U.S. patent application number 11/422925 was filed with the patent office on 2006-09-28 for method and apparatus for managing performance of multiple games.
Invention is credited to Michael D. Downs, James A. Jorasch, Russell P. Sammon, Jay S. Walker.
Application Number | 20060217195 11/422925 |
Document ID | / |
Family ID | 29251175 |
Filed Date | 2006-09-28 |
United States Patent
Application |
20060217195 |
Kind Code |
A1 |
Walker; Jay S. ; et
al. |
September 28, 2006 |
METHOD AND APPARATUS FOR MANAGING PERFORMANCE OF MULTIPLE GAMES
Abstract
In accordance with one or more embodiments, a method for
managing games for use on gaming devices is presented, wherein the
method comprises determining a measure of performance of a game,
and determining a payment due to a provider of the game based on
the measure of performance of the game. In one or more embodiments,
the measure of performance may be used to determine whether to keep
the game enabled on one or more gaming devices.
Inventors: |
Walker; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ;
Sammon; Russell P.; (San Francisco, CA) ; Downs;
Michael D.; (Stamford, CT) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
29251175 |
Appl. No.: |
11/422925 |
Filed: |
June 8, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10420069 |
Apr 21, 2003 |
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11422925 |
Jun 8, 2006 |
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10419478 |
Apr 18, 2003 |
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10420069 |
Apr 21, 2003 |
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60373761 |
Apr 18, 2002 |
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60374343 |
Apr 19, 2002 |
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Current U.S.
Class: |
463/29 |
Current CPC
Class: |
G06Q 40/00 20130101;
G06Q 50/06 20130101; G07F 17/3244 20130101; G07F 17/32 20130101;
G07F 17/3227 20130101; G07F 17/3234 20130101; G07F 17/3216
20130101; G07F 17/3262 20130101; G06Q 30/04 20130101; G06Q 30/0218
20130101 |
Class at
Publication: |
463/029 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: determining a measure of usage of a first
game on a first gaming device; determining a measure of usage of a
second game on the first gaming device; determining a first payment
rate that is associated with a first party; determining a first
payment amount based on the first payment rate and the measure of
usage of the first game; initiating payment of the first payment
amount to the first party; determining a second payment rate that
is associated with a second party; determining a second payment
amount based on the second payment rate and the measure of usage of
the second game; and initiating payment of the second payment
amount to the second party.
2-25. (canceled)
Description
[0001] The present application claims the benefit of: [0002] (i)
U.S. Provisional Patent Application No. 60/374,343 filed Apr. 19,
2002, entitled "GAMING DEVICE METHODS AND APPARATUS EMPLOYING
FEATURE MANAGEMENT", the entirety of which is incorporated by
reference herein for all purposes; and [0003] (ii) U.S. Patent
Application No. 60/373,761, filed Apr. 18, 2003, entitled "METHOD
AND APPARATUS FOR ENABLING A PLAYER TO SELECT FEATURES ON A GAME
MACHINE", the entirety of which is incorporated by reference herein
for all purposes; which claims the benefit of U.S. Provisional
Patent Application No. 60/373,761 filed Apr. 18, 2002.
CROSS-REFERENCE TO RELATED APPLICATIONS
[0004] The present Application is related to the following
commonly-owned, co-pending U.S. Patent Applications: [0005] (i)
U.S. patent application Ser. No. 09/603,677, filed Jun. 26, 2000,
entitled "METHOD AND APPARATUS FOR SELECTING A SUPPLEMENTAL PRODUCT
TO OFFER FOR SALE DURING A TRANSACTION", the entirety of which is
incorporated by reference herein for all purposes; and [0006] (ii)
U.S. patent application Ser. No. 09/993,228, filed Nov. 14, 2001,
entitled "METHOD AND APPARATUS FOR DYNAMIC RULE AND/OR OFFER
GENERATION", the entirety of which is incorporated by reference
herein for all purposes.
BACKGROUND
[0007] The present invention relates generally to methods and
apparatus for managing the enabling of games on gaming devices.
[0008] Gaming devices (e.g., reeled slot machines, video poker
machines, video keno machines, video blackjack, and video bingo
machines) generate more than $15 billion per year in revenue for
casinos in the United States alone. This figure accounts for more
than half of the gaming revenue for a typical United States casino.
The situation is similar in other countries in which gaming devices
are popular, such as Australia. Accordingly, casino operators and
other operators of gaming devices are interested in increasing the
enjoyment of playing gaming devices in order to maintain or
increase this level of revenue.
BRIEF DESCRIPTION OF THE FIGURES
[0009] FIG. 1A is a flowchart depicting an exemplary process
consistent with one or more embodiments of the present
invention.
[0010] FIG. 1B is a flowchart depicting an exemplary process
consistent with one or more embodiments of the present
invention.
[0011] FIG. 1C is a flowchart depicting an exemplary process
consistent with one or more embodiments of the present
invention.
[0012] FIG. 1D is a flowchart depicting an exemplary process
consistent with one or more embodiments of the present
invention.
[0013] FIG. 2A is a block diagram of an exemplary system consistent
with one or more embodiments of the present invention.
[0014] FIG. 2B is a block diagram of another exemplary system
consistent with one or more embodiments of the present
invention.
[0015] FIG. 3 is a block diagram of an exemplary computer
consistent with one or more embodiments of the present
invention.
[0016] FIG. 4 is a block diagram of an exemplary gaming device
consistent with one or more embodiments of the present
invention.
[0017] FIG. 5 is a table illustrating an exemplary data structure
of a game database consistent with one or more embodiments of the
present invention.
[0018] FIG. 6 is a table illustrating an exemplary data structure
of a condition database consistent with one or more embodiments of
the present invention.
[0019] FIG. 7 is a table illustrating an exemplary data structure
of a gaming device database consistent with one or more embodiments
of the present invention.
[0020] FIG. 8 is a table illustrating an exemplary data structure
of a player database consistent with one or more embodiments of the
present invention.
[0021] FIG. 9A is a table illustrating an exemplary data structure
of a performance database consistent with one or more embodiments
of the present invention.
[0022] FIG. 9B is a table illustrating another exemplary data
structure of a performance database consistent with one or more
embodiments of the present invention.
[0023] FIG. 9C is a table illustrating another exemplary data
structure of a performance database consistent with one or more
embodiments of the present invention.
[0024] FIGS. 9D-9E is a table illustrating another exemplary data
structure of a performance database consistent with one or more
embodiments of the present invention.
[0025] FIG. 10A is a table illustrating an exemplary data structure
of a payment database consistent with one or more embodiments of
the present invention.
[0026] FIGS. 10B-10C is a table illustrating another exemplary data
structure of a payment database consistent with one or more
embodiments of the present invention.
[0027] FIG. 11 is a plan view of an exemplary gaming device
consistent with at least one embodiment of the present
invention.
[0028] FIG. 12 is a flowchart depicting an exemplary process
consistent with one or more embodiments of the present
invention.
DETAILED DESCRIPTION
[0029] Some types of gaming devices (e.g. video lottery) may be
enabled to offer one or more different games. Applicants have
recognized that, in some embodiments, operators of gaming devices
may find it appealing to be able to take advantage of methods and
apparatus for determining which games (or combinations of games) to
enable for use on one or more gaming devices. For example, some
types of operators may find it appealing to be able to determine
which one or more games of a plurality of games are likely to be
most appealing to players, to increase revenues of a gaming device,
and/or to increase profitability of a gaming device.
[0030] Some types of gaming devices may be enabled to offer one or
more different types of parameters, options, and other features for
affecting the operation of a gaming device (and/or of a game
provided on the gaming device). Applicants have recognized that
owners and operators of gaming devices may also benefit from
methods and apparatus for determining which features (or
combinations of features) to make available to players of gaming
devices. U.S. Patent Application No. 60/374,343, filed concurrently
herewith, entitled "METHOD AND APPARATUS FOR MANAGING FEATURES ON A
GAMING DEVICE", the entirety of which is incorporated by reference
herein for all purposes, relates generally to managing the
availability of different features on a gaming device. The present
application, in contrast, relates generally to managing the
availability of different games on a gaming device.
[0031] Applicants have recognized that owners and operators of
gaming devices may benefit from being able to determine various
measures of the performance of a game and/or of a gaming device.
For example, an indication of an amount that an enabled game has
been used on a slot machine, or an indication of how much revenue
was taken in at a gaming device at which the game is enabled, may
be useful in managing one or more games on one or more gaming
devices (e.g., in determining whether to disable a particular game
or to keep it enabled on one or more gaming devices). In another
example, by tracking information related to use of a gaming device,
an increased profitability of the gaming device may be correlated
to one or more games enabled at the gaming device.
[0032] Applicants have recognized that owners and operators of
gaming devices, as well as providers of games for use on gaming
devices, may find it appealing to be able to determine a payment
based on the performance of a game (and/or of a gaming device on
which the game is enabled). For example, some operators of gaming
devices may benefit from being able to pay a provider of a game an
amount that is based on how long the game is enabled for use, how
many machines are enabled to provide the game, or how often the
game is actually used by players. Thus, gaming device operators may
be able to enter into performance-based agreements with providers
in which the operator can compensate the provider, for example,
based on a cost per use of the game, or a cost per time the game is
in use (or merely enabled for use). In another example, some
operators may find it appealing to be able to determine a payment
based on an increase in the use and/or profitability of a gaming
device.
[0033] Applicants have also recognized that enhancing the operation
of a gaming device by enabling and/or disabling the use of one or
more particular games (or combinations of games) on the gaming
device may serve to distinguish the gaming device, and may provide
a more satisfying entertainment experience to players, thus
attracting more players to such a gaming device.
[0034] Applicants have also recognized that modifying the
experience of a player at a gaming device, by enabling and/or
disabling the use of one or more particular games with the gaming
device, may serve to increase the player's use of the gaming
device, leading to increased revenues for owners and operators of
gaming devices, and may increase the profitability of the gaming
device.
[0035] Applicants have further recognized that manufacturers,
owners, and operators of gaming devices may benefit from a degree
of flexibility in determining which of a plurality games should be
available for use on a gaming device. Applicants have also
recognized that manufacturers, owners, and operators of gaming
devices may find it appealing to have a game automatically enabled
or disabled on a gaming device in accordance with various
predetermined conditions.
[0036] Accordingly, the present invention comprises systems and
methods for managing games for use on gaming devices. In accordance
with one or more embodiments, a game is enabled for use on one or
more gaming devices, and an indication of performance of the game
(e.g., a number of times the game is selected for play by players)
is determined. In some embodiments, a payment (e.g., a royalty fee)
is also determined based on the performance of the game.
[0037] For example, according to an exemplary embodiment, a new
video poker game, "All-Star Poker", is licensed by a casino from
the game's developer. The casino then enables the game for use on
five game terminals in the casino, making the game available to
players playing the machines. Some of the game terminals offer one
or more other types of games, such as video blackjack games and
video keno games, and some of the terminals include other video
poker games. During a brief trial period of two days, different
types of information relating to interactions of players with the
game terminals (e.g., player information, game information,
information about the game terminals, information about the
players' use of various games) are transmitted to a casino server
and stored. During the two-day period, for example, "All-Star
Poker" was played more than one hundred times by eighteen different
players. Some players selected the "All-Star Poker" from a
displayed list of "New Games". One player who was playing a
different video poker game was displayed an offer inviting her to
play "All-Star Poker", and pressed an "OK" button on the game
terminal's touch screen to accept the offer. On one of the game
terminals, "All-Star Poker" was played for a total of three hours
during the two-day period. The average coin-in per hour for the
two-day period while the "All-Star Poker" game was enabled was
higher than the machine's average during the same two days of the
previous week; the average coin-in per hour for the three hours
while the new game was actually being played was higher yet. After
the two-day trial period, a payment was determined based on the
number of times "All-Star Poker" was played and a per-play rate,
and the casino arranged to have the payment provided to the
licensor. The casino, pleased with the performance of the game,
also enabled "All-Star Poker" on fifteen more game terminals.
[0038] According to some embodiments, multiple games may be enabled
simultaneously on a single gaming device. For example, a player may
be able to choose to play a video poker game, a reeled slot game,
and/or a video blackjack game at one game terminal. According to
other embodiments, a game may not be compatible with a gaming
device. For example, it may not be possible for a game terminal to
provide both a first game and a second game (e.g., if the first
game requires a second video screen that is not available at the
game terminal). Therefore, the two games may not be available on
the same game terminal.
[0039] According to one or more embodiments of the present
invention, a game may be enabled for use on one or more gaming
devices. According to some embodiments of the present invention,
enabling a game for use on a gaming device includes making the game
available for selection (e.g. for play) on the gaming device.
[0040] In one or more embodiments of the present invention,
enabling a game for use on a gaming device means that the game may
be offered to a player at the gaming device.
[0041] In some embodiments of the present invention, enabling a
game for use on a gaming device may comprise indicating that the
game is allowed to be played on the gaming device, regardless of
whether it is actually ever played. In some embodiments, an
indication that a game is permitted for use on one or more gaming
devices may be stored in a data structure on a computer-readable
medium (e.g., in a gaming device database).
[0042] In some embodiments, enabling a game on a gaming device
comprises providing appropriate instructions (e.g., in computer
program code) to the gaming device that the gaming device may
execute in order to provide the game.
[0043] In some embodiments, if a game is enabled, then a player is
able to play the game when operating the gaming device. For
example, a player may wager on a play of a slot machine game if the
game is enabled for use on a gaming device.
[0044] According to some embodiments, a player may play one or more
games on a gaming device. In some embodiments, a player may request
that one or more games be made available on a gaming device. In
some embodiments, the player may select the game to play in
response to a displayed indication of the game, such as a menu list
of games available on the gaming device. According to some
embodiments, a player may be able to play only games that are
enabled for a gaming device; in other embodiments, the player may
be able to request to play a game that is not yet enabled.
[0045] Apparatus and methods which, among other things, permit and
enable various ways of displaying indications of available games to
players and of allowing players to select games to play on a gaming
device, and which are appropriate for use in accordance with the
present invention are disclosed in pending U.S. Patent Application
No. 60/373,761, filed Apr. 18, 2003, entitled "METHOD AND APPARATUS
FOR ENABLING A PLAYER TO SELECT FEATURES ON A GAMING DEVICE", the
entirety of which is incorporated herein by reference as part of
the present disclosure. That application discloses an apparatus and
method, which permits and enables various ways of displaying
indications of available features to players and of allowing
players to select features for play of a gaming device.
