U.S. patent application number 11/428606 was filed with the patent office on 2006-11-09 for systems, methods and apparatus for facilitating a flat rate play session on a gaming device and example player interfaces to a facilitate such.
Invention is credited to James A. Jorasch, Robert C. Tedesco, Jay S. WALKER.
Application Number | 20060252512 11/428606 |
Document ID | / |
Family ID | 35910304 |
Filed Date | 2006-11-09 |
United States Patent
Application |
20060252512 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
November 9, 2006 |
SYSTEMS, METHODS AND APPARATUS FOR FACILITATING A FLAT RATE PLAY
SESSION ON A GAMING DEVICE AND EXAMPLE PLAYER INTERFACES TO A
FACILITATE SUCH
Abstract
In accordance with some embodiments, there is provided a method,
apparatus and article of manufacture for providing a flat rate play
session using a gaming device. The flat rate play session may
define a duration of, for example, a period of time, a number of
game plays, and/or a number of qualifying events. In some
embodiments, a flat rate play session may define a game and a wager
amount per game play. In some embodiments, a player may be allowed
to change the game and/or the wager amount per game play during the
flat rate play session. In some embodiments, a retail price may be
calculated for the flat rate play session based on a number of
simulations of the flat rate play session and a desired profit
margin. In some embodiments, various user interfaces (e.g.,
touch-screen menus) may be used to allow a player to select and
purchase a flat rate play session. Various user interfaces (e.g.,
touch-screen menus) may also be used to allow a player to
reconfigure a flat rate play session during the duration of the
flat rate play session.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (New York, NY) ;
Tedesco; Robert C.; (Fairfield, CT) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
35910304 |
Appl. No.: |
11/428606 |
Filed: |
July 5, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11270016 |
Nov 9, 2005 |
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11428606 |
Jul 5, 2006 |
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10001089 |
Nov 2, 2001 |
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11428606 |
Jul 5, 2006 |
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09518760 |
Mar 3, 2000 |
6319127 |
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11428606 |
Jul 5, 2006 |
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08880838 |
Jun 23, 1997 |
6077163 |
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09518760 |
Mar 3, 2000 |
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60627670 |
Nov 12, 2004 |
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60637338 |
Dec 17, 2004 |
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60679138 |
May 9, 2005 |
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60282792 |
Apr 10, 2001 |
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Current U.S.
Class: |
463/25 ; 463/13;
463/16; 463/20 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/025 ;
463/013; 463/016; 463/020 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A method for determining a price, comprising: determining a
duration of a flat rate play session and a value of a price
parameter; simulating play of the flat rate play session for the
duration of the flat rate play session, using the value of the
price parameter; determining, based upon the simulation, a
simulated payout amount; and adding a profit margin amount to the
simulated payout amount.
2-20. (canceled)
Description
CLAIM OF PRIORITY
[0001] The present application claims the benefit of the following
three provisional applications: [0002] (i) U.S. Provisional
Application 60/627,670, filed on Nov. 12, 2004 and entitled GAMING
DEVICE OFFERING A FLAT RATE PLAY SESSION AND METHODS THEREOF;
[0003] (ii) U.S. Provisional Application 60/637,338, filed on Dec.
17, 2004 and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY
SESSION AND METHODS THEREOF; and [0004] (iii) U.S. Provisional
Application 60/679,138, filed on May 9, 2005 and entitled SYSTEMS,
METHODS AND APPARATUS FOR FACILITATING A FLAT RATE PLAY SESSION ON
A GAMING DEVICE.
[0005] The entirety of each of the above provisional applications
is incorporated by reference herein for all purposes.
[0006] The present application is a continuation-in-part
application of U.S. application Ser. No. 10/001,089, filed Nov. 2,
2001 in the name of Walker et al. and entitled GAMING DEVICE FOR A
FLAT RATE PLAY SESSION AND A METHOD OF OPERATING SAME; which
application claims the benefit of U.S. Provisional Application No.
60/282,792 filed Apr. 10, 2001 and is a continuation-in-part of
U.S. application Ser. No. 09/518,760 filed Mar. 3, 2000; which
latter application in turn is continuation application of U.S.
application Ser. No. 08/880,838 filed Jun. 23, 1997. The entirety
of each of these applications is incorporated by reference herein
for all purposes.
BACKGROUND
[0007] Applicants have previously invented methods and apparatus
for facilitating a flat rate play session. Commonly-owned U.S.
application Ser. No. 10/001,089, filed Nov. 2, 2001 and entitled
GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OF
OPERATING SAME, for example, describes various methods and systems
for facilitating a flat rate play session. However, such flat rate
play session methods and systems may be further enhanced and
augmented, for the benefit of players, gaming system manufacturers,
and casinos.
SUMMARY
[0008] In accordance with some embodiments, there is provided a
method apparatus and article of manufacture for providing a flat
rate play session using a gaming device. In one embodiment, the
method includes identifying at least one price parameter,
determining a flat rate price based upon the at least one
identified price parameter, and initiating a flat rate play session
of the gaming device upon receiving an indication of payment of the
flat rate price. The flat rate play session spans a pre-established
duration. A duration may comprise a specified amount of time, a
specified number of game plays (e.g. handle pulls of a slot
machine), and/or a specified number of qualifying events (e.g.,
winning outcomes, occurrences of one or more predefined symbols,
the achievement of a specified credit meter balance, an outcome of
a live sporting event, etc.).
[0009] In accordance with some embodiments, a method provides for
determining a duration of a flat rate play session and a value of a
price parameter; simulating play of the flat rate play session for
the duration of the flat rate play session, using the value of the
price parameter; determining, based upon the simulation, a
simulated payout amount; and adding a profit margin amount to the
simulated payout amount.
[0010] In accordance with some embodiments, a method provides for
determining a duration of a flat rate play session and a value of a
price parameter; simulating play of the flat rate play session for
the duration of the flat rate play session, using the value of the
price parameter; determining, based upon the simulation, a
simulated payout amount; and adding a profit margin amount to the
simulated payout amount.
[0011] In accordance with some embodiments, a method provides for
allowing a player to reconfigure a flat rate play session (e.g.,
change game and/or bet amount) during the flat rate play session.
In some embodiments, a value of a parameter of the flat rate play
session (e.g., remaining duration) may be adjusted to compensate
for any changes to the flat rate play session that the player may
make.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Various embodiments of the present invention are described
herein with reference to the accompanying drawings. In the
drawings, like reference numerals indicate identical or
functionally similar elements. The leftmost digit(s) of a reference
numeral typically identifies the figure in which the reference
numeral first appears. As will be understood by those skilled in
the art, the drawings and accompanying descriptions presented
herein indicate some exemplary arrangements. Similarly, the
illustrated entries represent exemplary information, but those
skilled in the art will understand that the number and content of
the entries can be different from those illustrated herein. A brief
description of the drawings follows.
[0013] FIG. 1 is an overall schematic view of a system according to
one embodiment of the present invention, including a slot machine
and a slot network server.
[0014] FIG. 2a is a schematic view of the slot machine of FIG.
1.
[0015] FIG. 2b is a plan view of the slot machine of FIG. 1.
[0016] FIG. 3 is a schematic view of the slot network server of
FIG. 1.
[0017] FIG. 4 is a schematic view of a casino player database of
the server of FIG. 3.
[0018] FIG. 5 is a schematic view of the flat rate database of the
slot machine of FIG. 2.
[0019] FIG. 6 is a schematic view of the payout table of the slot
machine of FIG. 2.
[0020] FIG. 7 is a schematic view of the calculation table of the
slot machine of FIG. 2.
[0021] FIGS. 8a and 8b are overall flow diagrams of the operation
of the system of FIG. 1.
[0022] FIG. 9 is a detailed flow diagram of the operation of the
system of FIG. 1.
[0023] FIG. 10 is a flow diagram of the process of terminating play
of the system of FIG. 1.
[0024] FIGS. 11a and 11b are flow diagrams of the process of
resuming play of the system of FIG. 1.
[0025] FIGS. 12a and 12b are overall flow diagrams of the operation
of another embodiment of the present invention.
[0026] FIG. 13 is a flow diagram of the process of receiving a
payout in the embodiment of FIG. 12.
[0027] FIG. 14 is a schematic view of the flat rate price package
database of the slot machine of FIG. 2.
[0028] FIG. 15 is an overall flow diagram of the operation of
another embodiment of the present invention.
[0029] FIG. 16 is an overall schematic view of a system according
to another embodiment of the present invention.
[0030] FIG. 17 is a schematic view of the casino server of FIG.
16.
[0031] FIG. 18 is a schematic view of the insurer device of FIG.
16.
[0032] FIG. 19 is schematic view of the gaming device of FIG.
16.
[0033] FIG. 20 is a schematic view of the player device of FIG.
16.
[0034] FIG. 21 is a table illustrating an embodiment of the player
database stored in the casino server of FIG. 17.
[0035] FIG. 22 is a table illustrating an embodiment of the gaming
device database stored in the casino server of FIG. 17.
[0036] FIG. 23 is a table illustrating an embodiment of the
contract database stored in the casino server of FIG. 17.
[0037] FIG. 24 is a flowchart illustrating a process in accordance
with one embodiment of the present invention, the process
corresponding to the system illustrated in FIG. 16.
[0038] FIG. 25 is a plan view of a game screen according to some
embodiments of the present invention.
[0039] FIG. 26 is an exemplary output of a game screen according to
some embodiments of the present invention.
[0040] FIG. 27 is an example of information that may be presented
via a display to a player who is considering purchasing a contract
in accordance with embodiments described herein.
[0041] FIG. 28 is an example of information that may be presented
via a display to a player who is considering purchasing a contract
in accordance with embodiments described herein.
[0042] FIG. 29 is an example of information that may be presented
via a display to a player who indicates a desire to purchase a
contract in accordance with embodiments described herein.
[0043] FIG. 30 is an example of information that may be presented
via a display to a player who indicates a desire to purchase a
contract in accordance with embodiments described herein.
[0044] FIG. 31 is an example of information that may be presented
via a display to a player who indicates a desire to purchase a
contract in accordance with embodiments described herein.
[0045] FIG. 32 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0046] FIG. 33 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0047] FIG. 34 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0048] FIG. 35 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0049] FIG. 36 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0050] FIG. 37 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0051] FIG. 38 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0052] FIG. 39 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0053] FIG. 40 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0054] FIG. 41 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
[0055] FIG. 42 is an example of information that may be presented
via a display to a player who has purchased a contract in
accordance with embodiments described herein.
DETAILED DESCRIPTION
[0056] Certain embodiments of the present invention will now be
described in greater detail with reference to the drawings.
Although the embodiments discussed herein are directed to reel slot
machines, it should be understood that the present invention is
equally applicable to other gaming devices, such as video poker
machines, video blackjack machines, video roulette, video keno and
the like.
[0057] The present invention is directed generally to a method and
apparatus for operating a gaming device having a flat rate play
session. As used herein, flat rate play session is defined as a
period of play wherein the player need not make funds available for
any play during the play session. The flat rate play session spans
multiple plays of the gaming device. These multiple plays are
aggregated into intervals or segments of play. It is to be
understood that the term interval as used herein could be time,
handle pulls, and any other segment in which slot machine play
could be divided. For example, two hours, one hundred spins, fifty
winning spins, etc. A player enters player identifying information
and player selected price parameters at a gaming device. The price
parameters define the flat rate play session, describing the
duration of play, machine denomination, jackpots active, etc. The
gaming device stores the player selected price parameters and
proceeds to retrieve the flat rate price of playing the gaming
device for the flat rate play session. The player selected price
parameters, in combination with operator price parameters,
determine the flat rate price. Should the player decide to pay the
fiat rate price, the player simply deposits that amount into the
gaming device or makes a credit account available for the gaming
device to debit. For example, it might cost twenty-five dollars to
play for half an hour.
[0058] Once the player initiates play, the gaming device tracks the
flat rate play session and stops the play when the session is
completed, usually when a time limit has expired. During the play
session, the player is not required to deposit any coins. Payouts
are made either directly to the player in the form of coins or
indirectly in the form of credits to the credit balance stored in
the machine. It should be understood that the player balance could
be stored in a number of mediums, such as smart cards, credit card
accounts, debit cards, and hotel credit accounts.
[0059] It should be noted that, throughout the specification that
follows, the term "video poker machine" includes, but is not
limited to, the various programmable video-game apparatus including
a video lottery terminal. In addition, the term "standard deck of
playing cards" refers to a collection of fifty-two (52) cards
comprising four (4) sets of cards identified by the characters 2
through 10, jack ("J"), queen ("Q"), king ("K"), and ace ("A").
Each of the four (4) sets of cards is differentiated by one of four
(4) suits, namely, a spade ("s"), club ("c"), heart ("h"), or
diamond ("d"). One or more jokers may also be included for use as
the highest card or as a wild card. Reference to a deck of playing
cards, unless specified otherwise, shall include one or more decks
of playing cards. One or more decks can also be used in a single
game. An "infinite" deck of playing cards refers to a deck wherein
any single playing card can be dealt a repeated number of
times.
[0060] With reference to FIG. 1, a system 100 according to one
embodiment of the present invention is shown. In general, the
system 100 comprises multiple slot machines 102 and a slot network
server 106. In the present embodiment, each slot machine 102, which
is uniquely identified by a machine identification (ID) number,
communicates with the slot network server 106 via a slot network
104. The slot network 104 is preferably a conventional local area
network controlled by the server 106. It is to be understood,
however, that other arrangements in which the slot machines 102
communicate with the server 106 are within the scope of the present
invention.
[0061] As will be described in greater detail below, in one
embodiment the slot machine 102 communicates player identifying
information to the slot network server 106. The slot network server
106, in turn, verifies the player identifying information. The slot
machine 102 also calculates a flat rate price based on both player
selected and casino determined price parameters and displays the
flat rate price to the player. The player may then accept the flat
rate price and initiate play. In another embodiment, the present
invention may be practiced without server 106, in an arrangement in
which the slot machine 102 calculates the flat rate price.
[0062] With reference to FIG. 2a, the slot machine 102 will now be
described in greater detail. The slot machine 102 contains a
Central Processing Unit (CPU) 210, a clock 212, and an operating
system 214 (typically stored in memory as software). The CPU 210
executes instructions of a program stored in Read Only Memory (ROM)
216 for playing the slot machine 102. The Random Access Memory
(RAM) 218 temporarily stores information passed to it by the CPU
210 during play. Also in communication with the CPU 210 is a Random
Number Generator (RNG) 220.
[0063] With respect to gaming operations, the slot machine 102
operates in a conventional manner. The player starts the machine
102 by inserting a coin into coin acceptor 248, or using electronic
credit and pressing the starting controller 222. Under control of a
program stored, for example in a data storage device 224 or ROM
216, the CPU 210 initiates the RNG 220 to generate a number. The
CPU 210 looks up the generated random number in a stored
probability table 226, which contains a list which matches random
numbers to corresponding outcomes, and finds the appropriate
outcome. Based on the identified outcome, the CPU 210 locates the
appropriate payout in a stored payout table 228. The CPU 210 also
directs a reel controller 230 to spin reels 232, 234, 236 and to
stop them at a point when they display a combination of symbols
corresponding to the appropriate payout. When the player wins, the
machine stores the credits in RAM 218 and displays the current
balance in video display area 238. In an alternate embodiment, the
slot machine 102 dispenses the coins to a payout tray (not shown),
and in another embodiment the slot network server 106 stores the
player credits.
[0064] A hopper controller 240 is connected to a hopper 242 for
dispensing coins. When the player requests to cash out by pushing a
cashout button (not shown) on the slot machine 102, the CPU 210
checks the RAM 218 to see if the player has any credit and, if so,
signals the hopper controller 240 to release an appropriate number
of coins into a payout tray (not shown). A coin acceptor 248 is
also coupled to the CPU 210. Each coin received by the coin
acceptor 248 is registered by the CPU 210.
[0065] In alternate embodiments, the slot machine 102 does not
include the reel controller 230 and reels 232, 234 and 236.
Instead, a video display area 238 graphically displays
representations of objects contained in the selected game, such as
graphical reels or playing cards. These representations are
preferably animated to display playing of the selected game.
[0066] Also in communication with the CPU 210 is a player tracking
device 260. The tracking device 260 comprises a card reader 266 for
reading player identifying information stored on a player tracking
card. As used herein, the term player identifying information
denotes any information or compilation of information that uniquely
identifies a player. In the present embodiment, the identifying
information is a player identification (ID) number. Although not so
limited, the player tracking card of the present embodiment stores
the player ID on a magnetic strip located thereon. Such a magnetic
strip and device to read the information stored on the magnetic
strip are well known.
