wagering [0153] Cease gambling (e.g., terminate
the game play session) [0154] Change the way outcomes are displayed
[0155] Send a portion of the player's bankroll to the player [0156]
Increase or decrease the rate at which outcomes are generated
[0157] Increase or decrease the rate at which outcomes are
transmitted to the player device [0158] Increase or decrease the
rate at which outcomes are displayed to the player [0159] Change
the times at which outcomes are displayed to the player. For
example, change the times of display from business hours to evening
hours [0160] Cease generating outcomes on one gaming device, and
commence generating outcomes on another gaming device [0161]
Transmit only winning outcomes for display to the player
[0162] The following exemplary conditions may trigger the above
actions: [0163] The player has just won or lost on one or more
handle pulls [0164] The player has just won a certain amount on one
or more handle pulls [0165] Any player defined sequence of wins and
losses has occurred on prior handle pulls [0166] The player has
approached or left the vicinity of the gaming device. [0167] The
current time has reached a particular time of day [0168] The
player's net or gross winnings have exceeded a certain level, or
have fallen below a certain level [0169] Some external event has
occurred. For example, the Yankees have hit a home run, the Dow
Jones Industrial Average has exceeded 20000, and so on
[0170] According to some embodiments, an advantage of contracts
executed by a gaming device is that a gaming device can gamble at
speeds a human is incapable of achieving. For example, a player is
on a winning streak, but must soon join his family for lunch.
Rather than cash out and leave, he decides to accelerate his play
to 2 pulls per second. He therefore enters into a contract which is
to be executed by the machine at two pulls per second for the next
eight minutes. In this example contract, an insurer is not
involved. The contract simply serves as a means of increasing the
rate of play. As it happens, the player loses all his money in six
minutes, and so the contract ends.
[0171] Player instructions may tell the slot machine to play faster
when the player is present or is observing in some way, and to play
more slowly while the player is asleep. For example, the rate of
pulls may be twice as fast during the day as at night. The rate of
play may likewise be faster when an infrared detector in the slot
machine senses the heat of the player's presence.
[0172] Player instructions may also tell a gaming device how to
play certain games involving player decisions. For example, a
player may leave instructions to use basic strategy in a game of
video blackjack, or to play according to published theory in a game
of video poker. For instance, the player may add instructions to
always draw to a four card open-ended straight flush.
Times of Execution
[0173] A contract may be executed over a range of different time
periods. The outcomes, the accumulated player credits, and the
player winnings may or may not be displayed to the player at the
same time at which the outcomes are being generated.
[0174] In one embodiment, all the outcomes needed for a contract
are generated very rapidly by a gaming device, perhaps all in less
than a second. The outcomes may then be displayed to the player
over a much longer time frame so as to give the player a more
exciting gaming experience.
[0175] In another embodiment, outcomes may be continuously
generated at a rate comparable to that with which a player might
make handle pulls on his own. This embodiment might be entertaining
for a player if the player is sitting at the gaming device or
watching the outcomes being generated from a home computer.
[0176] In another embodiment, outcomes are generated on a periodic
basis at fixed times every day, week, hour, etc. For example,
outcomes for a 600-pull contract may be generated one hundred
outcomes at a time, each block being generated from 8 pm-9 pm on
Sunday. Thus, it would take just under six weeks for the entire
contract to be executed. This method of execution may be ideal if a
player has a schedule as to when he enjoys watching outcomes being
generated. For example, the player might enjoy seeing outcomes
generated while he watches his favorite show on Sundays from 8 pm
to 9 pm. This method of execution might also be ideal for the
casino if slow business periods occur on a periodic basis where the
entire contract cannot be executed in a single period.
[0177] In still another embodiment, outcomes are generated on a
flexible basis, either when it is convenient for the casino or for
the player. In this embodiment, the casino may wait for a gaming
device to be free of use before using it to generate the next
couple of outcomes of a contract. Alternatively, the player may
signal the gaming device any time he is ready to have the next few
outcomes generated
Viewing the Contract's Execution
[0178] As discussed herein, a player may enjoy viewing information
about the player's game play session from a remote location. For
example, a player may be able to watch as the outcomes of his
contract(s) are generated. Since the player is not physically at
the slot machine, the outcomes may be presented to the player via
some graphical representation.
[0179] According to one embodiment, a camera simply films the
gaming device generating the player's outcomes. The image from the
camera is transmitted to the player device via the Internet, the
cable system, satellite, etc. The player device might be, for
example, a television, a personal computer, a car radio, a cell
phone, a watch, or a personal digital assistant (PDA).
[0180] In another embodiment, the generated outcomes are recorded
either by the gaming device, by a camera watching the device, or by
a casino employee. The generation of the outcomes is then
graphically recreated for the player in a manner not necessarily
consistent with the physical appearance of the gaming device that
generated the outcomes. For example, a gaming device generates the
outcome: "CHERRY-ORANGE-LEMON." The gaming device then transmits,
via the casino server and the Internet, a bit sequence indicating
the outcomes cherry-orange-lemon. Perhaps the bits "0000" represent
"CHERRY," "0011" represent "ORANGE," and "1111" represent "LEMON."
The bit sequence is transmitted to a player's home computer, where
a software program displays a cartoon representation of a slot
machine. The cartoon shows the reels spinning and stopping with the
outcome: cherry-orange-lemon. The cartoon representation of the
slot machine may not look anything like the slot machine that
originally generated the outcomes.
[0181] In some embodiments, a player views a combination of the
actual image of his gaming device, and a computer-rendered version
of a gaming device. For example, a cartoon of the reels spinning
might be displayed within the frame of an actual image of the slot
machine, without the reels.
[0182] In some embodiments, the player does not view a graphical
representation of the outcomes, but sees the outcomes as text, such
as "seven-bar-bar," "s-b-b," "7-b-b," etc. The player may not even
see the outcomes, but may be able to view how much he has won or
lost on each pull. Thus, the player may view a periodically updated
tally of his accumulated credits. In some embodiments, he may only
view his total accumulated credits, or his take home winnings,
after all outcomes have been generated.
[0183] Any graphical or textual representation of the player's
outcomes, accumulated credits, or other contract information may be
displayed either on an entire portion of a computer or television
screen, or on a smaller portion of the screen. For example, a small
cartoon slot machine may reside in a box in the upper right hand
corner of a television screen that simultaneously displays a
regular television show. A player watching television need then
only glance up at the corner of his screen to follow the progress
of his contract.
[0184] Representation of outcomes may also be placed in an email
message to the player.
[0185] Of course, the various representations of outcomes may be
used just as well with a player physically present at the gaming
device or at the casino. In some embodiments, a player may be able
to view session information at a gaming device that is different
than the gaming device(s) at which the contract is being
executed.
[0186] In some embodiments, the player calls up a number to monitor
the progress of his contract. He may enter a code or password when
prompted by a voice response unit (VRU) and thereby access the
outcomes from his particular contract.
[0187] According to some embodiments, a player may be sent session
information or other updates on his contract only when certain
triggering conditions are met. For example, a player may only wish
for updates when he wins more than one hundred credits on a spin,
or when the contract terminates.
[0188] According one or more embodiments of the present invention,
outcomes generated during a game play session, or other types of
session information, may be represented using the metaphor of the
stock ticker symbol. For example, a player's net or gross winnings
could be displayed within a narrow band of a display device of a
computer or slot machine. The display of the winnings might move
across the band, e.g., moving from the left part of a display
screen to the night, before disappearing.
[0189] A player's net winning could also be shown together with a
positive or negative number indicating the change in the player's
winnings since the last outcome was generated. An exemplary display
might read, "39+1/4", indicating that the player has net winnings
of 39 dollars, having won a net of 25 cents on the last handle pull
(after factoring in the cost of initiating the handle pull).
[0190] In some cases, the winnings for the last pull represent the
gross winnings for the pull (where the cost of initiating the
handle pull is not factored in), and are therefore always shown to
be either zero or positive, assuming there are no negative paying
outcomes. However, the display of the net winnings for a contract
may go down to reflect the cost of initiating a handle pull. For
example, two consecutive displays for the same contract might show,
"26+2", and "25 0". The first display shows the player to have net
winnings of 26 credits for a contract, having just made a handle
pull that had a payout of two credits. The second display shows the
player to have net winnings of 25 credits for a contract, having
just made a handle pull that had a zero payout. The player's net
winnings for the contract have been reduced by one from the time of
the first display to the time of the second display because of the
cost of initiating the handle pull that resulted in the outcome
paying zero credits. Note that a display for information about a
contract might read, "-59 0". This display indicates that the
player's net winnings for the contract are negative.
[0191] A ticker might display many types of information for a
player. Such information might include the number of winning
outcomes achieved, the number of losing outcomes achieved, the
difference between the number of winning and losing outcomes, the
number of outcomes paying more than fifty credits, and so on. The
ticker might also display a representation of an outcome achieved,
for example, on the most recent spin of the contract. For example,
the ticker displays three cherry symbols, or the text "c-c-c" to
represent an outcome of three cherries.
[0192] Additionally, the player might have a contract executing on
multiple different gaming devices. For instance, a contract might
execute on a Monopoly.TM. slot machine and on a fruit slot machine.
Then, the ticker might display separate statistics for each slot
machine. Each slot machine might have its own ticker symbol too,
where "MPLY" might stand for Monopoly, and "F" for fruit. The
player might make up his own ticker symbols, such as "LCKY", or
"JKPT", to describe different slot machines or to designate other
statistics.
[0193] The display of the progress of a contract may be updated
periodically. Updates to session information may occur after every
spin in a contract, after every 5 spins, or after any other
designated number of spins. Updates may also occur at periodic time
intervals, such as every five seconds, every ten seconds, every
minute, etc.
[0194] According to some embodiments, updates to session
information may occur whenever certain statistics about the
contract meet predetermined criteria. For example, updates may
occur whenever a player's net winnings reach a multiple of ten
credits, whenever the player has won on three consecutive spins, or
whenever the player achieves a particular outcome. Updates may also
occur upon player request. In one embodiment, a display of the
progress of the contract moves across a player's display screen
(e.g., at a gaming device) from left to right. When the display
goes off the right edge of the screen, the display may be updated,
and the updated display may then appear on the player's screen from
the left side. In some embodiments, outcomes may be presented to a
player in an order other than the order in which they were
generated. For example, the slot machine might generate all of a
player's outcomes in advance. Then, the slot machine shows the
outcomes to the player beginning with the losing outcomes and
progressing up through the largest winning outcomes. The reordering
of the presentation of outcomes can add psychological impact to the
player's viewing experience. For example, by seeing all the losing
outcomes first, and the winning outcomes last, the player ends his
viewing experience on a high note.
[0195] In another embodiment, outcomes are presented to the player
beginning with the highest paying outcome and continuing through to
the losing outcomes. In still other embodiments, winning and losing
outcomes are displayed in an alternating fashion so that there is
no string of losing outcomes greater than a predefined length. For
example, no more than five losing outcomes are displayed in a row
so as to lessen the likelihood of player frustration.
[0196] In an alternate embodiment, all of a player's outcomes need
not be generated in advance. Rather, only blocks of outcomes of a
predetermined length are generated in advance. Then, the blocks of
outcomes are reordered and presented to the player. For instance,
one hundred outcomes are generated sequentially on a first day,
reordered, and then presented to the player. Then, on a second day,
one hundred more outcomes are generated sequentially, reordered,
and then presented to the player.
[0197] As discussed herein, a player may specify when signing up
for the contract how outcomes are to be presented to him.
Alternatively, the casino server, gaming device, or player device
may decide on the order. Either the casino server, the gaming
device, or the player device may reorder the outcomes before they
are presented to the player.
[0198] In some embodiments, a player may request the presentation
of specific types of outcomes after having signed up for a gaming
contract. For example, the gaming device may generate 200 outcomes
for the player and then transmit indications of the outcomes to a
player device, which stores indications of the outcomes. The player
device does not yet, however, reveal the outcomes to the player.
Then when it suits the player, the player may request that his
player device show him an outcome that resulted in a win of fifty
or more credits, for example. The player device may ten choose such
an outcome if it exists. If multiple such outcomes exist, then the
player device may choose one, e.g., the earliest such outcome
generated, the highest paying such outcome, the lowest paying such
outcome, etc. Alternatively, the player device may display several
or all of such outcomes. If no outcomes match the player's request,
then the player device may inform the player that there are no
outcomes that resulted in a win of fifty or more credits. In such a
case, the player device might ask whether or not the player wishes
to see outcomes of a different category, e.g. an outcome resulting
in a win of forty or more credits.
[0199] In another embodiment, if no individual outcomes match a
player request, then the player device might combine outcomes so as
to match the player request. For instance, the player device
combines an outcome paying twenty credits and an outcome paying
thirty credits, and creates a fifty-credit outcome, which it then
displays to the player. The player device might also create a
sister outcome, paying zero credits, in order to keep the total
number of outcomes constant
[0200] In some embodiments, rather than informing the player that
there are no such outcomes, the player device might transmit a
request to the casino server and/or the gaming device to generate
more outcomes of the contract until an outcome matching the
player's request is generated. This may cause the gaming device to
generate outcomes faster than was originally intended by or
executed under the contract. After generating an outcome meeting
the player's request, the gaming device may then resume generating
outcomes at a rate intended by the contract. In some cases, the
gaming device may even slow the generation of outcomes until a
point in time is reached when the number of outcomes having been
generated matches the number of outcomes that the contract intended
to have been generated at that point in time. Then, outcome
generation may resume on schedule. If the gaming device generates
all of the outcomes called for in the contract and still no outcome
matches the player's request, then the player device might now
inform the player that no outcomes matching the player's request
actually exist.
[0201] The ability of a player to request the display of particular
types of outcomes allows the player to provide himself with
psychological boosts at opportune times. For instance, if the
player has had a bad day with his car breaking down, then the
player may request to see a high-paying outcome. Seeing the winning
outcome may help to alleviate the pain associated with being stuck
roadside in the rain waiting for assistance. A player may request
to see one or more losing outcomes when she is in good spirits and
better able to absorb some bad news.
[0202] In some embodiments, the player does not request a winning
outcome explicitly, but asks to see a random outcome from a pool of
outcomes, where the pool of outcomes is categorized in some
fashion. For instance, the player device may receive a sequence of
two hundred outcomes. The player device might then divide these two
hundred outcomes into two pools of one hundred outcomes each, in
such a way that the average payout among the first pool of outcomes
is 0.75 credits higher than the average payout among the second
pool of outcomes. Therefore, if a player wished to see a winning
outcome, he would ask for an outcome from the first pool of
outcomes. Then, although he would not be assured a winning outcome,
he would, under normal circumstances, be more likely to see a
winning outcome coming from the first pool than coming from the
second pool.