[0046] In one or more embodiments of the present invention, the
player may receive an offer to enable and/or play one or more
games. In some embodiments, a player may be offered the play of one
or more games in exchange for a fee or other consideration. In
other embodiments, a player may pay a fee or provide other
consideration in order to disable a game on a gaming device.
Alternatively, a player may be able to enabled and/or disable a
game on a gaming device free of charge.
[0047] A cost or fee associated with the enabling and/or play of a
game by a player may be based on many factors, including, but not
limited to: [0048] (i) How long a player plays a game/How long the
game is enabled. For example, a player may be charged $0.05 per
minute while he plays a game on a game terminal. [0049] (ii) A cost
per play. For example, a player may pay $0.50 for each play of an
"All-Star Poker" game. [0050] (iii) One or more benefits (e.g.,
payouts) received by a player while playing a game. For example, a
player may pay a tax of 5% of the value of his prizes won while
playing a game, in exchange for being able to play the game on a
gaming device.
[0051] According to some alternative embodiments, a player may not
be able to select what game(s) are available for play on a gaming
device. For example, the gaming device may offer a fixed set of one
or more games (e.g., as established by a casino). In another
example, once a game is enabled, a player and/or a gaming device
may not be able to disable the game (e.g. the game will still be
available for selection).
[0052] According to one or more embodiments of the present
invention, if a game is incompatible with a gaming device, or
otherwise unsuitable for enabling on the gaming device, then a
gaming device or a computer (e.g., a game terminal server) may be
prevented from enabling one or more of the incompatible games.
Information about the compatibility of a game with a gaming device,
or type of gaming device, may be stored in a data structure (e.g.,
a game database).
[0053] The scope of the present invention and embodiments thereof
may be understood more fully with reference to the following
figures. The leftmost digit(s) of a reference numeral typically
identifies the figure in which the reference numeral first appears.
It should be noted that the embodiments described with reference to
the following figures are presented for illustrative purposes only
and are not meant to be limiting in any sense. Further, although
particular features of the present invention may be described with
reference to one or more particular embodiments or figures, it
should be understood that such features are not limited to usage in
the one or more particular embodiments or figures with reference to
which they are described.
[0054] Embodiments of the present invention will first be
introduced by means of flowcharts that illustrate some basic
processes that may be utilized by an entity practicing the present
invention. The system infrastructure will then be described with
reference to block diagrams of exemplary systems and devices that
may be utilized by an entity practicing the present invention.
Exemplary data structures illustrating tables that may be used when
practicing some embodiments of the present invention will then be
described, along with corresponding flowcharts that illustrate
exemplary processes that utilize the exemplary tables.
[0055] Referring now to FIG. 1A, a flowchart illustrates a process
100A that is consistent with one or more embodiments of the present
invention. The process 100A is a method for determining whether a
game should be enabled on a gaming device. The process 100A, and
all other processes described herein unless expressly specified
otherwise, may be performed by a gaming device, a computer (e.g., a
game terminal server) in communication with the gaming device, a
peripheral device in communication with a gaming device, a
peripheral device server and/or a combination thereof. Each of
these devices is described in detail below. Further, the process
100A, and all other processes described herein unless expressly
specified otherwise, may include steps in addition to those
expressly depicted in the Figures or described in the specification
without departing from the spirit and scope of the present
invention. Similarly, the steps of process 100A and any other
process described herein, unless expressly specified otherwise, may
be performed in an order other than depicted in the Figures or
described in the specification, as appropriate.
[0056] Referring to step 105, a game is determined. In step 110,
the entity determines whether the determined game should be enabled
on at least one gaming device. In some embodiments the
determination may comprise determining whether or not to enable a
disabled game. In other embodiments, the game may already be
enabled on one or more of the at least one gaming device, and the
determination may thus comprise determining whether or not to keep
the game enabled (e.g., on those gaming devices on which it is
already enabled).
[0057] In some embodiments, determining whether a game should be
enabled may be based on a condition. FIG. 1D depicts a process,
consistent with one or more embodiments of the present invention,
in which a game may be enabled based on whether a predetermined
condition is satisfied.
[0058] It will be readily understood that determining whether a
game should be enabled may comprise determining whether the game
should be disabled. In some embodiments, determining whether a game
should be enabled may be based on a measure of performance of the
game. FIG. 1B depicts a process, consistent with one or more
embodiments of the present invention, in which a measure of
performance of a game is determined and the game may be disabled
based on the measure of performance. Note that FIG. 1B and FIG. 1D
illustrate only two possible methods for determining whether to
enable (or whether to disable) a game for use on a gaming
device.
[0059] A rules-based system appropriate for use in accordance with
the present invention is disclosed in pending U.S. patent
application Ser. No. 09/603,677, filed Jun. 26, 2000, entitled
"METHOD AND APPARATUS FOR SELECTING A SUPPLEMENTAL PRODUCT TO OFFER
FOR SALE DURING A TRANSACTION", the entirety of which is
incorporated herein by reference as part of the present
disclosure.
[0060] According to one or more embodiments of the present
invention, a game may be enabled or disabled for use on one or more
gaming devices based on one or more rules. In one embodiment, such
one or more rules may be associated with, for example, a
predetermined condition, as described in FIG. 1D. In another
embodiment, such one or more rules may be associated with the
player who is operating a gaming device, with the owner of the
gaming device, or with a provider of a game. In yet another
embodiment, the one or more rules may be associated with the gaming
device that a player is operating (e.g., the same one or more rules
is used to determine whether the game should be enabled regardless
of who the player is).
[0061] In yet another embodiment, the one or more rules may be
selected randomly. In one exemplary method of selecting a rule
randomly, a random number generated by a random number generator
may be determined and a table of rules may be accessed in which
each rule corresponds to a respective random number, or range of
random numbers that may be generated by a random number
generator.
[0062] As is known in the art, a rules-based system may be modified
by an adaptive system in order to increase the performance of the
rules-based system. An adaptive system which, among other things,
may create its own rules and/or modify rules in accordance with
desired performance, and which is appropriate for use in accordance
with the present invention is disclosed in pending U.S. patent
application Ser. No. 09/993,228, filed Nov. 14, 2001, entitled
"METHOD AND APPARATUS FOR DYNAMIC RULE AND/OR OFFER GENERATION",
the entirety of which is incorporated herein by reference as part
of the present disclosure. That application discloses an apparatus
and method, which permits and enables rules-based applications
(such as a system that provides customers with dynamically-priced
upsell offers) to become "self improving" and thus increase
performance over time.
[0063] Such an adaptive system can adjust at least some of the
rules in accordance with at least one measure of performance of one
or more games and/or gaming devices. For example, an adaptive
system can modify rules such that games that have previously proven
popular among players of gaming devices after they receive a payout
of over ten coins (e.g. as indicated by the number of times players
have played the game within ten minutes after receiving the payout)
are made the subject of explicit offers to players at the time they
receive such a payout. In another example, an adaptive system can
modify rules such that games that have previously tended to
generate less revenue on game terminals during certain times of the
day are disabled during those times (e.g., so that players play
other enabled games). In yet another example, an adaptive system
can modify rules such that when the theoretical win per minute of a
group of game terminals has previously increased more since a first
game was enabled on the game terminals than since a second game was
enabled on the game terminals, the second game is never enabled
while that first game is enabled. Various other types of measures
of performance are described herein, and may be used in accordance
with one or more embodiments of the present invention to provide
for an adaptive rules-based system for determining whether one or
more games should be enabled or disabled.
[0064] By allowing for the adjustment of one or more rules based on
one or more measures of performance, some embodiments of the
present invention may improve the profitability of gaming devices
over time. In some embodiments of the present invention, as
discussed herein, an operator of gaming devices may make payment to
a provider of a game (e.g. a game developer) based on usage of the
game. Accordingly, by making improvements to the rules effectively
governing which games should be enabled or disabled in various
circumstances, based on one or more measures of performance, the
operator may reduce the enablement and/or usage of an
underperforming game, thereby potentially reducing the amount owed
to the game's provider.
[0065] Some adjustments of the rules may be based on factors other
than, or in addition to, one or more measures of performance. As
discussed above, a rule for determining whether a game should be
enabled may be selected or generated at random from a table of
rules. The effectiveness of the randomly-selected rule may then be
evaluated in accordance with one or more measures of performance,
further assisting the rules-based system in adapting to improve the
performance of the system.
[0066] Referring again to process 100A (FIG. 1A), if the game
should be enabled, in step 115 the game is enabled on the at least
one gaming device. In some embodiments, enabling the game may
comprise storing an indication in a database (e.g., a software
flag) and/or transmitting a signal to a gaming device or peripheral
device. If the game is already enabled, in some embodiments
enabling the game may comprise any operations necessary to keep the
game enabled, or to extend a period of time for which the game is
to be enabled.
[0067] Referring to step 120, if the game should not be enabled,
the game is disabled on the at least one gaming device. It will be
understood that in some embodiments disabling a game may comprise
one or more operations to disable a game that is enabled, or may
comprise any operations necessary to keep a game disabled (e.g., if
it is already disabled).
[0068] As depicted in FIG. 1A, in some optional embodiments some
steps of the process 100A may be iterative. For example, after step
115 and/or after step 120, operation of the process may return
(e.g., after a period of time, in response to a signal) to step 110
for determining whether the game should be enabled. In this way, an
entity may monitor and/or re-evaluate (e.g. periodically,
intermittently, or at any time) whether the game should be enabled
on the at least one gaming device.
[0069] Referring now to FIG. 1B, a flowchart illustrates a process
100B that is consistent with one or more embodiments of the present
invention. The process 100B is a method for disabling a game based
on the performance of the enabled game. Referring to step 125, a
game is enabled for use on one or more gaming devices. In some
embodiments, the game may be enabled automatically based on any one
or more of various predetermined conditions (e.g., if a player has
wagered more than a predetermined amount within ten minutes, or in
response to a received signal). In other embodiments, the game may
be enabled manually by or on behalf of an operator of a gaming
device (e.g. by a casino representative operating a computer).
[0070] In step 130, a measure of performance of the game on the at
least one gaming device is determined. In some embodiments,
determining a measure of performance of a game comprises
determining a measure of usage of the game on a gaming device. FIG.
1D depicts a process, consistent with one or more embodiments of
the present invention, in which a measure of usage of a game is
determined. Note that FIG. 1D illustrates only one possible method
for determining a measure of performance. Other methods will be
described herein, and still others may be apparent to those skilled
in the art upon reading the present disclosure.
[0071] Referring again to process 100B (FIG. 1B), in step 135 it is
determined whether the enabled game should be disabled based on the
measure of performance. If the game should not be disabled, the
process ends; otherwise, in step 140 the game is disabled and the
process ends.
[0072] Referring now to FIG. 1C, a flowchart illustrates a process
100C that is consistent with one or more embodiments of the present
invention. The process 100C is a method for determining a payment
due to a provider of a game. Referring to step 145, a measure of
performance of a game on at least one gaming device is determined.
In some embodiments, determining the measure of performance
comprises determining a measure of usage of a game on a gaming
device (e.g., an amount of coin-in, an amount of time that the game
was played on the gaming device).). In other embodiments,
determining the measure of performance may include determining a
transaction volume for accepted product/service offers that were
provided to players during play of the game (e.g., indicating a
willingness of customers to accept offers during that particular
game).
[0073] In step 150, a payment due to a provider of the game is
determined, based on the measure of performance of the game. In
some embodiments, determining a payment comprises determining a
payment rate associated with a game. FIG. 1D depicts a process,
consistent with one or more embodiments of the present invention,
in which a measure of usage of a game and a payment rate for a game
are determined, and a payment is determined based on the measure of
usage and the payment rate.
[0074] Note that FIG. 1D illustrates only one possible method for
determining a payment due to a provider of a game. Some embodiments
may include identifying one or more parties to whom payment is due,
including one or more providers of the game. Providers who may be
owed payment (e.g., based on usage of the game) include
manufacturers of gaming devices or game manufacturers, holders of
intellectual property related to a game (e.g., holders of patents,
trademarks, copyrights, or trade secrets), and licensors of a game.
Payment may be based on licensing, leasing, renting, or game usage
agreements between a provider (or providers) of a game or gaming
device, and a casino or other owner, lessee, or operator of a
gaming device. For example, a casino may agree to pay a provider of
a game 10% of the net profits obtained from play of a game on a
gaming device. In another example, a gaming manufacturer may be
entitled to 1% of revenue generated at a gaming device while a game
is played. In yet another example, a proprietor of a game may be
owed payment of $0.50 each time a game is played on a gaming
device. Other methods for determining payment will be described
herein, and still others may be apparent to those skilled in the
art upon reading the present disclosure.
[0075] Referring now to FIG. 1D, a flowchart illustrates a process
100D that is consistent with one or more embodiments of the present
invention. The process 100D is a method for enabling a game and
determining a payment. Referring to step 155, a game is determined.
In step 160 a gaming device is determined. In step 165 it is
determined whether a predetermined condition has been satisfied.
The predetermined condition, in the context of process 100D, is a
condition that must be satisfied in order for the game determined
in step 155 to be enabled on the gaming device determined in step
160.
[0076] Some of the various types of information on which
predetermined conditions may be based, and which may be used to
determine whether a predetermined condition is satisfied, are
discussed herein and with reference to the accompanying figures. In
some embodiments, for example, a predetermined condition will be
related to information about the game whose enablement is being
determined. In other embodiments, the predetermined condition may
be related to information about one or more other games. For
example, a condition for enabling one game on a gaming device may
be satisfied if another game has been used at that gaming device
for more than a predetermined period of time.
[0077] Note that more than one predetermined condition may be
available and/or necessary for satisfaction. In such embodiments,
the process 100D may continue to step 170 if any one of a plurality
of predetermined conditions is satisfied. Alternatively, a
combination of predetermined conditions may each need to be
satisfied in order for the process 100D to continue to step
170.
[0078] If it is determined, in step 165, that the predetermined
condition has not been satisfied, the process 100D ends. If it is
determined, on the other hand, that the condition has been
satisfied, then the process 100D continues to step 170, in which
the game is enabled for use on the determined gaming device. In
step 175, a measure of usage of the game on the gaming device is
determined. Various measures of usage are described herein. In some
embodiments, for example, the measure of usage is an amount of
coin-in at the gaming device (e.g., based on wagers for play of the
game).
[0079] In step 180, a payment rate for the game is determined. In
step 185 a payment is determined based on the measure of usage of
the game and the payment rate. For example, a rate of $0.02 per
minute of play of the game is determined (e.g., by accessing a
payment database entry corresponding to the game), and it is
determined that the game was played for a total of 2,034 minutes.
Accordingly, a payment amount of $40.68 would be determined.