[0067] The player tracking device 260 also includes a display 262
and a player interface 264. The player interface 264 may include a
keypad and/or a touchscreen display. In operation, as discussed
below, the slot machine 102 displays a message prompting the player
to enter player selected price parameters. In the present
embodiment, a player may enter the player selected price parameters
via the player interface 264. Because the player interface 264 is
part of the tracking device 260, it is, therefore, in communication
with the CPU 210. Alternatively, input of selected price parameters
may be accomplished through video display area 238 if it is
configured with touch screen capabilities.
[0068] The slot machine 102 also includes a series of bet buttons
272, 274, 276. The bet buttons include "Bet 1 coin" 272, "Bet 2
coins" 274, and "Bet 3 coins" 276. The bet buttons 272, 274, 276
are coupled to the CPU 210. Therefore, pressing one transmits a
signal to the CPU 210 indicating how much a player is wagering on a
given play.
[0069] The databases stored in the data storage device 224 include
a probability table 226, a calculation table 227, a payout table
228, a flat rate price package database 229, and a flat rate
database 246. As discussed in greater detail below, the flat rate
database 246 and the calculation table 227 store information
related to the flat rate play session and calculation of the flat
rate price, respectively. The flat rate price package database 229
stores information describing different pre-established flat rate
packages as custom designed by the casino.
[0070] Also connected to the CPU 210 is a slot network interface
250. The slot network interface 250 provides a communication path
from the slot machine 102 to slot network server 106 through the
slot network 104. Thus, as discussed in greater detail below,
information is communicated among the player tracking card, player
tracking device 260, slot machine 102, and slot network server
106.
[0071] With reference to FIG. 2b, the plan view of slot machine
102, will now be described below. FIG. 2b depicts slot machine 102
displaying player selected price parameter options on video display
area 238. Included in the displayed parameters is amount wagered
per play 712, interval 714, duration of interval 722, and active
pay combinations 720. As will be described further below, after the
player has selected the desired price parameters, the slot machine
102 displays a flat rate price 724. Once the player has accepted
the flat rate price and made the appropriate funds available, play
may commence.
[0072] The slot network server 106 will now be described in greater
detail with reference to FIG. 3. Like the slot machine 102 of FIG.
2, the slot network server 106 has a Central Processing Unit (CPU)
310. The CPU 310, which has a clock 312 associated therewith,
executes instructions of a program stored in Read Only Memory (ROM)
320. During execution of the program instructions, the CPU 310
temporarily stores information in the Random Access Memory (RAM)
330.
[0073] Additionally, the CPU 310 is coupled to a data storage
device 340, having a flat rate database 246, transaction processor
342 and a casino player database 344. In general, the transaction
processor 342 manages the contents of the data storage devices 340.
As discussed in detail below, the casino player database 344 stores
information specific to each player, including player identifying
information.
[0074] In order to communicate with the slot machines 102, the slot
network server 106 also includes a communication port 350. The
communication port 350 is coupled to the CPU 310 and a slot machine
interface 360. Thus, the CPU 310 can control the communication port
350 to receive information from the data storage device 340 and RAM
330 and transmit the information to the slot machines 102 and vice
versa.
[0075] It is to be understood that because the slot machines 102
are in communication with the slot network server 106, information
stored in a slot machine 102 may be stored in the server 106 and
vice versa. Thus, for example, in an alternate embodiment, the
server 106 rather than the slot machine 102 includes the payout
table 228, flat rate database 246, and/or calculation table
227.
[0076] The casino player database 344 of the present embodiment, as
shown in FIG. 4, includes multiple records having multiple fields
of information. Specifically, the casino player database 344
comprises multiple records, each record being associated with a
particular player, as identified by a player identification (ID)
number. The fields within each record include: player
identification (ID) number 410, social security number 412, name
414, address 416, telephone number 418, credit card number 420,
credit balance 422, complimentary information, such as total
accumulated complimentary points 424, whether the player is a hotel
guest 426, player status rating 428, and value of interval
remaining 430. Having information related to one field, such as
player ID 410, allows the slot network server 106 to retrieve all
information stored in corresponding fields of that player
record.
[0077] It is to be understood that not all of these identifying
fields are necessary for operation of the present embodiment. For
example, the name 414, social security number 412, address 416,
telephone number 418, credit card number 420, and hotel guest 426
fields are merely representative of additional information that may
be stored and used for other purposes. In one embodiment, credit
card number 420 and hotel guest 426 are used for billing purposes
and social security number 412 is used to generate tax forms when a
player wins a jackpot over a given amount.
[0078] Complimentary points awarded 424 is further illustrative of
additional information a casino may store in a player's record. As
described below, a player's complimentary points are displayed to
the player when a player tracking card is inserted into the slot
machine 102. In an alternate embodiment, such points may be used in
addition, or as an alternative to the credit balance 422 stored in
RAM 218 of slot machine 102.
[0079] The player status rating 428 contains information
representative of the particular player's relative importance to
the casino, as based upon the frequency and duration of the
player's visits, the amount of money wagered, and the like.
[0080] The value of interval remaining field 430 stores the value
of interval remaining in a flat rate play session when a player
terminates the play session prior to its expiration. This field
will be described in greater detail below.
[0081] The flat rate database 246 will now be described in greater
detail with reference to FIG. 5. The flat rate database 246
comprises multiple records, each record pertaining to the flat rate
play session of a particular player, as identified by that player's
ID number. Consequently, one field in flat rate database 246 is the
player ID number field 510. Other fields include: player selected
price parameters 512, flat rate price 514, interval remaining 516,
time audit data 518, and machine identification (ID) number field
520. The machine ID number field 520 contains the machine ID number
that uniquely identifies the slot machine 102. It is to be
understood that since both the casino player database 244 and the
flat rate database 246 include a player ID field, 410 and 510,
respectively, the system 100 can correlate any player information
stored in the casino player database 344, with any player
information stored in the flat rate database 246.
[0082] The payout table 228 will now be described in greater detail
with reference to FIG. 6. As shown in FIG. 6, the payout table 228
of the present embodiment can be logically represented by five
fields of related information. The first field, a pay combination
field 610, identifies the set of possible pay combinations for a
given slot machine 102. Such possible pay combinations include
winning pay combinations, or those in which a payout results, and
non-winning pay combinations, in which the player receives no
payout and consequently loses the amount wagered. Winning pay
combinations include, for example, "DOUBLE JACKPOT-DOUBLE
JACKPOT-DOUBLE JACKPOT" and "BAR-BAR-BAR." The pay combinations
field 610 also includes a "NON-WINNING OUTCOMES" record, an entry
representing the outcomes which result in no payout to the player,
such as "PLUM-BELL-ORANGE."
[0083] The payout table 228 also includes three payout fields 620,
630, 640. Such payout fields 620, 630, 640 contain the payout
information for each of the possible pay combinations identified in
the pay combinations field 610. Each of the payout fields 620, 630,
640 is identified by the number of coins wagered on a particular
play, as selected via the bet buttons 272, 274, 276. In the present
embodiment, payout table 228 contains a "1 coin" payout field 620,
which is accessed when one coin is wagered, a "2 coins" payout
field 630, which is accessed when two coins are wagered, and a "3
coins" payout field 640, which is accessed when three coins are
wagered. In other words, each field 620, 630, 640 corresponds to a
bet button 272, 274, 276, respectively. The payout information
provides the number of coins won upon the occurrence of a
particular pay combination. Thus, "CHERRY-CHERRY-CHERRY" pays out
ten coins when one coin is wagered.
[0084] Finally, the payout table 228 of the present embodiment
includes a pay combination status field 650. The pay combination
status field 650 includes an indication for each winning pay
combination, identified in the pay combination field 610, of
whether the player is eligible to win the payout for each outcome.
As will be described below, the determination of whether a player
is eligible to win a payout for a given outcome is made by the
player as part of the player selected price parameters.
[0085] The calculation table 227 will now be described in greater
detail with reference to FIG. 7. The calculation table 227 is used
by the system 100 in determining the flat rate price 724 (field 514
in the flat rate database 246) charged to the player. Specifically,
the calculation table 227 contains multiple price parameters which
are correlated to a fiat rate price 724. More specifically, these
price parameters include player selected price parameters and
operator selected price parameters. In general, player selected
price parameters include any game related variable that defines the
flat rate play session. Furthermore, operator selected price
parameters are parameters which the operator of the slot machines
102 selects as affecting the flat rate price 724. Thus, in the
present embodiment, the player selected price parameters in the
calculation table 227 include machine type 710, amount wagered per
play 712, active pay combinations 720, and length of the flat rate
play session 722. The operator selected price parameters in the
calculation table 227 include player status rating 714, time of day
716, day of the week 718, and machine usage 719. In the present
embodiment the flat rate price 724 is predetermined based upon the
aforementioned price parameters and stored in the calculation table
227, as will be described later in FIGS. 14 and 15. In an alternate
embodiment the flat rate price 724 is calculated based upon these
parameters as needed according to a price algorithm stored in
memory. For example, the price algorithm may operate as
follows:
Algorithm for Calculating a Flat Rate Price.
[0086] The are any number of algorithms that could be used to
calculate a flat rate price, and they can be generally described as
calculating an expected value to the customer and then adding in a
margin for the casino or adjusting the price to reflect the time of
day, value of the customer, etc.
[0087] The first step is to determine a "base" flat rate price.
This would be calculated as follows: Base Price=[(amount
wagered).times.(interval)].times.[(expected coins awarded for all
active pay combinations over a cycle/expected coin-in over a
cycle)].
[0088] For example, the following Base Price calculation represents
a player selecting three dollar coins per handle pull, an interval
of 500 handle pulls, and the top three pay combinations active. For
this example we will assume that a complete cycle of the slot
machine is 10,648 unique outcomes and that the top three pay
combinations would pay 2,160 coins over that cycle. Note also that
the expected coins awarded for all active pay combinations over a
cycle and the expected coin-in over the cycle should both reflect
the same number of coins wagered. Essentially, this ratio reflects
the expected monetary return to the payer on a per coin wagered
basis. When multiplied by the amount wagered and the number of
handle pulls the number reflects the amount of money that the
player would be expected to receive from the machine over the
interval specified. It should be notes that this amount of money is
not necessarily the number of coins entered by the player but
rather is the theoretical number of coins of play allowed by the
flat rate session. Continuing with the calculation: Base .times.
.times. Price = [ ( $3 ) .times. ( 500 ) ] .times. [ ( 2 .times. ,
.times. 160 / 10 .times. , .times. 648 ) ] = $1 .times. , .times.
500 .times. .202855 = $304 .times. .28 ##EQU1##
[0089] Note that if the player were to pay this Base Price he would
be essentially getting a fair bet for his money. He would pay
$304.28 for the session and expect (over the long run) to get
$304.28 back in prize money from the top three active pay
combinations. Of course in the short run his results could range
from receiving no payouts over the interval to receiving thousands
of dollars. Because this base price is a fair bet for the player
the casino may want to add in margin for the house, perhaps by
multiplying the base price by a predetermined margin factor such as
50%. In this example the Profit Adjusted Price would thus be:
Profit .times. .times. Adjusted .times. .times. Price = $304
.times. .28 .times. 150 .times. % = $456 .times. .42 ##EQU2##
[0090] Of course the casino might want to offer flat rate sessions
to players without a casino markup under some circumstances, such
as part of a promotional package or to reward a particularly loyal
customer. In fact the casino might even decrease the base price in
some circumstances.
[0091] The Base Price or (Profit Adjusted Price) could be further
modified by various other operator price parameters such as the
following:
1. Time of Day (TD).
[0092] Times of the day in which the casino traffic tends to be
heavy should result in the player paying a premium for the flat
rate session, while quiet times in the casino should offer the
player a discount over normal rates. TABLE-US-00001 Midnight to 4am
70% 4am to 8am 80% 8am to 12pm 90% 12pm to 4pm 100% 4pm to 8pm 120%
8pm to Midnight 140%
2. Day of Week (DW).
[0093] With the heaviest volume of visitors falling on Fridays and
Saturdays, these days will necessitate higher flat rate session
costs. For example: TABLE-US-00002 Monday to Thursday 80% Friday
120% Saturday 140% Sunday 100%
3. Player Status Rating (PSR).
[0094] For top customers such as high rollers, the cost of a flat
rate session may be reduced as a customer retention tool. For
example: TABLE-US-00003 1 (High Roller) 80% 2 (Good customer) 90% 3
(Average) 100% 4 (Low) 120%
4. Slot Machine Usage (SMU).
[0095] When the majority of slot machines in the casino are being
used, a premium is applied to the cost of the flat rate play
session in order to more evenly distribute play. For example:
TABLE-US-00004 Heavy 120% Moderate 100% Light 80%
Sample Calculation.
[0096] In addition to the above player selected price parameters,
the following operator selected parameters are incorporated into
the price: The player is in the casino at 2 am on a Wednesday,
there is low slot machine usage, and the player has an average
rating. The calculations below reflect these conditions: Base
.times. .times. Price = $304 .times. .28 ##EQU3## Final .times.
.times. flat .times. .times. rate .times. .times. price = ( Base
.times. .times. Price ) .times. TD .times. DW .times. PSR .times.
SMU = $304 .times. .28 .times. 70 .times. % .times. 80 .times. %
.times. 100 .times. % .times. 80 .times. % = $304 .times. .28
.times. 44.8 .times. % = $136 .times. .32 ##EQU3.2##
[0097] The casino may round up this price to $137 to avoid the need
for small change. In the above calculations, the casino might also
incorporate floors which prevent the Base Price from going below a
level that would be profitable for the house, regardless of the
number of positive criterion that were applied to the base
price.
[0098] Those of ordinary skill in the art will appreciate that
modifications could be made to the formula to reflect different
kinds of flat rate sessions. For a session with an interval of one
hour (instead of a fixed number of handle pulls) the formula might
reflect an expected number of handle pulls per hour for that
particular game, perhaps even adjusted to reflect the type of
player purchasing the flat rate session. For example, an
experienced video poker player might be expected to reach 700 hands
per hour while a beginner might only be expected to reach 300 hands
per hour.
[0099] As will also be understood by those skilled in the art, the
ultimate goal of many slot machine players is to hit a jackpot
payout. The enjoyment of the play, as well as the ability to
maximize the chance of hitting a large jackpot, is increased by
more play. Play can be increased both by playing longer, and by
playing faster. As will be appreciated from a consideration of the
process described below, the present invention permits both
increased duration, by providing for play at discounted prices, and
speed of play, by providing for minimal time delays between
plays.
[0100] The flat rate price package database 229 will now be
described in greater detail with reference to FIG. 14. The flat
rate price package database 229 is used by the system 100 in
providing the player with different price package options for flat
rate play of the slot machine 102. Specifically, the flat rate
price package database 229 contains multiple combinations, or
packages 1410, of price parameters which correspond to
pre-established flat rate prices. More specifically, these price
parameters include but are not limited to, interval 1412, duration
of flat rate play 1414, amount wagered per play 1416, and pay
combination status 1418. Each combination of price parameters has
corresponding flat rate play session prices 1420. As will be
described later in FIG. 15, the flat rate price package database
229 is accessed when the player determines he wishes to initiate a
flat rate play session. Rather than let the player choose the price
parameters, the slot machine 102 lists the different packages
stored in the flat rate price package database 229. The player then
chooses the package he likes the most and play commences.
[0101] Having thus described the components of the present
embodiment, the operation of the system 100 will now be described
in greater detail with reference to FIGS. 8-11, and continuing
reference to FIGS. 1-7. It is to be understood that the programs
stored in ROM 320 of the slot network server 106 and ROM 216 of the
slot machine 102 provide the function described below.
[0102] Turning first to FIGS. 8a and 8b, the general operation of
the system 100 will be described. As shown in step 810, the slot
machine player first inserts the player tracking card into the card
reader 266. The card reader 266 then proceeds to read player
identifying information from the tracking card. The player
identifying information, namely the player ID number, is
communicated from the slot machine 102 to the slot server 106 in
step 812.
[0103] Upon receiving the player identifying information, the slot
network server 106 verifies the information in step 814. Such
verification includes the slot network server 106 searching the
casino player database 344 for a record containing the received
player ID number in the appropriate field 410. Once the slot
network server 106 verifies the player identifying information, the
server 106 transmits a signal to the slot machine 102 acknowledging
such verification in step 816. In alternate embodiments, other
information, such as the player's name 414, complimentary point
total 424, and player status rating 428 are transmitted to the slot
machine 102 for display.