[0203] In some embodiments, the player device is programmed to
display outcomes conditioned upon the occurrence of certain events,
such as external events whose occurrence is independent of the game
play session. A player may be able to specify types of events in
which the player is interested. For example, the player might be a
fan of the New York Yankees baseball team. During a Yankees game,
the player device, e.g., his television, may display a winning
outcome to the player every time the Yankees score a run. The
player device may also show losing outcomes to the player every
time the opposing team scores a run. In this way, the player
experiences similar emotions in reaction to both events of the
baseball game, and in reaction to his outcomes.
[0204] It should be noted that the casino server or the gaming
device could just as well be programmed to time the generation or
the display of outcomes to external events. For example, the gaming
device might maintain a pool of generated outcomes. The gaming
device might then send particular outcomes from among the pool only
in response to external events, such as the occurrence of a home
run in a Yankees baseball game. Then, the player device would need
not track external events, but could simply display outcomes to the
player as they are sent.
[0205] In some embodiments in which the communication of session
information (e.g., outcomes) is linked to the occurrence of an
event, the player device, the gaming device, or the casino server
might have a limited number of stored player outcomes to work with.
The player device (or the other devices) must then determine how
best to display (or transmit) these outcomes to the player so as to
synchronize with uncertain external events. Therefore, in one
embodiment, the player device determines the statistical likelihood
of uncertain future events, and uses the measure of likelihood to
determine which outcomes it should display to a player during any
given event. For instance, in the above example, the player device
may perform an analysis of prior Yankee games during the season and
conclude that the Yankees average only two home runs per game
against their current opponents. Therefore, the player device might
decide that it is safe to display a winning outcome to the user
upon the Yankees' first home run, even though only two winning
outcomes remain to be displayed in the rest of the game.
[0206] In some embodiments, if the player device is faced with a
shortage of outcomes to display for a given event, then it waits
for events of higher importance before displaying outcomes. For
instance, the player device might anticipate seven Yankee home runs
against the current opponents, but only three two-run home runs.
Therefore, the player device might save the winning outcomes and
display them only during the more important events. In some
embodiments, the player device might save winning outcomes for
certain important events that, as it happens, do not occur with the
expected frequency. For example, even though the player device has
anticipated three two-run home runs from the Yankees, the seventh
inning has passed without any two-run home runs having been hit by
the Yankees. In this case, the player device might then lower the
threshold of an event's importance before displaying outcomes. For
example, the player device might now display a winning outcome upon
any Yankee hit, or upon any strikeout of an opposing batter.
[0207] There are many other possible algorithms a player device
might use to determine what outcomes to display in conjunction with
any given external event. Of course, once again, the key decision
may lie with the gaming device or casino server rather than with
the player device. For instance, the casino server decides when to
transmit a winning outcome to the player device, and then the
player device blindly displays the outcome.
[0208] In some embodiments, a pool of outcomes available for
display is also expanding during the course of an external event.
For instance, a player device might have available for display
twenty user outcomes. Additionally, the player device is receiving
one new outcome every five minutes from the casino server. Thus,
not only may the player device predict the occurrence of future
external events, but may also predict the occurrence of particular
outcomes or categories of outcomes. For example, when the Yankees
hit a home run, the player device might see that it has only three
winning outcomes available for display. But it might anticipate
receiving ten more winning outcomes from the casino server over the
course of the baseball game after considering the average length of
baseball games, the rate at which it is receiving outcomes, and the
expectation of any outcome being a winning outcome. Therefore, the
player device might be more liberal with its display of winning
outcomes than it would be were it not receiving new outcomes from
the casino server.
[0209] There are many ways in which a player device, gaming device,
or casino server might become aware of external events so as to
synchronize the generation or display of outcomes with such events.
In one embodiment, a player simply informs the player device when
an external event occurs. For example, a player watching a baseball
game might key in a sequence of numbers to the remote control of
his digital video disk (DVD) player. In this example, the DVD
player has an Internet connection to the casino server and
functions as the player device. When the DVD player receives the
code from the remote control (e.g. via infrared link), then the DVD
player may interpret the code as a home run for the player's
favored team, and may then cause a winning outcome to be displayed
in the upper right-hand corner of the player's television screen.
In another embodiment, a casino employee tracks various external
events, such as sporting events, and transmits a message to one or
more player devices via the casino server upon the occurrence of a
significant external event.
[0210] In some embodiments parties other than a player (or players)
who are party to a contract may also view outcomes. For example, in
establishing the contract, the player may provide the names,
addresses, email address, or other information about other parties
to whom the outcomes are to be shown. Then, as outcomes are
generated, the casino server may transmit the outcomes for viewing
to all parties authorized in the contract. In this way, a player
may allow friends or relatives to view his outcomes. This may
create additional excitement for the player and her relatives. One
convenient means to transmit outcomes to a group friends is for the
casino server to post the outcomes to a chat room. The chat room
may be a private chat room designated only for the player's group
of friends.
[0211] As discussed herein, the outcome data transmitted to the
player device may include not only the indicia generated by the
gaming device, but also the payout corresponding to the outcome. In
addition, the gaming device or the casino server may transmit to
the player device information about prizes the player might
purchase or elect to receive in lieu of winnings. For example,
suppose the player receives an outcome paying $100 dollars and is
therefore due to receive a check from the casino for $50, as the
player has elected to immediately receive half the payout for any
outcome exceeding $80. Before sending the check, the casino may
transmit an offer to the player device asking whether the player
would rather receive a digital camera that retails for $100 instead
of the $50 check. If the player indicates that he would rather
receive the prize than the cash payment, then the casino may
arrange for the prize to be sent to the player. The casino may, for
example, contract with a third party merchant, paying $40 to the
merchant if the merchant will ship the camera to the player. The
casino then makes a $10 profit.
[0212] In some embodiment, the player is playing for prizes to
begin with, rather that for cash payouts. In these embodiments,
outcome data may include information about prizes the player has
won. Such information might include pictures of the prizes,
information about when the prize will be shipped to the player,
information about the construction of the prizes (e.g., 14-carat
gold), and so on.
[0213] In some embodiments, the gaming device, the casino server,
and/or the player device may present outcomes to the player as if
they had originated from a gaming device or from a game other than
that from which they actually did originate. For example, the
player device may receive the outcome "7-7-7" from a fruit slot
machine, but present the outcome as "sushi-sushi-sushi". An outcome
of "sushi-sushi-sushi" might occur on a slot machine with a cooking
theme. Furthermore the outcome "sushi-sushi-sushi" may provide a
similar or equivalent payout on the cooking slot machine as does
the outcome "7-7-7" on a fruit slot machine.
[0214] There are several possible reasons that the gaming device,
casino server, or player device might wish to present outcomes to
players as if they originated from other gaming devices. A player
may simply prefer one type of gaming device to another, and
therefore may prefer viewing outcomes looking as if they came from
the preferred gaming device, even though the outcomes did not. The
casino may also wish to advertise a new type of gaming device.
Therefore, the casino may present outcomes as if they came from the
new gaming device in order to acquaint the player with the new
device. If the player happens to have a string of good outcomes,
then the player may be even more likely to try the new gaming
device. Therefore, in some embodiments, the casino presents one
category of outcomes (e.g., winning outcomes) as if they came from
a first gaming device, and a second category of outcomes (e.g.,
losing outcomes) as if they came from a second gaming device. In
this way, the casino may be able to influence the player's
perception of the two gaming devices.
[0215] In some embodiments, a player initially receives the
outcomes of a contract by downloading them into a player device
directly from a casino device. For example, the user inserts a
floppy disk or a compact disk into a disk drive on a slot machine.
The slot machine then downloads one thousand outcomes onto the disk
provided by the player. The player may then take the disk to his
home personal computer, for example, and view the downloaded
outcomes at his leisure. In some embodiments, the device on which
the outcomes are downloaded has its own display capabilities. For
example, a player might download outcomes directly from a slot
machine onto a personal digital assistant (PDA), and may then view
the outcomes on the display screen of the PDA.
[0216] At the moment a player downloads outcomes from a slot
machine, the outcomes may already be resolved. That is, the
player's payout for each outcome may already determined. The player
may therefore receive his net payout immediately, or may receive it
at some later time, e.g., after having viewed all of the
outcomes.
[0217] In some embodiments, the player receives the net payout
prior to viewing all the outcomes, but the payout is kept hidden
from the player. For instance, the player's net payout from the
outcomes is transferred directly into a financial account of the
player's, without the player seeing the amount of the transfer.
[0218] In some embodiments, the player must request to receive the
payout. Along with his request, the player might need to submit a
code or other identifier proving that he is the owner of a
particular outcome or a set of outcomes that entitles the player to
the requested payout. For example, a player might download one
hundred outcomes from a slot machine, and might then view them on
his personal computer a week later. The personal computer may then
display a code that had been provided along with the outcomes. The
player might then send the code to the casino server. The casino
server might then match the code to a corresponding set of outcomes
stored in a database, and determine the net payout associated with
the group of outcomes. The casino server may then send a check to
the player for the amount of the net payout.
[0219] In another embodiment, a player might download to a player
device a program for generating outcomes, where the outcomes have
not yet been resolved. In other words, at the point in time at
which the player downloads his outcomes, the player's net payout
has not yet been determined. Then, outcomes may be generated on the
player device according to a predetermined schedule, or as the
player desires. Outcomes may be generated, for instance, with the
help of a random number generator stored on the player device.
[0220] In some embodiments, a player does not download outcomes
straight from a slot machine, but instead downloads outcomes from a
kiosk, vending machine, or other machine on or off the casino floor
which is configured to generate and/or store outcomes for
downloading.
Revenue Management
[0221] As discussed herein, the pricing of a contract will often
take into account the expected amount an insurer must pay to a
casino to cover a player's losses, or the expected amount that a
casino and insurer in combination can expect to pay to compensate
the player for his winnings. Pricing of contracts may account for
additional factors such as, for example: [0222] Times or dates on
which the contract is to be executed. [0223] The gaming device on
which the contract is to be executed [0224] Flexibility in the
contract's execution. [0225] A player's playing history. [0226] The
importance of the player as a customer of the casino.
[0227] For example, a contract which is to be executed during a
period of low customer activity at a casino may be priced at a
discount. This is because a casino would like to encourage the use
of gaming devices that are otherwise empty. Alternatively, a casino
may want to discourage the purchase of contracts during times of
high customer traffic, and so contracts may be higher priced at
such times.
[0228] If a contract has flexibility as to when it may be executed,
then this allows the casino to execute contracts only during times
when gaming devices would not otherwise be in use. Therefore, such
a contract might be priced more favorably.
[0229] A contract that is executed at an unpopular gaming device,
for example, might be priced more favorably for the player so as to
encourage the use of that device.
[0230] If a player shows signs of nearing the end of his gambling
session, a contract might be priced at a discount for that player.
For example, a player might be slowing his rate of play, indicating
boredom. A player might be lowering his wager size, indicating a
decreasing bankroll. A player might simply have been at a gaming
device for such a long time that he would almost necessarily be
hungry enough to leave at any moment. Providing a discount on a
contract to such players would encourage them to remain gambling
for at least the time it takes to execute the contract.
Modifying the Contract
[0231] Once a player has entered into a contract, he may have the
opportunity to modify one or more terms of the contract. He may
modify the terms in some cases before the casino has begun to
execute the contract (i.e. before the casino has generated any
outcomes associated with the contract), and in other cases even
after the casino has begun to execute the contract. Such terms may
include, without limitation, a specification of: [0232] the manner
in which outcomes are to be displayed to the player. For example,
are outcomes to be displayed as indicia, as numerical winnings, in
large font size, etc.? [0233] the times at which outcomes are to be
transmitted to the player [0234] the times at which outcomes are to
be displayed to the player [0235] the other people to whom the
player's outcomes are displayed [0236] the ritual a casino
attendant is to perform before generating an outcome for the player
[0237] the individual machine on which outcomes are generated
[0238] the person, or entity to whom the player's winnings or
leftovers are to be paid [0239] the times at which a player is to
pay for the contract [0240] the amount a player is to pay for a
contract during any given pay period [0241] the times at which a
player is to receive payment of his winnings or leftover bankroll
[0242] the amount of payment a player is to receive from his
winnings or from his bankroll during any given time period [0243]
the number of other people that may receive outcomes from the same
gaming device generating the player's outcomes [0244] the seed to
be used by a random number generator in a slot machine for
generating outcomes
[0245] Other exemplary terms of the contract potentially modifiable
by the player include: [0246] the number of pulls to be made in the
contract [0247] the amount of money to be wagered on each pull
[0248] rules for adjusting the bet size based on prior outcomes and
any other terms a contract may contain.
[0249] In some embodiments, a player is allowed to modify some
terms of the contract, but not other terms. In one embodiment, a
player remote from the casino, such as a player out of the casino's
gambling jurisdiction, is restricted to modifying terms of the
contract that may be construed as non-gambling information.
[0250] In some embodiments, a player authorizes one or more agents
to act on his behalf with respect to a contract (e.g., provides
another party with power of attorney privileges). Among the rights
that may be authorized is the ability to modify one or more terms
of the player's contract on behalf of the player. For example, even
when a player is remote from a casino (e.g., is in another state),
the player's agent may remain near to the casino and may modify the
terms of the player's contract on behalf of the player. A player
may provide multiple parties with the power to modify the same
contract. Parties may include people, corporations, estates,
trusts, and other entities.
[0251] In one embodiment, the casino may contact the player in
order to confirm certain types of modifications made by the party
with a specified power of attorney. For example, the casino may
call the player to confirm any financial transactions. For
instance, if the party with power of attorney modifies the contract
to send payments to someone other than the player, the casino may
call up the player to confirm that the player approves of the
transaction.
[0252] In some embodiments, a group of two or more players enter
into a contract. Each group member, for example, may have some of
his own money at risk. For instance, players may pool their money
in a fixed proportion, have their joint bankroll put at risk on a
series of outcomes, and then may divide any remaining bankroll in
the same proportion in which they made their initial contributions.