[0080] In step 190 the payment is submitted to a provider of the
game, and the process 100D ends. For example, the $40.68 is
provided to a licensor of the game. Payment may be submitted to a
party in any manner well known in the art (e.g. by initiating an
electronic transfer of funds), and need not be described in further
detail.
[0081] Applicants have recognized that the accumulation, storing,
and/or analysis of various types of information may be helpful in
the management of games on gaming devices. Many types of
information are discussed herein. Some types of information may be
helpful, for example, in determining whether a game should be
enabled or disabled. Some types of information may be useful, for
example, in determining a payment due to a provider of a game. Some
types of information, for example, may be useful for both
determining whether a game should be enabled or disabled and for
determining a payment due to a provider of a game. Some types of
information may be useful in establishing rules in a rules-based
system, and/or for establishing predetermined conditions.
[0082] Examples of types of information that may be helpful in
managing games for use on one or more gaming devices include, but
are not limited to: [0083] (i) information about performance of one
or more games; [0084] (ii) information about usage of one or more
games; [0085] (iii) information about usage of one or more gaming
devices; [0086] (iv) information about profitability of one or more
games; [0087] (v) information about profitability of one or more
gaming devices; [0088] (vi) information about players, including
information about the gambling activity of players; [0089] (vii)
information about offers provided to players during play of one or
more games; [0090] (viii) indications (e.g., signals) from various
parties; [0091] (ix) information about a casino or other
establishment; [0092] (x) information about one or more games;
[0093] (xi) information about one or more providers of games;
[0094] (xii) time-related conditions; [0095] (xiii) authorization
codes; and [0096] (xiv) random numbers.
[0097] Other appropriate categories or types of information will be
recognized by one of ordinary skill in the art after reading the
present application. The types of information described herein are
categorized for illustrative purposes only. Note that some
information consistent with one or more embodiments of the present
invention may reasonably be considered as related to or falling
within two, more than two, or none of the categories of information
described herein. Also, although information may be described as
being related to a single entity (e.g., a player, a gaming device)
for illustrative purposes only, one skilled in the art will
understand that similar information related to a plurality of such
entities (e.g., an aggregate revenue generated on all gaming
devices, an average per gaming device) may also be used in
accordance with one or more embodiments of the present
invention.
[0098] A measure of performance, as used herein unless expressly
indicated otherwise, may refer to a measure of performance of a
game and/or of a gaming device, and may include, but is not limited
to, (i) one or more measures of usage of games and/or gaming
devices; (ii) one or more measures of profitability of games and/or
gaming devices, and/or (iii) variances in any such measures that
may be correlated to the use or non-use of one or more games on a
gaming device.
[0099] In some embodiments, a measure of performance may comprise
an indication of a change in a particular measure (e.g., of usage,
of profitability) related to a game (or to a gaming device). For
example, a measure of performance of a game may be the determined
increase in the number of players using a gaming device at which
the game is enabled, or an increase in the average amount that
players wager at a gaming device on which the game is enabled. In
another example, an increase in the theoretical win per minute of a
gaming device, during a period that started when a game was enabled
at the gaming device, may be a useful indicator in determining
whether the game should be enabled or disabled on the gaming
device, as well as for determining whether the game should be
enabled or disabled on other gaming devices. For example, a
condition may be established that if the increase is greater than a
predetermined value, then the game should be automatically enabled
on other gaming devices of the same type.
[0100] Measures of usage, performance, and profitability are also
convenient for determining payment due to providers of games.
[0101] Some examples of information that may facilitate the
management of various games for use on one or more gaming devices
(e.g., in determining whether a game should be enabled on a gaming
device) include, but are not limited to: [0102] (i) An amount of
revenue generated while a game is played; [0103] (ii) An average
amount wagered by a player (or players) playing a game; [0104]
(iii) An average rate of play of a game; [0105] (iv) An average
session theoretical win when a player is playing a game; [0106] (v)
A number of customer service complaints relating to a game; [0107]
(vi) An average duration of a gaming session in which a player
plays a game; [0108] (vii) A number of machines at which a game is
played; [0109] (viii) A percentage amount of machines at which a
game is played; [0110] (ix) A number of times that a game is played
(e.g., within a period of time); [0111] (x) An average number of
times that a game is played by a player; [0112] (xi) A period of
time that a game is played (e.g., in minutes or hours); [0113]
(xii) A period of time that one or more gaming devices are played;
[0114] (xiii) A percentage amount of all gaming devices that are
gaming devices on which a game is played; [0115] (xiv) Which gaming
device(s) (e.g., types of gaming devices) a game is played on;
[0116] (xv) What types of players play a game (e.g., new players,
old players, "high rollers"); [0117] (xvi) Information about games
that are enabled concurrently with at least one other game; [0118]
(xvii) A time of day when a game is played (e.g., during peak
hours, during the middle of the night); [0119] (xviii) A profit of
a gaming device while a game was played; [0120] (xix) An amount of
revenue resulting from play of a game; [0121] (xx) A profit during
play of a game (e.g. profit earned from accepted offers during play
of a game); [0122] (xxi) An increase (or decrease) in payout
percentage (e.g., at one or more gaming devices; [0123] (xxii) An
increase (or decrease) in theoretical win (e.g. at one or more
gaming devices) [0124] (xxiii) A value of a benefit (e.g., money)
paid to a player (e.g., money paid to a player by sponsors, such as
if a player performs one or more value-added activities); [0125]
(xxiv) An amount of revenue generated at one or more gaming devices
near a gaming device at which a game is played (e.g. if a game
makes play so entertaining that it makes players move to one area
of the casino); [0126] (xxv) A number or value of comps received by
a player (e.g., playing a particular game); [0127] (xxvi) A
percentage of funds stored with a server (e.g. due to interest);
[0128] (xxvii) An increase or decrease in a player's rate of play
(e.g., comparing play with a game enabled and play without the game
enabled); [0129] (xxviii) A number of offers accepted or rejected
by a player during play of a game; [0130] (xxix) A percentage of
offers that are rejected/that are accepted during play of a game;
[0131] (xxx) An increase or decrease in the amount of coin-in by a
player (e.g. comparing play with a particular game enabled and play
without the game enabled); [0132] (xxxi) An increase or decrease in
the (average) session length of a player (e.g. comparing session
length when a game is enabled and play when a game is not enabled);
[0133] (xxxii) An increase or decrease in the percentage of time a
player spends gambling during a casino visit; [0134] (xxxiii)
Whether a player signs up for a player tracking card; [0135]
(xxxiv) A number of players who sign up for player tracking cards;
[0136] (xxxv) How often a game is played (e.g. whether the number
of times a game is played on a gaming device (or gaming devices)
each day is greater than a predetermined number of times); [0137]
(xxxvi) A period of time for which a game is played by a player (or
players) (e.g., for determining whether the period of time that a
player played a game was less than five minutes, or whether the
average period of time that players play a game is less than two
hours); [0138] (xxxvii) What type(s) of gaming devices the game is
played with (e.g. for determining whether the game is played on
machines in the smoking section); [0139] (xxxviii) What type(s) of
players use the game (e.g., for determining whether a predetermined
minimum number of novice players have played the game); and [0140]
(xxxix) A number of different players who have played the game
(e.g., for determining whether a predetermined minimum number of
unique players have played the game).
[0141] Other types of information useful in managing games will be
recognized by one of ordinary skill in the art after reading the
present application.
[0142] Although measures related to usage of a game (e.g.,
information related to behavior of players at a gaming device while
a game was actually active or in use) are discussed frequently
herein as useful measures of performance of a game, it will be
understood that a useful measure of performance may be related to
activity at a gaming device while a game is merely enabled for use
on the gaming device, regardless of whether the game is ever
selected or played by a player. For example, a player may be
attracted to a gaming device at which a particular game is enabled
for use (and may as a result spend longer playing the gaming
device), simply because the particular game is available to the
player, or may be offered to the player, even if the player does
not use the game most of the time or even at all. In other words,
some players may choose to play a gaming device at which particular
games are enabled over another gaming device lacking the games,
even if the player does not take advantage of the games.
[0143] Referring now to FIG. 2A, a block diagram of a system 200
according to at least one embodiment of the present invention
includes a computer 210 (e.g. a game terminal server of a casino)
that is in communication, via a communications network 220, with
one or more gaming devices 230 (e.g. slot machines, video poker
machines). The computer 210 may communicate with the devices 230
directly or indirectly, via a wired or wireless medium such as the
Internet, LAN, WAN or Ethernet, Token Ring, or via any appropriate
communications means or combination of communications means. Each
of the devices 230 may comprise computers, such as those based on
the INTEL.RTM. PENTIUM.RTM. processor, that are adapted to
communicate with the computer 210. Any number and type of devices
230 may be in communication with the computer 210.
[0144] Communication between the devices 230 and the computer 210,
and among the devices 230, may be direct or indirect, such as over
the Internet through a Web site maintained by computer 210 on a
remote server or over an on-line data network including commercial
on-line service providers, bulletin board systems and the like. In
yet other embodiments, the devices 230 may communicate with one
another and/or computer 210 over RF, cable TV, satellite links and
the like.
[0145] Some, but not all, possible communication networks that may
comprise network 220 or be otherwise part of system 200 include: a
local area network (LAN), a wide area network (WAN), the Internet,
a telephone line, a cable line, a radio channel, an optical
communications line, a satellite communications link. Possible
communications protocols that may be part of system 200 include:
Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.TM., and TCP/IP.
Communication may be encrypted to ensure privacy and prevent fraud
in any of a variety of ways well known in the art.
[0146] Those skilled in the art will understand that devices in
communication with each other need not be continually transmitting
to each other. On the contrary, such devices need only transmit to
each other as necessary, and may actually refrain from exchanging
data most of the time. For example, a device in communication with
another device via the Internet may not transmit data to the other
device for weeks at a time.
[0147] In some embodiments, the computer 210 may not be necessary
and/or preferred. For example, the present invention may, in one or
more embodiments, be practiced on a stand-alone gaming device 230
and/or a gaming device 230 in communication only with one or more
other gaming devices 230. In such an embodiment, any functions
described as performed by the computer 210 or data described as
stored on the computer 210 may instead be performed by or stored on
one or more gaming devices 230.
[0148] Referring now to FIG. 2B, a block diagram of another system
250 according to at least one embodiment of the present invention
includes a computer 210 (e.g. a game terminal server of a casino)
that is in communication, via a communications network 220, with
one or more gaming devices 230 (e.g., slot machines, video poker
machines). A difference between system 200 (FIG. 2A) and system 250
(FIG. 2B) is that in system 250 at least one gaming device 230 is
also in communication with one or more peripheral devices 240. A
peripheral device 240 may, in turn, be in communication with a
peripheral device server 245 and, in some embodiments, with
computer 210. In one or more embodiments the peripheral device
server 245 may be in communication with one or more gaming devices
240 and/or computer 210.
[0149] The computer 210 may communicate with the devices 230 and
devices 240 directly or indirectly, via a wired or wireless medium
such as the Internet, LAN, WAN or Ethernet, Token Ring, or via any
appropriate communications means or combination of communications
means. For example, the computer 210 may communicate directly with
one of the gaming devices 230 (e.g., via a LAN) and indirectly
(e.g., via a gaming device 230) with a peripheral device 240. In
another example, the computer 210 may communicate with one of the
gaming devices 230 via a LAN and with another of the gaming devices
230 via the Internet (e.g., if the particular gaming device
comprises a personal computer in communication with an online
casino).
[0150] Each of the devices 230 and the devices 240 may comprise
computers, such as those based on the INTEL.RTM. PENTIUM.RTM.
processor, that are adapted to communicate with the computer 210.
Further, each of the devices 230 may comprise a gaming device such
as a mechanical or electronic slot machine, a video poker machine,
a video blackjack machine, a video keno machine, a pachinko
machine, a video roulette machine, and/or a lottery terminal.
Further yet, each of the devices 240 may comprise an external or
internal module associated with one or more of the gaming devices
230 that is capable of communicating with one or more of the gaming
devices 230 and of directing the one or more gaming devices 230 to
perform one or more functions. Any number of devices 230 may be in
communication with the computer 210. Any number and type of
peripheral devices 240 may be in communication with a gaming device
230, peripheral device server 245 and computer 210.
[0151] Communication between the devices 230 and the computer 210,
between the devices 230 and devices 240, between peripheral device
server 245 and the devices 240 and/or the devices 230, between the
peripheral device server 245 and computer 210, among the devices
230, and among the devices 240 may be direct or indirect, such as
over the Internet through a Web site maintained by computer 210 on
a remote server or over an on-line data network including
commercial on-line service providers, bulletin board systems and
the like. In yet other embodiments, any and all of the devices of
system 250 (i.e., the devices 230, the devices 240, the computer
210, and the peripheral device server 245) may communicate with one
another over RF, cable TV, satellite links and the like.
[0152] Some, but not all, possible communication networks that may
comprise network 220 or otherwise be part of system 250 include: a
local area network (LAN), a wide area network (WAN), the Internet,
a telephone line, a cable line, a radio channel, an optical
communications line, a satellite communications link. Possible
communications protocols that may be part of system 250 include:
Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.TM., and TCP/IP.
Communication may be encrypted to ensure privacy and prevent fraud
in any of a variety of ways well known in the art.
[0153] In some embodiments, the computer 210 may not be necessary
and/or preferred. For example, the present invention may, in one or
more embodiments, be practiced on a stand-alone gaming device 230,
one or more gaming devices in communication with one or more
peripheral devices 240, one or more gaming devices in communication
with peripheral device server 245, one or more peripheral devices
240 in communication with peripheral device server 245, and/or a
gaming device 230 in communication only with one or more other
gaming devices 230. In such an embodiment, any functions described
as performed by the computer 210 or data described as stored in a
memory of the computer 210 may instead be performed by or stored on
one or more gaming devices 230, one or more peripheral devices 240,
and/or peripheral device server 245.
[0154] Similarly, peripheral device server 245 may not be desired
and/or needed in some embodiments of the present invention. In
embodiments that do not involve peripheral device server 245, any
or all of the functions described herein as being performed by
peripheral device server 245 may instead be performed by computer
210, one or more gaming devices 230, one or more peripheral devices
240, or a combination thereof. Similarly, in embodiments that do
not involve peripheral device server 245 any data described herein
as being stored in a memory of peripheral device server 245 may
instead be stored in a memory of computer 210, one or more gaming
devices 230, one or more peripheral devices 240, or a combination
thereof.