[0104] In step 818, the player selects flat rate play via the
player interface 264. The CPU 210 of slot machine 102, in step 820,
then receives a signal from the player interface 264, indicating
that the player has selected flat rate play. For example, there
could be a button specifically for triggering a flat rate play
session. The CPU 210, in response, accesses memory to retrieve
player selectable price parameters. Player selectable price
parameters are the choices available to a player for entering the
player selected price parameters. These player selectable price
parameters are controlled by a program stored in ROM 216. Such
player selectable price parameters, in the present embodiment,
include the amount wagered per play, (e.g. one, two, or three
coins), the length of the flat rate play session, and possible
jackpot structures, such as having only the "DOUBLE JACKPOT" and "5
BARN jackpots active (as illustrated in the payout table 228 of
FIG. 6). In an alternate embodiment, the player selectable price
parameters are stored as part of the calculation table 227.
[0105] Then, as shown in step 822, the slot machine 102 displays
the player selectable price parameters to the player. For example,
the parameters could be listed on the video display area 238 for
the player, as described previously in FIG. 2b. Once the parameters
appear, the player simply selects his desired settings.
Alternatively, the player may accept one or more default settings.
Once the player selectable price parameters are displayed on the
display 238, the player proceeds, in step 824, to enter player
selected price parameters via the player interface 264. The player
selected price parameters also include data which, although not
directly inputted by the player, is selected by the player and
identified by the slot machine 102. In the present embodiment, such
additional player selected price parameters include type of
machine, time of day, and day of the week.
[0106] It is to be understood that the casino operator of the slot
machines 102 may define the scope of the player selectable price
parameters, and therefore limit the player selected price
parameters in any manner. For example, the length of flat rate play
may be limited to periods above a minimum time or to periods that
are multiples of thirty minute intervals. The jackpot structure may
require that some jackpots remain active.
[0107] Referring now to FIG. 8b, the slot machine 102 CPU 210
receives the player selected price parameters in step 826. Having
received the player selected parameters, the CPU 210 then stores
the player selected price parameters, the player identifying
information, and the slot machine's machine ID number in a record
in the flat rate database 246. Specifically, the player ID number
is stored in field 510, the machine ID number is stored in field
520, and the player selected price parameters are stored in field
512. Although the player selected price parameters are illustrated
as being stored in a single field (512), it is to be understood
that each player selected price parameter may be stored in a
separate field. It is also to be understood that in alternate
embodiments the player selected price parameters need not be stored
in a database, but could be stored in RAM 218.
[0108] The slot machine 102 CPU 210 uses the player selected price
parameters to determine the flat rate prices. Specifically, in step
828, the CPU 210 accesses the calculation table 227 and searches
for the flat rate price 724 corresponding to the received player
selected price parameters 512, which, in the present embodiment,
include machine type 710, amount wagered per play 712, time of day
716, day of the week 718, active jackpots 720, and the length of
the flat rate play session 722. The CPU 210 also incorporates
operator selected price parameters for the flat rate price 724 such
as player status rating 714 and machine availability 719. As will
be appreciated by one skilled in the art, the player status rating
714 is received from the casino player database 344 at any time
prior to determination of the flat rate price 724. Thus, in a
embodiment, the slot network server 106 transmits the player status
rating 428 to the slot machine 102 along with the verification
signal in step 816.
[0109] By including the player status rating 714 in the calculation
table 277, a casino may reward frequent players who wager
relatively large amounts of money with a lower flat rate price 724.
Thus, the system 100 rewards and encourages frequent play. By
including active jackpots 720 in the calculation table 348, the
system 100 allows a casino to discount the flat rate price 724 for
those players who choose to enable relatively few winning outcomes
in the payout table 228. Furthermore, by including the price
parameters relating to time of day and day of the week in the
calculation table 227, a casino may charge a lower flat rate price
724 for sessions during weekday afternoons or between 2:00 a.m. and
8:00 a.m. in the mornings, thereby encouraging play of the slot
machines 102 when they are typically idle.
[0110] It is to be understood that the aforementioned price
parameters in the calculation table 227 are merely representative
of the type of variables that may be considered in determining a
flat rate price. Thus, it is within the scope of the present
invention to include only some of the price parameters, all of the
parameters, or additional parameters in the calculation table
227.
[0111] As mentioned above, the flat rate price may be based partly
upon the availability of slot machines 102. In such an embodiment,
the server 106 tracks whether each slot machine 102 is being used
by noting whether outcomes are currently being received from a
given slot machine 102. In another embodiment, the server 106
tracks slot machine availability by tabulating the number of slot
machines 102 for which flat rate play is currently enabled. In yet
another embodiment, the server 106 tracks slot machine availability
by identifying how many slot machines 102 have a player tracking
card inserted therein.
[0112] Another price parameter which may be used is predicted or
forecasted slot machine availability. Specifically, such a
parameter accounts for anticipated availability of slot machines
102 based upon events at the casino. For example, the calculation
table 227 correlates a lower flat rate price 724 to the time of day
716 corresponding to an event, such as a show which many casino
players attend. On the other hand, the calculation table 227
correlates a higher flat rate price to the time of day 716
corresponding to the end of the event or heavier casino traffic.
This enables a casino to effectively revenue manage their slot
machines without resorting to a change in hold percentage which
requires regulatory approval.
[0113] It is to be understood that accounting for slot machine
availability need not be accomplished in the calculation table 227.
Rather, in an alternate embodiment, a schedule of events is stored
in RAM 218 which is accessed prior to transmitting the flat rate
price 724 to the player. If the event schedule indicates that an
event is ending during the requested flat rate play session, then
the flat rate price 724 will be incremented accordingly.
[0114] In another embodiment, the flat rate price is based only on
operator selected price parameters. A slot machine 102 according to
such an embodiment could, for example, provide discounted flat rate
play sessions based on player status rating, thereby offering 100
plays for the price of 90 or discounted timed sessions. To
encourage repeat, high stakes play, higher player status ratings
result in greater discounts.
[0115] Having determined the flat rate price 724, the slot machine
102, in step 830, displays the duration of the flat rate play
session 722 and the flat rate price 724 and requests approval from
the player. Once the player accepts the terms of the flat rate play
session, flat rate play commences.
[0116] If the player does not approve the flat rate price 724, then
the player indicates so via the player interface 264. As indicated
by path A in FIGS. 8a and 8b, the slot machine 102 repeats its
operation from step 822. On the other hand, if the player approves
the flat rate price 724, the player indicates such approval via the
player interface 264 in step 832. Following such approval, the slot
machine 102 prompts the player to enter an appropriate amount of
money in step 834. In the present embodiment, the player deposits
coins into the coin acceptor 248. In one embodiment, the player
deposits a casino token as payment for the flat rate session. Such
tokens may be denominated in dollars, or represent a number of
handle pulls. A casino could thus sell a fifty handle pull token,
usable on a particular denomination and/or type of machine. Such a
token may additionally serve to activate the flat rate session,
eliminating the need for the player to select flat rate play via
player interface 264. Alternatively, the player's credit balance
422 may be debited to pay for the flat rate play session.
[0117] In some embodiments a casino token may be associated with a
particular set of pay combinations which are to be active during a
flat rate play session activated via the token. In yet other
embodiments a casino token may be associated with (i) a specified
duration of time, (ii) a specified number of handle pulls or
outcomes, (iii) a specified number of winning handle pulls or
outcomes, and/or (iv) a flat rate price package as, for example,
described with reference to the flat rate price package database
299 of FIG. 14. A gaming device may identify such a token and enter
the appropriate flat rate play session by, for example, the size
and/or weight of the token or by reading or receiving information
from the token (e.g. via a computer chip embedded in the token or
special markings on the token). Such a casino token may be, for
example, purchased by a person and given to another person as a
gift. The recipient may subsequently use the token by inserting it
into an appropriate gaming device and essentially playing for
"free" (since the person that gave the gift had prepaid for the
token) for a specified duration.
[0118] Once the CPU 210 registers the receipt of money, the CPU 210
reconfigures the slot machine 201 for the flat rate play session in
step 836. Specifically, the CPU 210 generates a signal, or a flag
in memory, indicating that there is no need to accept the coins
between plays. CPU 210 further sets the active field 650 in the
payout table 228 according to the jackpot structure entered by the
player.
[0119] The operation of the slot machine 102 during the flat rate
play session will now be described with reference to FIG. 9 and
continuing reference to FIGS. 1-7. During the flat rate play
session, a slot machine 102 operates generally as described above
with reference to FIG. 2. However, the slot machine 102 is
reconfigured to operate according to the player selected price
parameters, if such parameters affect play, and to operate
continuously, without requiring payment between each play.
Specifically, the flat rate play session begins when the player
presses the starting controller 222 in step 910. The CPU 210 also
initiates a countdown of the length of the flat rate play session
as stored in the player selected parameters field 512 of the flat
rate database 246. With the start of the session, the CPU 210
stores the start time of the flat rate play session in the flat
rate database 246. Specifically, the start time is stored in the
time audit data field 520 in step 912. In step 914, the CPU 210
begins to count down the duration of the flat rate play session.
Next in step 916, the slot machine 102 generates an outcome and
accesses payout table 228 to determine the appropriate
corresponding number of coins to be paid out.
[0120] Furthermore, in step 918, after each outcome is generated,
the slot machine 102 determines whether the countdown of the
interval remaining 516 has reached zero. It is to be understood
that the countdown may be implemented in either software or
hardware. Additionally, it is understood that the countdown process
discussed herein may be replaced with any suitable means for
tracking the duration of the flat rate play session. Interval
remaining 516 may also represent the number of handle pulls
remaining.
[0121] In the event that the countdown has not reached zero, the
player presses the starting controller 222 in step 920, thereby
initiating another play of the slot machine 102. In the event that
the countdown has reached zero, the CPU 210 generates a signal
indicating that the flat rate play session has concluded. The slot
machine 102 displays a message indicating this to the player and,
in step 922, stores the end time of the session in the time audit
data field 518 of the flat rate database.
[0122] In an alternate embodiment, the player selected price
parameters include the "time between plays." In this embodiment,
the CPU 210 of slot machine 102 controls the time between
generating outcomes of successive plays in the slot machine 102 to
equal the received "time between plays" player selected price
parameter. In another alternate embodiment, the slot machine 102
tracks the number of plays during the flat rate play session. If
the number of plays exceeds a predetermined limit, the slot machine
102 automatically terminates the flat rate play session, regardless
of the duration of the flat rate play session.
[0123] Turning now to FIG. 10, the operation of the system 100 when
the player terminates the flat rate play session prior to the
expiration of the session will be described. In step 1010, the
player indicates a desire to terminate the flat rate play session
via the player interface 264. Consequently, the slot machine 102
CPU 210 receives a termination signal and, in step 1012, displays a
message to the player, asking the player to verify termination of
the flat rate play session. If the player does not verify
termination, then the session continues as described above with
reference to FIG. 9. On the other hand, if the player verifies
termination, shown as step 1014, the CPU 210 proceeds to store the
stop time in the time audit data field 518 of the flat rate
database 246 in step 1016.
[0124] It is to be understood that having both the start time and
the stop time of the flat rate play sessions stored in the flat
rate database 246 allows the casino to perform an audit of the
session. Specifically, should a player allege that the flat rate
play session was shorter than that which was paid for, the casino
may access the flat rate database 246 and retrieve the actual start
and stop time from the time audit data field 520. In the present
embodiment, this time includes an indication of the day, hour, and
minute of the play session.
[0125] Next, in step 1018, CPU 210 determines the value of the
interval remaining in the flat rate play session and transmits the
value to the server 106. In order to determine the value of the
interval remaining, the CPU 210 accesses the calculation table 227.
The value of interval remaining will equal the flat rate price 724
corresponding to the price parameters (i.e., the machine type 710,
amount wagered per play 712, player status rating 714, time of day
716, etc.) used to determine the original flat rate price charged
to the player. When determining the value of the interval
remaining, however, the value in the length of flat rate play
session field 722 is not the original length of the session, but
rather is equal to the actual interval remaining in the flat rate
play session. Stated succinctly, the slot machine 102 identifies
the flat rate price 724 corresponding to the actual interval
remaining in the flat rate play session.
[0126] Once the value of interval remaining is determined, the slot
machine 102 transmits the value to the slot network server 106.
Upon receiving the value of interval remaining, the server 106
stores the value in field 430 of the casino player database 344 in
the player's record, as identified by the player ID number 410.
Storing the value is shown as step 1020. Finally, in step 1022, the
player removes the player tracking card.
[0127] The process of resuming play at another slot machine 102
will now be described with reference to FIGS. 11a and 11b. The
initial operation of the system 100, as indicated by steps
1110-1128, proceeds generally as described above with reference to
steps 810-828 of FIGS. 8a and 8b.
[0128] However, once the CPU 210 of slot machine 102 determines a
new flat rate price based on the relevant price parameters, the CPU
210 determines whether the player must deposit additional
funds.
[0129] Specifically, in step 1130, the CPU 210 compares the new
flat rate price 724 with the value of interval remaining 430. The
server 106 transmits the value of interval remaining 430, as stored
in the casino player database 344, to the slot machine 102 in step
1116 so that the comparison may be performed. As indicated by step
1132, the comparison involves determining whether the new flat rate
price 724 is higher than the value of interval remaining 430.
[0130] If the new price 724 is not higher than the value of
interval remaining 430, then, in step 1134, the slot machine allows
the player to play the flat rate session at no cost. However, if
the new flat rate price 724 is higher than the value of interval
remaining 430, then, in step 1136, the CPU 210 assigns the
difference in the two values as the new flat rate price. Thus, in
step 1138, the CPU 210 displays the new fiat rate price on the
video display area 238 of the slot machine 102. Thereafter,
operation of the system continues as described above with reference
to steps 832-836 of FIG. 8b.
[0131] In an alternate embodiment when a player terminates the flat
rate session early, the value of the interval remaining is added to
the player's credit balance, as stored in field 422 of the casino
player database 344.
[0132] It is to be understood that an embodiment of the present
invention need not include both a slot machine and slot network
server. For example, an embodiment employing only a slot machine
102 is within the scope of the present invention. Such an
embodiment will now be described with reference to FIGS. 12a, 12b,
and 13, and continuing reference to FIGS. 2, 5, and 7. Such an
embodiment utilizes the slot machine 102 of FIG. 2.
[0133] Initially, the player selects flat rate play on the slot
machine 102 in step 1210. Once the player selects flat rate play,
the flat rate play signal is transmitted from the player interface
264 to the CPU 210 in step 1212. The CPU 210 then proceeds, in step
1214, to retrieve the player options for selectable price
parameters. Then, in step 1216, the CPU 210 transmits the player
selectable price parameter options to the video display area 238
for viewing.
[0134] Once the player selectable price parameter options have been
displayed to the player, the player inputs the player selected
price parameters through the player interface 264. Then, in step
1220, the CPU 210 receives the player selected price parameters
from the player interface 264.
[0135] Once the CPU 210 receives the player selected price
parameters, the CPU 210 reconfigures the slot machine 102.
Specifically, the CPU 210 generates a signal, or a flag in memory,
indicating that there is no need to accept the coins between plays.
CPU 210 further sets the pay combination status field 650 in the
payout table 228 according to the jackpot structure entered by the
player. In an alternate embodiment in which the player selectable
price parameters include the time between the handle pulls, the CPU
210 sets an internal timer.
[0136] Furthermore, once the slot machine 102 CPU 210 receives the
player selected price parameters, it proceeds to access the
calculation table 227. By accessing the calculation table 227, the
CPU 210 retrieves the flat rate price for the flat rate play
session. Retrieving the flat rate price is shown as step 1224. Once
the CPU 210 retrieves the flat rate price, it proceeds to transmit
the price, the length of the flat rate play session, and payment
instructions to the video display area 238 for player viewing in
step 1226.
[0137] In step 1228, the player reads the data and instructions on
the video display area 238 and inserts money into the coin acceptor
248 or a bill acceptor (not shown) in order to initiate play of the
slot machine 102. In an alternate embodiment, the player enters a
stored value card such as a "smart card" into the card reader 266.
Such a smart card has the players credit balance stored thereon.
Payment using a smart card further entails the CPU 210 debiting the
player's balance on the smart card by the amount of the flat rate
price. Further, the player may enter a credit card into the card
reader 266.