The contract may specify exactly how much each player contributed
to the contract. The contract may further specify the amounts, or
the proportional amounts to be paid to each player at the
termination of the contract. Of course, players may also receive
payments according to various individual payment schedules. In this
way, when a group of players enter into a contract with a casino,
the contract not only defines the relationship between the players
and the casino, but also amongst the players themselves.
[0253] In one embodiment, each player in a group who has entered
into a contract has the ability to modify one or more terms of the
contract. The player's modification may effect the whole group.
When one of a group of players modifies a contract, the casino may
or may not contact one or more of the other players in order to
obtain their approval for the contract modifications. In some
embodiments, any contract modification may require a pre-designated
number of group members to be present or to provide their approval.
The number of required group members may, for example, be a simple
majority of the group members. In other embodiments, the number of
group members required must be enough so that they possess the
majority financial interest in the contract. In still other
embodiments, the pre-designated number of group members need not be
present, but must provide their approvals.
[0254] In some embodiments, a group of players may register with
the casino. The group may agree to have one or more group members
be authorized to act on behalf of the group. The group members in
possession of the power of attorney may then create new contracts
on behalf of the other group members. Such contracts may be paid
for, for example, via automatic charges to each group member's
credit card. Each group member may or may not be notified that he
has been entered into a new contract. The casino may or may not
seek the approval of group members when they have been entered into
a new contract by other group members.
[0255] Special methods of displaying outcomes and other information
may be useful for contracts involving groups, and for group play in
general even in the absence of formal contracts. In one embodiment,
one of the group members plays on behalf of the group at the
casino. Other group members may be at remote locations. A camera at
the casino may then transmit, via the casino server, the image of
the player at the casino to the player devices of the other
players. A microphone may further transmit any of the verbal
comments made by the group member at the casino, as well as any
background noise. In this way, remote members of the group may not
only view outcomes, but may view images and listen to comments made
by their fellow group member at the casino. In some embodiments,
the casino server does not transmit an image of the group member,
but instead transmits a stylized or idealized image, such as an
avatar.
[0256] Alternatively, each player device may render and display to
each remote player its own avatar representing the player at the
casino. Additionally, the player devices of the remote players may
capture images of the remote players, and transmit such images to
the casino server. The casino server may then display images of the
remote players on the screen of the gaming device of the group
member present in the casino. Similarly, the casino server may
receive audio data from remote players and provide such data to the
group member in the casino. Furthermore, the casino server may
transmit image and audio data from remote players to other remote
players. Text data may also be exchanged among all group members
via the casino server.
[0257] The screen of the gaming device of the player at the casino
may display financial information relevant to each individual group
member. For example, Sam, Henry, and George are part of a group.
Sam has contributed $100, Henry $50, and George $50 to the group's
starting bankroll. Now, as Sam sits at a slot machine and makes
handle pulls on behalf of the group, each group member's stake in
the remaining bankroll is displayed in the screen of the gaming
device. If $160 remains of the initial bankroll, then the display
might read: Sam--$80, George--$40, Henry--$40. If the contract
specifies that each group member is to play a different payline of
the gaming device, then each person's name might be listed by his
corresponding pay line. Similarly, each person's winnings and
losses may be displayed separately, based on the outcomes of their
individual paylines.
[0258] In some embodiments, a contract is a means to set up
competition among members of a group (e.g., a tournament). For
example, four people each pay $50 and contract to make one thousand
handle pulls each at quarter slot machines over the next three
days. The person among the four who has won the most (or lost the
least) at the end of the one thousand handle pulls keeps the $50
put up by each group member. The contract formalizes the
competitive arrangement in that, once each has agreed to the
contract, no group member can back out on the second day, nor can a
group member refuse to pay, as people might be motivated to do in
an informal competition.
[0259] A contract may also let the casino play for each group
member in a competition. This might occur, for example, if players
were to leave the area of the casino. A contract might also allow a
single player to generate outcomes for other group members. For the
purposes of competition, each group member might use a different
pay line on a single slot machine operated by one of the group
members.
[0260] In embodiments where a contract has set up competition among
group members, the relative current standings of all group members
may be displayed to each group member at his respective gaming
device or player device.
Settlement
[0261] In some embodiments, the casino acts as the intermediary in
transactions between a player and an insurer. The casino is an
intermediary, for example, when its gaming devices collect a
player's payment for a contract, even though that payment is meant
to go to the insurer. The casino is also an intermediary when it
does not collect losses from a player, but from an insurer.
[0262] Since the casino may engage in many transactions with the
insurer, it would potentially be inefficient for the casino to
transfer money to the insurer, or vice versa, after every
transaction. Therefore, the casino or the insurer may maintain
records of how much one owes the other. The casino and the insurer
may then settle their accounts periodically. If the casino owes the
insurer money, then the casino may wire money to the insurer. If
the insurer owes the casino, then the insurer may wire money. Of
course, many other methods of settlement are possible.
[0263] In cases where a contract has resulted in a net win for the
player, the player must be paid. If the player is at the casino, he
may enter into a gaming device a password or other identifier of
himself or of his contract. The gaming device may then access a
database in the casino server containing the details of the
contract, including the amount owed to the player. The gaming
device may then payout the amount owed in the form of cash, tokens,
paper receipts or vouchers, digital cash, digital receipts, etc.
The player may also collect his winnings at a casino desk, perhaps
after presenting identification.
[0264] If a player is remote from a casino when his contract has
finished executing, then the player may be sent his winnings either
by the insurer or the casino. If the insurer provides the winnings,
then the casino may later reimburse the insurer in the amount of
the winnings. The winnings may be sent in the form of cash, check,
money order, etc. The winnings may be sent by postal mail, by wire
transfer, by direct deposit, by email as digital cash, etc.
[0265] In some embodiments, the casino may simply keep the player's
winnings in a player account at a casino, to be accessed by the
player next time he visits the casino. The winnings may, in the
mean time, accumulate interest. The casino (or insurer) may also
alert the player that his contract has finished executing and that
he has winnings. The player may be instructed to come to the casino
and pick them up.
[0266] In some embodiments, the player may have left instructions
to take any winnings from a first contract and purchase a second
contract. This allows for the notion of a meta-contract. Just as a
contract may specify how to allocate money for pulls, a
meta-contract would describe how to allocate money for contracts.
There could then be meta-meta-contracts, and so on.
[0267] In some embodiments, a player receives payments before his
contract has finished executing. The player may receive payments
according to a time-table or other payment schedule, which may be
defined in the contract. For example, the player receives a payment
every week, every month, or every six months. Alternatively, the
player may receive payments upon the occurrence of certain events,
which may also be specified in the contract. For example, the
player receives payments every time he hits a payout exceeding
fifty credits, or every time his gross winnings exceed an even
multiple of one hundred credits. Events that trigger payments may
also be external to the contract (e.g., specified weather events).
By receiving payments before his contract has finished executing,
the player may receive some income from the contract even while
enjoying the new outcomes as they are generated by the ongoing
contract.
[0268] The amounts of any payments the player receives may also be
specified in the contract. In one embodiment, the player receives
the same amount of money with each payment. For example, the player
receives $10 per month. In another embodiment, the player receives
a fixed percentage of his remaining bankroll each time he receives
a payment. So, for example, if the player's bankroll is $100 at the
end of June, then he receives a check for $10, leaving his bankroll
with the casino at $90. If the player then has a $70 bankroll at
the end of July (having lost a net of $20 during the month), then
he receives a check for $7, leaving his bankroll with the casino at
$63.
[0269] In other embodiments, a player receives a fixed percentage
of only his net or gross winning since the inception of the
contract. Thus, a player who began with a bankroll of $100 and now
has $150, might receive 10% of the net winnings, which would amount
to $5. In still other embodiments, a player receives a fixed
percentage of his net or gross winnings over the most recent time
period, e.g. the time period since receiving his last payment. Many
other payment schemes are possible. If a payment does not work out
to be an even multiple of some designated currency (e.g. an even
number of dollars), then the payment may be rounded to the nearest
convenient increment, rounded up, rounded down, or otherwise
determined. In some embodiments, especially when a scheduled
payment exceeds the player's bankroll, the remaining portion of a
player's bankroll may be given to the player, at which point the
contract is terminated.
[0270] It is possible that a contract specify both a payment
schedule, and a fixed termination point. For example, a player is
to receive $10 per month from this bankroll. If however, any
portion of his bankroll remains after 12 months, then the remainder
of the players bank roll is to be paid to the player, and the
contract is to be terminated.
[0271] In some embodiments, outcomes are revealed to a player at
the same time that he receives his payment. For example, the player
receives a check for $50. The check itself then displays the
player's most recent ten outcomes. In particular, the amount of the
check may depend on the most recent outcomes. Then, the player
benefits from receiving the benefit of winning outcomes immediately
upon discovering that he has received the winning outcomes.
[0272] As discussed herein, various embodiments of the present
invention are directed generally to a method and apparatus for
operating a gaming device for a flat rate play session. For
example, a contract for a session of game play may specify a fixed
number of handle pulls for a determined contract price. As used
herein, a flat rate play session is defined as a period of play
wherein the player need not make funds available for any play
during the play session. The flat rate play session spans multiple
plays of the gaming device. These multiple plays may be aggregated
into intervals or segments of play. It is to be understood that the
term interval as used herein could be time, handle pulls, and any
other segment in which slot machine play could be divided. For
example, an interval may be described as two hours, one hundred
spins, fifty winning spins, etc.
[0273] In one embodiment, a player enters player identifying
information and player selected price parameters at a gaming
device. The price parameters define the flat rate play session,
describing the duration of play, machine denomination, jackpots
active, etc. The gaming device stores the player selected price
parameters and proceeds to retrieve the flat rate price of playing
the gaming device for the flat rate play session. The player
selected price parameters, in combination with operator price
parameters, determine the flat rate price. Should the player decide
to pay the flat rate price, the player simply deposits that amount
into the gaming device or makes a credit account available for the
gaming device to debit. For example, it might cost twenty-five
dollars to play for half an hour.
[0274] Once the player initiates play, the gaming device tracks the
flat rate play session and stops the play when the session is
completed, usually when a time limit has expired. During the play
session, the player is not required to deposit any coins. Payouts
are made either directly to the player in the form of coins or
indirectly in the form of credits to the credit balance stored in
the machine. It should be understood that the player balance could
be stored in a number of mediums, such as smart cards, credit card
accounts, debit cards, and hotel credit accounts.
[0275] With reference to FIG. 1, a system 100 according to one
embodiment of the present invention is shown. In general, the
system 100 comprises multiple slot machines 102 and a slot network
server 106. In the present embodiment, each slot machine 102, which
is uniquely identified by a machine identification (ID) number,
communicates with the slot network server 106 via a slot network
104. The slot network 104 is preferably a conventional local area
network controlled by the server 106. It is to be understood,
however, that other arrangements in which the slot machines 102
communicate with the server 106 are within the scope of the present
invention.
[0276] As will be described in greater detail below, in one
embodiment, the slot machine 102 communicates player identifying
information to the slot network server 106. The slot network server
106, in turn, verifies the player identifying information. The slot
machine 102 also calculates a flat rate price based on both player
selected and casino determined price parameters and displays the
flat rate price to the player. The player may then accept the flat
rate price and initiate play. In another embodiment, the present
invention may be practiced without server 106, in an arrangement in
which the slot machine 102 calculates the flat rate price.
[0277] With reference to FIG. 2a, the slot machine 102 will now be
described in greater detail. The slot machine 102 contains a
Central Processing Unit (CPU) 210, a clock 212, and an operating
system 214 (typically stored in memory as software). The CPU 210
executes instructions of a program stored in Read Only Memory (ROM)
216 for playing the slot machine 102. The Random Access Memory
(RAM) 218 temporarily stores information passed to it by the CPU
210 during play. Also in communication with the CPU 210 is a Random
Number Generator (RNG) 220.
[0278] With respect to gaming operations, the slot machine 102
operates in a conventional manner. The player starts the machine
102 by inserting a coin into coin acceptor 248, or using electronic
credit, and pressing the starting controller 222. Under control of
a program stored, for example in a data storage device 224 or ROM
216, the CPU 210 initiates the RNG 220 to generate a number. The
CPU 210 looks up the generated random number in a stored
probability table 226, which contains a list which matches random
numbers to corresponding outcomes, and finds the appropriate
outcome. Based on the identified outcome, the CPU 210 locates the
appropriate payout in a stored payout table 228. The CPU 210 also
directs a reel controller 230 to spin reels 232, 234, 236 and to
stop them at a point when they display a combination of symbols
corresponding to the appropriate payout. When the player wins, the
machine stores the credits in RAM 218 and displays the current
balance in video display area 238. In an alternate embodiment, the
slot machine 102 dispenses the coins to a payout tray (not shown),
and in another embodiment, the slot network server 106 stores the
player credits.
[0279] A hopper controller 240 is connected to a hopper 242 for
dispensing coins. When the player requests to cash out by pushing a
cashout button (not shown) on the slot machine 102, the CPU 210
checks the RAM 218 to see if the player has any credit and, if so,
signals the hopper controller 240 to release an appropriate number
of coins into a payout tray (not shown). A coin acceptor 248 is
also coupled to the CPU 210. Each coin received by the coin
acceptor 248 is registered by the CPU 210.
[0280] In alternate embodiments, the slot machine 102 does not
include the reel controller 230 and reels 232, 234 and 236.
Instead, a video display area 238 graphically displays
representations of objects contained in the selected game, such as
graphical reels or playing cards. These representations are
preferably animated to display playing of the selected game.
[0281] Also in communication with the CPU 210 is a player tracking
device 260. The tracking device 260 comprises a card reader 266 for
reading player identifying information stored on a player tracking
card. As used herein, the term player identifying information
denotes any information or compilation of information that uniquely
identifies a player. In the present embodiment, the identifying
information is a player identification (ID) number. Although not so
limited, the player tracking card of the present embodiment stores
the player ID on a magnetic strip located thereon. Such a magnetic
strip and device to read the information stored on the magnetic
strip are well known.
[0282] The player tracking device 260 also includes a display 262
and a player interface 264. The player interface 264 may include a
keypad and/or a touchscreen display. In operation, as discussed
below, the slot machine 102 displays a message prompting the player
to enter player selected price parameters. In the present
embodiment, a player may enter the player selected price parameters
via the player interface 264. Because the player interface 264 is
part of the tracking device 260, it is, therefore, in communication
with the CPU 210. Alternatively, input of selected price parameters
may be accomplished through video display area 238 if it is
configured with touch screen capabilities.