[0155] Any or all of the gaming devices 230 may, respectively,
include or be in communication with a peripheral device 240. A
peripheral device 240 may be a device that receives information
from (and/or transmits information to) one or more gaming devices
230. For example, a peripheral device 240 may be operable to
receive information about games being played on a gaming device
230, such as the initiation of a game and/or a random number that
has been generated for a game, and/or may be operable to receive
information about games enabled on the gaming device 230.
[0156] In one or more embodiments, one or more such peripheral
devices 240 may be in communication with a peripheral device server
245. This allows the peripheral device server 245 to receive
information regarding a plurality of games being played on a
plurality of gaming devices 230. The peripheral device server 245,
in turn, may be in communication with the computer 210. It should
be understood that any functions described herein as performed by a
peripheral device 240 may also or instead be performed by the
peripheral device server 245. Similarly, any data described herein
as being stored on or accessed by a peripheral device 240 may also
or instead be stored on or accessed by the peripheral device server
245.
[0157] A peripheral device 240 may be operable to access a database
(e.g., of peripheral device server 245) to provide benefits (e.g.,
cashless gaming receipts) based on, for example, a game enabled at
a gaming device 230.
[0158] The peripheral device server 245 may also monitor player
gambling history over time by associating gambling behavior with
player identifiers, such as player tracking card numbers. For
example, in embodiments wherein a player selects which game is to
be active, the peripheral device server 245 may track which game
the player has previously selected and subsequently use that
information to present other offers for games to the player and/or
to output other information to the player. Further, information
about the player obtained or accessed by peripheral device server
245 may be analyzed, e.g., to identify those players that a
particular gaming machine owner, operator, or manufacturer finds
most desirable. Based upon desired objectives, the peripheral
device server 245 may direct the appropriate peripheral device 240
to issue customized messages to specific players that are relevant
to their gambling behaviors.
[0159] Information received by a peripheral device 240 from a
gaming device 230 may include gambling data such as number of games
initiated per unit of time, outcomes displayed for games initiated,
payouts corresponding to outcomes displayed, a credit meter balance
of the gaming device, and/or data associated with the player
currently playing the gaming device 230.
[0160] The functions described herein as being performed by a
peripheral device server 245 and/or a peripheral device 240 may, in
one or more embodiments, be performed by the computer 210 (in lieu
of or in conjunction with being performed by a peripheral device
server 245 and/or a peripheral device 240). Such functions may be
performed by computer 210 in either system 200 (FIG. 2A) or system
250 (FIG. 2B).
[0161] In one or more embodiments, a peripheral device 240 may be
useful for implementing the embodiments of the present invention
into the operation of a conventional gaming device. For example, in
order to avoid or minimize the necessity of modifying or replacing
a program already stored in a memory of a conventional gaming
device, an external or internal module that comprises a peripheral
device 240 may be inserted in or associated with the gaming
device.
[0162] Thus, for example, a peripheral device 240 may be utilized
to monitor play of the gaming device and enhance or otherwise
affect play in accordance with one or more active games. In such
embodiments the gaming device 230 with which the peripheral device
240 is in communication with may continue to operate
conventionally. In such embodiments, for example, if a game
includes the displaying of video content, operation of the gaming
device 230 may continue conventionally. The peripheral device 240,
however, may output one or more video displays (e.g., in
coordination with various game events). The peripheral device 240
may also output messages to the player (e.g., "Would you like to
play "All-Star Poker?"). The peripheral device 240 may also provide
benefits to a player (e.g. coins, tokens, electronic credits, paper
receipts exchangeable for cash, services, and/or merchandise).
[0163] Accordingly, a peripheral device 240 may include (i) a
communications port (e.g. for communicating with one or more gaming
devices 230, peripheral device server 245, another peripheral
device 240, and/or computer 210); (ii) a display (e.g., for
displaying messages and/or outcomes), (iii) another output means
(e.g., a speaker, light, or motion device to communicate with a
player), and/or (iv) a benefit providing means (e.g., a printer and
paper dispensing means, a credit meter, and/or a hopper and hopper
controller).
[0164] In one or more embodiments, the peripheral device may not
output outcomes and/or messages to a player but may instead direct
the processor of a gaming device to perform such functions. For
example, a program stored in a memory of peripheral device 240 may
cause a processor of a gaming device to perform certain functions.
For example, a program stored in a memory of peripheral device 240
may cause a processor of a gaming device to provide an enabled
game.
[0165] Referring now to FIG. 3, illustrated therein is a block
diagram of an embodiment 300 of a gaming device. The gaming device
300 may be implemented as a system controller, a dedicated hardware
circuit, an appropriately programmed general-purpose computer, or
any other equivalent electronic, mechanical or electromechanical
device. The gaming device 300 may comprise, for example, a slot
machine, a video poker terminal, a video blackjack terminal, a
video keno terminal, a video lottery terminal, a pachinko machine
or a table-top game. In various embodiments, a gaming device may
comprise, for example, a personal computer (e.g., which
communicates with an online casino Web site), a telephone (e.g., to
communicate with an automated sports book that provides gaming
services), or a portable handheld gaming device (e.g. a personal
digital assistant or NINTENDO.RTM. GAMEBOY.RTM.). The gaming device
300 may comprise any or all of the gaming devices 230 of system 200
(FIG. 2A) or system 250 (FIG. 2B). In some embodiments, a user
device such as a PDA or cell phone may be used in place of, or in
addition to, some or all of the gaming device 300 components
depicted in FIG. 3. Further, a gaming device may comprise a
personal computer or other device operable to communicate with an
online casino and facilitate game play at the online casino. In one
or more embodiments, the gaming device 300 may comprise a computing
device operable to execute software that simulates play of a reeled
slot machine game, video poker game, video blackjack game, video
keno game, video roulette game, lottery game and/or other enabled
games.
[0166] The gaming device 300 comprises a processor 305, such as one
or more INTEL.RTM. PENTIUM.RTM. processors. The processor 305 is in
communication with a memory 310 and a communications port 370
(e.g., for communicating with one or more other devices). The
memory 310 may comprise an appropriate combination of magnetic,
optical and/or semiconductor memory, and may include, for example,
Random Access Memory (RAM), Read-Only Memory (ROM), a compact disc
and/or a hard disk. The memory 310 may comprise or include any type
of computer-readable medium. The processor 305 and the memory 310
may each be, for example: (i) located entirely within a single
computer or other device; or (ii) connected to each other by a
remote communication medium, such as a serial port cable, telephone
line or radio frequency transceiver. In one embodiment, the gaming
device 300 may comprise one or more devices that are connected to a
remote server computer for maintaining databases.
[0167] The memory 310 stores a program 315 for controlling the
processor 305. The processor 305 performs instructions of the
program 315, and thereby operates in accordance with the present
invention, and particularly in accordance with the methods
described in detail herein. The program 315 may be stored in a
compressed, uncompiled and/or encrypted format. The program 315
furthermore includes program elements that may be necessary, such
as an operating system, a database management system and "device
drivers" for allowing the processor 305 to interface with computer
peripheral devices. Appropriate program elements are known to those
skilled in the art, and need not be described in detail herein.
[0168] The term "computer-readable medium" as used herein refers to
any medium that participates in providing instructions to processor
305 (or any other processor of a device described herein) for
execution. Such a medium may take many forms, including but not
limited to, non-volatile media, volatile media, and transmission
media. Non-volatile media include, for example, optical or magnetic
disks, such as memory 310. Volatile media include dynamic random
access memory (DRAM), which typically constitutes the main memory.
Transmission media include coaxial cables, copper wire and fiber
optics, including the wires that comprise a system bus coupled to
the processor 305. Transmission media can also take the form of
acoustic or light waves, such as those generated during radio
frequency (RF) and infrared (IR) data communications. Common forms
of computer-readable media include, for example, a floppy disk, a
flexible disk, hard disk, magnetic tape, any other magnetic medium,
a CD-ROM, DVD, any other optical medium, punch cards, paper tape,
any other physical medium with patterns of holes, a RAM, a PROM, an
EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a
carrier wave as described hereinafter, or any other medium from
which a computer can read.
[0169] Various forms of computer readable media may be involved in
carrying one or more sequences of one or more instructions to
processor 305 (or any other processor of a device described herein)
for execution. For example, the instructions may initially be borne
on a magnetic disk of a remote computer. The remote computer can
load the instructions into its dynamic memory and send the
instructions over a telephone line using a modem. A modem local to
a gaming device 300 (or, e.g., a computer 210) can receive the data
on the telephone line and use an infrared transmitter to convert
the data to an infrared signal. An infrared detector can receive
the data carried in the infrared signal and place the data on a
system bus for processor 305. The system bus carries the data to
main memory, from which processor 200 retrieves and executes the
instructions. The instructions received by main memory may
optionally be stored in memory 310 either before or after execution
by processor 305. In addition, instructions may be received via
communication port 370 as electrical, electromagnetic or optical
signals, which are exemplary forms of carrier waves that carry data
streams representing various types of information. Thus, the gaming
device 300 may obtain instructions in the form of a carrier
wave.
[0170] According to an embodiment of the present invention, the
instructions of the program 315 may be read into a main memory from
another computer-readable medium, such from a ROM to RAM. Execution
of sequences of the instructions in program 315 causes processor
305 to perform the process steps described herein. In alternate
embodiments, hard-wired circuitry may be used in place of, or in
combination with, software instructions for implementation of the
processes of the present invention. Thus, embodiments of the
present invention are not limited to any specific combination of
hardware and software. As discussed with respect to system 250 of
FIG. 2B, execution of sequences of the instructions in a program of
a peripheral device 240 in communication with gaming device 300 may
also cause processor 305 to perform some of the process steps
described herein.
[0171] The memory 310 also stores a plurality of databases,
including a probability database 320, and a payout database 325.
Note, although these databases are described as being stored in a
gaming device, in other embodiments of the present invention some
or all of these databases may be partially or wholly stored in
another device, such as one or more of the peripheral devices 240,
the peripheral device server 245 and/or the computer 210. Further,
some or all of the data described as being stored in the databases
320-335 may be partially or wholly stored (in addition to or in
lieu of being stored in the memory 310 of the gaming device 300) in
a memory of one or more other devices, such as one or more of the
peripheral devices 240, another gaming device 230, the peripheral
device server 245 and/or the computer 210.
[0172] The databases 320 and 325 are well known in the art, and
need not be described in detail herein. Also, some enabled games
may not require probability database 320 and/or payout database
325.
[0173] The processor 305 is also operable to communicate with a
random number generator 345, which may be a component of gaming
device 300. The random number generator, in accordance with at
least one embodiment of the present invention, may generate data
representing random or pseudo-random values (referred to as "random
numbers" herein). The random number generator may generate a random
number every predetermined unit of time (e.g., every second) or in
response to an initiation of a game on the gaming device. In the
former embodiment, the generated random numbers may be used as they
are generated (e.g., the random number generated at substantially
the time of game initiation is used for that game) and/or stored
for future use.
[0174] A random number generator, as used herein, may be embodied
as a processor separate from but working in cooperation with
processor 305. Alternatively, random number generator 345 may be
embodied as an algorithm, program component, or software stored in
the memory of gaming device 300 and used to generate a random
number.
[0175] Note that, although the generation or obtainment of a random
number is described herein as involving a random number generator
of a gaming device, other methods of determining a random number
may be employed. For example, a gaming device owner or operator may
obtain sets of random numbers that have been generated by another
entity. HOTBITS.TM., for example, is a service that provides random
numbers that have been generated by timing successive pairs of
radioactive decays detected by a Geiger-Muller tube interfaced to a
computer. A blower mechanism that uses physical balls with numbers
thereon may be used to determine a random number by randomly
selecting one of the balls and determining the number thereof.
[0176] The processor 305 is also operable to communicate with a
benefit output device 350, which may be a component of gaming
device 300. The benefit output device 350 may comprise one or more
devices for outputting a benefit to a player of the gaming device
300. For example, in one embodiment the gaming device 300 may
provide coins and/or tokens as a benefit. In such an embodiment the
benefit output device 350 may comprise a hopper and hopper
controller, for dispensing coins and/or tokens into a coin tray of
the gaming device 300. In another example, the gaming device 300
may provide a receipt or other document on which there is printed
an indication of a benefit (e.g. a cashless gaming receipt that has
printed thereon a monetary value, which is redeemable for cash in
the amount of the monetary value). In such an embodiment the
benefit output device 350 may comprise a printing and document
dispensing mechanism. In yet another example, the gaming device 300
may provide electronic credits as a benefit (which, e.g. may be
subsequently converted to coins and/or tokens and dispensed from a
hopper into a coin tray). In such an embodiment the benefit output
device 350 may comprise a credit meter balance and/or a processor
that manages the amount of electronic credits that is indicated on
a display of a credit meter balance. The processor may be the
processor 305 or another processor. In yet another example, the
gaming device 300 may credit a monetary amount to a financial
account associated with a player as a benefit provided to a player.
The financial account may be, for example, a credit card account, a
debit account, a charge account, a checking account, or a casino
account. In such an embodiment the benefit output device may
comprise a device for communicating with a server on which the
financial account is maintained.
[0177] Note that, in one or more embodiments, the gaming device 300
may include more than one benefit output device 350 even though
only one benefit output device is illustrated in FIG. 3. For
example, the gaming device 300 may include both a hopper and hopper
controller combination and a credit meter balance. Such a gaming
device may be operable to provide more than one type of benefit to
a player of the gaming device. A single benefit output device 350
may be operable to output more than one type of benefit. For
example, a benefit output device 350 may be operable to increase
the balance of credits in a credit meter and communicate with a
remote device in order to increase the balance of a financial
account associated with a player.
[0178] The processor 305 is also operable to communicate with a
display device 355, which may be a component of gaming device 300.
The display device 355 may comprise, for example, one or more
display screens or areas for outputting information related to game
play on the gaming device, such as a cathode ray tube (CRT)
monitor, liquid crystal display (LCD) screen, or light emitting
diode (LED) screen.
[0179] In one or more embodiments, a gaming device may comprise
more than one display device. For example, a gaming device may
comprise an LCD display for displaying electronic reels and a
display area that displays rotating mechanical reels.
[0180] The processor 305 may also be in communication with one or
more other devices besides the display device 355, for outputting
information (e.g., to a player or another device). Such other one
or more output devices may also be components of gaming device 300.
Such other one or more output devices may comprise, for example, an
audio speaker (e.g. for outputting an offer for a game or
information related thereto, in addition to or in lieu of such
information being output via a display device 355), an infra-red
transmitter, a radio transmitter, an electric motor, a printer
(e.g., such as for printing cashless gaming vouchers), a coupon or
product dispenser, an infra-red port (e.g., for communicating with
a second gaming device or a portable device of a player), a Braille
computer monitor, and a coin or bill dispenser. For gaming devices,
common output devices include, but are not limited to, a cathode
ray tube (CRT) monitor on a video poker machine, a bell on a gaming
device (e.g., rings when a player wins), an LED display of a
player's credit balance on a gaming device, and an LCD display of a
personal digital assistant (PDA).