[0138] In step 1230, the CPU 210 generates a confirmed payment
message indicating that the player has deposited sufficient funds
to cover the flat rate price. Consequently, the CPU 210, in step
1232, sends the current time to both the video display area 238 and
the time audit field 518 of flat rate database 246. Next, in step
1234, the CPU 210 initiates the countdown of the interval remaining
in the flat rate play session as stored in field 516. The length of
the flat rate play session received from the player is initially
stored in field 516. The slot machine 102 decrements, or counts
down, this value as the flat rate play session begins.
[0139] As shown in step 1236, the flat rate play session continues
in accordance with the player selected price parameters, if such
parameters affect play, in step 1236. During such play, the CPU 210
stores and updates the player's accumulated credits in RAM 218. In
an alternate embodiment, the slot machine pays out jackpots as they
occur. Finally, in step 1238, the CPU 210 terminates the flat rate
play session when the countdown ends.
[0140] In an alternate embodiment the interval of the flat rate
play session is not a time period, but rather is a maximum number
of plays. In such an embodiment, the slot machine 102 stores the
number of plays in the flat rate database 246, as described
previously in FIG. 9, and, in step 916, increments a counter for
each outcome generated. The counter may be implemented in either
software or hardware. Furthermore, in step 918, the slot machine
102 compares the number of plays stored in the flat rate database
246 to the value of the counter. If the value of the counter equals
the stored number of plays, then the flat rate play session is
terminated.
[0141] Turning now to FIG. 13, the process of receiving a payout
from the present embodiment will be described. As shown as step
1310, the flat rate play session ends upon the termination of the
countdown. Specifically, as shown in step 1312, the slot machine
102 CPU 210 terminates the flat rate play session by reconfiguring
the slot machine 102 to its default values. For example, the CPU
210 resets the pay combination status field 650 in the payout table
228 to reflect the original jackpot structure. The CPU 210 also
generates a signal indicating that coins must be received for each
play. In short, the player selected price parameters are no longer
in effect.
[0142] In step 1314, the CPU 210 checks the total credits
accumulated, as stored in the RAM 218, and transmits a payout
command to the hopper controller 240. Consequently, in step 1316,
the slot machine 102 pays out the total number of credits to the
player.
[0143] An alternate embodiment of the present invention will now be
described with reference to FIG. 15. The operation of slot machine
102, as indicated by steps 1510-1524 below, proceeds generally as
described with reference to FIG. 14. In this embodiment, the player
selects from a list of casino determined price packages, rather
than choosing individual price parameters. Each price package, as
stored in the flat rate price package database 229 described above,
is a combination of different price parameters which correspond to
a flat rate play session price.
[0144] In step 1510, the player presses a "flat rate play" button
on the slot machine 102. The slot machine 102 CPU 210 receives flat
rate play signal from the player interface 264 in step 1512. In
this case, the player interface is an actual "at rate play" button
located on the outside of the slot machine 102. Next, in step 1514,
the CPU 210 access flat rate price package database 229 from data
storage device 224. The CPU 210 then displays the player selectable
price packages on video display area 238 in step 1516. It is to be
understood that the CPU 210 need not display the packages on the
video display area 238, as those package options could be displayed
elsewhere on the body of the slot machine 102. Alternatively,
player interface 264 could incorporate several "flat rate play"
buttons, each representing a different flat rate price package.
[0145] Next, in step 1518, the player selects the desired price
package via the player interface 264. Having already seen what the
price of the selected package is, the player then deposits the
appropriate amount of money into coin acceptor 248 in step 1520.
For example, the player may have chosen price package four which
costs fifty dollars. In return for fifty dollars deposited into the
slot machine, the player receives two hundred and fifty handle
pulls, with three coins wagered per pull, and with the top three
jackpots active in his flat rate play session. These parameters are
specified in the flat rate price package database 229.
[0146] In step 1522, the CPU 210 receives an indication of payment
from the coin acceptor 248 and reconfigures the parameters of slot
machine 102 to meet the specifications of the flat rate price
package selected by the player. Finally, in step 1524, flat rate
play begins.
[0147] It is noted that the flat rate price package database 229
could be located at the slot network server 106 and not at each
individual slot machine 102. When it is located at the server,
certain casino or operator selected parameters could be used to
determine the price. For example, there could be different flat
rate price packages for different times during the day which are
based on projected or actual casino traffic and/or slot machine
usage.
[0148] As will be appreciated by one of ordinary skill in the art,
the key step in getting players to wager money on gaming devices,
such as slot machines, is to bring the players to the casino floor.
One way in which casinos can bring additional players to the casino
floor, and thereby increase total revenues, is by giving away free
samples or rewards with a minimum displacement of traditional
pay-per-play players. The present invention may be employed for
such a purpose.
[0149] In one embodiment, for example, the casino could declare a
free-play period. During the free-play period, likely chosen by the
casino to correspond to down time, when most gaming devices are
idle, players insert their player tracking cards into the gaming
devices and initiate play without being charged. Specifically, the
casino programs the calculation table 227 so that the fat rate
price 724 is zero for a given time of day 716 and day of the week
718. It is anticipated that during such a free-play period, the
casino will alter the jackpot structure, causing only a selected
jackpot to be active. Thus, the lure of free jackpots will bring
additional players to the casino floor who will likely continue
playing after the free-play period ends. A further benefit of this
embodiment is that it would encourage players to become slot club
members. This would result in an increase of players who return to
the casino and the customer base which the casino markets to
through mailings.
[0150] It is also to be understood that play of the slot machines
during the free-play period need not occur as described above.
Thus, in an alternate embodiment, the reels 232, 234, 236 of the
slot machines 102 continuously spin, regardless of whether a player
has inserted a tracking card, with the server 106 periodically
signaling a jackpot on a random machine. Only when a player has
inserted a player tracking card is the jackpot awarded. The server
106 randomly selects a machine ID number and, if the machine 102 is
not being played by a pay-per-play player, the server 106 transmits
a signal to that slot machine 102 directing it to produce a winning
outcome.
[0151] In an alternate embodiment that achieves substantially the
same result of attracting additional players to the floor during
down times, the casino issues guests a player tracking card or a
smart card having a predetermined free credit balance associated
therewith. The casino could then restrict the day and time in which
the players could use the free card in a flat rate play session. In
another embodiment, the cards provided to guests contain an
indication of time, rather than money, for use during a flat rate
play session.
[0152] Although the foregoing embodiments employ static jackpot
structure, which stay the same throughout the flat rate play
session, it is within the scope of the present invention to employ
dynamic jackpot structures, which change during the flat rate play
session. In one such embodiment, the dynamic jackpot structure
starts with a given number of active jackpots, as indicated in the
pay combination status field 650 of the payout table 228. As the
flat rate play session progresses, the number of active jackpots
changes. Specifically, as the interval remaining in the flat rate
play session decreases, fewer pay combinations are made active. In
other words, the slot machine 102 CPU 210 monitors the time and,
every fifteen minutes, for example, causes the pay combination
status field 650 to change from "active" to "inactive" for a given
pay combination 610. Alternatively, the CPU 210 changes the pay
combination status field 650 after a predetermined number of plays.
In a further variation of this embodiment, individual jackpots may
be decreased instead of or in addition to being eliminated (e.g.
the jackpot for a particular outcome may decrease from 10 coins to
8 coins as the play session progresses).
[0153] As will be appreciated by those skilled in the art, a
dynamic jackpot structure based on the time progression of the flat
rate play session can increase the revenue generated by the slot
machines 102. Specifically, such a dynamic jackpot structure could
be used with a flat rate play session whose duration is not a fixed
time, but rather a given number of plays. Because fewer jackpots
will be active as time progresses, players have an incentive to use
their fixed number of plays within a short time period. Stated
succinctly, the present invention increases speed of play.
[0154] In another embodiment, the jackpot structure is dynamic
based not on the progression of the flat rate play session, but
rather on the outcomes generated by the slot machine 102. One such
embodiment involves changing a particular jackpot from "active" to
"inactive" upon a player hitting the outcome corresponding to that
pay combination. For example, a player may begin the flat rate play
session with all jackpots active. On one play, the slot machine 102
generates a "CHERRY-CHERRY-CHERRY" outcome 610. Upon accessing the
payout table 228, the CPU 210 determines that ten coins are to be
paid out, credits the player's accumulated credits accordingly, and
causes the pay combination status field 650 corresponding to the
"CHERRY-CHERRY-CHERRY outcome 610 to change from "active" to
"inactive". Thus, a player can only hit a given jackpot once. As
will be appreciated by those skilled in the art, such a dynamic
jackpot structure will allow slot machine operators to further
discount the flat rate price to attract additional players.
Furthermore, it is anticipated that players will be willing to
forego hitting the same jackpot multiple times because their focus
is typically on hitting the highest jackpot once.
[0155] These and other dynamic jackpot structures may be
implemented as either a player selected price parameter or an
operator selected price parameter. When implemented as a player
selected price parameter, the dynamic jackpot structure is
displayed to the player as a player selectable price parameter
option. The player, in turn, selects it via the player interface
264. When implemented as an operator selected price parameter, the
dynamic jackpot structure is displayed for player viewing prior to
player approval of the flat rate price. Whether the price
parameters are selected by the player or the casino operator, the
dynamic jackpot structure affects the flat rate price generally as
described above, namely, as a field in the calculation table 227 or
as a variable in the price algorithm.
[0156] In some embodiments of the present invention, an individual
may purchase a flat rate play session as a gift for another person.
For example, an individual may purchase one of the available flat
rate price packages of FIG. 14. In such an embodiment the
individual purchasing a flat rate play session may be provided with
a flat rate play session identifier, which the purchase in turn
provides to the gift recipient. The flat rate play session
identifier may be stored by the casino in association with the
price parameters defining the flat rate play session. Thus, when
the gift recipient inserts the flat rate play session identifier
into a gaming device, the gaming device may communicate with the
casino server to determine the parameters of the flat rate play
session and set itself to such parameters. A flat rate play session
identifier may be provided on, for example, a gift card that is
magnetically or optically encoded with the flat rate play session
identifier such that it may be read by a gaming device.
Contract Embodiment
[0157] In accordance with some embodiments of the present invention
a flat rate play session may be purchased by means of a contract.
According to such embodiments a player at a casino may purchase a
contract (e.g. from an insurer, such as the casino or another
entity) or similar agreement to use a gaming device, such as a slot
machine. Costing a fixed amount, the contract insures the player
against the possibility of potentially large losses at the slot
machine. In accordance with one such embodiment, upon purchasing
the contract, a player credit account is set up at the slot
machine. The account may begin with zero credits but may begin with
another balance in other embodiments. The player is then allowed a
fixed number of handle pulls at the slot machine without requiring
the player to insert any money. Each handle pull decreases the
player account, typically by decreasing the player account by a
predetermined amount (e.g. one credit) for each handle pull. This
may cause the number of credits to be negative, but play may still
continue. If the player achieves a winning outcome, credits can be
added to the player account in accordance with the payout for the
winning outcome. If, after the fixed number of handle pulls, there
are a positive number of credits in the player account, then these
may be paid out to the player in the form of cash. If, however,
there are less than a predetermined amount of credits (e.g. zero
credits) in the player account, then the player receives nothing.
The insurer, however, could compensate the casino for, e.g., an
amount in the player's account that is less than a predetermined
number.
[0158] In such an embodiment, the player enjoys the fixed number of
pulls without the risk of any loss. The only loss for the player
comes from the cost of the contract.
[0159] One aspect of this invention is a way to price a contract
for a block of pulls to be sold to a player. Pricing a contract may
involve calculating the expected amount that would have to be paid
a player upon the completion of the pulls. The price of the
contract would then typically be greater than this expected amount
so as to result in an expected profit possibly to be divided
amongst the casino and, if it is a separate entity, an insurer. For
example, if a player could be expected to receive $30 upon the
completion of 1000 pulls, then the contract for the block of 1000
pulls could be sold for $35.
[0160] The following terms are related to flat rate gaming sessions
and contracts. These definitions may serve as definitions for some,
but not necessarily all, embodiments described herein.
[0161] Contract indicator--an object or information by which a
gaming device may recognize a contract in order to execute the
contract. For example, a player purchases a contract at casino desk
and receives a token that serves as a contract indicator. When the
player deposits the token in a gaming device, the gaming device
recognizes the contract the player has signed up for and executes
the contract accordingly.
[0162] Execute a contract--to carry out the terms of a contract. A
gaming device executes a contract for 200 pulls by generating the
200 outcomes, incrementing and decrementing player credits in
accordance with the outcomes, and paying the player, if necessary,
at the end of the contract.
[0163] Gambling contract--An agreement between a player, an
insurer, and sometimes a casino (e.g. if different than the
insurer) with the following exemplary provisions:
The player pays the insurer a fixed amount up front.
[0164] The player is able to make a predetermined number of handle
pulls as specified in the contract.
[0165] The player need not pay any additional money after
purchasing the contract.
[0166] The player keeps any net winnings after all handle pulls
have been completed.
[0167] If the player has a net loss after the handle pulls have
been completed, then the loss is paid to the casino by the insurer
(or, if the insurer is the casino, the losses are "forgiven" by the
casino such that the player need not pay the losses to the
casino).
[0168] There are many variants of these provisions, and additional
provisions are possible. As can be seen, the contract insures a
player against excessive losses, and may give the player more
handle pulls than would otherwise be possible for the price of the
contract. Also, since there may be no additional player decisions
required after the player has purchased the contract, the player
need not be present for the execution of the contract and may
therefore experience the feeling of remote gambling.
[0169] Gaming Device--Any electrical, mechanical, or
electro-mechanical device that accepts wagers, steps through a
process to determine an outcome, and pays winnings based on the
outcome. The outcome may be randomly generated, as with a slot
machine; may be generated through a combination of randomness and
player skill, as with video poker; or may be generated entirely
through player skill. Gaming devices may include slot machines,
video poker machines, video blackjack machines, video roulette
machines, video keno machines, video bingo machines, and the
like.
[0170] Gross winnings--the total of a player's winnings during the
execution of a contract without regard to wagers made by the
player. For example, if, after five pulls of a contract, a player
has attained one winning outcome with a payout of 4 coins, and one
winning outcome with a payout of 20 coins, then the player's gross
winnings thus far are 24 coins. Since gross winnings does not
account for wagers a player makes, gross winnings will always be
larger than or equal to net winnings.
[0171] Handle pull--a single play at a gaming device, including
video poker, video blackjack, video roulette, video keno, video
bingo, and other devices. The definition is intended to be flexible
in that a single play might constitute a single complete game, or a
single wager. For example, in video blackjack, a player might play
a single game in which he splits a pair of sevens, requiring an
additional wager. This one game might thereby constitute either one
or two handle pulls.
[0172] Net winnings--the total of a player's winnings during the
execution of a contract minus the amount spent by the player on
wagers. In the example cited under the definition of "gross
winnings," the net winnings are 19 coins since the player has won
24 coins but used one coin as a wager on each of the five
pulls.
[0173] Turning now to a detailed description of the contract
embodiments of the present invention, various aspects of such
embodiments are set forth below.
Description of the Contract
[0174] A typical contract is an agreement between the insurer and a
player. The player agrees to pay a fixed amount of money up front.
In return, the player may (or must) gamble at a gaming device for a
designated amount of time or for a designated number of outcomes.
After the player has gambled the requisite amount, the player has
the right to keep any winnings that exceed a certain threshold. The
player does not, however, pay any losses. Thus, one function of the
contract is to insure the player against losses at a gaming device.
There are many variations of the contract and a portion of these
are described below.
[0175] Another function of the contract is to allow a player to
play a large number of handle pulls without the need of a large
bankroll. For example, a player wishing to make 600 pulls at a
quarter slot machine would ordinarily require $150 (25
cents.times.600) in order to assure himself the ability of
completing the 600 pulls. However, a contract might allow a player
to make 600 pulls by paying only $20.
[0176] In some embodiments, the contract does not involve an
insurer. The function of the contract may be to allow outcomes to
be generated for the player while the player is not physically
present at the gaming device. In these embodiments, the contract
may consist mainly of instructions from the player as to how the
slot machine should gamble on the player's behalf. For example, the
instructions will tell the machine how fast to gamble, when to
quit, and then where to send winnings.
Amount of Play
[0177] A contract may place one or more of the following exemplary
restrictions on play covered by the contract: [0178] The player
must make a minimum number of handle pulls. [0179] The player may
not make more than a maximum number of handle pulls. [0180] The
player must play for a certain minimum time period. [0181] The
player must play for less than a certain maximum time period.