[0283] The slot machine 102 also includes a series of bet buttons
272, 274, 276. The bet buttons include "Bet 1 coin" 272, "Bet 2
coins" 274, and "Bet 3 coins" 276. The bet buttons 272, 274, 276
are coupled to the CPU 210. Therefore, pressing one transmits a
signal to the CPU 210 indicating how much a player is wagering on a
given play.
[0284] The databases stored in the data storage device 224 include
a probability table 226, a calculation table 227, a payout table
228, a flat rate price package database 229, and a flat rate
database 246. As discussed in greater detail below, the flat rate
database 246 and the calculation table 227 store information
related to the flat rate play session and calculation of the flat
rate price, respectively. The flat rate price package database 229
stores information describing different preestablished flat rate
packages as custom designed by the casino.
[0285] Also connected to the CPU 210 is a slot network interface
250. The slot network interface 250 provides a communication path
from the slot machine 102 to slot network server 106 through the
slot network 104. Thus, as discussed in greater detail below,
information is communicated among the player tracking card, player
tracking device 260, slot machine 102, and slot network server
106.
[0286] With reference to FIG. 2b, the plan view of slot machine
102, will now be described below. FIG. 2b depicts slot machine 102
displaying player selected price parameter options on video display
area 238. Included in the displayed parameters is amount wagered
per play 712, interval 714, duration of interval 722, and active
pay combinations 720. As will be described further below, after the
player has selected the desired price parameters, the slot machine
102 displays a flat rate price 724. Once the player has accepted
the flat rate price and made the appropriate funds available, play
may commence.
[0287] The slot network server 106 will now be described in greater
detail with reference to FIG. 3. Like the slot machine 102 of FIG.
2, the slot network server 106 has a Central Processing Unit (CPU)
310. The CPU 310, which has a clock 312 associated therewith,
executes instructions of a program stored in Read Only Memory (ROM)
320. During execution of the program instructions, the CPU 310
temporarily stores information in the Random Access Memory (RAM)
330.
[0288] Additionally, the CPU 310 is coupled to a data storage
device 340, having a flat rate database 246, transaction processor
342 and a casino player database 344. In general, the transaction
processor 342 manages the contents of the data storage devices 340.
As discussed in detail below, the casino player database 344 stores
information specific to each player, including player identifying
information.
[0289] In order to communicate with the slot machines 102, the slot
network server 106 also includes a communication port 350. The
communication port 350 is coupled to the CPU 310 and a slot machine
interface 360. Thus, the CPU 310 can control the communication port
350 to receive information from the data storage device 340 and RAM
330 and transmit the information to the slot machines 102 and vice
versa.
[0290] It is to be understood that because the slot machines 102
are in communication with the slot network server 106, information
stored in a slot machine 102 may be stored in the server 106 and
vice versa. Thus, for example, in an alternate embodiment, the
server 106 rather than the slot machine 102 includes the payout
table 228, flat rate database 246, and/or calculation table
227.
[0291] The casino player database 344 of the present embodiment, as
shown in FIG. 4, includes multiple records having multiple fields
of information. Specifically, the casino player database 344
comprises multiple records, each record being associated with a
particular player, as identified by a player identification (ID)
number. The fields within each record include: player
identification (ID) number 410, social security number 412, name
414, address 416, telephone number 418, credit card number 420,
credit balance 422, complimentary information, such as total
accumulated complimentary points 424, whether the player is a hotel
guest 426, player status rating 428, and value of interval
remaining 430. Having information related to one field, such as
player ID 410, allows the slot network server 106 to retrieve all
information stored in corresponding fields of that player
record.
[0292] It is to be widerstood that not all of these identifying
fields are necessary for operation of the present embodiment. For
example, the name 414, social security number 412, address 416,
telephone number 418, credit card number 420, and hotel guest 426
fields are merely representative of additional information that may
be stored and used for other purposes. In one embodiment, credit
card number 420 and hotel guest 426 are used for billing purposes
and social security number 412 is used to generate tax forms when a
player wins a jackpot over a given amount.
[0293] Complimentary points awarded 424 is further illustrative of
additional information a casino may store in a player's record. As
described below, a player's complimentary points are displayed to
the player when a player tracking card is inserted into the slot
machine 102. In an alternate embodiment, such points may be used in
addition, or as an alternative to the credit balance 422 stored in
RAM 218 of slot machine 102.
[0294] The player status rating 428 contains information
representative of the particular player's relative importance to
the casino, as based upon the frequency and duration of the
player's visits, the amount of money wagered, and the like.
[0295] The value of interval remaining field 430 stores the value
of interval remaining in a flat rate play session when a player
terminates the play session prior to its expiration. This field
will be described in greater detail below.
[0296] The flat rate database 246 will now be described in greater
detail with reference to FIG. 5. The flat rate database 246
comprises multiple records, each record pertaining to the flat rate
play session of a particular player, as identified by that player's
ID number. Consequently, one field in flat rate database 246 is the
player ID number field 510. Other fields include: player selected
price parameters 512, flat rate price 514, interval remaining 516,
time audit data 518, and machine identification (ID) number field
520. The machine ID number field 520 contains the machine ID number
that uniquely identifies the slot machine 102. It is to be
understood that since both the casino player database 244 and the
flat rate database 246 include a player ID field, 410 and 510,
respectively, the system 100 can correlate any player information
stored in the casino player database 344, with any player
information stored in the flat rate database 246.
[0297] The payout table 228 will now be described in greater detail
with reference to FIG. 6. As shown in FIG. 6, the payout table 228
of the present embodiment can be logically represented by five
fields of related information. The first field, a pay combination
field 610, identifies the set of possible pay combinations for a
given slot machine 102. Such possible pay combinations include
winning pay combinations, or those in which a payout results, and
non-winning pay combinations, in which the player receives no
payout and consequently loses the amount wagered. Winning pay
combinations include, for example, "DOUBLE JACKPOT-DOUBLE
JACKPOT-DOUBLE JACKPOT" and "BAR-BAR-BAR." The pay combinations
field 610 also includes a "NON-WINNING OUTCOMES" record, an entry
representing the outcomes which result in no payout to the player,
such as "PLUM-BELL-ORANGE."
[0298] The payout table 228 also includes three payout fields 620,
630, 640. Such payout fields 620, 630, 640 contain the payout
information for each of the possible pay combinations identified in
the pay combinations field 610. Each of the payout fields 620, 630,
640 is identified by the number of coins wagered on a particular
play, as selected via the bet buttons 272, 274, 276. In the present
embodiment, payout table 228 contains a "1 coin" payout field 620,
which is accessed when one coin is wagered, a "2 coins" payout
field 630, which is accessed when two coins are wagered, and a "3
coins" payout field 640, which is accessed when three coins are
wagered. In other words, each field 620, 630, 640 corresponds to a
bet button 272, 274, 276, respectively. The payout information
provides the number of coins won upon the occurrence of a
particular pay combination. Thus, "CHERRY-CHERRY-CHERRY" pays out
ten coins when one coin is wagered.
[0299] Finally, the payout table 228 of the present embodiment
includes a pay combination status field 650. The pay combination
status field 650 includes an indication for each winning pay
combination, identified in the pay combination field 610, of
whether the player is eligible to win the payout for each outcome.
As will be described below, the determination of whether a player
is eligible to win a payout for a given outcome is made by the
player as part of the player selected price parameters.
[0300] The calculation table 227 will now be described in greater
detail with reference to FIG. 7. The calculation table 227 is used
by the system 100 in determining the flat rate price 724 (field 514
in the flat rate database 246) charged to the player. Specifically,
the calculation table 227 contains multiple price parameters which
are correlated to a flat rate price 724. More specifically, these
price parameters include player selected price parameters and
operator selected price parameters. In general, player selected
price parameters include any game related variable that defines the
flat rate play session. Furthermore, operator selected price
parameters are parameters which the operator of the slot machines
102 selects as affecting the flat rate price 724. Thus, in the
present embodiment, the player selected price parameters in the
calculation table 227 include machine type 710, amount wagered per
play 712, active pay combinations 720, and length of the flat rate
play session 722. The operator selected price parameters in the
calculation table 227 include player status rating 714, time of day
716, day of the week 718, and machine usage 719. In the present
embodiment the flat rate price 724 is predetermined based upon the
aforementioned price parameters and stored in the calculation table
227, as will be described later in FIGS. 14 and 15. In an alternate
embodiment the flat rate price 724 is calculated based upon these
parameters as needed according to a price algorithm stored in
memory.
[0301] The are any number of algorithms that could be used to
calculate a flat rate price, and they can be generally described as
calculating an expected value to the customer and then adding in a
margin for the casino or adjusting the price to reflect the time of
day, value of the customer, etc.
[0302] According to an exemplary algorithm for determining a flat
rate price, the first step is to determine a "base" flat rate
price. This may be calculated as follows: Base Price=[(amount
wagered).times.(interval)].times.[(expected coins awarded for all
active pay combinations over a cycle/expected coin-in over a
cycle)].
[0303] For example, the following Base Price calculation represents
a player selecting three dollar coins per handle pull, an interval
of five hundred handle pulls, and the top three pay combinations
active. For this example we will assume that a complete cycle of
the slot machine is 10,648 unique outcomes and that the top three
pay combinations would pay 2,160 coins over that cycle. Note also
that the expected coins awarded for all active pay combinations
over a cycle and the expected coin-in over the cycle should both
reflect the same number of coins wagered. Essentially, this ratio
reflects the expected monetary return to the payer on a per coin
wagered basis. When multiplied by the amount wagered and the number
of handle pulls the number reflects the amount of money that the
player would be expected to receive from the machine over the
interval specified. It should be notes that this amount of money is
not necessarily the number of coins entered by the player but
rather is the theoretical number of coins of play allowed by the
flat rate session. Continuing with the calculation: Base .times.
.times. Price = [ ( $3 ) .times. ( 500 ) ] .times. [ ( 2 .times. ,
.times. 160 / 10 .times. , .times. 648 ) ] = $1 .times. , .times.
500 .times. .202855 = $304 .times. .28 ##EQU5##
[0304] Note that if the player were to pay this Base Price he would
be essentially getting a fair bet for his money. He would pay
$304.28 for the session and expect (over the long run) to get
$304.28 back in prize money from the top three active pay
combinations. Of course in the short run his results could range
from receiving no payouts over the interval to receiving thousands
of dollars. Because this base price is a fair bet for the player
the casino may want to add in a margin for the house, perhaps by
multiplying the base price by a predetermined margin factor such as
50%. In this example the Profit Adjusted Price would thus be:
Profit .times. .times. Adjusted .times. .times. Price = $304
.times. .28 .times. 150 .times. % = $456 .times. .42 ##EQU6##
[0305] Of course the casino might want to offer flat rate sessions
to players without a casino markup under some circumstances, such
as part of a promotional package or to reward a particularly loyal
customer. In fact the casino might even decrease the base price in
some circumstances.
[0306] The Base Price (or Profit Adjusted Price) could be further
modified by various other operator price parameters such as the
following:
[0307] (i) Time of Day (TD). Times of the day in which the casino
traffic tends to be heavy should result in the player paying a
premium for the flat rate session, while quiet times in the casino
should offer the player a discount over normal rates. For example:
TABLE-US-00001 Midnight to 4 am 70% 4 am to 8 am 80% 8 am to 12 pm
90% 12 pm to 4 pm 100% 4 pm to 8 pm 120% 8 pm to Midnight 140%
[0308] (ii) Day of Week (DW). With the heaviest volume of visitors
falling on Fridays and Saturdays, these days will necessitate
higher flat rate session costs. For example: TABLE-US-00002 Monday
to Thursday 80% Friday 120% Saturday 140% Sunday 100%
[0309] (iii) Player Status Rating (PSR). For top customers such as
high rollers, the cost of a flat rate session may be reduced as a
customer retention tool. For example: TABLE-US-00003 1 (High
Roller) 80% 2 (Good customer) 90% 3 (Average) 100% 4 (Low) 120%
[0310] Slot Machine Usage (SMU). When the majority of slot machines
in the casino are being used, a premium is applied to the cost of
the flat rate play session in order to more evenly distribute play.
For example: TABLE-US-00004 Heavy 120% Moderate 100% Light 80%
[0311] In an example of calculation of a flat rate price, in
addition to the above player selected price parameters, the
following operator selected parameters are incorporated into the
price: the player is in the casino at 2 am on a Wednesday, there is
low slot machine usage, and the player has an average rating. The
calculations below reflect these exemplary conditions: Base .times.
.times. Price = $304 .times. .28 ##EQU7## Final .times. .times.
flat .times. .times. rate .times. .times. price = ( Base .times.
.times. Price ) .times. TD .times. DW .times. PSR .times. SMU =
$304 .times. .28 .times. 70 .times. % .times. 80 .times. % .times.
100 .times. % .times. 80 .times. % = $304 .times. .28 .times. 44.8
.times. % = $136 .times. .32 ##EQU7.2##
[0312] The casino may round up this price to $137 to avoid the need
for small change. In the above calculations, the casino might also
incorporate floors or minimum prices which prevent the Base Price
from going below a level that would be profitable for the house,
regardless of the number of positive criterion that were applied to
the base price.
[0313] Those of ordinary skill in the art will appreciate that
modifications could be made to the exemplary formula to reflect
different kinds of flat rate sessions. For a session with an
interval of one hour (instead of a fixed number of handle pulls)
the formula might reflect an expected number of handle pulls per
hour for that particular game, perhaps even adjusted to reflect the
type of player purchasing the flat rate session. For example, an
experienced video poker player might be expected to reach seven
hundred hands per hour while a beginner might only be expected to
reach three hundred hands per hour.
[0314] As will also be understood by those skilled in the art, the
ultimate goal of many slot machine players is to hit a jackpot
payout. The enjoyment of the play, as well as the ability to
maximize the chance of hitting a large jackpot, is increased by
more play. Play can be increased both by playing longer, and by
playing faster. As will be appreciated from a consideration of the
process described below, the present invention permits both
increased duration, by providing for play at discounted prices, and
speed of play, by providing for minimal time delays between
plays.