[0181] The display device 355 may comprise, for example, one or
more display areas. For example, one of the display areas may
display outcomes of games played on the gaming device (e.g.,
electronic reels of a gaming device). Another of the display areas
may display rules for playing a game of the gaming device. Yet
another of the display areas may display the benefits obtainable by
playing a game of the gaming device (e.g., in the form of a payout
table). In one or more embodiments, the gaming device 300 may
include more than one display device, one or more other output
devices, or a combination thereof (e.g., two display devices and
two audio speakers).
[0182] The processor 305 is also in communication with an input
device 365, which is a device that is capable of receiving an input
(e.g., from a player or another device) and which may be a
component of gaming device 300. An input device may communicate
with or be part of another device (e.g., a server, a gaming device,
etc.). Some examples of input devices include: a bar-code scanner,
a magnetic stripe reader, a computer keyboard or keypad, a button,
a handle, a keypad, a touch-screen, a microphone, an infrared
sensor, a voice recognition module, a coin or bill acceptor, a
sonic ranger, a computer port, a video camera, a motion detector, a
digital camera, a network card, a universal serial bus (USB) port,
a GPS receiver, a radio frequency identification (RFID) receiver,
an RF receiver, a thermometer, a pressure sensor, an infrared port
(e.g., for receiving communications from with a second gaming
device or a another device such as a smart card or PDA of a
player), and a weight scale. For gaming devices, common input
devices include a button or touch screen on a video poker machine,
a lever or handle connected to the gaming device, a magnetic stripe
reader to read a player tracking card inserted into a gaming
device, a touch screen for input of player selections during game
play, and a coin and bill acceptor.
[0183] The processor 305 is also in communication with a payment
system 375, which may be a component of gaming device 300. The
payment system 375 is a device capable of accepting payment from a
player (e.g., a bet or initiation of a balance) and/or providing
payment to a player (e.g. a payout). Payment is not limited to
money, but may also include other types of consideration, including
products, services, and alternate currencies.
[0184] Exemplary methods of accepting payment by the payment system
375 include (i) receiving hard currency (i.e., coins or bills), and
accordingly the payment system 375 may comprise a coin or bill
acceptor; (ii) receiving an alternate currency (e.g., a paper
cashless gaming voucher, a coupon, a non-negotiable token), and
accordingly the payment system 375 may comprise a bar code reader
or other sensing means; (iii) receiving a payment identifier (e.g.
a credit card number, a debit card number, a player tracking card
number) and debiting the account identified by the payment
identifier; and (iv) determining that a player has performed a
value-added activity.
[0185] In one embodiment, a player may operate a plurality of
gaming devices. For example, a player may simultaneously play two
side-by-side gaming devices, a player may play one gaming device
(e.g. a gaming device) and then continue his gaming session at
another gaming device (e.g. a video poker machine), and a player
may remotely operate a gaming device, possibly by using a
telephone, PDA or other device (i) to transmit commands (directly
or indirectly) to the gaming device, such as wager amounts and
commands to select certain cards; and/or (ii) to receive output
(directly or indirectly) from the gaming device.
[0186] In one embodiment, a gaming device may allow a player to
play a game of skill rather than a game of chance. Such an
embodiment may be more appealing to certain players or may be
permitted in areas where it is illegal to gamble on games of
chance.
[0187] Referring now to FIG. 4, illustrated therein is a block
diagram of an embodiment 400 of computer 210 (FIG. 2A and FIG. 2B).
The computer 400 may be implemented as a system controller, a
dedicated hardware circuit, an appropriately programmed
general-purpose computer, or any other equivalent electronic,
mechanical or electromechanical device. The computer 400 may
comprise, for example, a server computer operable to communicate
with one or more client devices, such as gaming devices 230. The
computer 400 is operative to manage the system 200 and the system
250 and execute the methods of the present invention.
[0188] In operation, the computer 400 may function under the
control of a casino, a merchant, or other entity that may also
control use of the gaming devices 230, peripheral devices 240,
and/or peripheral device server 245. For example, the computer 400
may be a game terminal server in a casino. In some embodiments, the
computer 400 and game terminal server may be different devices. In
some embodiments, the computer 400 may comprise more than one
computer operating together. In some embodiments, the computer 400
and peripheral device server 245 may be the same device.
[0189] The computer 400 comprises a processor 405, such as one or
more INTEL.RTM. PENTIUM.RTM. processors. The processor 405 is in
communication with a memory 410 and a communications port 415
(e.g., for communicating with one or more other devices). The
memory 410 may comprise an appropriate combination of magnetic,
optical and/or semiconductor memory, and may include, for example,
Random Access Memory (RAM), Read-Only Memory (ROM), a compact disc
and/or a hard disk. The processor 405 and the memory 410 may each
be, for example: (i) located entirely within a single computer or
other device; or (ii) connected to each other by a remote
communication medium, such as a serial port cable, telephone line
or radio frequency transceiver. In one embodiment, the computer 400
may comprise one or more devices that are connected to a remote
server computer for maintaining databases.
[0190] The memory 410 stores a program 420 for controlling the
processor 405. The processor 405 performs instructions of the
program 420, and thereby operates in accordance with the present
invention, and particularly in accordance with the methods
described in detail herein. The program 420 may be stored in a
compressed, uncompiled and/or encrypted format. The program 420
furthermore includes program elements that may be necessary, such
as an operating system, a database management system and "device
drivers" for allowing the processor 405 to interface with computer
peripheral devices. Appropriate program elements are known to those
skilled in the art, and need not be described in detail herein.
[0191] According to an embodiment of the present invention, the
instructions of the program 420 may be read into a main memory from
another computer-readable medium, such from a ROM to RAM. Execution
of sequences of the instructions in program 420 causes processor
405 to perform the process steps described herein. In alternate
embodiments, hard-wired circuitry may be used in place of, or in
combination with, software instructions for implementation of the
processes of the present invention. Thus, embodiments of the
present invention are not limited to any specific combination of
hardware and software.
[0192] The memory 410 also stores a plurality of databases,
including a game database 425, a condition database 430, a gaming
device database 435, a player database 440, a performance database
445, and a payment database 450. Each of these databases is
described in detail below and example structures are depicted with
sample entries in the accompanying figures. As will be understood
by those skilled in the art, the schematic illustrations and
accompanying descriptions of the sample databases presented herein
are exemplary arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by the tables shown. For example, even
though six separate databases are illustrated, the invention could
be practiced effectively using any number of more or fewer
functionally equivalent databases. Similarly, the illustrated
entries of the databases represent exemplary information only;
those skilled in the art will understand that the number and
content of the entries can be different from those illustrated
herein. Further, despite the depiction of the databases as tables,
an object-based model could be used to store and manipulate the
data types of the present invention and likewise, object methods or
behaviors can be used to implement the processes of the present
invention.
[0193] Note that, although these databases are described as being
stored in a gaming device, in other embodiments of the present
invention some or all of these databases may be partially or wholly
stored in another device, such as one or more of the peripheral
devices 240, the peripheral device server 245, one or more of the
gaming devices 230, a game terminal server (if different from the
computer 210), another device, or a combination thereof. Further,
some or all of the data described as being stored in the databases
425, 430, 435, 440, 445, and 450 may be partially or wholly stored
(in addition to or in lieu of being stored in the memory 410 of the
computer 400) in a memory of one or more other devices, such as one
or more of the peripheral devices 240, one or more of the gaming
devices 230, the peripheral device server 245 and/or a game
terminal server (if different from computer 210).
[0194] Referring now to FIG. 5, an exemplary tabular representation
500 illustrates one embodiment of the game database 425 (FIG. 4)
that may be stored in the computer 400. The tabular representation
500 of the game database includes a number of example records or
entries, each defining a game that may be enabled on a gaming
device 300 by the computer 400 (or the gaming device 300). Those
skilled in the art will understand that the game database may
include any number of entries.
[0195] The tabular representation 500 also defines fields for each
of the entries or records. The fields specify: (i) a game
identifier 502 that uniquely identifies a particular game, (ii) a
name 504 that includes a name of the particular game, (iii) a
description 506 that contains a description (e.g., a text
description) of the game, and (iv) a category 508 that stores an
indication of a group or category of games with which the game may
be identified.
[0196] The name 504, the category 508, and/or the description 506
may be used in outputting information and messages to a player
(e.g., at display device 355 of the gaming device 300). For
example, a player may receive a displayed offer: "Click here to
play All-Star Poker!". In another example, the player's selection
of a game from a list of displayed games may cause the description
506 to be displayed in a display area of a gaming device.
[0197] Referring now to FIG. 6, an exemplary tabular representation
600 illustrates one embodiment of the condition database 430 (FIG.
4) that may be stored in the computer 400. The tabular
representation 600 of the condition database includes a number of
example records or entries, each defining a condition that may
used, for example, for determining whether a game should be enabled
(or disabled) on a gaming device 300 by the computer 400 (or the
gaming device 300). Those skilled in the art will understand that
the condition database may include any number of entries.
[0198] The tabular representation 600 also defines fields for each
of the entries or records. The fields specify: (i) a game
identifier 602 that identifies a particular game, and (ii) a
condition for enabling game 604 that includes an indication of one
or more requirements that must be satisfied in order to enable (or
to keep enabled) the particular game.
[0199] As discussed herein, a condition for enabling game 604 may
correspond to one or more requirements for enabling a game (and/or
for keeping an enabled game enabled). A condition may alternatively
correspond to one or more requirements for disabling a game (and/or
for keeping the game disabled). Those skilled in the art will
readily understand that a condition described as a condition for
enabling a game may suggest a condition for disabling a game, and
vice versa. For example, a condition that no more than fifty
players can be playing a particular type of game terminal in order
for a particular game to be enabled may also suggest a condition
that the game is to be disabled if the number of players exceeds
fifty.
[0200] In some embodiments, however, a condition for disabling or
enabling a game may not necessarily suggest its opposite. For
example, a described condition may indicate that a disabled game
should be enabled if ten or more players are playing game terminals
in a particular section of a casino. However, the game, once
enabled, may or may not be disabled if the number of players
playing falls below ten, for example.
[0201] Various types of information and factors on which conditions
may be based are described herein, and other criteria and
requirements will be readily understood by one skilled in the art
in light of the present disclosure. Some examples of conditions
include, but are not limited to: [0202] (i) Whether an amount of
revenue generated at a gaming device while a game is being used
(e.g., an amount of coin-in and/or transaction amounts received
from players in association with offers for products/services and
other transactions at the gaming device) exceeds a predetermined
minimum threshold; [0203] (ii) Whether an average amount wagered by
a player (or players) while a game is in use is greater than a
historical average wager amount of the player; [0204] (iii) An
identity of a player operating the gaming device (e.g., some games
may be available only to certain players, or only to players who
use player tracking cards); [0205] (iv) Past gambling activity of a
player (e.g. whether the year-to-date coin-in by a player is less
than a predetermined threshold); [0206] (v) Current gambling
activity (e.g., activity during a current session, or during a
current trip to a casino) of a player (e.g. whether a current
credit balance is less than a predetermined maximum amount, or
whether an average rate of play during a current gaming session is
greater than a predetermined threshold for enabling the game);
[0207] (vi) Anticipated future gambling activity of a player (e.g.
whether a particular player (or players) is likely to stop gambling
within the next ten minutes); [0208] (vii) A preference of one or
more players (e.g., whether a majority of players prefer a
particular game, or whether a particular player has previously
indicated a preference for the game); [0209] (viii) A game that a
player is currently playing (e.g., a slot machine game may be
enabled if the player is currently playing another slot machine
game); [0210] (ix) A type of gaming device a player is currently
playing (e.g., a game may be enabled for game terminals having a
second display device); [0211] (x) A location of the gaming device
(e.g., a game may be enabled if the gaming device is near a door of
a casino floor, but may not be enabled if the gaming device is near
a poker room); [0212] (xi) A manufacturer that produces a gaming
device (e.g., a game may only be enabled at the gaming device if
the gaming device is produced by a specific manufacturer); and
[0213] (xii) A developer, licensor, vendor, or other provider of a
game (e.g., a game may only be enabled on gaming devices whose
manufacturers have agreements with the provider of the game).
[0214] In some embodiments, the predetermined condition may be
based on the time of day. For example, a game may be disabled
between the hours of 8 p.m. and 11 p.m. (typically peak hours for
gambling), because the operator of the slot machine is aware that
players tend to play other games during these hours anyway.
[0215] Examples of time-related predetermined conditions that may
need to be satisfied before a game is enabled on a gaming device
include, but are not limited to: [0216] (i) A period of time since
an event (e.g., the game may be automatically disabled after a
certain period of time after the game is initially enabled, after
the game is first played, after the game is played a predetermined
number of times, etc.); and [0217] (ii) A time of day (e.g., the
game may be disabled during particular times of the day).
[0218] Other appropriate time-related predetermined conditions will
be recognized by one of ordinary skill in the art after reading the
present application. Examples of predetermined conditions related
to indications from parties that may need to be satisfied before a
game is enabled on the gaming device include, but are not limited
to: [0219] (i) Whether a signal was provided, by or on behalf of a
casino or other operator of the gaming device, indicating that the
game should be enabled (e.g., a signal received from a casino
employee observing a player becoming bored and/or discouraged in
playing the gaming device); [0220] (ii) Whether a signal was
provided, by or on behalf of a regulatory group (e.g., a state,
federal, or local government agency for regulating gambling
activities), indicating that the game can be enabled (e.g., a
signal received from a state gaming commission indicating that the
game meets regulatory approval); and [0221] (iii) Whether a signal
was provided, by or on behalf of a provider of the game (e.g. a
game manufacturer, a patent holder), indicating that the game can
be enabled.
[0222] Other appropriate predetermined conditions related to
indications received from or otherwise provided by any of various
parties will be recognized by one of ordinary skill in the art
after reading the present application. Note that indications such
as those discussed herein may be provided in a variety of different
ways, including, but not limited to: (i) using an input device of a
server computer (e.g., a keyboard); (ii) using an input device of a
gaming device (e.g., a touch screen); and (iii) using a peripheral
device (described in further detail herein) in communication with a
server computer and/or a gaming device.
[0223] In some embodiments, the provided indication from a party
may comprise an authorization code, as discussed further herein.