[0182] The player must maintain a minimum rate of play. [0183] The
player may not exceed a maximum rate of play. [0184] The total coin
in over the course of the contract must exceed a certain minimum
amount. [0185] The total coin in over the course of the contract
must not exceed a certain amount. [0186] The player must play until
obtaining a specified outcome. Coin Denomination
[0187] A contract may specify the size of the wager for each pull.
The wager size may be the same as that typically used by the gaming
device. For example, if a player signs up for a contract at a
quarter slot machine, the wager for each pull of the contract might
be a quarter. If the slot machine offers multiple coin bets, the
wager for each pull might be a quarter, 50 cents, 75 cents etc. The
contract may allow or may force the player to vary the wager from
pull to pull.
[0188] One aspect of a contract may allow all play to occur in
"credit mode." That is, the player need not physically insert money
into the gaming device prior to each pull, and money needn't come
out of the gaming device after a player win. Rather, a player's
credit balance may be stored in a player database either in the
gaming device or at the casino server. Every time the player then
makes a handle pull, credits are deducted from the player's
balance. Every time the player wins, credits are added to the
player's balance. The player's credit balance can be displayed on
the device so that the player may track his progress.
[0189] Since play may occur in credit mode, each wager might
consist of coin denominations that are not standard for the gaming
device. For example, a device that typically handles quarters may
accept wagers of a nickel, of 40 cents, or even of 1212 cents.
Winnings Threshold
[0190] A contract may describe some threshold of gross winnings,
net winnings, or accumulated player credits above which the player
keeps any excess. Gross winnings describes the accumulated player
wins from each pull of the contract. Thus, a player who makes 600
pulls on a $1 slot machine as part of a contract and wins $3 on
each of 100 pulls has gross winnings of $300 ($3/pull.times.100
pulls). Net winnings are the gross winnings less the accumulated
costs of wagering. In the above example, the accumulated costs of
wagering are $600 ($1/pull.times.600 pulls). Thus, in the above
example, the player's net winnings would be negative $300
($300-$600). Accumulated player credits may mirror a running tally
of a player's net winnings. For example, a player may begin with
zero credits, with credits deducted in the amount of any wager, and
added in the amount of any winnings. Accumulated player credits may
also mirror a running tally of gross winnings, or any other
statistic about a player's performance.
[0191] At the end of a contract, a player's accumulated credits may
be compared to a threshold. The player may then receive a payout of
any excess accumulated credits above the threshold. For example, if
the threshold is zero, and the player has 44 credits, each credit
representing 25 cents, then the player receives a payout of $11 (44
credits.times.25 cents/credit). If the player had -12 credits,
indicating a net loss of 12 credits, then the player receives
nothing. The player does not owe $3 because the contract does not
make the player responsible for any losses.
[0192] The threshold might be at 10 credits, in which case a player
with accumulated credits of 30 would receive a payout equivalent to
20 credits at the end of a contract and a player with 6 credits
would receive nothing. A threshold might be at -10 credits, in
which case a player with accumulated credits of 4 would receive the
equivalent of 4 credits, while a player with -100 credits would
receive nothing.
[0193] Rather than insuring against all of a player's losses, a
contract might insure all losses up to a point and not beyond.
Therefore, a contract may have multiple thresholds, each with
different functions. A player may, for example, be responsible for
any losses beyond a threshold loss of 100 credits. The same player
might receive any winnings beyond a threshold of 10 accumulated
credits. Thus, if, at the end of the contract, the player has
accumulated -125 credits, then the player must pay 25 credits. If
the player has accumulated 33 credits, then the player receives a
23 credit payout. If the player has accumulated -49 credits, then
the player neither owes nor receives anything.
[0194] In some embodiments, a threshold delineates a change in the
percentage of a player's winnings or losses between credit tallies
above and below the threshold. For example, a player might keep any
credits won beyond a threshold of 50. Below 50 credits, the player
only keeps 80% of his winnings. Therefore, if a player has 70
credits remaining at the end of a contract, he keeps all 20 credits
above 50, and he keeps an additional 40 credits, representing 80%
of the first 50 credits. Therefore, the player keeps 60 credits in
total.
[0195] A player may also be responsible for a percentage of losses
above or below a certain threshold. For example, a player may be
responsible for 50% of losses over 10 credits. Thus, a player who
finishes a contract with minus 20 credits owes nothing for the
first 10 credits of loss, but owes 5 credits for the next 10
credits of loss. The player therefore owes 5 credits.
[0196] In the most general sense, a contract specifies a functional
relationship between what a player's accumulated credits are at the
end of the contracted number of pulls, and what the player either
owes or is due. The function may be piece-wise linear, or may be
rather non-linear and convoluted.
[0197] Where there is potential for a player to owe money at the
end of a contract, the player may be required to deposit money into
the gaming device in advance so as to prevent the player from
walking away when he owes money. The advance payment may later be
returned if the player turns out to owe nothing at the end of the
contract.
[0198] In many embodiments, a contract is transparent to the
casino. In other words, if the player makes a certain number of
pulls, the casino makes the same amount of money whether or not the
player happened to be involved in a contract. In these embodiments,
however, a casino may collect money that it makes (and the player
has lost) from the insurer, rather than from the player. The casino
may also act as an intermediary in transactions between the player
and the insurer. For example, the casino may collect from the
player money that is meant to pay for a contract. The casino may
then transfer an equivalent amount of money to the insurer.
[0199] In other embodiments, a contract is not completely
transparent to the casino. That is, the amount of money a casino
receives after a certain number of the player's handle pulls may
depend on whether or not the player was in a contract. In one
example, a casino agrees that if a player's accumulated credits at
the end of a contract are less than -200, then the casino will only
collect 200 credits for the contract's handle pulls. This example
may benefit the insurer, since the insurer doesn't have to worry
about covering player losses in excess of 200 credits. In another
example, the casino configures a gaming device to give different
odds to a player in contract play versus a player not in contract
play.
Player Decisions
[0200] As mentioned previously, players may have some restrictions
on the play covered by the contract. For example, a contract may
cover an hour's play at a gaming device, but require the player to
make between 600 and 800 pulls in that hour. In some embodiments,
however, contracts may allow players to quit early or to play more
than is otherwise covered by the contract. For example, a contract
might cover an hour's worth of play. After the first half-hour, the
player may be ahead by $100 and wish to quit without risking the
loss of the $100 in the subsequent half-hour. He may therefore opt
to pay $20 in order to be released from the obligation of
continuing the contract. He may then collect his $100 in
winnings.
[0201] A player at a gaming device may reach the end of a contract
with accumulated credits just short of an amount necessary to
collect winnings. However, the last 17 out of 20 pulls may have
been wins for the player. The player may feel as if he has some
momentum going for him and therefore may not wish that the contract
be finished. In some embodiments, the player may extend the
contract. For example, the gaming device might prompt the player,
saying, "For only $5 more, we'll give you another 200 spins added
to your contract." If the player accepts, then the casino or
insurer has made a new sale with potential profitability. In some
embodiments, the player may be allowed to extend a contract for
free, or may even be paid to extend the contract. For example, the
player may have winnings of $100 at the end of a contract. The
casino, or insurer, may figure that if the player were to keep
pulling, he would be likely to lose some of that $100. So the
casino may pay the player $5 to take another 200 pulls.
[0202] In a related embodiment, a player may carry over the
accumulated credits from a first contract to a second contract.
Thus, a player with 40 accumulated credits at the end of a first
contract may begin a second contract with 40 accumulated credits.
The player may pay or be paid for carrying over credits.
Price
[0203] In many embodiments, the player pays a fixed sum to buy the
contract. In exchange for that fixed sum, the player can then
gamble a significant amount with little or no risk of losses. In
many embodiments, the insurer takes the risk of the player's loss.
The insurer must therefore price the contract so as to be
compensated for the risk it takes. In other embodiments, the casino
and the insurer share the profits and losses associated with a
contract. To ensure a profit to be divided amongst the two, a
contract may be priced in excess of a player's average win. Note
that a player's loss would count as zero in figuring out the
player's average win, since the player does not have to pay for
losses.
[0204] One method of pricing the contract involves first figuring
out what the insurer might expect to pay, on average, to cover a
player's losses. Another method of pricing a contract involves
first figuring out what the casino/insurer combination might expect
to pay, on average, to compensate a player for his winnings. Both
methods involve similar computations. Therefore, computations will
be described below with respect to only one or the other method of
pricing a contract.
Exemplary Price Computations
[0205] The insurer obtains the gaming device or a component of the
gaming device containing significant information about the
operation of the gaming device (e.g. the CPU). The insurer then
operates the gaming device as a player would when under contract.
For example, if the insurer is to sell contracts for 600 pulls, the
insurer would make 600 handle pulls at the gaming device and record
the number of accumulated credits at the end of the 600 pulls. The
insurer may repeat this process of testing contracts at the device
for a large number of trials. The insurer may then average what its
payments would be over all the trials. Note that while it might
take a player days or years to complete, say, 100,000 contracts at
a gaming device; the process may be sped up for the insurer by
giving the gaming device special instructions to generate outcomes
more rapidly. The performance of large number of trials in the
manner described above is often called a Monte-Carlo
simulation.
[0206] The following is an example of pricing a contract. Using the
method of pricing described above, an insurer simulates the
execution of a 600-pull contract. The insurer repeats the
simulation four more times. After the first simulation, the player
has won $10. After the second, the player has lost $5. After the
third, the player has lost $17. After the fourth, the player has
lost $8. After the fifth, the player has won $3. To figure out what
the insurer must pay, on average, the insurer adds the three losses
to get: $5+$17+$8=$30. The insurer then divides by five, the number
of simulations, to get: $30/5=$6. The insurer doesn't care, for the
purposes of this calculation, how much the player won when he did
win, since the casino is the one paying the player his winnings.
Now, in order to obtain an average $4 profit, the insurer might
charge $10 for each contract.
[0207] The insurer obtains or creates software that mirrors or
models the operation of the gaming device. For example, the
software is configured to generate the same outcomes as does the
gaming device with the same frequency as the gaming device. For
each outcome generated, the software tracks what a player's
accumulated credits would be. As before, the insurer may simulate
many contracts and average what its payments would be over all the
trials.
[0208] The insurer mathematically models potential outcomes of one
handle pull of the gaming device using a random variable with a
probability mass function (PMF) or probability density function
(PDF). With these functions, the x-axis may represent potential
winnings, such as -$1 or $3, which can occur from a single handle
pull. The example of -$1 indicates the player has paid $1 for the
pull but has won nothing. The example of $3 indicates that the
player has paid $1 for the pull and won $4. The y-axis of these
functions represents the probability or probability density of each
outcome occurring. The probability of the player getting -$1 on a
pull might be 0.8, while the probability of the player getting $3
might be 0.2. A PMF for the number of accumulated credits at the
end of a contract can then be created by summing the random
variables representing individual handle pulls. If each pull is
independent with an identical PMF, as is common with slot machines,
then the PMF for the results of the entire contract can be created
using repeated convolutions of the PMF's for individual handle
pulls. If for example, 600 pulls are involved, then the PMF for
single a handle pull may be convolved with itself 599 times to
generate a PMF for the entire contract. Using this resultant PMF,
the insurer can easily calculate how much it would expect to pay to
cover a player's losses on each contract. If the resultant random
variable is denoted by w, and the insurer would by required to pay
for any player losses, then the insurers expected payment is given
by .SIGMA.-.infin..sup.0w*probability(w).
[0209] In the method described above, Fourier Transforms, Z
transforms, Laplace Transforms, or other transforms can be used to
aid in the calculation of the repeated convolutions. Such a use of
transforms is well known in the art.
[0210] As is well known in the art, with many classes of random
variables, repeated summation results in a Gaussian probability
distribution. This distribution has the shape of the familiar bell
curve. The Gaussian distribution has the advantage of being fully
described by only two parameters, a mean and a standard deviation.
If a Gaussian probability distribution is used to approximate the
sum of a large number of independent, identically distributed
random variables, such as those that often describe handle pulls,
then the mean and standard deviation of the Gaussian distribution
is very easily calculated based on the mean and standard deviation
of a random variable describing an individual pull. Such
calculations are well known in the art. Thus, a Gaussian
distribution can easily be generated to approximate the PMF of a
player's accumulated credits at the end of a contract. Using this
distribution, the insurer can calculate the amount it would be
required to pay, on average, to cover a player's losses. The method
of calculation is similar to that described in 3). If a Gaussian
PDF is used as an approximation, then an integral sign replaces the
summation sign, and "probability" is replaced by "probability
density."
[0211] The following is an example of using a Gaussian probability
density function to approximate the amount a casino would be
required to pay, on average, to compensate a player for his
winnings at the end of a contract. The contract may then be priced
in excess of this amount to ensure an average profit for the
casino/insurer combination. A Gaussian function is given by the
formula, f(x)1= (2.pi..sigma.)exp(-(x-.mu.).sup.2/(2.sigma..sup.2).
In this formula, .sigma. is the standard deviation, and .mu. is the
mean. Now, let us suppose that a single handle pull of a slot
machine results in a required payout to the player described by a
probability mass function with mean .mu..sub.0 and standard
deviation .sigma..sub.0. Then, assuming each handle pull is
independent, n handle pulls of the slot machine may be described by
a function with mean .mu.=.mu..sub.0n and standard deviation
.sigma.=.sigma..sub.0 n. Furthermore, if n is large, then the
function describing a casino's aggregate payout after n handle
pulls may be approximated by the Gaussian function f(x), whose
formula is given above.
[0212] To calculate what a casino would have to pay to compensate a
player for his winnings, on average, we note that the casino pays
when the player wins, but receives nothing when a player loses.
Therefore, the expected payment of the casino is given by:
.intg..sub.-.infin..sup.00*f(x)dx+.intg..sub.0.sup..infin.x*f(x)dx=f.sub.-
0.sup..infin.x*f(x)dx. We proceed to solve the integral: .intg. 0
.infin. .times. x * f .times. ( x ) .times. .times. d x = .times.
.intg. 0 .infin. .times. x * 1 / ( 2 .times. .times. .pi. .times.
.times. .sigma. ) .times. exp .function. ( - ( x - .mu. ) 2 / ( 2
.times. .times. .sigma. 2 ) ) .times. .times. d x = .times. 1 / ( 2
.times. .times. .pi. .times. .times. .sigma. ) .times. .intg. 0
.infin. .times. x * exp .function. ( - ( x - .mu. ) 2 / ( 2 .times.
.times. .sigma. 2 ) ) .times. .times. d x = .times. 1 / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) .times. .intg. 0 .infin.
.times. [ ( x - .mu. ) * exp .function. ( - ( x - .mu. ) 2 / ( 2
.times. .times. .sigma. 2 ) ) + .times. .mu. * exp .times. ( - ( x
- .mu. ) 2 / ( 2 .times. .times. .sigma. 2 ) ) ] .times. .times. d
x = .times. 2 .times. .times. .sigma. 2 / ( 2 .times. .times. .pi.
.times. .times. .sigma. ) * ( - 1 / 2 ) * [ exp ( - ( x - .mu. ) 2
/ .times. ( 2 .times. .times. .sigma. 2 ) ) ] 0 .infin. + .mu.
.times. .times. .intg. 0 .infin. .times. 1 / ( 2 .times. .times.
.pi. .times. .times. .sigma. ) .times. exp ( - ( x - .mu. ) 2 /
.times. ( 2 .times. .times. .sigma. 2 ) ) .times. d x ##EQU4##
[0213] We deal with the two terms separately: 2 .times. .sigma. 2 /
( 2 .times. .times. .pi. .times. .times. .sigma. ) * ( - 1 / 2 ) *
[ exp .times. ( - ( x - .mu. ) 2 / ( 2 .times. .times. .sigma. 2 )
) ] 0 .infin. = .times. - .times. .sigma. 2 / ( 2 .times. .times.
.pi. .times. .times. .sigma. ) * [ 0 ( - .mu. 2 / ( 2 .times.
.times. .sigma. 2 ) ) ] = .times. .sigma. 2 .times. exp .function.
( - .mu. 2 / ( 2 .times. .times. .sigma. 2 ) ) / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) = .times. n .times. .times.
.sigma. 0 2 .times. exp .function. ( - n 2 .times. .mu. 0 2 / ( 2
.times. n .times. .times. .sigma. 0 2 ) ) / .times. ( 2 .times.