[0315] The flat rate price package database 229 will now be
described in greater detail with reference to FIG. 14. The flat
rate price package database 229 is used by the system 100 in
providing the player with different price package options for flat
rate play of a slot machine. Specifically, the flat rate price
package database 229 contains multiple combinations, or packages
1410, of price parameters which correspond to pre-established flat
rate prices. More specifically, these price parameters include but
are not limited to, interval 1412, duration of flat rate play 1414,
amount wagered per play 1416, and pay combination status 1418. Each
combination of price parameters has corresponding flat rate play
session prices 1420. As will be described later in FIG. 15, the
flat rate price package database 229 is accessed when the player
determines he wishes to initiate a flat rate play session. Rather
than let the player choose the price parameters, the slot machine
lists the different packages stored in the flat rate price package
database 229. The player then chooses the package he likes the most
and play commences.
[0316] Having thus described the components of the present
embodiment, the operation of the system 100 will now be described
in greater detail with reference to FIGS. 8-11, and continuing
reference to FIGS. 1-7. It is to be understood that the programs
stored in ROM 320 of the slot network server 106 and ROM 216 of the
slot machine 102 provide the function described below.
[0317] Turning first to FIGS. 8a and 8b, the general operation of
the system 100 will be described. As shown in step 810, the slot
machine player first inserts the player tracking card into the card
reader 266. The card reader 266 then proceeds to read player
identifying information from the tracking card. The player
identifying information, namely the player ID number, is
communicated from the slot machine 102 to the slot server 106 in
step 812.
[0318] Upon receiving the player identifying information, the slot
network server 106 verifies the information in step 814. Such
verification includes the slot network server 106 searching the
casino player database 344 for a record containing the received
player ID number in the appropriate field 410. Once the slot
network server 106 verifies the player identifying information, the
server 106 transmits a signal to the slot machine 102 acknowledging
such verification in step 816. In alternate embodiments, other
information, such as the player's name 414, complimentary point
total 424, and player status rating 428 are transmitted to the slot
machine 102 for display.
[0319] In step 818, the player selects flat rate play via the
player interface 264. The CPU 210 of slot machine 102, in step 820,
then receives a signal from the player interface 264, indicating
that the player has selected flat rate play. For example, there
could be a button specifically for triggering a flat rate play
session. The CPU 210, in response, accesses memory to retrieve
player selectable price parameters. Player selectable price
parameters are the choices available to a player for entering the
player selected price parameters. These player selectable price
parameters are controlled by a program stored in ROM 216. Such
player selectable price parameters, in the present embodiment,
include the amount wagered per play, (e.g., one, two, or three
coins), the length of the flat rate play session, and possible
jackpot structures, such as having only the "DOUBLE JACKPOT" and "5
BAR" jackpots active (as illustrated in the payout table 228 of
FIG. 6). In an alternate embodiment, the player selectable price
parameters are stored as part of the calculation table 227.
[0320] Then, as shown in step 822, the slot machine 102 displays
the player selectable price parameters to the player. For example,
the parameters could be listed on the video display area 238 for
the player, as described previously in FIG. 2b. Once the parameters
appear, the player simply selects his desired settings.
Alternatively, the player may accept one or more default settings.
Once the player selectable price parameters are displayed on the
display 238, the player proceeds, in step 824, to enter player
selected price parameters via the player interface 264. The player
selected price parameters also include data which, although not
directly inputted by the player, is selected by the player and
identified by the slot machine 102. In the present embodiment, such
additional player selected price parameters include type of
machine, time of day, and day of the week.
[0321] It is to be understood that the casino operator of the slot
machines 102 may define the scope of the player selectable price
parameters, and therefore limit the player selected price
parameters in any manner. For example, the length of flat rate play
may be limited to periods above a minimum time or to periods that
are multiples of thirty minute intervals. The jackpot structure may
require that some jackpots remain active.
[0322] Referring now to FIG. 8b, the slot machine 102 CPU 210
receives the player selected price parameters in step 826. Having
received the player selected parameters, the CPU 210 then stores
the player selected price parameters, the player identifying
information, and the slot machine's machine ID number in a record
in the flat rate database 246. Specifically, the player ID number
is stored in field 510, the machine ID number is stored in field
520, and the player selected price parameters are stored in field
512. Although the player selected price parameters are illustrated
as being stored in a single field (512), it is to be understood
that each player selected price parameter may be stored in a
separate field. It is also to be understood that in alternate
embodiments the player selected price parameters need not be stored
in a database, but could be stored in RAM 218.
[0323] The slot machine 102 CPU 210 uses the player selected price
parameters to determine the flat rate prices. Specifically, in step
828, the CPU 210 accesses the calculation table 227 and searches
for the flat rate price 724 corresponding to the received player
selected price parameters 512, which, in the present embodiment,
include machine type 710, amount wagered per play 712, time of day
716, day of the week 718, active jackpots 720, and the length of
the flat rate play session 722. The CPU 210 also incorporates
operator selected price parameters for the flat rate price 724 such
as player status rating 714 and machine availability 719. As will
be appreciated by one skilled in the art, the player status rating
714 is received from the casino player database 344 at any time
prior to determination of the flat rate price 724. Thus, in a
preferred embodiment, the slot network server 106 transmits the
player status rating 428 to the slot machine 102 along with the
verification signal in step 816.
[0324] By including the player status rating 714 in the calculation
table 277, a casino may reward frequent players who wager
relatively large amounts of money with a lower flat rate price 724.
Thus, the system 100 rewards and encourages frequent play. By
including active jackpots 720 in the calculation table 348, the
system 100 allows a casino to discount the flat rate price 724 for
those players who choose to enable relatively few winning outcomes
in the payout table 228. Furthermore, by including the price
parameters relating to time of day and day of the week in the
calculation table 227, a casino may charge a lower flat rate price
724 for sessions during weekday afternoons or between 2:00 a.m. and
8:00 a.m. in the mornings, thereby encouraging play of the slot
machines 102 when they are typically idle.
[0325] It is to be understood that the aforementioned price
parameters in the calculation table 227 are merely representative
of the type of variables that may be considered in determining a
flat rate price. Thus, it is within the scope of the present
invention to include only some of the price parameters, all of the
parameters, or additional parameters in the calculation table
227.
[0326] As mentioned above, the flat rate price may be based partly
upon the availability of slot machines 102. In such an embodiment,
the server 106 tracks whether each slot machine 102 is being used
by noting whether outcomes are currently being received from a
given slot machine 102. In another embodiment, the server 106
tracks slot machine availability by tabulating the number of slot
machines 102 for which flat rate play is currently enabled. In yet
another embodiment, the server 106 tracks slot machine availability
by identifying how many slot machines 102 have a player tracking
card inserted therein.
[0327] Another price parameter which may be used is predicted or
forecasted slot machine availability. Specifically, such a
parameter accounts for anticipated availability of slot machines
102 based upon events at the casino. For example, the calculation
table 227 correlates a lower flat rate price 724 to the time of day
716 corresponding to an event, such as a show which many casino
players attend. On the other hand, the calculation table 227
correlates a higher flat rate price to the time of day 716
corresponding to the end of the event or heavier casino traffic.
This enables a casino to effectively revenue manage their slot
machines without resorting to a change in hold percentage which
requires regulatory approval.
[0328] It is to be understood that accounting for slot machine
availability need not be accomplished in the calculation table 227.
Rather, in an alternate embodiment, a schedule of events is stored
in RAM 218 which is accessed prior to transmitting the flat rate
price 724 to the player. If the event schedule indicates that an
event is ending during the requested flat rate play session, then
the flat rate price 724 will be incremented accordingly.
[0329] In another embodiment, the flat rate price is based only on
operator selected price parameters. A slot machine 102 according to
such an embodiment could, for example, provide discounted flat rate
play sessions based on player status rating, thereby offering one
hundred plays for the price of 90 or discounted timed sessions. To
encourage repeat, high stakes play, higher player status ratings
result in greater discounts.
[0330] Having determined the flat rate price 724, the slot machine
102, in step 830, displays the duration of the flat rate play
session 722 and the flat rate price 724 and requests approval from
the player. Once the player accepts the terms of the flat rate play
session, flat rate play commences.
[0331] If the player does not approve the flat rate price 724, then
the player indicates so via the player interface 264. As indicated
by path A in FIGS. 8a and 8b, the slot machine 102 repeats its
operation from step 822. On the other hand, if the player approves
the flat rate price 724, the player indicates such approval via the
player interface 264 in step 832. Following such approval, the slot
machine 102 prompts the player to enter an appropriate amount of
money in step 834. In the present embodiment, the player deposits
coins into the coin acceptor 248. In one embodiment, the player
deposits a casino token as payment for the flat rate session. Such
tokens may be denominated in dollars, or represent a number of
handle pulls. A casino could thus sell a fifty handle pull token,
usable on a particular denomination and/or type of machine. Such a
token may additionally serve to activate the flat rate session,
eliminating the need for the player to select flat rate play via
player interface 264. Alternatively, the player's credit balance
422 may be debited to pay for the flat rate play session.
[0332] In some embodiments a casino token may be associated with a
particular set of pay combinations which are to be active during a
flat rate play session activated via the token. In yet other
embodiments a casino token may be associated with (i) a specified
duration of time, (ii) a specified number of handle pulls or
outcomes, (iii) a specified number of winning handle pulls or
outcomes, and/or (iv) a flat rate price package as, for example,
described with reference to the flat rate price package database
299 of FIG. 14. A gaming device may identify such a token and enter
the appropriate flat rate play session by, for example, the size
and/or weight of the token or by reading or receiving information
from the token (e.g., via a computer chip embedded in the token or
special markings on the token). Such a casino token may be, for
example, purchased by a person and given to another person as a
gift. The recipient may subsequently use the token by inserting it
into an appropriate gaming device and essentially playing for
"free" (since the person that gave the gift had prepaid for the
token) for a specified duration.
[0333] Once the CPU 210 registers the receipt of money, the CPU 210
reconfigures the slot machine 201 for the flat rate play session in
step 836. Specifically, the CPU 210 generates a signal, or a flag
in memory, indicating that there is no need to accept the coins
between plays. CPU 210 further sets the active field 650 in the
payout table 228 according to the jackpot structure entered by the
player.
[0334] The operation of the slot machine 102 during the flat rate
play session will now be described with reference to FIG. 9 and
continuing reference to FIGS. 1-7. During the flat rate play
session, a slot machine 102 operates generally as described above
with reference to FIG. 2. However, the slot machine 102 is
reconfigured to operate according to the player selected price
parameters, if such parameters affect play, and to operate
continuously, without requiring payment between each play.
Specifically, the flat rate play session begins when the player
presses the starting controller 222 in step 910. The CPU 210 also
initiates a countdown of the length of the flat rate play session
as stored in the player selected parameters field 512 of the flat
rate database 246. With the start of the session, the CPU 210
stores the start time of the flat rate play session in the flat
rate database 246. Specifically, the start time is stored in the
time audit data field 520 in step 912. In step 914, the CPU 210
begins to count down the duration of the flat rate play session.
Next, in step 916, the slot machine 102 generates an outcome and
accesses payout table 228 to determine the appropriate
corresponding number of coins to be paid out.
[0335] Furthermore, in step 918, after each outcome is generated,
the slot machine 102 determines whether the countdown of the
interval remaining 516 has reached zero. It is to be understood
that the countdown may be implemented in either software or
hardware. Additionally, it is understood that the countdown process
discussed herein may be replaced with any suitable means for
tracking the duration of the flat rate play session. Interval
remaining 516 may also represent the number of handle pulls
remaining.
[0336] In the event that the countdown has not reached zero, the
player presses the starting controller 222 in step 920, thereby
initiating another play of the slot machine 102. In the event that
the countdown has reached zero, the CPU 210 generates a signal
indicating that the flat rate play session has concluded. The slot
machine 102 displays a message indicating this to the player and,
in step 922, stores the end time of the session in the time audit
data field 518 of the flat rate database.
[0337] In an alternate embodiment, the player selected price
parameters include the "time between plays." In this embodiment,
the CPU 210 of slot machine 102 controls the time between
generating outcomes of successive plays in the slot machine 102 to
equal the received "time between plays" player selected price
parameter. In another alternate embodiment, the slot machine 102
tracks the number of plays during the flat rate play session. If
the number of plays exceeds a predetermined limit, the slot machine
102 automatically terminates the flat rate play session, regardless
of the duration of the flat rate play session.
[0338] Turning now to FIG. 10, the operation of the system 100 when
the player terminates the flat rate play session prior to the
expiration of the session will be described. In step 1010, the
player indicates a desire to terminate the flat rate play session
via the player interface 264. Consequently, the slot machine 102
CPU 210 receives a termination signal and, in step 1012, displays a
message to the player, asking the player to verify termination of
the flat rate play session. If the player does not verify
termination, then the session continues as described above with
reference to FIG. 9. On the other hand, if the player verifies
termination, shown as step 1014, the CPU 210 proceeds to store the
stop time in the time audit data field 518 of the flat rate
database 246 in step 1016.
[0339] It is to be understood that having both the start time and
the stop time of the flat rate play sessions stored in the flat
rate database 246 allows the casino to perform an audit of the
session. Specifically, should a player allege that the flat rate
play session was shorter than that which was paid for, the casino
may access the flat rate database 246 and retrieve the actual start
and stop time from the time audit data field 520. In the present
embodiment, this time includes an indication of the day, hour, and
minute of the play session.
[0340] Next, in step 1018, CPU 210 determines the value of the
interval remaining in the flat rate play session and transmits the
value to the server 106. In order to determine the value of the
interval remaining, the CPU 210 accesses the calculation table 227.
The value of interval remaining will equal the flat rate price 724
corresponding to the price parameters (i.e., the machine type 710,
amount wagered per play 712, player status rating 714, time of day
716, etc.) used to determine the original flat rate price charged
to the player. When determining the value of the interval
remaining, however, the value in the length of flat rate play
session field 722 is not the original length of the session, but
rather is equal to the actual interval remaining in the flat rate
play session. Stated succinctly, the slot machine 102 identifies
the flat rate price 724 corresponding to the actual interval
remaining in the flat rate play session.
[0341] Once the value of interval remaining is determined, the slot
machine 102 transmits the value to the slot network server 106.
Upon receiving the value of interval remaining, the server 106
stores the value in field 430 of the casino player database 344 in
the player's record, as identified by the player ID number 410.
Storing the value is shown as step 1020. Finally, in step 1022, the
player removes the player tracking card.
[0342] The process of resuming play at another slot machine 102
will now be described with reference to FIGS. 11a and 11b. The
initial operation of the system 100, as indicated by steps
1110-1128, proceeds generally as described above with reference to
steps 810-828 of FIGS. 5a and 8b.