Examples of predetermined conditions related to authorization
codes, that may need to be satisfied before a game is enabled on
the gaming device include, but are not limited to: [0224] (i)
Whether at least one authorization code has been provided; [0225]
(ii) A period of time since at least one authorization code was
provided (e.g., thirty days ago); and [0226] (iii) A type of
authorization code that has been provided (e.g., different
authorization codes may enable the same game in different ways,
such as for different periods of time).
[0227] Other appropriate predetermined conditions related to
authorization codes will be recognized by one of ordinary skill in
the art after reading the present application. Examples of
predetermined conditions related to information about a casino that
may need to be satisfied before a game is enabled on the gaming
device include, but are not limited to: [0228] (i) What casino
operates a gaming device (e.g., a game may be enabled at a first
casino but is to be disabled at a second casino, even if the
casinos are commonly owned or operated and may have access to the
same games); [0229] (ii) A location or jurisdiction of a casino
(e.g. a game may be disabled within a first geographic region, such
as the state of Nevada, but enabled within a second geographic
region, such as an American Indian reservation in the state of
Arizona); and [0230] (iii) A measure of usage of gaming devices at
a casino (e.g., a second video poker game need not be enabled if
more than 90% of game terminals offering a first video poker game
are in use, as the clear demand for the game terminals indicates
that there is no need to entice additional players by enabling the
second video poker game).
[0231] Other appropriate predetermined conditions related to
information about a casino will be recognized by one of ordinary
skill in the art after reading the present application.
[0232] Another example of a predetermined condition comprises a
minimum number of games played by a player on a gaming device. For
example, it may be determined that it is desirable that a player
making one hundred wagers on a gaming device should be rewarded by
enabling a particular game on the gaming device.
[0233] In another example, it may be determined whether an outcome
determined for a player playing a game at the determined gaming
device satisfies a predetermined condition for enabling a second
game. For instance, a gaming device may determine an outcome in a
manner well known in the art. An outcome, as used herein, comprises
at least one indicia that is utilized to inform a player of whether
a benefit (e.g., a payout) has been won by the player as a result
of playing a game. In a reeled slot machine game, for example, a
set of symbols displayed along a payline comprises an outcome of a
game. Some of the possible combinations of symbols obtainable in
the reeled slot machine game correspond to a payout. Thus, a player
is informed of whether he has won a payout by displaying a set of
symbols along the payline. If the set of symbols along the payline
correspond to a payout (e.g. as displayed on a payout table of the
gaming device), then the player is informed that he has won the
corresponding payout once the set of symbols is displayed along the
payline. In a video poker game, as another example, the set of
cards comprising the final hand comprises the outcome of a
game.
[0234] The above examples of predetermined conditions have been
provided for purposes of illustrating various embodiments
consistent with the process 100D (FIG. 1D), and with some other
methods for determining whether a game should be enabled or
disabled on a gaming device. Other types of predetermined
conditions and types of information on which such conditions may be
based are described herein.
[0235] Referring now to FIG. 7, an exemplary tabular representation
700 illustrates one embodiment of the gaming device database 435
(FIG. 4) that may be stored in the computer 400. The tabular
representation 700 of the gaming device database includes a number
of example records or entries, each defining a gaming device that
may be in communication (e.g. over a LAN or WAN) with computer 400.
Those skilled in the art will understand that the gaming device
database may include any number of entries.
[0236] The tabular representation 700 also defines fields for each
of the entries or records. The fields specify: (i) a gaming device
identifier 702 that uniquely identifies a particular gaming device
(e.g., uniquely identifies a particular slot machine on a casino
floor or a PC communicating with an online casino), (ii) a gaming
device type 704 that stores a description or designation of the
type of gaming device, (iii) a games enabled 706 that stores an
indication or identifier of one or more games currently enabled on
the gaming device, (iv) a benchmark theoretical win 710 that
indicates a theoretical win for the gaming device (e.g., a
historical theoretical win), and (v) a location 712 that stores an
indication of the physical location of the particular gaming
device.
[0237] The gaming device database may be used by computer 400, for
example, to communicate with one or more gaming devices and to
identify a gaming device that data is being transmitted to or
received from. For example, the computer 400 may instruct a gaming
device as to which games should be enabled and/or made active at
the gaming device, transmit a random number to the gaming device,
transmit an indication of a game for use by the gaming device,
update information in one or more databases of the gaming device,
and receive information associated with a player of the gaming
device (e.g., a player identifier, player preferences, an
indication of wagers placed or number of games played by a player,
an indication of duration of play by a player at the gaming device,
etc.). Some of this information may be stored in association with
the gaming device. For example, the gaming device database may
store an indication of the last time that a game was played on a
particular gaming device.
[0238] The gaming device type 704 stores an indication of what
types of games are available on the particular gaming device. Such
information may be used, for example, to determine whether to
enable a game on a gaming device. For example, in one embodiment it
may be desirable that a particular game is not made available for
use at game terminals in a particular section of a casino during
particular times of day. Accordingly, the computer 400 may consider
where a gaming device is located and the time of day in determining
whether a game should be enabled on the gaming device.
[0239] The games enabled 706 stores an indication of what games are
currently enabled for use on the particular gaming device. Such
information may be used, for example, to determine whether to
enable a particular game on a gaming device. For example, in one
embodiment it may be desirable that a first game is not enabled if
a second game is already enabled on the particular gaming device.
For instance, a rule or condition may specify that the first game
should only be enabled if the second game is not enabled on the
gaming device. Further, such information may be used, for example,
to track the usage of different games.
[0240] The benchmark theoretical win 710 stores an indication of a
theoretical win of the gaming device that may be used, for example,
as the basis for determining whether one or more games can be
correlated to an effect on the theoretical win of a particular
gaming device. For example, benchmark theoretical win 710 may be a
value determined with respect to a particular period of time, such
as a period of time preceding when a particular game was first
enabled on the gaming device. A second theoretical win may be
calculated for a period during which the game has been enabled.
Thus, any difference between the benchmark and the theoretical win
while the game has been enabled may be correlated to the game as a
useful measure of performance of the game. For instance, if the
enabling of the game is correlated to an increase in the
theoretical win for the gaming device, then it may be determined
(e.g., by a game terminal server) to keep the game enabled based on
this increased performance. In another example, the benchmark
theoretical win 710 may be of a different gaming device, or may be
an average for two or more gaming devices. For instance, such
benchmarks may be useful in determining any difference in
theoretical win between gaming devices having different games in
use.
[0241] Although a benchmark theoretical win is described above with
respect to a gaming device, it will be readily understood that
other types of benchmark values may be used, in addition to or in
lieu of a theoretical win value. For example, benchmark values may
be established appropriate for comparison with various types of
measures of performance, usage, and/or profitability. Some examples
of benchmark values include, but are not limited to, a number of
handle pulls per hour, a number of paylines activated on a slot
machine, and an average wager size per handle pull. Benchmark
values may also be established for information related to ancillary
entities (e.g., sponsors of offers made available during a game).
Some examples include, but are not limited to, a number of
restaurant covers, an average price per check (e.g., in a
restaurant), an occupancy of a showroom or theater, an average
daily room rate at a hotel, and a percentage of rooms that are
occupied in a hotel.
[0242] The gaming device location 712 stores an indication of where
a particular gaming device is located. Such information may be
used, for example, to determine whether a game should be enabled on
a gaming device. For example, in one embodiment it may be desirable
that a particular game be enabled for play of one gaming device in
a designated area of a casino per predetermined period of time
(e.g., at least once every five minutes for a particular bank of
slot machines). Accordingly, the computer 400 may track when the
game is enabled and, if this has not occurred within a
predetermined period of time in a designated area of a casino, the
computer 400 may select a gaming device in that area and instruct
it to enable the game for play.
[0243] Referring now to FIG. 8, an exemplary tabular representation
800 illustrates an exemplary embodiment of a player database 440
(FIG. 4) that may be stored in computer 400. The tabular
representation 800 of the player database includes a number of
example records or entries, each defining a player who may be a
member of a slot club of a casino or otherwise registered with or
known to a casino or other entity. Those skilled in the art will
understand that the player database may include any number of
entries.
[0244] The tabular representation 800 also defines fields for each
of the entries or records. The fields specify: (i) a player
identifier 802 that uniquely identifies a player, (ii) a name 804
of a player, (iii) a financial account identifier 806 associated
with a player, (iv) an indication of comp points 808 available to a
player, (v) a theoretical win/[loss] 810, (vi) an actual win/[loss]
812 for a player, and (vii) a game preference(s) 814.
[0245] The information in the player database 440 may be created
and updated, for example, based on information received from a
player, a casino employee, a gaming device 230, a peripheral device
240, and/or peripheral device server 245. For example, the
information may be created when a player registers with a casino
and receives a player tracking card encoded with the player
identifier. The information may be subsequently updated when a
player requests to update the information (e.g. when a player
indicates a desire to change a preferred game) or when additional
information is obtained about the player via the casino's
interactions with the player (e.g. the lifetime theoretical win may
be updated on an ongoing basis as the player plays games at a
casino).
[0246] The player identifier 802 may be, for example, an
alphanumeric code associated with a player who may operate a gaming
device or play a table game at a casino. The player identifier 802
may be generated or selected, for example, by the computer 210 or
by the player (e.g. when a player first registers with a casino).
For each player, the player database 440 may also store the
player's name 804 (e.g., for use in outputting messages to the
player). In one or more embodiments the player's name may comprise
a nickname or other designation for the player that is selected by
the player or the casino. In one or more embodiments, the nickname
may comprise a designation that reflects the player's status (e.g.,
"premium player"). Such a status may indicate, for example, the
typical spending range of the player or other indication of how
valuable the player is considered to be by the casino. Such a
designation may or may not be known to the player.
[0247] The financial account identifier 806 (e.g. a credit card
account number, a debit card account number, a checking account
number, a casino financial account number, or digital payment
protocol information) associated with the player. The financial
account identifier 806 may be used, for example, to credit a
payment to the player (e.g., wherein a benefit obtained by the
player comprises a monetary amount) and/or to debit a wager
amount.
[0248] The comp points 808 stores an indication of the number of
comp points that a player is currently entitled to. Comp point
programs are a common method for a casino to reward players by
awarding points to players as a reward for certain gambling
behavior that a casino finds desirable. Although the comp points
programs differ from casino to casino, in a typical comp point
program a player accumulates comp points based on (i) a total
amount of coins wagered, or (ii) a total amount of coins paid out.
Alternatively, comp points may be awarded based on, for example,
(i) the length of time or a number of game plays at a gaming device
or table game; (ii) the average wager of a player; and/or (iii) for
playing a particular gaming device or group of gaming devices. As
the player accumulates comp points the player may exchange some or
all of the comp points for goods or services specified by the comp
point program. For example, a player may exchange 800 comp points
for a dinner at a casino restaurant. As the player exchanges comp
points for a good or service the exchanged comp points are deducted
from the player's comp point balance reflected in field 808 of
tabular representation 800. In some comp point programs the rewards
are defined in terms of dollar amounts rather than points. In yet
other comp point programs the points are exchangeable into dollar
amounts based on a schedule defined by the casino, allowing the
player to convert the accumulated points into dollar amounts and
then use the dollar amounts to purchase goods or services from the
casino.
[0249] The theoretical win/[loss] 810 stores an indication of the
theoretical win of the casino based on the playing activity of the
player since the playing activity of the player has been tracked.
In other words, the historical theoretical win/[loss] 810 may be a
"lifetime" theoretical win. In other embodiments a historical
theoretical win/[loss] based on other periods of time may be stored
in addition to or instead of the lifetime historical theoretical
win/[loss]. For example, an annual or session theoretical
win/[loss] may be stored. The actual win/[loss] 812 stores an
indication of the actual dollar amount that the corresponding
player has won or lost while gambling at the casino. A casino loss
is indicated in brackets in the tabular representation 800.
[0250] In some embodiments of the present invention, a
determination of whether to enable a game on a gaming device and/or
whether to offer to activate a game for a player may be based on
the theoretical win/[loss] and/or actual win/[loss] of the player
playing the game. For example, using the process 100D, in step 165
it may be determined if two predetermined conditions have been
satisfied: (i) that a player's actual win/[loss] is a loss of at
least a predetermined value (assuming, for this example, that the
win/[loss] is calculated for a particular gaming session); and (ii)
that the gaming device at which the player is playing is compatible
with the game. Satisfaction of these two predetermined conditions
may correspond to enabling the game for use on the player's gaming
device.
[0251] It should be understood that although a player identifier
and information related to each registered player is described in
detail, a player need not be registered in order to be able to use
games enabled on a gaming device. Accordingly, registration of a
player and storing of information related to a player is not
necessary for practice of the present invention.
[0252] The game preference(s) 814 store one or more preferences for
a game. For example, a preference may be that a particular game is
enabled on whatever gaming device the player is playing. Such
player preferences may be provided by the player directly. For
example, a player may tell a casino employee, who may in turn enter
an indication of the preference to the player database. In another
example, a player may be prompted by a gaming device 230 to store a
current configuration of one or more games as a game preference.
Alternatively, a player preference may be determined indirectly.
For example, a casino employee may observe a player's reaction and
decide that the player really does not like a particular game or
that a player really enjoys a particular type of offer that may be
provided in accordance with one or more games. In another example
of how a player preference may be determined indirectly, a player's
gambling behavior may be tracked to determine whether a player
continues to keep playing for an extended period of time or stops
playing shortly after a particular game is enabled.
[0253] According to some embodiments, some or all of the exemplary
information depicted in FIG. 8 may be stored on a player tracking
card. For example, an indication of one or more game preferences of
a player may be stored on a player tracking card and accessed by
one or more gaming devices 230, peripheral device server 245,
another peripheral device 240, and/or computer 210.
[0254] Referring now to FIG. 9A, an exemplary tabular
representation 900A illustrates an exemplary embodiment of a
performance database 445 (FIG. 4) that may be stored in computer
400. The tabular representation 900A of the performance database
includes a number of example records or entries, each defining a
gaming session of a player at a gaming device. Those skilled in the
art will understand that the performance database may include any
number of entries.
[0255] The tabular representation 900A also defines fields for each
of the entries or records. The fields specify: (i) a session
identifier 902 that uniquely identifies a session of gaming
activity by a player, (ii) a gaming device identifier 904 that
identifies a gaming device at which the player's gaming activity
takes place, (iii) a player identifier 906 that identifies a player
participating in the gaming session, (iv) a length of session 908
that includes an indication of the duration of the particular
gaming session, (v) a total coin-in 910 that indicates a total
amount wagered by the player during the session, (vi) a session
theoretical win per minute 912, (vii) an increase in theoretical
win per minute 914 that indicates a difference between the session
theoretical win per win and a particular benchmark value (e.g.,
benchmark theoretical win 710 of FIG. 7), and (viii) a games played
916 that indicates one or more games that were played during the
particular session.