.times. .pi. .times. .times. n .times. .times. .sigma. 0 ) =
.times. n 3 / 4 .times. .sigma. 0 3 / 2 .times. exp .function. ( -
n .times. .times. .mu. 0 2 / ( 2 .times. .times. .sigma. 0 2 ) ) /
( 2 .times. .times. .pi. ) ##EQU5## and ##EQU5.2## .mu. .times.
.times. .intg. 0 .times. .infin. .times. .times. 1 / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) .times. .times. exp .times.
( - .times. ( x .times. - .times. .mu. ) 2 / ( 2 .times. .times.
.sigma. .times. 2 ) ) .times. .times. d x = .times. .mu. .times.
.times. .intg. - .mu. / .sigma. .times. .infin. .times. .times. 1 /
( 2 .times. .times. .pi. .times. .times. .sigma. ) .times. .times.
exp .function. ( - .times. y .times. 2 / 2 ) .times. .times.
.sigma. .times. .times. d y = .times. .mu. .times. .times. .times.
.sigma. .times. .times. .intg. - .mu. / .sigma. .times. .infin.
.times. .times. 1 / ( 2 .times. .times. .pi. .times. .times.
.sigma. ) .times. exp .function. ( - .times. y .times. 2 / 2 )
.times. .times. d y = .times. .mu. .times. .sigma. .times. .intg. -
.mu. / .sigma. .infin. .times. 1 / ( 2 .times. .times. .pi. )
.times. exp .function. ( - y 2 / 2 ) .times. .sigma. .times.
.times. d y = .times. .mu. .times. .times. .times. .sigma. [ 1
.times. - .times. .intg. + .infin. - .mu. / .sigma. .times. .times.
1 / .times. ( 2 .times. .times. .pi. ) .times. .times. exp
.function. ( - .times. y .times. 2 / 2 ) .times. .times. d y ]
##EQU5.3## ( where .times. .times. y = ( x - .mu. ) / .sigma. )
##EQU5.4##
[0214] The integral is the cumulative distribution function for a
zero mean, unit standard deviation Gaussian, for which tables
exist. We denote it by N(-.mu./.sigma.). Continuing: .mu. .times.
.times. .intg. 0 .infin. .times. 1 / ( 2 .times. .times. .pi.
.times. .times. .sigma. ) .times. exp .function. ( - ( x - .mu. ) 2
/ ( 2 .times. .times. .sigma. 2 ) ) .times. .times. d x = .times.
.mu. .times. .sigma. .function. [ 1 - N .function. ( - .mu. /
.sigma. ) ] = .times. n .times. .times. .mu. 0 .times. n 1 / 4
.times. .sigma. 0 [ 1 - .times. N .function. ( - n .times. .times.
.mu. 0 / ( n .times. .times. .sigma. 0 ) ) ] = .times. n 5 / 4
.times. .mu. 0 .times. .sigma. 0 [ 1 - N .times. ( - n .times.
.times. .mu. 0 / .sigma. 0 ) ] ##EQU6## Recombining .times. .times.
the .times. .times. two .times. .times. terms .times. .times. we
.times. .times. get .times. : ##EQU6.2## .intg. 0 .infin. .times. x
* f .function. ( x ) .times. .times. d x = .times. n 3 / 4 .times.
.sigma. 0 3 / 2 .times. exp .function. ( - n .times. .times. .mu. 0
2 / ( 2 .times. .times. .sigma. 0 2 ) ) / ( 2 .times. .times. .pi.
) + .times. n 5 / 4 .times. .mu. 0 .times. .sigma. 0 .function. [ 1
- N .function. ( - n .times. .times. .mu. 0 / .sigma. 0 ) ]
##EQU6.3## Automatic Play
[0215] A contract may require certain behaviors of the player. As
mentioned, these behaviors may include maintaining a certain rate
of play, or performing a minimum number of handle pulls. The gaming
device on which a contract is executed may take various steps to
ensure that the behaviors are performed. To this end, the gaming
device may initiate handle pulls automatically or may fail to
register handle pulls that the player attempts to initiate. For
example, if the player must make at least one handle pull every 10
seconds, and the player has failed to make any handle pulls in 9
seconds, then the gaming device may automatically initiate a handle
pull for the player on the tenth second. As another example, a
player may be restricted from making more than one pull every 10
seconds. If in the same 10-second interval, the player attempts to
make more than one handle pull, the second handle pull may not be
initiated, at least until the next 10 second interval.
[0216] As can be seen from the above two examples, the player may
maintain some control over his gambling behavior even while the
gaming device forces him to comply with the contract. So a player
who must make a pull every 10 seconds still has control over
whether the pull occurs on the first second of an interval or the
eighth second of an interval. Such control can be psychologically
important, because many players feel that the exact moment at which
the handle pull is initiated has an important effect on the
ultimate outcome.
[0217] In some cases, a player may not desire to make any active
decisions once a contract has been initiated and may simply put a
gaming device into "automatic play." The player may later have the
option of taking the gaming device out of automatic play and of
manually initiating handle pulls.
Offering the Contract
[0218] A contract may be offered to a player in a number of ways. A
gaming device may use text or synthesized voice to ask a person
whether or not he would like to sign up for a contract. A casino
attendant may offer a contract to a player, or signs at a casino
may point a player towards a casino desk where he may then purchase
a contract.
[0219] A number of circumstances may trigger the casino or an
insurer to offer a contract to the player. For example, the player
may have lost most of an initial stake deposited into a gaming
device. A player may be slowing his play, or may no longer be
inserting coins into the machine. The time of day may be a player's
typical lunch time or departure time. A player may have the
opportunity to enter into a contract only if he also agrees to do
business with a particular merchant or group of merchants. The
player may have the opportunity to enter into a contract if the
casino or insurer deems him a good, valuable, or loyal
customer.
Agreeing to the Contract
[0220] A player may specify a desired contract in a number of ways.
At a gaming device, a player may use a touch screen to indicate his
desire to enter into a specific contract. Using the touch screen,
the player may select from a menu of possible contracts. For
example, the menu might list several contracts with different time
durations or different prices. In one embodiment, a contract made
available may define benefits to be provided to the player or made
available to the player upon purchase of the contract. For example,
a first contract may be associated with a first number of comp
points and/or a first rate of earning comp points while a second
contract may be accociated with a second number of comp points
and/or a second rate of earning comp points. For example, if the
player purchases the first contract, the first number of comp
points may be added to an account of comp points associated with
the player. In another example, if the player purchases the first
contract, the player may earn comp points at the first rate during
execution of plays under the terms of the contract. The first rate
of play may comprise, for example, a rate that is greater than a
rate at which the player would earn comp points for game play
executed not under the terms of the contract. In one embodiment,
the player may be enabled to select a contract by touching an area
of the screen that is associated with his desired contract.
[0221] The player might use menus to customize a contract for
himself. The player might use a first menu to select a duration of
the contract (e.g. 600 pulls, or 1/2 hour). A second menu might be
used to select a rate of play. A third menu might be used for coin
denomination. Many other menus are possible for other contract
features. Once the player has selected several contract features,
the gaming device may select the remaining feature so as to make
the contract profitable for the insurer. For example, once the
player has chosen a number of pulls and a coin denomination, the
gaming device might choose the price of the contract.
[0222] Rather than a touch screen, a player may use special
buttons, keys, or voice input to specify a desired contract or
contract terms.
[0223] In some embodiments, a player chooses a contract prior to
approaching the gaming device or even the casino. A player might
select a contract on the Internet. On the Internet, the player
might specify terms of the contract, such as the number of pulls,
the rate of play, the cost, the payout tables, the winning symbol
combinations, etc. The player may then print out a code or a
document describing or otherwise identifying the terms of the
contract. The player then brings the code or document to a gaming
device that then recognizes what contract the player has chosen.
When the player signs up for a contract, a description of the
contract might be sent electronically directly to the gaming
device. The player might then only identify himself at the gaming
device in order to initiate contract play.
[0224] Other terms of a contract a player may agree to or specify
include: the font size of the machine, the noise level of the
machine's sound effects, the particular game (e.g. number of reels,
number of pay lines), the brightness of the display, etc.
Signature
[0225] To confirm entry into a contract, a player might sign a
document that may contain the terms of the contract. The document
may be printed from a gaming device or from the Internet, or may be
obtained from a counter at a casino. The signed document may then
be deposited into an opening in the gaming device, may be returned
to a casino counter, or may be kept by the player. The player might
also sign an area on a touch screen or other sensing device.
[0226] A player might also confirm entry into a contract simply by
paying for it. The player might pay be depositing tokens, coins or
other currency into the gaming device. The player might pay using a
credit or debit card. The player might also pay from a player
credit account established with the casino. The player might pay at
a counter of the casino and might receive a contract or a contract
indicator to bring to a gaming device. The gaming device might then
recognize the contract indicator by, for example, a bar code, and
then execute the contract.
Instruction Sets
[0227] A typical contract may cover and/or require a large number
of handle pulls by the player. Now ordinarily, when a player is
gambling at a gaming device for a long period of time, the player
makes a number of decisions related to his gambling. Should the
player play more quickly or more slowly? Should the player double
his bet after a loss? Should the player quit after a sizable win?
Should the player take a short break to use the restroom?
[0228] Since the contract covers a large number of pulls, it is
possible for the some player decisions to be made beforehand and
included in the contract. A gaming device may then act on the
decisions specified in the contract without further input from the
player. For example, while negotiating a contract for an hour of
play at 10 pulls per minute, a player might decide he'd like a 15
minute break between the first 1/2 hour and the second 1/2 hour of
pulls. The gaming device might then execute the contract for the
first half hour by automatically spinning and generating outcomes
for the first 1/2 hour. The gaming device might then freeze for 15
minutes, preventing other players from stepping in and allowing the
contract holding player to take his 15 minute break. The device can
then unlock after 15 minutes, perhaps with the entry of a password,
and resume the generation of outcomes.
[0229] One important aspect of having a player's decisions spelled
out before hand in the contract is that the player need not even be
present at the gaming device. A player can sign up for a contract
at a casino in Las Vegas, and then have the contract executed
automatically by a gaming device. The player can then view a
running tally of his accumulated credits over the Internet while in
Virginia, for example.
[0230] In general, player instructions built into a contract will
include some action to be performed as well as some triggering
condition for the action. As an example, a player instruction may
be to increase the rate of handle pulls provided accumulated player
credits exceed 100. In this example, the action is to increase the
rate of handle pulls, and the triggering condition is whether
accumulated player credits exceed 100. The following player actions
may, in some embodiments, be part of a player's instructions:
[0231] Increase or decrease a wager amount on one or more handle
pulls. [0232] Increase or decrease a rate of wagering. [0233] Cease
gambling. [0234] Change the way outcomes are displayed. The
following conditions, in some embodiments, may trigger the above
actions [0235] The player has just won or lost on one or more
handle pulls. [0236] The player has just won a certain amount on
one or more handle pulls. [0237] Any player defined sequence of
wins and losses has occurred on prior handle pulls. [0238] The
player has approached or left the vicinity of the gaming device.
[0239] The current time has reached a particular time of day.
[0240] One advantage of contracts executed by the gaming device is
that a gaming device can gamble at speeds a human is incapable of
achieving. For example a player is on a winning streak, but must
soon join his family for lunch. Rather than cash out and leave, he
decides to accelerate his play to 2 pulls per second. He therefore
enters a into a contract which is to be executed by the machine at
2 pulls per second for the next 8 minutes. In this contract, an
insurer is not involved. The contract simply serves as a means of
increasing the rate of play. As it happens, the player loses all
his money in 6 minutes, and so the contract ends.
[0241] Player instructions may tell the slot machine to play faster
when the player is present or is observing in some way, and to play
more slowly while the player is asleep. For example, the rate of
pulls may be twice as fast during the day as at night. The rate of
play may likewise be faster when an infrared detector in the slot
machine senses the heat of the player's presence.
[0242] Player instructions may also tell a gaming device how to
play certain games involving player decisions. For example, a
player may leave instructions to use basic strategy in a game of
video blackjack, or to play according to published theory in a game
of video poker. The player may add instructions to always draw to a
four card open-ended straight flush.
Times of Execution
A contract may be executed over a range of different time periods.
The outcomes, the accumulated player credits, and the player
winnings may or may not be displayed to the player at the same time
at which the outcomes are being generated.
[0243] In one embodiment, all the outcomes needed for a contract
are generated very rapidly by a gaming device, perhaps all in less
than a second. The outcomes may then be displayed to the player
over a much longer time frame so as to give the player a more
exciting gaming experience.
[0244] In another embodiment, outcomes may be continuously
generated at a rate comparable to that with which a player might
make handle pulls on his own. This embodiment might be entertaining
for a player if the player is sitting at the gaming device or
watching the outcomes being generated from a home computer.
[0245] In another embodiment, outcomes are generated on a periodic
basis at fixed times every day, week, hour, etc. For example,
outcomes for a 600-pull contract may be generated 100 outcomes at a
time, each block being generated from 8 pm-9 pm on Sunday. Thus, it
would take just under six weeks for the entire contract to be
executed. This method of execution may be ideal if a player has a
schedule as to when he enjoys watching outcomes being generated.
For example, the player might enjoy seeing outcomes generated while
he watches his favorite show on Sundays from 8 pm to 9 pm. This
method of execution might also be ideal for the casino if slow
business periods occur on a periodic basis where the entire
contract cannot be executed in a single period.
[0246] In still another embodiment, outcomes are generated on a
flexible basis, either when it is convenient for the casino or for
the player. In this embodiment, the casino may wait for a gaming
device to be free of use before using it to generate the next
couple of outcomes of a contract. Alternatively, the player may
signal the gaming device any time he is ready to have the next few
outcomes generated
Viewing the Contract's Execution
[0247] As discussed, a player may enjoy watching from a remote
location as the outcomes of his contracts are generated. Since the
player is not physically at the slot machine, the outcomes must be
presented to the player via some graphical representation. In one
embodiment, a camera simply films the gaming device generating the
player's outcomes. The image from the camera is transmitted to the
player device via the Internet, the cable system, satellite, etc.
The player device might be, for example, a TV or a personal
computer. In another embodiment, the generated outcomes are
recorded either by the gaming device, by a camera watching the
device, or by a casino employee. The generation of the outcomes is
then graphically recreated for the player in a manner not
necessarily consistent with the physical appearance of the gaming
device that generated the outcomes. For example, a gaming device
generates the outcome: cherry-orange-lemon. The gaming device then
transmits, via the casino server and the Internet, a bit sequence
indicating the outcomes cherry-orange-lemon. Perhaps the bits
"0000" represent cherry, "0011" represent orange, and "1111"
represent lemon. The bit sequence is transmitted to a player's home
computer, where a software program displays a cartoon
representation of a slot machine. The cartoon shows the reels
spinning and stopping with the outcome: cherry-orange-lemon. The
cartoon representation of the slot machine may not look anything
like the slot machine that originally generated the outcomes. In
some embodiments, a player views a combination of the actual image
of his gaming device, and a computer-rendered version of a gaming
device. For example, a cartoon of the reels spinning might be
displayed within the frame of an actual image of the slot machine,
without the reels.
[0248] In some embodiments, the player does not view a graphical
representation of the outcomes, but sees the outcomes as text, such
as "seven-bar-bar," "s-b-b," "7-b-b," etc. The player may not even
see the outcomes, just how much he has won or lost on every pull.
Thus, the player may view a periodically updated tally of his
accumulated credits. He may only view his total accumulated
credits, or his take home winnings, after all outcomes have been
generated.
[0249] Any graphical or textual representation of the player's
outcomes, accumulated credits, or other contract information may be
displayed either on an entire portion of a computer or TV screen,
or on a smaller portion of the screen. For example, a small cartoon
slot machine may reside in a box in the upper right hand corner of
a TV screen that simultaneously displays a regular TV show. A
player watching television need then only glance up at the corner
of his screen to follow the progress of his contract.
Representation of outcomes may also be place in an email message to
the player.
[0250] Of course, the various representations of outcomes may be
used just as well with a player physically present at the gaming
device or at the casino.
[0251] In some embodiments, the player calls up a number to monitor
the progress of his contract. He may enter a code or password when
prompted by a voice response unit (VRU) and thereby access the
outcomes from his particular contract.
[0252] A player may be sent updates on his contract only when
certain triggering conditions are met. For example, a player may
only wish for updates when he wins more than 100 credits on a spin,
or when the contract terminates.