[0343] However, once the CPU 210 of slot machine 102 determines a
new flat rate price based on the relevant price parameters, the CPU
210 determines whether the player must deposit additional
funds.
[0344] Specifically, in step 1130, the CPU 210 compares the new
flat rate price 724 with the value of interval remaining 430. The
server 106 transmits the value of interval remaining 430, as stored
in the casino player database 344, to the slot machine 102 in step
1116 so that the comparison may be performed. As indicated by step
1132, the comparison involves determining whether the new flat rate
price 724 is higher than the value of interval remaining 430.
[0345] If the new price 724 is not higher than the value of
interval remaining 430, then, in step 1134, the slot machine allows
the player to play the flat rate session at no cost. However, if
the new flat rate price 724 is higher than the value of interval
remaining 430, then, in step 1136, the CPU 210 assigns the
difference in the two values as the new flat rate price. Thus, in
step 1138, the CPU 210 displays the new flat rate price on the
video display area 238 of the slot machine 102. Thereafter,
operation of the system continues as described above with reference
to steps 832-836 of FIG. 8b.
[0346] In an alternate embodiment, when a player terminates the
flat rate session early, the value of the interval remaining is
added to the player's credit balance, as stored in field 422 of the
casino player database 344.
[0347] It is to be understood that an embodiment of the present
invention need not include both a slot machine and slot network
server. For example, an embodiment employing only a slot machine
102 is within the scope of the present invention. Such an
embodiment will now be described with reference to FIGS. 12a, 12b,
and 13, and continuing reference to FIGS. 2, 5, and 7. Such an
embodiment utilizes the slot machine 102 of FIG. 2.
[0348] Initially, the player selects flat rate play on the slot
machine 102 in step 1210. Once the player selects flat rate play,
the flat rate play signal is transmitted from the player interface
264 to the CPU 210 in step 1212. The CPU 210 then proceeds, in step
1214, to retrieve the player options for selectable price
parameters. Then, in step 1216, the CPU 210 transmits the player
selectable price parameter options to the video display area 238
for viewing.
[0349] Once the player selectable price parameter options have been
displayed to the player, the player inputs the player selected
price parameters through the player interface 264. Then, in step
1220, the CPU 210 receives the player selected price parameters
from the player interface 264.
[0350] Once the CPU 210 receives the player selected price
parameters, the CPU 210 reconfigures the slot machine 102.
Specifically, the CPU 210 generates a signal, or a flag in memory,
indicating that there is no need to accept the coins between plays.
CPU 210 further sets the pay combination status field 650 in the
payout table 228 according to the jackpot structure entered by the
player. In an alternate embodiment in which the player selectable
price parameters include the time between the handle pulls, the CPU
210 sets an internal timer.
[0351] Furthermore, once the slot machine 102 CPU 210 receives the
player selected price parameters, it proceeds to access the
calculation table 227. By accessing the calculation table 227, the
CPU 210 retrieves the flat rate price for the flat rate play
session. Retrieving the flat rate price is shown as step 1224. Once
the CPU 210 retrieves the flat rate price, it proceeds to transmit
the price, the length of the flat rate play session, and payment
instructions to the video display area 238 for player viewing in
step 1226.
[0352] In step 1228, the player reads the data and instructions on
the video display area 238 and inserts money into the coin acceptor
248 or a bill acceptor (not shown) in order to initiate play of the
slot machine 102. In an alternate embodiment, the player enters a
stored value card such as a "smart card" into the card reader 266.
Such a smart card has the players credit balance stored thereon.
Payment using a smart card further entails the CPU 210 debiting the
player's balance on the smart card by the amount of the flat rate
price. Further, the player may enter a credit card into the card
reader 266.
[0353] In step 1230, the CPU 210 generates a confirmed payment
message indicating that the player has deposited sufficient funds
to cover the flat rate price. Consequently, the CPU 210, in step
1232, sends the current time to both the video display area 238 and
the time audit field 518 of flat rate database 246. Next, in step
1234, the CPU 210 initiates the countdown of the interval remaining
in the flat rate play session as stored in field 516. The length of
the flat rate play session received from the player is initially
stored in field 516. The slot machine 102 decrements, or counts
down, this value as the flat rate play session begins.
[0354] As shown in step 1236, the flat rate play session continues
in accordance with the player selected price parameters, if such
parameters affect play, in step 1236. During such play, the CPU 210
stores and updates the player's accumulated credits in RAM 218. In
an alternate embodiment, the slot machine pays out jackpots as they
occur. Finally, in step 1238, the CPU 210 terminates the flat rate
play session when the countdown ends.
[0355] In an alternate embodiment, the interval of the flat rate
play session is not a time period, but rather is a maximum number
of plays. In such an embodiment, the slot machine 102 stores the
number of plays in the flat rate database 246, as described
previously in FIG. 9, and, in step 916, increments a counter for
each outcome generated. The counter may be implemented in either
software or hardware. Furthermore, in step 918, the slot machine
102 compares the number of plays stored in the flat rate database
246 to the value of the counter. If the value of the counter equals
the stored number of plays, then the flat rate play session is
terminated.
[0356] Turning now to FIG. 13, the process of receiving a payout
from the present embodiment will he described. As shown as step
1310, the flat rate play session ends upon the termination of the
countdown. Specifically, as shown in step 1312, the slot machine
102 CPU 210 terminates the flat rate play session by reconfiguring
the slot machine 102 to its default values. For example, the CPU
210 resets the pay combination status field 650 in the payout table
228 to reflect the original jackpot structure. The CPU 210 also
generates a signal indicating that coins must be received for each
play. In short, the player selected price parameters are no longer
in effect.
[0357] In step 1314, the CPU 210 checks the total credits
accumulated, as stored in the RAM 218, and transmits a payout
command to the hopper controller 240. Consequently, in step 1316,
the slot machine 102 pays out the total number of credits to the
player.
[0358] An alternate embodiment of the present invention will now be
described with reference to FIG. 15. The operation of slot machine
102, as indicated by steps 1510-1524 below, proceeds generally as
described with reference to FIG. 14. In this embodiment, the player
selects from a list of casino determined price packages, rather
than choosing individual price parameters. Each price package, as
stored in the flat rate price package database 229 described above,
is a combination of different price parameters which correspond to
a flat rate play session price.
[0359] In step 1510, the player presses a "flat rate play" button
on the slot machine 102. The slot machine 102 CPU 210 receives flat
rate play signal from the player interface 264 in step 1512. In
this case, the player interface is an actual "flat rate play"
button located on the outside of the slot machine 102. Next, in
step 1514, the CPU 210 access flat rate price package database 229
from data storage device 224. The CPU 210 then displays the player
selectable price packages on video display area 238 in step 1516.
It is to be understood that the CPU 210 need not display the
packages on the video display area 238, as those package options
could be displayed elsewhere on the body of the slot machine 102.
Alternatively, player interface 264 could incorporate several "flat
rate play" buttons, each representing a different flat rate price
package.
[0360] Next, in step 1518, the player selects the desired price
package via the player interface 264. Having already seen what the
price of the selected package is, the player then deposits the
appropriate amount of money into coin acceptor 248 in step 1520.
For example, the player may have chosen price package four which
costs fifty dollars. In return for fifty dollars deposited into the
slot machine, the player receives two hundred and fifty handle
pulls, with three coins wagered per pull, and with the top three
jackpots active in his flat rate play session. These parameters are
specified in the flat rate price package database 229.
[0361] In step 1522, the CPU 210 receives an indication of payment
from the coin acceptor 248 and reconfigures the parameters of slot
machine 102 to meet the specifications of the flat rate price
package selected by the player. Finally, in step 1524, flat rate
play begins.
[0362] It is noted that the flat rate price package database 229
could be located at the slot network server 106 and not at each
individual slot machine 102. When it is located at the server,
certain casino or operator selected parameters could be used to
determine the price. For example, there could be different flat
rate price packages for different times during the day which are
based on projected or actual casino traffic and/or slot machine
usage.
[0363] As will be appreciated by one of ordinary skill in the art,
the key step in getting players to wager money on gaming devices,
such as slot machines, is to bring the players to the casino floor.
One way in which casinos can bring additional players to the casino
floor, and thereby increase total revenues, is by giving away free
samples or rewards with a minimum displacement of traditional
pay-per-play players. The present invention may be employed for
such a purpose.
[0364] In one embodiment, for example, the casino could declare a
free-play period. During the free-play period, likely chosen by the
casino to correspond to down time, when most gaming devices are
idle, players insert their player tracking cards into the gaming
devices and initiate play without being charged. Specifically, the
casino programs the calculation table 227 so that the flat rate
price 724 is zero for a given time of day 716 and day of the week
718. It is anticipated that during such a free-play period, the
casino will alter the jackpot structure, causing only a selected
jackpot to be active. Thus, the lure of free jackpots will bring
additional players to the casino floor who will likely continue
playing after the free-play period ends. A further benefit of this
embodiment is that it would encourage players to become slot club
members. This would result in an increase of players who return to
the casino and the customer base which the casino markets to
through mailings.
[0365] It is also to be understood that play of the slot machines
during the free-play period need not occur as described above.
Thus, in an alternate embodiment, the reels 232, 234, 236 of the
slot machines 102 continuously spin, regardless of whether a player
has inserted a tracking card, with the server 106 periodically
signaling a jackpot on a random machine. Only when a player has
inserted a player tracking card is the jackpot awarded. The server
106 randomly selects a machine ID number and, if the machine 102 is
not being played by a pay-per-play player, the server 106 transmits
a signal to that slot machine 102 directing it to produce a winning
outcome.
[0366] In an alternate embodiment that achieves substantially the
same result of attracting additional players to the floor during
down times, the casino issues guests a player tracking card or a
smart card having a predetermined free credit balance associated
therewith. The casino could then restrict the day and time in which
the players could use the free card in a flat rate play session. In
another embodiment, the cards provided to guests contain an
indication of time, rather than money, for use during a flat rate
play session.
[0367] Although the foregoing embodiments employ static jackpot
structure, which stay the same throughout the flat rate play
session, it is within the scope of the present invention to employ
dynamic jackpot structures, which change during the flat rate play
session. In one such embodiment, the dynamic jackpot structure
starts with a given number of active jackpots, as indicated in the
pay combination status field 650 of the payout table 228. As the
flat rate play session progresses, the number of active jackpots
changes. Specifically, as the interval remaining in the flat rate
play session decreases, fewer pay combinations are made active. In
other words, the slot machine 102 CPU 210 monitors the time and,
every fifteen minutes, for example, causes the pay combination
status field 650 to change from "active" to "inactive" for a given
pay combination 610. Alternatively, the CPU 210 changes the pay
combination status field 650 after a predetermined number of plays.
In a further variation of this embodiment, individual jackpots may
be decreased instead of or in addition to being eliminated (e.g.,
the jackpot for a particular outcome may decrease from 10 coins to
8 coins as the play session progresses).
[0368] As will be appreciated by those skilled in the art, a
dynamic jackpot structure based on the time progression of the flat
rate play session can increase the revenue generated by the slot
machines 102. Specifically, such a dynamic jackpot structure could
be used with a flat rate play session whose duration is not a fixed
time, but rather a given number of plays. Because fewer jackpots
will be active as time progresses, players have an incentive to use
their fixed number of plays within a short time period. Stated
succinctly, the present invention increases speed of play.
[0369] In another embodiment, the jackpot structure is dynamic
based not on the progression of the flat rate play session, but
rather on the outcomes generated by the slot machine 102. One such
embodiment involves changing a particular jackpot from "active" to
"inactive" upon a player hitting the outcome corresponding to that
pay combination. For example, a player may begin the flat rate play
session with all jackpots active. On one play, the slot machine 102
generates a "CHERRY-CHERRY-CHERRY" outcome 610. Upon accessing the
payout table 228, the CPU 210 determines that ten coins are to be
paid out, credits the player's accumulated credits accordingly, and
causes the pay combination status field 650 corresponding to the
"CHERRY-CHERRY-CHERRY" outcome 610 to change from "active" to
"inactive". Thus, a player can only hit a given jackpot once. As
will be appreciated by those skilled in the art, such a dynamic
jackpot structure will allow slot machine operators to further
discount the flat rate price to attract additional players.
Furthermore, it is anticipated that players will be willing to
forego hitting the same jackpot multiple times because their focus
is typically on hitting the highest Jackpot once.
[0370] These and other dynamic jackpot structures may be
implemented as either a player selected price parameter or an
operator selected price parameter. When implemented as a player
selected price parameter, the dynamic jackpot structure is
displayed to the player as a player selectable price parameter
option. The player, in turn, selects it via the player interface
264. When implemented as an operator selected price parameter, the
dynamic Jackpot structure is displayed for player viewing prior to
player approval of the flat rate price. Whether the price
parameters are selected by the player or the casino operator, the
dynamic jackpot structure affects the flat rate price generally as
described above, namely, as a field in the calculation table 227 or
as a variable in the price algorithm.
[0371] In some embodiments of the present invention, an individual
may purchase a flat rate play session as a gift for another person.
For example, an individual may purchase one of the available flat
rate price packages of FIG. 14. In such an embodiment the
individual purchasing a flat rate play session may be provided with
a flat rate play session identifier, which the purchase in turn
provides to the gift recipient. The flat rate play session
identifier may be stored by the casino in association with the
price parameters defining the flat rate play session. Thus, when
the gift recipient inserts the flat rate play session identifier
into a gaming device, the gaming device may communicate with the
casino server to determine the parameters of the flat rate play
session and set itself to such parameters. A flat rate play session
identifier may be provided on, for example, a gift card that is
magnetically or optically encoded with the flat rate play session
identifier such that it may be read by a gaming device.
[0372] Referring again to the figures, FIG. 16 is a schematic
representation of an embodiment of a system configured to carry out
the contract embodiments described herein. The system 1600
comprises a casino server 1605 in communication with insurer device
1610, a gaming device 1615, and a player device 1620. As used
herein, a device (including the casino server 1605, the insurer
device 1610, the gaming device 1615 and/or the player device 1620)
may communicate, for example, through a communication network such
as a Local Area Network (LAN), a Wide Area Network (WAN), a
Metropolitan Area Network (MAN), a Public Switched Telephone
Network (PSTN), a proprietary network, a Wireless Access Protocol
(WAP) network, or an Internet Protocol (IP) network such as the
Internet, an intranet or an extranet. Moreover, as used herein, a
communication network includes those enabled by wired or wireless
technology.