[0256] The information in this exemplary embodiment of the
performance database 440 may be created and updated, for example,
based on information received from a player, a casino employee, a
gaming device 230, a peripheral device 240, and/or peripheral
device server 245. For example, the information may be created when
a player inserts his player tracking card at a gaming device 230
(e.g. a new session entry may be created whenever a player is first
identified at a gaming device). The information may be updated
subsequently when additional information is obtained about the
player via the player's interactions with the gaming device during
a session. For example, the total coin-in, and indications of the
games played may be updated on an ongoing basis as the player
places wagers at the gaming device and selects different games. In
another example, the session theoretical win per minute (and the
increase in theoretical win per minute) may be updated on an
ongoing basis during a session (or, alternatively, only at the end
of a session) based on the player's wagering.
[0257] Information stored this exemplary embodiment of the
performance database 445 may be used in making various
determinations for managing games. In some embodiments of the
present invention, a determination of whether to enable or disable
a game on a gaming device, and/or whether to offer to enable play
of a game for a player, may be based on the total coin-in, session
theoretical win per minute and/or the increase in theoretical win
per minute. For example, using the process 100B, in step 135, the
determination of whether to disable one or more enabled games may
be based on a measure of performance such as the total coin-in, the
session theoretical win per minute, and/or the increase in
theoretical win per minute. If the increase in theoretical win per
minute is greater than a predetermined value, the enabled games may
remain enabled. Otherwise, they may be disabled. Note that such a
determination need not take place during the player's session, but
may occur at any time (e.g., in accordance with a schedule for
managing the games of the system).
[0258] In one or more embodiments of the present invention, some of
the information stored in the exemplary embodiment of the
performance database 445 may be used to determine payment for a
provider of a game or gaming device. For example, using the process
100D, in steps 175-185 the total coin-in may be used as a measure
of usage in determining a payment
[0259] It should be understood that the sessions depicted in the
tabular representation 900A are for illustrative purposes only. In
some embodiments, a player's session may include information about
play of more than one gaming device, and may include information
about one or more periods of time in which the player was not
playing a gaming device (e.g., the session may correspond to an
entire week stay at a casino hotel). FIG. 9C, for example, depicts
exemplary information representing a player's trip to a casino, and
is discussed in detail below.
[0260] Referring now to FIG. 9B, an exemplary tabular
representation 900B illustrates another exemplary embodiment of a
performance database 445 (FIG. 4) that may be stored in computer
400. The tabular representation 900B of the performance database
includes a number of example records or entries, each defining a
gaming session in which an exemplary game "All-Star Poker" was
played. Those skilled in the art will understand that the
performance database may include any number of entries.
[0261] The tabular representation 900B also defines fields for each
of the entries or records. The fields specify: (i) a session
identifier 920 that uniquely identifies a session in which the
exemplary game was used, (ii) a length of session 922 that includes
an indication of the duration of the particular gaming session,
(iii) a coin-in per minute 924 that indicates the total coin-in for
the session averaged on a per minute basis, and (iv) a session
theoretical win per minute 926.
[0262] As discussed above with respect to the tabular
representation 900A of FIG. 9A, the information in this exemplary
embodiment of the performance database 440 may be created and
updated, for example, based on information received from a player,
a casino employee, a gaming device 230, a peripheral device 240,
and/or peripheral device server 245. Similarly, information may be
created at the start of a session (e.g. when a player inserts his
player tracking card at a gaming device 230), and may be updated
subsequently.
[0263] Various types of information represented in this exemplary
embodiment may be used in managing games for gaming devices. For
example, the length of session 922 may be helpful as a measure of
usage (e.g., in determining whether to keep the game enabled, in
determining whether to enable the game on additional gaming
devices, in determining an amount due to a provider of the
game).
[0264] As discussed variously herein, a measure of profitability of
a gaming device (e.g., based on revenue generated at the gaming
device) can be useful in managing games on the gaming device (e.g.,
in determining whether to enable or disable certain games). In some
embodiments, a measure of performance and/or of profitability may
take into account payment that might be due one or more providers
of a game (e.g. based on its usage).
[0265] Referring now to FIG. 9C, an exemplary tabular
representation 900C illustrates another exemplary embodiment of a
performance database 445 (FIG. 4) that may be stored in computer
400. The tabular representation 900C of the performance database
includes a number of example records or entries, each defining a
trip or visit of a player to a casino. Those skilled in the art
will understand that the performance database may include any
number of entries.
[0266] The tabular representation 900C also defines fields for each
of the entries or records. The fields specify: (i) a trip
identifier 940 that uniquely identifies a trip or visit of a player
to a gaming establishment (e.g. a casino hotel), (ii) a player
identifier 942 that identifies the particular player, (iii) a
benchmark trip theoretical win 946, (iv) a trip theoretical win
948, and (v) a play of GAME-02 950 that indicates a percentage of
the player's play during the trip that the player was playing the
exemplary game identified as "GAME-02". Information in this
exemplary embodiment may be created and/or updated as discussed
herein with respect to other described embodiments of the
performance database 445.
[0267] The trip theoretical win 948 and benchmark trip theoretical
win 946 may be used, in a manner similar to that described above
with respect to FIG. 9A, to determine a measure of performance of
one or more games. The play of GAME-02 950 may be useful as a
measure of a player's usage of a particular game during a trip, in
determining whether or not to change the games enabled for use on
gaming devices. In addition, information about how much of the time
a player plays one or more particular games may be useful in
determining what games to offer to the player and/or to make
available for selection by the player.
[0268] Referring now to FIGS. 9D-9E, an exemplary tabular
representation 900D illustrates another exemplary embodiment of a
performance database 445 (FIG. 4) that may be stored in computer
400. The tabular representation 900D of the performance database
includes a number of example records or entries, each defining an
offer that was made to a player during a gaming session. Those
skilled in the art will understand that the performance database
may include any number of entries.
[0269] The tabular representation 900D also defines fields for each
of the entries or records. The fields specify: (i) a session
identifier 960 that identifies a session of gaming activity by a
player, (ii) a game identifier 962 that identifies a game being
played when the offer was provided, (iii) a player identifier 964
that identifies a player who received the offer, (iv) an offer 966
that includes an indication (e.g., a description, an offer message)
of the offer provided to the player, (v) an accepted 968 that
indicates whether the offer was accepted, (vi) a cost to offer
sponsor 972 that indicates a cost incurred by a sponsor of the
offer, (vii) a payment to player 974 that indicates a value of a
product, service, or benefit provided to a player, (viii) a payment
to casino 975 that indicates value provided to a casino operating
the gaming device at which the offer was made, and (ix) a payment
to manufacturer 976 that indicates a value provided to a
manufacturer of a gaming device or game.
[0270] Information in this exemplary embodiment may be created
and/or updated as discussed herein with respect to other described
embodiments of the performance database 445. For example, the
information may be created when an offer is communicated to a
player during a game.
[0271] Some offers may be sponsored by one or more sponsors. For
example, FIGS. 9D-9E depicts an exemplary offer made to a player
"P-568249": "$30 TO SWITCH LONG DISTANCE TO BIGTEL CO." The player
accepted the offer, which may have been made, for example, after a
player had wagered a predetermined amount at a gaming device
without achieving a winning outcome. The payment to player 974
indicates that the amount of $30 was provided to the player (e.g.
by increasing the player's credit balance by $30). In addition, $3
was provided in payment to casino 975, and $2 was provided as
payment to manufacturer 976. For example, the sponsor of the offer
may have an agreement with the casino that the sponsor will pay the
casino a fee (e.g., $3) for each player that accepts its offer.
Similarly, the sponsor may agree to pay a $2 fee to the
manufacturer of the game for each player that accepts the offer.
The cost to offer sponsor 972 indicates that the total cost to the
sponsor for the accepted offer was $35. Note that the sponsor may
value the player, who has agreed to switch long distance telephone
service, in excess of the cost to the sponsor of providing the $35
in benefits and fees to the player and other parties.
[0272] Information represented in this exemplary embodiment of the
performance database 445 may be used in making various
determinations for managing games. In some embodiments of the
present invention, a determination of whether to enable or disable
a game on a gaming device, and/or whether to offer to activate a
game for a player, may be based on the number of offers made during
the game that have been accepted. Thus, the number of accepted
offers (or the percentage of offers made that were accepted, etc.)
may be a useful measure of performance and/or usage of the game.
For example, a game that corresponds to a low rate of acceptance of
offers may be disabled.
[0273] Referring now to FIG. 10A, an exemplary tabular
representation 1000A illustrates an exemplary embodiment of a
payment database 450 (FIG. 4) that may be stored in computer 400.
The tabular representation 1000A of the payment database includes a
number of example records or entries, each defining a payment made
to a provider of a game. Those skilled in the art will understand
that the player database may include any number of entries.
[0274] The tabular representation 1000A also defines fields for
each of the entries or records. The fields specify: (i) a game
identifier 1002 that identifies a game, (ii) a provider 1004 that
indicates a party that provided the game or otherwise has a
proprietary interest in the game, and (iii) a payment to provider
1006 that indicates an amount paid (or to be paid) to the
particular provider. Note that one game may be associated with two
or more providers. For example, game "GAME-02" is associated with
both "PATENT LICENSOR #1" and "GAME MANUFACTURER #1".
[0275] As discussed herein, payment to a provider of a game may be
determined based on a variety of types of information and measures
of performance, usage, and/or profitability. In addition, as
discussed below with respect to FIGS. 10B-10C, payment may be based
at least in part on one or more applicable payment rates.
[0276] Referring now to FIGS. 10B-10C, an exemplary tabular
representation 1000B illustrates an exemplary embodiment of a
payment database 450 (FIG. 4) that may be stored in computer 400.
The tabular representation 1000B of the payment database includes a
number of example records or entries, each defining payment
information for a particular game. Those skilled in the art will
understand that the player database may include any number of
entries.
[0277] The tabular representation 1000B also defines fields for
each of the entries or records. The fields specify: (i) a game
identifier 1020 that uniquely identifies a game, (ii) a total usage
1022 that indicates a measure of usage of the particular game,
(iii) a provider 1 field 1024 that identifies a party that provided
the game or otherwise has a proprietary interest in the game, (iv)
a provider 1 rate 1026 that indicates a rate for use in determining
payment for provider 1, (v) a payment to provider 1 field 1028 that
indicates a value provided (or due) to provider 1, (vi) a provider
2 field 1030 that identifies another party that provided the game
or otherwise has a proprietary interest in the game, (vii) a
provider 2 rate 1032 that indicates a rate for use in determining
payment for provider 2, and (viii) a payment to provider 2 field
1034 that indicates a value provided (or due) to provider 2. Note
that, as in FIG. 10A, one game may be associated with two or more
providers.
[0278] The total usage 1022 indicates information that may be used
for determining payment due to one or more providers of games
and/or gaming devices. Such information may be updated as discussed
above with respect to the exemplary embodiments of the performance
database 445. For example, gaming activity may be monitored and
updated on an ongoing basis by one or more of the computer 210, the
gaming device 230, and/or a peripheral device 240. Examples of
measures of usage appropriate for use with one or more embodiments
of the present invention include, but are not limited to: (i) a
total number of minutes used, (ii) a total revenue generated, (iii)
a number of sessions in which the game was enabled and/or played,
(iv) a number of players playing the game, and (v) a number of
gaming devices at which the game was enabled and/or played. Of
course, as discussed variously herein, measures of usage may also
be useful in managing the enablement of games (e.g., in order to
adjust the performance of a game management system).
[0279] The rates 1026 and 1032 depict various exemplary types of
rates that may be used in determining payment to licensors,
vendors, and other providers, such as per-unit time rates,
percentage of revenue rates, fee per user rates, and fee per gaming
device rates. Other appropriate types of rates will be recognized
by one of ordinary skill in the art after reading the present
application.
[0280] Referring now to FIG. 11, an embodiment 1100 of a plan view
of a gaming device 230 is illustrated. In the embodiment 1100, the
gaming device 230 comprises a five reel slot machine. The slot
machine 1100 comprises a display area 1105 in which an outcome for
a game of the slot machine is displayed to the player. The display
area 1105 may, for example, be a video display that displays
simulations of reels. The display area 1105 may, in another
example, be glass behind which are located mechanical reels.
Display area 1105 is an exemplary embodiment of the display device
355, described with respect to FIG. 3.
[0281] The slot machine 1100 also comprises a display area 1110 in
which information about one or more games, such as descriptions of
games, is displayed to the player. The display area 1110 may, for
example, be a video display that displays images and/or text.
Display area 1110 is another exemplary embodiment of the display
device 355, described with respect to FIG. 3.
[0282] The slot machine 1100 further comprises a display area 1118
in which images or text indicating available games for play of the
slot machine 110 are displayed to the player. The display area 1118
may, for example, be a video display that displays images and/or
text, and that may include a touch screen. Display area 1118 is
another exemplary embodiment of the display device 355, described
with respect to FIG. 3.
[0283] Slot machine 1100 further comprises a handle 1120. A player
may initiate the movement of the reels in display area 1105 by
pulling on the handle 1120. Alternatively, a player may initiate
the movement of the reels in display 1105 by actuating the start
button 1125. Either or both of handle 1120 and start button 1125
are exemplary embodiments of the input device 365, described with
respect to FIG. 3.
[0284] Slot machine 1100 also comprises a player tracking device
1130, which is an example of the player tracking device 360 that
was described with respect to FIG. 3. The player tracking device
350 may comprise a player tracking card reader and a display (e.g.,
an LED display) for outputting information related to the player
identifier (e.g., player's name and number of comp points
associated with player's account).
[0285] Also a component of slot machine 1100 is another display
area 1135, for outputting information to a player. The display area
1135 may be utilized, for example, to inform a player of which
features, if any, are currently active on the slot machine 1100
and/or may provide a way for the player to deactivate an active
feature. The display area 1135 may, for example, be a video display
including a touch screen. Display area 1135 is another exemplary
embodiment of the display device 355, described with respect to
FIG. 3.
[0286] Payment system 1140, an exemplary embodiment of payment
system 375, comprises a bill acceptor and/or a credit card reader
1150, and a coin acceptor 1155. A player may utilize payment system
1140 to provide a wager for playing a game and/or for providing
payment for provision of a game available on slot machine 1100.