Revenue Management
[0253] As discussed previously, the pricing of a contract will
often take into account the expected amount an insurer must pay to
a casino to cover a player's losses, or the expected amount that a
casino and insurer in combination can expect to pay to compensate
the player for his winnings. Pricing of contracts may account for
additional factors such as, for example: [0254] Times or dates on
which the contract is to be executed. [0255] The gaming device on
which the contract is to be executed [0256] Flexibility in the
contract's execution. [0257] A player's playing history. [0258] The
importance of the player as a customer of the casino.
[0259] For example, a contract which is to be executed during a
period of low customer activity at a casino may be priced at a
discount. This is because a casino would like to encourage the use
of gaming devices that are otherwise empty. Alternatively, a casino
may want to discourage the purchase of contracts during times of
high customer traffic, and so contracts may be higher priced at
such times.
[0260] If a contract has flexibility as to when it may be executed,
then this allows the casino to execute contracts only during times
when gaming devices would not otherwise be in use. Therefore, such
a contract might be priced more favorably.
[0261] A contract that is executed at an unpopular gaming device,
for example, might be priced more favorably for the player so as to
encourage the use of that device.
[0262] If a player shows signs of nearing the end of his gambling
session, a contract might be priced at a discount for that player.
For example, a player might be slowing his rate of play, indicating
boredom. A player might be lowering his wager size, indicating a
decreasing bankroll. A player might simply have been at a gaming
device for such a long time that he would almost necessarily be
hungry enough to leave at any moment. Providing a discount on a
contract to such players would encourage them to remain gambling
for at least the time it takes to execute the contract.
Settlement
[0263] In some embodiments, the casino acts as the intermediary in
transactions between a player and the insurer. The casino is an
intermediary, for example, when its gaming devices collect a
player's payment for a contract, even though that payment is meant
to go to the insurer. The casino is also an intermediary when it
does not collect losses from a player, but from an insurer.
[0264] Since the casino may engage in many transactions with the
insurer, it would potentially be inefficient for the casino to
transfer money to the insurer, or vice versa, after every
transaction. Therefore, the casino or the insurer may maintain
records of how much one owes the other. The casino and the insurer
may then settle their accounts periodically. If the casino owes the
insurer money, then the casino may wire money to the insurer. If
the insurer owes the casino, then the insurer may wire money. Of
course, many other methods of settlement are possible.
[0265] In cases where a contract has resulted in a net win for the
player, the player must be paid. If the player is at the casino, he
may enter into a gaming device a password or other identifier of
himself or of his contract. The gaming device may then access a
database in the casino server containing the details of the
contract, including the amount owed to the player. The gaming
device may then payout the amount owed in the form of cash, tokens,
paper receipts or vouchers, digital cash, digital receipts, etc.
The player may also collect his winnings at a casino desk, perhaps
after presenting identification.
[0266] If a player is remote from a casino when his contract has
finished executing, then the player may be sent his winnings either
by the insurer or the casino. If the insurer provides the winnings,
then the casino may later reimburse the insurer in the amount of
the winnings. The winnings may be sent in the form of cash, check,
money order, etc. The winnings may be sent by postal mail, by wire
transfer, by direct deposit, by email as digital cash, etc.
[0267] In some embodiments, the casino may simply keep the player's
winnings in a player account at a casino, to be accessed by the
player next time he visits the casino. The winnings may, in the
meantime, accumulate interest. The casino (or insurer) may also
alert the player that his contract has finished executing and that
he has winnings. The player may be instructed to come to the casino
and pick them up.
[0268] In some embodiments, the player may have left instructions
to take any winnings from a first contract and purchase a second
contract. This allows for the notion of a meta-contract. Just as a
contract may specify how to allocate money for pulls, a
meta-contract would describe how to allocate money for contracts.
There could then be meta-meta-contracts, and so on.
[0269] Numerous variations on the above-described contract
embodiments of the present invention may be practiced without
departing from the spirit and scope of the present invention. For
example, a player may be halfway through a contract and have
negative 200 accumulated credits. The player might therefore lose
all hope of winning enough to overcome the 200-credit deficit, and
so lose interest in the contract. Therefore, in one embodiment, a
player who is well below a threshold number of accumulated credits
for winning may play for an altered pay table. Low paying outcomes
may be eliminated, while the likelihood of achieving high paying
outcomes may increase. This is because a player with a 200-credit
deficit probably doesn't care about a win of ten credits, but does
care about a win of 500 credits. The overall hold percentage of the
machine may remain constant. In some embodiments, the alteration of
the pay tables is an automatic function of the number of pulls
remaining and the credit deficit of the player. In other
embodiments, the player must request an alteration of the pay
tables. As an example, a player may select an option that says,
"Let me play just for the jackpot. Eliminate everything else and
make the jackpot more likely." The player may or may not have to
pay for an alteration of the pay tables. In a more general sense,
the pay tables may change such that the standard deviation of the
payout for a particular handle pull changes even as hold percentage
may remain constant.
[0270] In another embodiment, a player might purchase a contract at
a casino desk and receive a token that indicates the type of
contract. The player might then deposit the token into a gaming
device. The gaming device would then recognize the token and be
able to execute the contract.
[0271] A player may have the privilege of entering into favorable
contracts after a fixed amount of initial betting. For example, if
the player wagers for an hour, he may be able to enter into a
contract where each pull is at true odds. That is each pull pays
back, on average, the same amount that was put in. Typically the
pull pays back less. In yet another embodiment, a player may
receive better odds on contract play when he is recommended to the
casino by a friend.
[0272] In some embodiments, certain results of a pull may terminate
a contract early. For example, if a player hits the jackpot, the
contract may terminate. In other embodiments a player's accumulated
credits can be displayed to a player as a function of time in the
form of a graph. The graph may took much like graphs used to plot
the price of a stock market index as a function of time. In some
embodiments, a player wins money or some other prize if the graph
takes on a certain shape. For example, if the line of the graph is
such that it slips between several sets of markers (much like a
skier on a slalom course), then the player may win a large
prize.
[0273] In some embodiments, a player's winnings on each pull of the
contract are reinvested into the contract, whereas in other
embodiments they are not. In one example, a player purchases a
contract for $100. The player instructs the gaming device to gamble
the $100 until it is all gone. However, any winnings are not to be
used to gamble, they are to be sent directly to the player. In a
second example, the player purchases a contract for $100 and
instructs the gaming device to gamble the $100 until it is gone or
until it has become $200. Here, the player elects to reinvest
winnings, using the winnings to pay for new handle pulls even after
$100 worth of handle pulls has been made already.
[0274] A contract may reward a player based on any second order
data, or meta-data about one or more outcomes. Examples include
rewarding the player if three like outcomes occur in a row, if 20
cherries come up in 10 sequential spins, if the players accumulated
credits ever reach 100, etc. An example previously mentioned is
rewarding a player based on the pattern of a graph of accumulated
winnings as a function of time. A player might choose the
"meta-outcomes" on which he desires to be rewarded, and the gaming
device may figure the corresponding odds and the size of the reward
should the meta-outcome occur.
[0275] A player may be rewarded with the downside of a sequence of
outcomes much as buying insurance gives him the upside. For
example, a player pays a fixed sum of money, and collects winnings
for every dollar in the negative the contract finishes at. Thus, if
a contract ends with the player having minus 20 accumulated
credits, then the player collects 20 credits. A contract may apply
to a "best 10 sequence of a larger sequence of pulls. For example,
the player pays $100 for a contract of 1000 pulls. From those 1000
pulls, the player gets to choose any 100 consecutive outcomes to
determine his winnings, and can disregard the rest of the outcomes.
Thus the player can say he wants to use outcomes 506 through 605.
Perhaps there was a hot streak during that sequence. The player's
winnings are then determined solely based on what happened between
pulls 506 and 605. This might result in winnings of $200, whereas
having counted all 1000 pulls would have resulted in a net loss for
the player. Of course, the gaming device may automatically choose
the most favorable sequence for the player.
[0276] A player may choose his favorite outcome and receive higher
payouts for that outcome, special privileges for receiving that
outcome (e.g. the ability to terminate a contract), etc.
[0277] Returning now to the figures, FIG. 16 is a schematic
representation of an embodiment of a system configured to carry out
the contract embodiments described above. The system 1600 comprises
a casino server 1605 in communication with insurer device 1610, a
gaming device 1615, and a player device 1620. As used herein, a
device (including the casino server 1605, the insurer device 1610,
the gaming device 1615 and/or the player device 1620) may
communicate, for example, through a communication network such as a
Local Area Network (LAN), a Wide Area Network (WAN), a Metropolitan
Area Network (MAN), a Public Switched Telephone Network (PSTN), a
proprietary network, a Wireless Access Protocol (WAP) network, or
an Internet Protocol (IP) network such as the Internet, an intranet
or an extranet. Moreover, as used herein, a communication network
includes those enabled by wired or wireless technology.
[0278] It should be understood that any number of gaming devices
and any number of player devices can be used in system 1600.
Although system 1600 includes both a casino server 1605 and an
insurer device 1610 as illustrated, one or the other of these
elements may be omitted (for example, the insurer device may be
omitted in embodiments that do not include an insurer or where the
casino acts as the insurer). Similarly, although system 1600
includes both a gaming device 1615 and a player device 1620 as
illustrated, one or more of these embodiments may be omitted (for
example, the player device may be omitted if the casino has not
implemented remote gaming). Further, some or all of the
functionality of a casino server 1605 may be carried out by insurer
device 1610 and vice versa. Similarly, some or all of the
functionality of casino server 1605 and/or insurer device 1610 may
be carried out by gaming device 1615 and vice versa. In one
embodiment, the casino server 1605 comprises one or more computers
that are connected to a remote database server.
[0279] Turning now to FIG. 17, therein depicted is schematic
illustration of a casino server 1605. Casino server 1605 is an
illustration of an embodiment of the casino server of the same
number in FIG. 16. Casino server 1605 comprises a processor 1705 in
communication with a communications port 1710 and storage device
1715. Contained in storage device 1715 is a program 1720, a player
database 1725, a gaming device database 1725, and a contracts
database 1730. Each of these databases will be described in detail
below. The processor 1705 performs instructions of the program
1720, and thereby operates in accordance with the present
invention. The program 1720 may be stored in a compressed,
uncompiled and/or encrypted format. The program 1720 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system, and "device
drivers" used by the processor 210 to interface with peripheral
devices. Appropriate program elements are known to those skilled in
the art.
[0280] Note that the processor 1705 and the storage device 1715 may
be, for example, located entirely within a single computer or other
computing device or located in separate devices coupled through a
communication channel.
[0281] Turning now to FIG. 18, therein depicted is a schematic
illustration of an insurer device 1610. Insurer device 1610 is an
illustration of an embodiment of the insurer device 1610 of the
same number in FIG. 16. Insurer device comprises a processor 1805
in communication with a communications port 1810 and a storage
device 1815. Storage device 1815 stores a program 1820. The
processor 1805 performs instructions of the program 1820, and
thereby operates in accordance with the present invention. The
program 1820 may be stored in a compressed, uncompiled and/or
encrypted format. The program 1820 furthermore includes program
elements that may be necessary, such as an operating system, a
database management system, and "device drivers" used by the
processor 1805 to interface with peripheral devices. Appropriate
program elements are known to those skilled in the art. Note that
the processor 1805 and the storage device 1815 may be, for example,
located entirely within a single computer or other computing device
or located in separate devices coupled through a communication
channel.
[0282] Turning now to FIG. 19, therein depicted is a schematic
illustration of a gaming device 1615. Gaming device 1615 is an
illustration of an embodiment of the gaming device of the same
number depicted in FIG. 16. Gaming device 1615 comprises a
processor 1905 in communication with a communications port 1910, an
input device 1915, an output device 1920, and a storage device
1925. Storage device 1925 stores a program 1930. The processor 1905
performs instructions of the program 1930, and thereby operates in
accordance with the present invention. The program 1930 may be
stored in a compressed, uncompiled and/or encrypted format. The
program 1930 furthermore includes program elements that may be
necessary, such as an operating system, a database management
system, and device drivers" used by the processor 1905 to interface
with peripheral devices. Appropriate program elements are known to
those skilled in the art.
[0283] Note that the processor 1905 and the storage device 1925 may
be, for example, located entirely within a single computer or other
computing device or located in separate devices coupled through a
communication channel.
[0284] Input device 1915 may comprise, for example, a player slot
card interface, a keypad, a touch-screen, a microphone and/or any
other device which allows a player to input information into gaming
device 1615. Output device 1920 may comprise, for example, a
display area, a microphone, and/or any other device that allows
gaming device 1615 to output information to a player. Gaming device
1615 may comprise, for example, a slot machine, video poker
machine, video keno machine, or a video blackjack machine. A
combination of these type of machines may be used in embodiments
where casino server 1605 is in communication with more than one
gaming device 1615.
[0285] Turning now to FIG. 20, therein depicted is a schematic
illustration of a player device 1620. Player device 1620 is an
illustration of an embodiment of the player device of the same
number depicted in FIG. 16. Player device 1620 may be, for example,
a personal computer (PC), laptop, personal digital assistant, a
cellular telephone, a pager, and/or any other device that allows a
player to remotely monitor and participate in play of a gaming
device in accordance with the present invention. Player device 1620
comprises a processor 2005 in communication with a communications
port 2010 and a storage device 2015. Storage device 2015 stores a
program 2020. The processor 2005 performs instructions of the
program 2020, and thereby operates in accordance with the present
invention. The program 2020 may be stored in a compressed,
uncompiled and/or encrypted format. The program 2020 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system, and "device
drivers" used by the processor 2005 to interface with peripheral
devices. Appropriate program elements are known to those skilled in
the art. Note that the processor 2005 and the storage device 2015
may be, for example, located entirely within a single computer or
other computing device or located in separate devices coupled
through a communication channel.
[0286] It should be noted that any and all of the processors 1705,
1805, 1905, and 2005 may comprise one or more microprocessors such
as one or more INTEL.RTM. Pentium.RTM. processors. Further, any and
all of the storage devices 1720, 1815, 1925, and 2015 may comprise
any appropriate storage device, including combinations of magnetic
storage devices (e.g., magnetic tape and hard disk drives), optical
storage devices and semiconductor memory devices, such as Random
Access Memory (RAM) devices and Read Only Memory (ROM) devices.
[0287] Examples of databases that may be used in connection with
the system 1600 will now be described in detail with respect to
FIGS. 21 through 23. Each figure depicts a database in which the
data is organized according to a data structure in accordance with
embodiments of the present invention. The data may be stored, for
example, on a computer readable medium and be accessible by a
program executed on a data processing system. The schematic
illustrations and accompanying descriptions of the databases
presented herein are exemplary, and any number of other database
arrangements could be employed besides those suggested by the
figures.
Player Database
[0288] Referring to FIG. 21, a table represents one embodiment of
the player database 1720 that may be stored at the casino server
1605 shown in FIG. 16 according to an embodiment of the present
invention. The table includes entries identifying players that may
be participating in contracts for flat rate play sessions with
system 1600. The table also defines fields 2105, 2110, 2115, 2120,
2125, 2130, and 2135 for each of the entries. The fields specify
(i) a player identifier 2105 that uniquely identifies a player;
(ii) a name 2110 associated with the player; (iii) an address 2115
that facilitates communications with the player; (iv) a financial
account identifier 2120, such as a credit or debit card account,
associated with the player through which payment may be obtained
and to which player winnings may be credited; (v) demographic
information 2125 that may be utilized to determine a price or other
terms for a contract; (vi) credits 2130 that represent the amount
of casino credits associated with the player; and (vii) a lifetime
coin in 2135 that represents the amount of coin in wagered by the
player over the course of his or her relationship with the casino
and/or insurer.
Gaming Device Database
[0289] Referring to FIG. 22, a table represents one embodiment of
the gaming device database 1725 that may be stored at the casino
server 1605 shown in FIG. 16 according to an embodiment of the
present invention. The table includes entries identifying gaming
devices operated by the casino. The table also defines fields 2205,
2210, and 2215 for each of the entries. The fields specify a (i) a
gaming device identifier 2205 that identifies a gaming device; (ii)
a name 2210 associated with the gaming devices, such as, for
example, Diamond Mine.RTM.; and (iii) a manufacturer 2215 of the
gaming device.