[0373] It should be understood that any number of gaming devices
and any number of player devices can be used in system 1600.
Although system 1600 includes both a casino server 1605 and an
insurer device 1610 as illustrated, one or the other of these
elements may be omitted (for example, the insurer device may be
omitted in embodiments that do not include an insurer or where the
casino acts as the insurer). Similarly, although system 1600
includes both a gaming device 1615 and a player device 1620 as
illustrated, one or more of these embodiments may be omitted (for
example, the player device may be omitted if the casino has not
implemented remote gaming). Further, some or all of the
functionality of a casino server 1605 may be carried out by insurer
device 1610 and vice versa. Similarly, some or all of the
functionality of casino server 1605 and/or insurer device 1610 may
be carried out by gaming device 1615 and vice versa. In one
embodiment, the casino server 1605 comprises one or more computers
that are connected to a remote database server.
[0374] Turning now to FIG. 17, therein depicted is schematic
illustration of a casino server 1605. Casino server 1605 is an
illustration of an embodiment of the casino server of the same
number in FIG. 16. Casino server 1605 comprises a processor 1705 in
communication with a communications port 1710 and storage device
1715. Contained in storage device 1715 is a program 1720, a player
database 1725, a gaming device database 1725, and a contracts
database 1730. Each of these databases will be described in detail
below. The processor 1705 performs instructions of the program
1720, and thereby operates in accordance with the present
invention. The program 1720 may be stored in a compressed,
uncompiled and/or encrypted format. The program 1720 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system, and "device
drivers" used by the processor 210 to interface with peripheral
devices. Appropriate program elements are known to those skilled in
the art.
[0375] Note that the processor 1705 and the storage device 1715 may
be, for example, located entirely within a single computer or other
computing device or located in separate devices coupled through a
communication channel.
[0376] Turning now to FIG. 18, therein depicted is a schematic
illustration of an insurer device 1610. Insurer device 1610 is an
illustration of an embodiment of the insurer device 1610 of the
same number in FIG. 16. Insurer device comprises a processor 1805
in communication with a communications port 1810 and a storage
device 1815. Storage device 1815 stores a program 1820. The
processor 1805 performs instructions of the program 1820, and
thereby operates in accordance with the present invention. The
program 1820 may be stored in a compressed, uncompiled and/or
encrypted format. The program 1820 furthermore includes program
elements that may be necessary, such as an operating system, a
database management system, and "device drivers" used by the
processor 1805 to interface with peripheral devices. Appropriate
program elements are known to those skilled in the art. Note that
the processor 1805 and the storage device 1815 may be, for example,
located entirely within a single computer or other computing device
or located in separate devices coupled through a communication
channel.
[0377] Turning now to FIG. 19, therein depicted is a schematic
illustration of a gaming device 1615. Gaming device 1615 is an
illustration of an embodiment of the gaming device of the same
number depicted in FIG. 16. Gaming device 1615 comprises a
processor 1905 in communication with a communications port 1910, an
input device 1915, an output device 1920, and a storage device
1925. Storage device 1925 stores a program 1930. The processor 1905
performs instructions of the program 1930, and thereby operates in
accordance with the present invention. The program 1930 may be
stored in a compressed, uncompiled and/or encrypted format. The
program 1930 furthermore includes program elements that may be
necessary, such as an operating system, a database management
system, and "device drivers" used by the processor 1905 to
interface with peripheral devices. Appropriate program elements are
known to those skilled in the art.
[0378] Note that the processor 1905 and the storage device 1925 may
be, for example, located entirely within a single computer or other
computing device or located in separate devices coupled through a
communication channel.
[0379] Input device 1915 may comprise, for example, a player slot
card interface, a keypad, a touch-screen, a microphone and/or any
other device which allows a player to input information into gaming
device 1615. Output device 1920 may comprise, for example, a
display area, a microphone, and/or any other device that allows
gaming device 1615 to output information to a player. Gaming device
1615 may comprise, for example, a slot machine, video poker
machine, video keno machine, a video bingo machine, a video lottery
terminal, a video pachinko machine, or a video blackjack machine. A
combination of these type of machines may be used in embodiments
where casino server 1605 is in communication with more than one
gaming device 1615.
[0380] Turning now to FIG. 20, therein depicted is a schematic
illustration of a player device 1620. Player device 1620 is an
illustration of an embodiment of the player device of the same
number depicted in FIG. 16. Player device 1620 may be, for example,
a personal computer (PC), laptop, personal digital assistant, a
cellular telephone, a pager, and/or any other device that allows a
player to remotely monitor and participate in play of a gaming
device in accordance with the present invention. Player device 1620
comprises a processor 2005 in communication with a communications
port 2010 and a storage device 2015. Storage device 2015 stores a
program 2020. The processor 2005 performs instructions of the
program 2020, and thereby operates in accordance with the present
invention. The program 2020 may be stored in a compressed,
uncompiled and/or encrypted format. The program 2020 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system, and "device
drivers" used by the processor 2005 to interface with peripheral
devices. Appropriate program elements are known to those skilled in
the art. Note that the processor 2005 and the storage device 2015
may be, for example, located entirely within a single computer or
other computing device or located in separate devices coupled
through a communication channel.
[0381] It should be noted that any and all of the processors 1705,
1805, 1905, and 2005 may comprise one or more microprocessors such
as one or more INTEL.RTM. Pentium.RTM. processors. Further, any and
all of the storage devices 1720, 1815, 1925, and 2015 may comprise
any appropriate storage device, including combinations of magnetic
storage devices (e.g., magnetic tape and hard disk drives), optical
storage devices and semiconductor memory devices, such as Random
Access Memory (RAM) devices and Read Only Memory (ROM) devices.
[0382] Examples of databases that may be used in connection with
the system 1600 will now be described in detail with respect to
FIGS. 21 through 23. Each figure depicts a database in which the
data is organized according to a data structure in accordance with
embodiments of the present invention. The data may be stored, for
example, on a computer readable medium and be accessible by a
program executed on a data processing system. The schematic
illustrations and accompanying descriptions of the databases
presented herein are exemplary, and any number of other database
arrangements could be employed besides those suggested by the
figures.
[0383] Referring to FIG. 21, a table represents one embodiment of
the player database 1720 that may be stored at the casino server
1605 shown in FIG. 16 according to an embodiment of the present
invention. The table includes entries identifying players that may
be participating in contracts for flat rate play sessions with
system 1600. The table also defines fields 2105, 2110, 2115, 2120,
2125, 2130, and 2135 for each of the entries. The fields specify
(i) a player identifier 2105 that uniquely identifies a player;
(ii) a name 2110 associated with the player; (iii) an address 2115
that facilitates communications with the player; (iv) a financial
account identifier 2120, such as a credit or debit card account,
associated with the player through which payment may be obtained
and to which player winnings may be credited; (v) demographic
information 2125 that may be utilized to determine a price or other
terms for a contract; (vi) credits 2130 that represent the amount
of casino credits associated with the player; and (vii) a lifetime
coin in 2135 that represents the amount of coin in wagered by the
player over the course of his or her relationship with the casino
and/or insurer.
[0384] Referring to FIG. 22, a table represents one embodiment of
the gaming device database 1725 that may be stored at the casino
server 1605 shown in FIG. 16 according to an embodiment of the
present invention. The table includes entries identifying gaming
devices operated by the casino. The table also defines fields 2205,
2210, and 2215 for each of the entries. The fields specify a (i) a
gaming device identifier 2205 that identifies a gaming device; (ii)
a name 2210 associated with the gaming devices, such as, for
example, Diamond Mine.RTM.; and (iii) a manufacturer 2215 of the
gaming device.
[0385] Referring to FIG. 23, a table represents one embodiment of
the contract database 1730 that may be stored at the casino server
1605 shown in FIG. 16 according to an embodiment of the present
invention. The table includes entries identifying contracts that
may or have been purchased via the system 1600. The table also
defines fields 2305, 2310, 2315, 2320, 2325, 2330, 2335, 2340, and
2345 for each of the entries. The fields specify (i) a contract
identifier 2305 that identifies a contract that has been purchased
or is available for purchase by a player; (ii) a player identifier
2310 that identifies a player, if any, that may be associated with
the contract; (iii) an initial bankroll 2315; (iv) a description
2320 that describes the terms of the contract; (v) a cost 2325 of
the contract; (vi) a result 2330 that indicates the current status
of the contract; (vii) an amount owed the player 2335; (viii) an
amount owed the insurer 2340; and (ix) a total amount owed the
insurer 2345.
[0386] A method that may be used in connection with the system 1600
according to an embodiment of the present invention will now be
described in detail with respect to FIG. 24. The method shown in
FIG. 24 may be performed, for example, by a casino server 1605 in
response to a player's request to purchase a contract and after
determining the price and terms of the contract the player wishes
to purchase. This flow chart does not imply a fixed order to the
steps, and embodiments of the present invention may be practiced in
other orders.
[0387] The method 2400 begins upon receipt of payment from a player
for a fixed number of pulls in step 2405. In other embodiments this
step may comprise receipt of payment for a fixed duration of time
during which the player may play. Receipt of payment may comprise,
for example, receipt of a monetary input into a gaming device 1615
or receipt of (and, e.g., approval of a charge on) a financial
account identifier. The received payment, or an indication of it,
is then transmitted to an insurer in step 2410. Outcomes are then
generated for a fixed number of pulls in step 2415. An adjustment
of a tally of the player's accumulated credits based on the
outcomes is performed in step 2420.
[0388] In step 2425 it is determined whether the adjusted tally
exceeds a predetermined threshold. If it does, the method 2400
proceeds to step 2435 where the player is paid the amount by which
the tally exceeds the threshold. Payment to the player may be
achieved by, for example, outputting a monetary amount comprising
the payment to the player at the gaming device or by crediting the
amount of the payment to a financial account identifier associated
with the player. If it is determined in step 2425 that the adjusted
tally does not exceed the predetermined threshold then the method
2400 proceeds to step 2430 in which the amount by which the tally
falls short of the threshold is collected from the insurer.
[0389] FIG. 25 depicts an exemplary slot machine 2500 in accordance
with one or more embodiments of the present invention. A display
2510 of the slot machine provides information about contracts being
executed on behalf of the player. Exemplary display 2510 indicates
three ticker symbols to represent session information to a player.
The player has contracts executing on three slot machines. The
contracts (and their respective corresponding game play sessions)
are denoted by the symbols "LCKY" 2530, "JKPT", and "MPLY." The
numbers next to each contract symbol show the player's gross
winnings for the contract executing on the corresponding slot
machine, as well as the change in the gross winnings since the last
time the symbol was displayed. The symbols and the session
information are being displayed in a display are 2520 of the
display 2510. The display area 2520 may be an information crawler
that represents information as in motion across the display area.
Of course, the information may be displayed as stationary.
[0390] It will be understood that the type of information depicted
in FIG. 25 is exemplary; many other types of additional or
supplemental information may be provided. With many statistics to
display, and with many possible machines on which to execute
contracts, a player might fill up a ticker tape, making it look
much like the ticker tape coming from the stock market. Although
the ticker symbols are depicted as being displayed at a slot
machine, it will be understood that symbols and other types of game
play session information may be communicated to a player at other
types of gaming devices and/or at one or more player devices (e.g.,
a PDA, a television).
[0391] A method that may be used in connection with the system 1600
according to one or more embodiments of the present invention will
now be described in detail with respect to FIG. 26. The method
shown in FIG. 26 may be performed, for example, by a casino server
1605 in response to a triggering condition for offering a player a
contract, or in response to a player's request to enter into a
contract. This flow chart does not imply a fixed order to the
steps, and embodiments of the present invention may be practiced in
other orders.
[0392] The method 2600 begins by establishing a contract with a
player for a session of two or more plays of a gaming device in
step 2605. As discussed herein, the session may include a fixed
number of pulls and/or may be for a fixed duration of time.
Establishing the contract may comprise receiving payment for the
contract and/or receiving an amount of funds for use in executing
the contract, such as a bankroll. Various ways in which a contract
may be offered to and accepted by a player are discussed herein.
After the contract is established, the session is initiated in step
2610. For example, in response to a signal from the casino server
1605, at least one gaming device may begin generating outcomes in
accordance with one or more terms of the contract. A symbol that is
representative of the session is determined in step 2615. For
example, a ticker symbol may be generated by the casino server
1605, or may be selected by a player (e.g., by inputting at a
gaming device, kiosk, or Web site). Session information that is
based on at least one play of the session is determined in step
2620. Many types of information are described herein, and others
will be readily apparent to those skilled in the art in light of
the present disclosure. The symbol and the session information are
displayed to the player in step 2625. In one embodiment, the symbol
and the session information are displayed to the player
simultaneously. For example, a ticker symbol and associated session
information (e.g., an outcome, an amount of credits remaining in a
bankroll) may crawl across the bottom of a display screen. In
another embodiment, the symbol and the information are not
displayed at the same time.
[0393] A method 2700 that may be used in connection with the system
1600 according to one or more embodiments of the present invention
will now be described in detail with respect to FIG. 27. The method
shown in FIG. 27 may be performed, for example, by a casino server
1605 (and/or a gaming device 1615). This flow chart does not imply
a fixed order to the steps, and embodiments of the present
invention may be practiced in other orders.
[0394] In step 2705, a contract is established with a player for a
session of multiple game plays, as discussed variously herein. A
bankroll is also determined in step 2710. For example, the player
provides an amount of funds for use in executing the contract
(e.g., for use in placing wagers on game plays during a contracted
session). In another example, the casino establishes a credit
balance based on the price of a purchased contract (e.g., a one
thousand credit balance in exchange for $50). The bankroll may
comprise one or more credit balances or financial accounts (e.g., a
credit card account). At least one outcome is generated for the
session in step 2715. For example a handle pull is made at a slot
machine (e.g., automatically, or by the player) and a reel outcome
is determined. The balance of the bankroll is adjusted based on the
at least one outcome in step 2720. For example, if the outcome is a
winning outcome, a payout amount may be added to the balance. In
some embodiments, the generating of an outcome may decrease the
balance. For example, a bankroll may be decremented by $1 for each
handle pull at a $1 slot machine.
[0395] In step 2725, a payment is determined based on the balance
of the bankroll. For example, as discussed herein, a player may
specify that a portion of a bankroll is to be distributed to the
player each week. As discussed herein, a fixed or variable
percentage may be specified for determining how much the payment is
to be. In step 2730, the payment is provided to the player. For
example, the payment may be mailed as a check to the player, or may
be credited to a balance at a gaming device that the player is
currently playing.