[0287] Slot machine 1100 further comprises a credit meter balance
1160, which is an exemplary embodiment of a benefit output device
350 that was described with respect to FIG. 3. The credit meter
balance reflects the amount of electronic credits currently
available to a player. The electronic credits may be used by a
player, for example, as wagers for games played on the gaming
device. The electronic credits may also be "cashed out" as coins,
bills, tokens, a cashless gaming receipt, and/or credits to another
financial account associated with the player.
[0288] The slot machine 1100 includes yet another display area,
display area 1165, which displays a payout schedule of the slot
machine 1100. The payout schedule displays payouts that correspond
to various outcomes obtainable on the slot machine 1100. In one or
more embodiments, if an outcome is displayed in display area 1105
that, as indicated in display area 1165, corresponds to a payout,
the credit meter balance 1160 may be increased by an amount of
electronic credits corresponding to the payout.
[0289] Finally, the slot machine 1100 comprises a coin tray 1170.
Payment to the player may be rendered by dispensing coins into the
coin tray 1170. Such coins may be dispensed based on, for example,
a player's indication that the player would like to cash out his
credit meter balance and/or a payout obtained by a player as a
result of playing a game on the slot machine 1100. The coin tray
1100 is an exemplary embodiment of the benefit output device 350,
described with respect to FIG. 3. Note that slot machine 1100 may
include different and/or additional components besides those
illustrated in FIG. 11.
[0290] Referring now to FIG. 12, a flowchart illustrates a process
1200 that is consistent with one or more embodiments of the present
invention. The process 1200 is a method for determining a payment
based on a measure of performance, in which the measure of
performance involves determining a difference between two measures
of usage for one or more gaming devices. For illustrative purposes
only, the process 1200 is described as utilizing an amount of
revenue generated as the measure of usage. Of course, the process
1200 may be adjusted for any type of measure of usage (e.g. an
amount wagered, a number of product/service offers accepted, a
theoretical win, etc.). Also for illustrative purposes only, the
process 1200 is described as being performed by a game terminal
server. Of course, the process 1200 may be performed by a gaming
device 230 and/or a computer 210.
[0291] In step 1205 the game terminal server determines a game that
has been active on at least one gaming device. For example the slot
sever looks up information stored in the gaming device 435 and/or
the performance database 445 and identifies a game that has been in
use of one or more gaming devices. In step 1210, the game terminal
server determines an amount of revenue generated at the at least
one gaming device while the game was active. For example, by
reference to a performance database that stores indications of use
of games by session, as in tabular representation 900A (FIG. 9A),
the game terminal server could determine the total coin-in 910 and
the games played 916 for each session. For instance, in "SESS-01",
a total of "345.00" was received while "GAME-02" was played.
[0292] In step 1215, the game terminal server determines a
benchmark amount of revenue. The second amount of revenue may be
revenue generated at the at least one gaming device, may have been
generated at one or more other gaming devices, or may be some other
amount being used as a benchmark. For example, the game terminal
server may determine that the benchmark amount of revenue is equal
to a revenue projection for the at least one gaming device.
[0293] In step 1220, the game terminal server determines a
difference between the amount of revenue generated while the game
was active and the benchmark amount. In other words, the game
terminal server compares the two amounts to determine a measure of
performance of the game. For example, if the benchmark amount is
less than the amount of revenue generated, the difference by which
the revenue exceeded the benchmark value may be correlated to the
use of the game on the at least one gaming device.
[0294] In step 1225, the game terminal server determines a payment
rate that is associated with a party (e.g. a proprietor or other
provider of the game) and in step 1230 determines a payment amount
based on the payment rate and the difference between the amount of
revenue generated and the benchmark amount. For example, the game
terminal server looks up the appropriate payment rate for the game
in payment database 450. For instance, the payment rate may be a
flat rate payable only if the benchmark is exceeded. In another
example, the payment rate may be based on the amount of the
difference, such as a percentage (e.g., 5%) of the difference. In
step 1235, the game terminal server initiates payment of the
payment amount to the party. For example, the game terminal server
may send an indication of the usage statistics to the party, and
the party may confirm the amounts and bill the casino. In another
example, the game terminal server may provide payment (e.g., via an
electronic funds transfer).
[0295] It should be noted that, similar to the determinations in
process 100B, process 1200 may further include a determination of
whether the game should remain enabled on one or more gaming
devices. Such a determination may be based, for example, on a
determination of whether a predetermined condition has been
satisfied (e.g., whether the difference is greater than a
predetermined increase in revenue). Such a predetermined condition
may comprise a condition similar to those described with respect to
step 165 of process 100D.
[0296] According to some alternative embodiments of the present
invention, systems and methods for managing games, determining
measures of performance of games and devices, and/or determining
payment owed to proprietors and providers of games and devices may
be applied to industries other than gaming, such as the industries
for vending machines and other point-of-sale terminals.
[0297] According to various embodiments of the present invention, a
provider of a gaming device and/or game (e.g., a trademark holder,
a game manufacturer, a controller) may provide an indication of at
least one authorization code (e.g., to a sever computer, to a
gaming device). The authorization code may be used in determining
whether to enable or disable one or more games (e.g., of one or
more gaming devices, of one or more gaming systems).
[0298] An authorization code (e.g., a password, an access code, an
authentication code) may comprise any of various types of
information suitable for indicating that an entity having the code
(e.g., a game terminal server, a slot machine) is permitted to
enable and/or disable a game. For example, an authorization code
may comprise, without limitation, one or more alphanumeric
characters, a sequence of digits, a digital certificate, and/or a
combination thereof. In some alternative embodiments, the
authorization code may comprise all or a portion of a program for
using, enabling, and/or disabling the game.
[0299] According to one embodiment, an authorization code may be
indicated to a server computer (e.g., a slot machine server). For
example, an employee of a casino may input an authorization code
when prompted by a game terminal server in accordance with a
program for managing games in a game terminal network. The
controller (and/or the employee) may then be permitted to enable or
disable one or more games in accordance with the authorization code
(e.g., based on a stored condition for enabling a game).
Alternatively, or in addition, an indication of an authorization
code may be provided to a gaming device. The gaming device may then
enable or disable games as appropriate.
[0300] An authorization code may be provided by any one or more of
a variety of different parties. For example, a casino (e.g., a
representative of a casino, such as a slot host, system
administrator, or other employee) may provide an authorization code
(e.g., to a game terminal server, to a gaming device). In another
example, a regulatory body or group (e.g., a state, federal, or
local government regulating agency; an industry regulatory or
standardization group) may provide an authorization code for a
game. For example, if a state regulatory agency does not approve of
a game, then it may refuse to issue an authorization code for the
game, thereby preventing the game from being enabled on gaming
devices. Alternatively, the agency may issue an authorization code
that disables a previously-enabled game. In another example, the
state regulatory agency may mandate that a particular game be
enabled, and may issue a corresponding authorization code. A
proprietor of a game (e.g., a game manufacturer, a patent holder)
may provide an authorization code. For example, a game manufacturer
may sell authorization codes for a particular game. In another
example, in order to enable a pre-installed game (e.g., a program
including instructions for providing the game was previously
provided to a casino) on a gaming device, a casino can purchase the
appropriate authorization code from the game manufacturer.
[0301] According to some embodiments, an authorization code may be
generated in a manner so as to prevent, discourage, or make
computationally unfeasible forgery of authorization codes (e.g.,
using cryptographic techniques). An authorization code may be
generated by a trusted third party. For example, a proprietor may
request that a third party generate an authorization code. The
third party may generate the code and transmit the code to the
requesting party. Alternatively, or in addition, the third party
may transmit the authorization code to a controller, a player, or a
gaming device for use in accordance with various embodiments of the
present invention.
[0302] According to some embodiments of the present invention, it
may be difficult or impossible to enable a game of a game or a
gaming device without an authorization code. For example, a casino
may not be able to enable a particular game unless an authorization
code has been received (e.g., from a proprietor of the game). In
another example, a gaming device may not be able to provide for a
game unless the authorization code has been provided to the gaming
device (e.g., by a controller, by a game manufacturer). Similarly,
according to some embodiments, it may be difficult or impossible to
disable a game of a game or a gaming device without a corresponding
authorization code.
[0303] In one or more embodiments, an authorization code may enable
a game and prevent subsequent disabling of the game (e.g., for a
predetermined minimum number of uses of the game). Similarly, in
some embodiments an authorization code may disable a game and
prevent enabling of the game (e.g., for a period of time).
[0304] In one or more exemplary embodiments for enabling a game,
the authorization code provides a processor or operator of a gaming
system with access to a file, storage device, program, and/or
program module that is necessary to enable or disable a game. For
example, in a manner known in the art, a program for providing one
or more games in a gaming system may require that an operator of
the system provide an appropriate authorization code (e.g., a
password, an access code) before allowing a game to be enabled. One
or more authorization codes may be stored, for example, in game
database 425 (FIG. 4). According to some embodiments of the present
invention, an authorization code may be required in order to add,
delete, or modify one or more conditions for enabling and/or
disabling a game.
[0305] A condition for whether to enable and/or disable a game may
be related to one or more authorization codes. In some exemplary
embodiments, a condition for enabling a game may require that one
or more authorization codes have been provided. For example, in
order for a casino to enable an "All-Star Poker" game on its gaming
device network, the casino may have to acquire one authorization
code from the owner of a patent for "All-Star Poker" and another
authorization code from the manufacturer of the casino's game
terminals at which "All-Star Poker" can be enabled. Accordingly, to
enable the "All-Star Poker" game, the slot network controller
determines whether or not the two authorization codes have been
received (i.e. whether the exemplary condition for enabling
"All-Star Poker" is satisfied).
[0306] According to one embodiment, a plurality of authorization
codes may be required to enable a game. For example, a game on a
gaming device may only be enabled if a first authorization code is
provided by a first party (e.g., a regulator) and a second
authorization code is provided by a second party (e.g., a
proprietor). Alternatively, an authorization code may comprise
multiple parts that may be provided by multiple parties. Of course,
a plurality of authorization codes (or parts of an authorization
code) may be provided by one party rather than multiple
parties.
[0307] In some exemplary embodiments, whether or not a game may be
enabled and/or disabled may be based on a period of time since an
authorization code was provided. For example, the authorization
code may have an associated period of validity (e.g., thirty days
after providing of the authorization code, thirty days after a
corresponding game is enabled or disabled). After the associated
period of time (e.g., when the authorization code "expires"), a
controller, for example, may be prevented from enabling and/or
disabling a game. Thus, a casino may be allowed by a proprietor (or
a regulatory body, etc.) to enable a game for only a limited period
of time. Conversely, a casino may be prevented by a proprietor of a
game from disabling the game until after the game is used for a
minimum period of time. In some embodiments, a new authorization
code must be provided after (or before) the period of time in order
to allow for enabling and/or disabling of the game (e.g., by a
controller, by a gaming device). Alternatively, or in addition, an
authorization code may have an expiration date after which the
authorization code is no longer valid for enabling and/or disabling
one or more games.
[0308] In other exemplary embodiments, whether or not a game may be
enabled and/or disabled may be based on an amount of use of a game
(e.g., since an authorization code was provided, since a
corresponding game was enabled or disabled). For example, the
authorization code may be associated with a number of plays of a
game (e.g., 500 plays in a gaming system, five plays by a player,
200 plays at a gaming device). Thus, a casino may be allowed to
enable a game for only a limited period of time based on the
provided authorization code. Conversely, a casino may be prevented
from disabling an enabled game until the game has been used a
minimum number of times. Of course, usage of a game may be measured
in various ways other than a number of uses, as discussed herein.
For example, an authorization code may expire after an associated
total wager amount in games using the game.
[0309] According to one or more embodiments of the present
invention, a game may be automatically disabled or enabled if an
authorization code is not provided in accordance with various
criteria. Examples of predetermined conditions that must be
satisfied for automatically disabling or enabling a game include,
but are not limited to: [0310] (i) requiring that an authorization
code be entered every thirty days to keep a game enabled on a
gaming device; [0311] (ii) requiring that an authorization code be
entered every two hundred thousand spins to keep a slot machine
game enabled; and [0312] (iii) requiring that an authorization code
be provided in order to disable a game at one or more gaming
devices.
[0313] A game may be associated with more than one authorization
code (or type of authorization code). For example, one
authorization code may allow a casino to enable a game for thirty
days at a first type of gaming device at any time of day, and a
different authorization code may permit a casino to enable the same
game for a year at a different type of gaming device only during
peak hours. Accordingly, determining whether a condition for
enabling and/or disabling a game is satisfied may include
determining the type of authorization code provided.
[0314] An authorization code in accordance with various embodiments
of the present invention may allow for enabling and/or disabling
of: (i) multiple (or all) games for multiple (or all) games on
multiple (or all) gaming devices; (ii) multiple (or all) games for
multiple (or all) games on one gaming device (e.g., a different
code is needed for a different gaming device, an authorization code
is associated with a particular gaming device); (iii) multiple (or
all) games for one game on multiple (or all) gaming devices (e.g.,
a different code is needed for a different game, an authorization
code is associated with only one game); (iv) multiple (or all)
games for one game on one gaming device (e.g., a different code is
needed for a different game on the same gaming device, or for the
same game on a different gaming device; an authorization code is
associated with only one gaming device and with only one game); (v)
one game for multiple (or all) games on multiple (or all) gaming
devices (e.g., a different code is needed for a different game, an
authorization code is associated with only one game); (vi) one game
for multiple (or all) games on one gaming device (e.g., a different
code is needed for a different game on the same gaming device, or
for the same game on a different gaming device; an authorization
code is associated with only one game and with only one gaming
device); (vii) one game for one game on multiple (or all) gaming
devices (e.g., a different code is needed for a different game in
the same game, or for the same game in a different game; an
authorization code is associated with only one game and with only
one game); and (viii) one game for one game on one gaming device
(e.g., a different code is needed for every single game on every
single game on every single gaming device, an authorization code is
associated with only one game and with only one game and with only
one gaming device).
[0315] Thus, according to one exemplary embodiment of the present
invention, one or more authorization codes may be used to enable or
disable only a single game on only a single gaming device. Thus, an
additional authorization code (or codes) may be necessary to enable
or disable a different game on the same gaming device, and an
additional authorization code (or codes) may be necessary to enable
or disable the same game on a different gaming device. Such an
embodiment would prevent a casino, for example, from using the same
authorization code to enable the same game on multiple gaming
devices and/or to enable multiple games on one or more gaming
devices.
[0316] In conclusion, while the methods and apparatus of the
present invention have been described in terms of particular
embodiments, those skilled in the art will recognize that the
present invention may be practiced with modification and alteration
without departing from the teachings disclosed herein.
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