[0396] A method 2800 that may be used in connection with the system
1600 according to one or more embodiments of the present invention
will now be described in detail with respect to FIG. 28. The method
shown in FIG. 28 may be performed, for example, by a casino server
1605 (and/or an insurer device 1610). This flow chart does not
imply a fixed order to the steps, and embodiments of the present
invention may be practiced in other orders.
[0397] In step 2805, a contract is established with a player. In
step 2810, a request is received to modify at least one term of the
contract. For example, the request may be received from the player
or from an agent authorized to act on behalf of the player. The at
least one term may be modified in response to the request. In step
2815, the contract is executed in accordance with the at least one
modified contract term. A method 2900 that may be used in
connection with the system 1600 according to one or more
embodiments of the present invention will now be described in
detail with respect to FIG. 29. The method shown in FIG. 29 may be
performed, for example, by a casino server 1605, a gaming device
1615, and/or a player device 1620). This flow chart does not imply
a fixed order to the steps, and embodiments of the present
invention may be practiced in other orders.
[0398] In step 2905, an outcome is generated in accordance with a
contract. For example, one of a fixed number of handle pulls may be
initiated at a slot machine. An indication of the outcome is stored
in step 2910. For example, an indication of the outcome may be
stored by a gaming device and/or transmitted to a casino server for
storage in a database of outcomes associated with the contract. In
another example, an indication of the outcome is transmitted to a
player device and stored at the player device (e.g., a personal
computer). In step 2915, an indication of an external event is
received. For example, a casino server receives a signal indicating
the occurrence of an event in a sports game (e.g., a home run in a
professional baseball game). A representation of the outcome is
displayed in step 2920. For example, if the outcome is a winning
outcome, it may be displayed to the player upon receiving an
indication that a touchdown has been scored in a football game. In
some embodiments, a representation of the event may also be
communicated to the player. For example, video of a scoring play in
a sporting event may be transmitted to a player device.
Additional Embodiments
[0399] In some embodiments, a first player enters into a contract
whereby he will place wagers that will be resolved based on the
outcomes generated at a second player's gaming device. For example,
Joe enters into a contract where he provides $50. Joe then receives
the equivalent of any payouts given to Linda, a gambler at a nearby
$1 machine, during her next fifty handle pulls. If, in her next
fifty handle pulls, Linda receives $35 worth of payouts, then Joe
will also receive $35. Linda may never know that Joe has money at
risk on the outcomes generated at her machine. In one embodiment,
the second person is a gambler on the casino floor, such as Linda,
who is making wagers and handle pulls at her own pace. The first
player may be at the casino or at a remote location. In another
embodiment the second person is a remote player. In this
embodiment, the second person may have her own contract with the
casino, whereby the casino makes wagers on the second person's
behalf. Once again, the first player may be at the casino or at a
remote location.
[0400] In some embodiments, the first player does not make the same
wager as does the second player, and may therefore not receive the
same payouts. To illustrate, suppose in the above example that
Linda had been at a quarter slot machine. While Linda herself may
have wagered quarters on every outcome, Joe may have wagered $1 on
Linda's outcomes. Then for every payout Linda received, Joe may
have received four times as much.
[0401] In some cases, the first player may make bets on the
outcomes generated by the second player, but the first person's
bets may not be of the same type. For example, the first person
places a bet that pays off only if the next outcome generated by
the second player's gaming device is a losing outcome. Therefore,
if the second player generates a winning outcome, then the second
player wins and the first player loses.
[0402] At times a first player may make bets on the outcomes to be
generated by a second player, but the second player may not
complete the full number of pulls required by the first player's
contract. For example, Joe contracts to wager on the next fifty of
Linda's handle pulls, and Linda ceases gambling after 30 handle
pulls. In this case, several remedies may occur. Joe's contract may
simply terminate automatically if Linda goes for a predefined
period without making any handle pulls. Alternatively, the casino
may automatically generate enough outcomes at Linda's gaming device
to complete Joe's contract. In still another embodiment, certain
outcomes generated by Linda may be reused. Thus, the last of
Linda's 30 handle pulls may count for Joe as outcomes 11 through 30
and as outcomes 31 through 50. Many other remedies are
possible.
[0403] In some embodiments, a first player wishes to make bets on
the outcomes generated by a second player, but wishes to find a
suitable second player who meets certain criteria. Exemplary
criteria may include: the second person is of the first player's
age, the second person is of a certain gender, the second person
has a birthday during the same month as does the first person, the
second person has been on a winning streak, the second person has
been on a losing streak, the second player is at a particular type
of machine, and so on. Therefore, the casino may provide to the
first player statistics on various other players. The statistics
may include statistics relating to any criteria of interest to the
first player. The casino may, however, withhold certain information
about other players, so as to protect the other players' privacy.
Once the casino has shown statistics to the first player, the first
player may choose one or more other players on which to place
wagers.
[0404] In some embodiments, it may be important that a first player
does not know the identity of the player on whose outcomes his
contract is based. The reason is that the casino may wish to
prevent the first player from communicating with the second player,
and thereby influencing the second player's gambling actions. By
influencing the second player's gambling actions, the first player
would influence his own gambling results, possibly from a remote
location. Therefore, the casino may, for example, choose the second
player randomly, so that the first player is unlikely to know the
identity of the second player. The casino may also choose a second
player who is in a casino other than that of the first player.
[0405] Suppose that multiple people enter into contracts whereby
each person will place wagers which resolve based on the outcomes
generated by a single player. For instance, Joe, Sam, Linda, and
Chris all win money if a slot machine being played by Bob generates
a winning outcome. Similarly, Joe, Sam, Linda and Chris all lose
money if a slot machine being played by Bob generates a losing
outcome. If enough people win or lose money based on the same
outcome, then the casino might risk financial damage should the
outcome turn out to be a jackpot. For example, if the outcome were
to be a jackpot, then Joe, Sam, Linda, Chris, and Bob would all
have to be paid jackpots. If the jackpot is one million dollars,
than the casino has to pay out five million dollars. Such a payout
might strain the casino's finances. Therefore, where multiple
people have stakes in a single outcome, the casino might purchase
insurance against a jackpot or other large outcome occurring. For
instance, the casino might pay three cents per person per spin as
an insurance premium to an insurer. Then, should the outcome turn
out to be a jackpot, the insurer would cover at least part of the
cost of paying the jackpot to each of Joe, Sam, Linda, Chris, and
Bob.
[0406] Numerous variations on the above-described contract
embodiments of the present invention may be practiced without
departing from the spirit and scope of the present invention. For
example, a player may be halfway through a contract and have
negative two hundred accumulated credits. The player might
therefore lose all hope of winning enough to overcome the two
hundred-credit deficit, and so lose interest in the contract.
Therefore, in one embodiment, a player who is well below a
threshold number of accumulated credits for winning may play for an
altered pay table. Low paying outcomes may be eliminated, while the
likelihood of achieving high paying outcomes may increase. This is
because a player with a two hundred-credit deficit probably doesn't
care about a win of ten credits, but does care about a win of five
hundred credits. The overall hold percentage of the machine may
remain constant. In some embodiments, the alteration of the pay
tables is an automatic function of the number of pulls remaining
and the credit deficit of the player. In other embodiments, the
player must request an alteration of the pay tables. As an example,
a player may select an option that says, "Let me play just for the
jackpot. Eliminate everything else and make the jackpot more
likely." The player may or may not have to pay for an alteration of
the pay tables. In a more general sense, the pay tables may change
such that the standard deviation of the payout for a particular
handle pull changes even as hold percentage may remain
constant.
[0407] In another embodiment, a player might purchase a contract at
a casino desk and receive a token that indicates the type of
contract. The player might then deposit the token into a gaming
device. The gaming device would then recognize the token and be
able to execute the contract.
[0408] A player may have the privilege of entering into favorable
contracts after a fixed amount of initial betting. For example, if
the player wagers for an hour, he may be able to enter into a
contract where each pull is at true odds. That is each pull pays
back, on average, the same amount that was put in. Typically the
pull pays back less. In yet another embodiment, a player may
receive better odds on contract play when he is recommended to the
casino by a friend.
[0409] In some embodiments, certain results of a pull may terminate
a contract early. For example, if a player hits the jackpot, the
contract may terminate. In other embodiments a player's accumulated
credits can be displayed to a player as a function of time in the
form of a graph. The graph may look much like graphs used to plot
the price of a stock market index as a function of time. In some
embodiments, a player wins money or some other prize if the graph
takes on a certain shape. For example, if the line of the graph is
such that it slips between several sets of markers (much like a
skier on a slalom course), then the player may win a large
prize.
[0410] In some embodiments, a player's winnings on each pull of the
contract are reinvested into the contract, whereas in other
embodiments they are not. In one example, a player purchases a
contract for $100. The player instructs the gaming device to gamble
the $100 until it is all gone. However, any winnings are not to be
used to gamble, they are to be sent directly to the player. In a
second example, the player purchases a contract for $100 and
instructs the gaming device to gamble the $100 until it is gone or
until it has become $200. Here, the player elects to reinvest
winnings, using the winnings to pay for new handle pulls even after
$100 worth of handle pulls has been made already.
[0411] A contract may reward a player based on any second order
data, or meta-data about one or more outcomes. Examples include
rewarding the player if three like outcomes occur in a row, if
twenty cherries come up in ten sequential spins, if the players
accumulated credits ever reach one hundred, etc. An example
previously mentioned is rewarding a player based on the pattern of
a graph of accumulated winnings as a function of time. A player
might choose the "meta-outcomes" on which he desires to be
rewarded, and the gaming device may figure the corresponding odds
and the size of the reward should the meta-outcome occur.
[0412] A player may be rewarded with the downside of a sequence of
outcomes much as buying insurance gives him the upside. For
example, a player pays a fixed sum of money, and collects winnings
for every dollar in the negative the contract finishes at. Thus, if
a contract ends with the player having minus 20 accumulated
credits, then the player collects 20 credits.
[0413] A contract may apply to a "best 100" sequence of a larger
sequence of pulls. For example, the player pays $100 for a contract
of one thousand pulls. From those one thousand pulls, the player
gets to choose any one hundred consecutive outcomes to determine
his winnings, and can disregard the rest of the outcomes. Thus the
player can say he wants to use outcomes 506 through 605. Perhaps
there was a hot streak during that sequence. The player's winnings
are then determined solely based on what happened between pulls 506
and 605. This might result in winnings of $200, whereas having
counted all one thousand pulls would have resulted in a net loss
for the player. Of course, the gaming device may automatically
choose the most favorable sequence for the player.
[0414] A player may choose his favorite outcome and receive higher
payouts for that outcome, special privileges for receiving that
outcome (e.g., the ability to terminate a contract), etc.
[0415] In some embodiments, a player may receive benefits towards
his contract in return for various actions performed or obligations
accepted by the player. Such actions or commitments may include,
without limitation: [0416] Answering survey questions [0417]
Performing other work, such as instructing casino patrons on the
use of new slot machines [0418] Making a purchase [0419] Committing
to a future purchase [0420] Committing to a future action, such as
test-driving a car, hearing a life-insurance pitch, or visiting the
casino [0421] Committing to doing future work
[0422] A player may also receive benefits towards a contract simply
for being a good customer of the casino. For example, a player who
annually gambles more than $10,000 at a casino may receive 5%
discounts on the price of a contract. A preferred customer of the
casino may also have access to certain restricted machines. Such
restricted machines might sell cheaper than normal contracts,
contracts with improved odds, and other special contracts. Other
benefits towards the player's contract may include, without
limitation: [0423] Free extra spins [0424] A reduction in the
required number of spins [0425] A casino subsidy added to the
player's bankroll [0426] Improved odds on one or more outcomes
[0427] Higher payouts on one or more outcomes [0428] More
flexibility in modifying the contract. For example, a benefit may
be the option to terminate the contract early [0429] Elimination of
one or more elements from the computation of a contract's return.
For example, suppose a contract is to pay a player fifty times the
average of his best ten pulls made during the contract. As a
benefit, the player may now be paid fifty times the average of his
best 9 pulls made during the contract. [0430] Addition of one or
more elements to the computation of the contract's return. For
example, a contract may now pay the sum of the 11 best pulls rather
than the sum of the ten best pulls.
[0431] According to some embodiments, a contract may allow a player
to receive outcomes for a plurality of different games and/or from
a plurality of different gaming devices. For example, a contract
may be for one hundred outcomes from a three-reel slot machine, and
for one hundred outcomes from a five-reel slot machine. The player
might receive the outcomes for viewing at the player device in
alternating fashion. For example, every even outcome he receives
may be from the three-reel slot machine, and every odd-numbered
outcome may be from the five-reel slot machine. The player may then
view the outcomes as he receives them at the player device, or in
the order in which he receives them at the gaming device. The
player might also view all the outcomes from a first game or gaming
device before viewing any of the outcomes from a second game or
gaming device. Of course, as discussed herein, there are many other
sequences in which a player might receive or view outcomes from
multiple games or gaming devices.
[0432] A player may receive an offer to enter into a contract,
whereby outcomes are revealed to the player upon the occurrence of
an external sports-related event, if the player demonstrates an
interest in sports. For example, if a player has placed bets on
sporting events, or has frequented casino sports bars, then a
casino representative, or a gaming device, may offer the player
contracts whose outcomes are revealed based on sporting events.
[0433] A contract may center around the game of keno. For example,
a player may enter into a contract whereby a single keno ticket
held by the player is good for multiple keno drawings. Over a
period of time, the player may receive outcomes at his gaming
device that may include the numbers drawn in the latest drawing and
the amount the player has won based on his ticket or tickets.
CONCLUSION
[0434] Although the foregoing preferred embodiments employ slot
machines, it is within the scope of the present invention to employ
other types of gaming devices, such as video poker machines, video
roulette machines, and the like. For example, in an embodiment
using a video poker machine, the player selected price parameters
include identifying only specific card hands, such as a royal
flush, as active in the jackpot structure.
[0435] Thus, while the present invention has been described in
terms of certain preferred embodiments, other embodiments that are
apparent to those of skill in the art are also intended to be
within the scope of the present invention. For example, the present
invention may be practiced by an online casino utilizing only
software and not involving traditional slot machines. Accordingly,
the scope of the present invention is intended to be limited only
by the claims appended hereto.
* * * * *