Contract Database
[0290] Referring to FIG. 23, a table represents one embodiment of
the contract database 1730 that may be stored at the casino server
1605 shown in FIG. 16 according to an embodiment of the present
invention. The table includes entries identifying contracts that
may or have been purchased via the system 1600. The table also
defines fields 2305, 2310, 2315, 2320, 2325, 2330, 2335, 2340, and
2345 for each of the entries. The fields specify (i) a contract
identifier 2305 that identifies a contract that has been purchased
or is available for purchase by a player; (ii) a player identifier
2310 that identifies a player, if any, that may be associated with
the contract; (iii) an initial bankroll 2315; (iv) a description
2320 that describes the terms of the contract; (v) a cost 2325 of
the contract; (vi) a result 2330 that indicates the current status
of the contract; (vii) an amount owed the player 2335; (viii) an
amount owed the insurer 2340; and (ix) a total amount owed the
insurer 2345.
[0291] A method that may be used in connection with the system 1600
according to an embodiment of the present invention will now be
described in detail with respect to FIG. 24. The method shown in
FIG. 24 may be performed, for example, by a casino server 1605 in
response to a player's request to purchase a contract and after
determining the price and terms of the contract the player wishes
to purchase. This flow chart does not imply a fixed order to the
steps, and embodiments of the present invention may be practiced in
other orders.
[0292] The method 2400 begins upon receipt of payment from a player
for a fixed number of pulls in step 2405. In other embodiments this
step may comprise receipt of payment for a fixed duration of time
during which the player may play. Receipt of payment may comprise,
for example, receipt of a monetary input into a gaming device 1615
or receipt of (and, e.g. approval of a charge on) a financial
account identifier. The received payment, or an indication of it,
is then transmitted to an insurer in step 2410. Outcomes are then
generated for a fixed number of pulls in step 2415. An adjustment
of a tally of the player's accumulated credits based on the
outcomes is performed in step 2420.
[0293] In step 2425 it is determined whether the adjusted tally
exceeds a predetermined threshold. If it does, the method 2400
proceeds to step 2435 where the player is paid the amount by which
the tally exceeds the threshold. Payment to the player may be
achieved by, for example, outputting a monetary amount comprising
the payment to the player at the gaming device or by crediting the
amount of the payment to a financial account identifier associated
with the player. If it is determined in step 2425 that the adjusted
tally does not exceed the predetermined threshold then the method
2400 proceeds to step 2430 in which the amount by which the tally
falls short of the threshold is collected from the insurer.
ADDITIONAL DESCRIPTION OF VARIOUS EMBODIMENTS
[0294] As further illustration of what has been described herein,
additional descriptions of some embodiments of the present
invention will now be set forth. Specifically, various examples of
embodiments comprising a video poker gaming device will now be
described. It should be noted that, as used herein, the terms
"contract," "gaming contract," "session," "gaming session," "play
session," "flat rate session" and "flat rate play session" may be
used interchangeably to describe flat rate session play of the
present invention, wherein players provide a flat price and in
exchange execute a plurality of game plays administered by a gaming
device. For example, if a gaming device is described as storing a
number of gaming contracts with operator-specified parameters, it
may be understood that such contracts are in essence pricing
arrangements that allow for players to execute one or more gaming
sessions by providing a flat rate price.
[0295] As described, prices of various flat rate sessions or
contracts may be determined based on a variety of associated
parameters, such as the duration of the contract, the wager amount
per game play, the starting balance of the contract, active payouts
associated with the contract, and so on.
[0296] For example, as described, in one or more embodiments, an
operator may calculate (e.g., by way of repeated mathematical
simulation) the average amount paid out to a player of a gaming
contract when the contract comprises various parameters. For
example, it may be determined that the average "contract cost"
(e.g., the average amount paid out to players upon resolution of a
gaming contract) is $10.03 for a draw video poker contract
characterized by the following parameters:
[0297] Contract duration/interval: 30 minutes or 250 hands of draw
poker
[0298] Wager amount per hand: $0.25
[0299] Starting balance: 0 credits (each wager deducts one credit,
such that the player's balance can be negative)
[0300] Active pay combinations: Royal Flush pays 4,000 credits,
Straight Flush pays 50 credits, Four of a Kind pays 25 credits,
Full House pays 9 credits, Flush pays 6 credits, Straight pays 4
credits, Three of a Kind pays 3 credits, Two Pair pays 2 credits,
Jacks or Better pay 1 credit.
Threshold above which player may collect winnings: 0 credits
[0301] Thus, after simulating play of a gaming contract with the
above parameters, it may be determined that the following
expression is true: TABLE-US-00005 (Total number of players
finishing with a positive balance .times. $10.03 Average amount won
by players with a positive balance) = Total number of players
[0302] Accordingly, as described, this contract cost (or base
price) may be used to calculate a retail price (e.g., a flat rate
price to be paid by players when purchasing a gaming session). For
example, an operator may multiply the contract cost by a desired
margin to arrive at a retail price (e.g., $10.03.times.1.5=$15.05,
establishing a 50% profit margin). In other embodiments, an
operator may calculate a retail price by adding a fixed amount to a
contract cost (e.g., each contract should be priced $10 above the
contract cost).
[0303] Thus, in some embodiments, an operator or other party may
set retail prices in association with a number of gaming contracts
before such contracts are made available to players, such that the
prices may remain fixed so long as the contracts are offered (e.g.,
before a video poker machine offering a "Play by the Hour" feature
is released to the public, it is determined that 30 minutes of
video poker play, wherein players wager $0.25 per hand, may cost
the player $20, yielding approximately $10 in profit per
contract).
[0304] In other embodiments, prices associated with one or more
gaming contracts may be adjusted on a periodic, non-periodic (e.g.,
upon an occurrence of a predetermined condition) and/or continuous
basis (e.g., by an operator). Thus, a gaming device and/or server
of the present invention may comprise means for determining a
retail price associated with a gaming contract.
[0305] For example, in one or more embodiments, a contract cost
associated with each of several predefined gaming contracts (e.g.,
contracts with operator-specified parameters) may be stored within
a memory of a gaming device and/or server of the present invention.
Using an interface of a gaming device, server and/or a computing
device in communication with a gaming device and/or server, an
operator may then set retail prices as some function of the
contract cost (e.g., an operator uses a touch-sensitive screen of a
gaming device or any of various available input means of a computer
device in communication therewith to input such price settings,
such that retail prices associated with one or more gaming
contracts offered by a gaming device are updated, changed or
otherwise programmed into the memory of a gaming device and/or
server).
[0306] In one such example, an operator may periodically or
non-periodically adjust a desired "hourly profit rate" associated
with one or more contracts offered by one or more gaming devices
(e.g., an amount a profit per unit time an operator desires to
realize when one or more contracts are executed using one or more
gaming devices).
[0307] For example, an operator may program a desired hourly profit
rate for a particular gaming device, such that if any contract is
executed using the device, the same amount of profit per unit time
will be realized. As stated, the prices of various contracts may
then be adjusted to reflect the desired profit rate. For example,
in some embodiments, the price of each contract is a function of
the desired hourly profit rate, the contract cost, and contract
duration. For example, if an operator desires a profit rate of
$15/hour, and the contract cost of a 30-minute contract is $40.12,
then the contract may be priced at $47.62. In another example, if
an operator desires a profit rate of $22/hour, and the contract
cost of a two-hour contract is $102.35, then the contract may be
priced at $146.35. Of course, it should be noted that various
rounding rules may be utilized such that contracts are priced at
even amounts of money (e.g., whole dollar amounts), in a manner
that is convenient to customers.
[0308] In another example, an operator may program a desired income
rate in association with a particular game offered by a plurality
of gaming devices (e.g., an operator desires $11/hour from Crazy
Deuces Poker, $12/hour from Bonus Action Power Poker).
[0309] It should be further noted that, in some embodiments, an
operator may wish to set arbitrary prices (e.g., prices that are
not determined based on some function of contract cost).
Accordingly, using an interface of a gaming device, server and/or a
computing device in communication with a gaming device and/or
server, an operator may then set such retail prices (e.g., an
operator simply enters a desired price associated with one or more
contracts).
[0310] Further, as stated, in some embodiments, players may
establish various contract parameters (e.g., indicate which payouts
are active, and so on). Accordingly, a gaming device and/or server
of the present invention may comprise means for determining a
contract cost based on the requested parameters. For example, one
or more algorithms stored within the gaming device and/or server
may enable that contract costs are calculated based on received
parameters. Thus, a gaming device may comprise the flexibility to
allow players to identify a variety of contract parameters, and to
allow operators to specify hourly income rates or other profit
rules such that contracts may be priced dynamically based on the
player-identified parameters.
[0311] Further still, an operator or other party may specify one or
more criteria for determining a price of a session. For example, an
operator or other party may specify different hourly profit rates
for different periods of time. For example, as described, an
operator may desire a higher hourly profit rate during a peak
period when gaming device utilization is typically high, and settle
for a lower profit rate during an off-peak period when machine
usage is typically low.
[0312] In another embodiment, a gaming device and/or server may
determine a current level of machine usage in association with one
or more gaming devices. For example, it may be determined that a
certain percentage of all gaming devices among a common network are
currently being utilized (e.g., 47% of all gaming devices have a
credit balance other than zero). A gaming device may then be
configured such that an hourly profit rate is associated with a
utilization percentage or range of utilization percentages (e.g.,
an hourly profit rate of "$11 per hour" is desired between "11-20%
utilization"; an hourly profit rate of "$18 per hour" is desired
between "51-60% utilization"; and so forth). Thus, the present
invention may comprise automatically adjusting a profit rate in
association with a determined level of utilization. Thus, in some
embodiments, the price of a contract may be adjusted based upon the
occurrence of a predefined condition (e.g., a change in machine
utilization). It should be noted that, in some embodiments, the
present invention may comprise determining a utilization percentage
or range of utilization percentages associated with various types
of gaming devices (e.g., a utilization percentage of all video
poker machines).
[0313] It should be noted that, as the duration of gaming contracts
may be measured by time or by game plays, operators may similarly
configure a gaming device to generate a particular "profit rate per
number of game plays." For example, an operator may specify a
desired profit rate of $32 per 1,000 game plays. Thus, if the
contract cost of offering 250 hands of a particular video poker
contract is $8, then the contract may be priced at $16 to reflect
the desired profit rate.
[0314] Thus, as it is known for operators to increase and decrease
the "hold percentages" of various existing gaming devices (e.g.,
operators increase a hold percentage by decreasing the probability
associated with achieving one or more outcomes and/or decreasing
the payout amounts associated with those outcomes), operators may
similarly control the rates at which gaming devices earn profit
when such devices administer flat rate session play or contracts
for such play.
[0315] In one or more embodiments, aspects of the present
invention, such as determining or otherwise offering contract
pricing, may be practiced by replacing and/or augmenting one or
more components (e.g., hardware and/or software components) of an
existing gaming device. Thus, in one or more embodiments, the
invention may be applied as a retrofit to existing gaming devices
currently available for play within various casinos.
[0316] For example, a memory (e.g., computer chip) of the gaming
device may be replaced or added, the replacement or additional
memory storing a program for instructing the processor of the
gaming device to operate in accordance with one or more embodiments
of the present invention. In another example, data output via the
gaming device (e.g., graphical and/or textual data displayed on the
gaming device) may be replaced or added, the replacement or
additional data indicating to a player information relevant to one
or more aspects of the present invention.
[0317] In a specific example, a gaming device may comprise various
electronic components mounted to one or more printed circuit boards
(PCBs). Such components may include various hardware described
herein, such as a communications port and various controllers of
peripheral devices (e.g., a display controller), as well as a
memory for storing programming instructions (software) and a
processor for carrying out such instructions. Forms of memory
commonly found gaming devices include electronically erasable
programmable read-only memory (EEPROM) and erasable programmable
read-only memory (EPROM). Thus, in one or more embodiments of the
present invention, an EEPROM storing contract pricing instructions
(as well as instructions for carrying out other functions performed
by the gaming device) may replace an EEPROM previously installed in
a gaming device, such that the gaming device may be configured to
operate in accordance with various processes of the present
invention.
[0318] For example, a "pricing module" may be made available for
purchase to various casino operators. The module, which may
comprise various hardware and software (e.g., an EEPROM storing
software instructions), may be installed in an existing gaming
device (e.g., a video-reel slot machine, a video poker machine,
etc.), such that when the module is installed, players of the
device may elect (i) to play a game offered by the gaming device
without purchasing a flat rate session or contract, or (ii) to play
a game offered by the gaming device by means of purchasing a flat
rate session or contract. Thus, players who are familiar with the
games offered by various gaming devices may elect to pay for them
in a different or similar manner as they are accustomed to. It
should be noted that one advantage of flat rate session play and
gaming contracts (which may be enabled by the installation of the
pricing module) lies in the ability to offer players discounts or
perceived discounts for agreeing to play and/or pre-paying for a
large number of game plays, for a long period of time, etc.
[0319] Accordingly, as described above, a gaming device may be
configured to allow a player to select one of two "modes" of the
gaming device, and to enable the selected mode. If a player selects
a "standard" mode in which a flat rate price will not be received
for a plurality of game plays, the gaming device may be configured
to operate in a manner similar to how it operated before the
installation of the pricing module (e.g., players make funds
available for each game play). If a player selects a "flat rate"
mode and a flat price is paid for the privilege of executing a
plurality of game plays, the gaming device may then be operable to
execute a gaming session or contract play as described herein.
[0320] In one example, a touch-sensitive display screen may be
configured to output a prompt asking a player to select a mode of
operation. FIG. 29, described below, illustrates one example screen
that may be presented to a player as a means of allowing the player
to select one of such two modes of operation. Such a prompt may be
output in occurrence to various trigger conditions (e.g., coins,
bills or tickets are inserted; a credit balance increases from zero
to some other number; a player presses a "play" button; a player
selects a denomination and/or game to play, a player inserts a
player tracking card, a motion, weight, infrared or other sensor
detects the presence of a player; etc.). Accordingly, a player may
select a mode of operation (e.g., by pressing an appropriately
labeled icon of a touch-sensitive display screen), and upon
receiving the player's selection, the gaming device may be
configured to operate in the selected mode. FIGS. 30-42, described
below, illustrate various screens of information that may be output
to a player who selects a "flat rate" play of operation, in
accordance with some embodiments described herein.
[0321] In other embodiments, a peripheral device may be useful for
implementing one or more 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 may be inserted in, connected to or otherwise associated
with the gaming device.
[0322] In still further embodiments, rather than configure existing
gaming devices to execute pricing logic by installing or connecting
new hardware and/or software, such pricing logic may be downloaded
into an existing memory of one or more gaming devices. U.S. Pat.
No. 6,805,634 to Wells et al. teaches methods for downloading data
to gaming devices in such a manner. The entirety of U.S. Pat. No.
6,805,634 is incorporated by reference herein for all purposes.
Thus, in some embodiments, an existing gaming device may be
reprogrammed to accommodate new pricing functionality of the
present invention without the need, or by minimizing the need, to
remove and replace hardware within the gaming device.
[0323] As described, in some embodiments, once prices have been
determined in association with various contracts, such contracts
may then be offered to players of gaming devices (e.g., players may
peruse, using a menu output via a touch-sensitive display screen of
a gaming device, various gaming contracts and prices associated
therewith). Thus, an operator may program a gaming device such that
players may review a variety of gaming contracts offered by the
device. In one such example, a gaming device may output or
otherwise display a "rate card," indicating various durations and
wager amounts associated with a price (e.g., 30 minutes of play,
wherein the customer wagers $0.25 per bet, has a retail price of
$30; an hour of play, wherein the player wagers $1 per game play,
has a retail price of $150; etc.).
[0324] In various embodiments, a player may alter the determined
price of an operator-specified gaming contract without changing a
contract parameter (e.g., the price changes, but the duration,
active pay combinations and/or amount wagered per game play remain
constant).
[0325] For example, in one embodiment, a customer may receive a
discount by providing a promotional code. A promotional code may be
received in a variety of manners (e.g., a player enters a code
using an input device, a player inserts a promotional ticket into a
ticket-in/ticket-out device, etc). Accordingly, in some
embodiments, the present invention may comprise (i) determining a
retail price associated with a contract or flat rate gaming
session, (ii) receiving an identifier for a promotional discount,
(iii) determining if the identifier is valid (e.g., a database
indicates that the identifier has been issued and has not expired),
(iv) determining a discount amount associated with the identifier
(e.g., a flat or percentage discount amount, and (v) applying the
discount to the retail price (e.g., decreasing the price of the
contract or flat rate session by the discount amount). In further
embodiments, promotional codes may enable free play as opposed to
price discounts. For example, by entering a valid code, a player
may be entitled to five extra minutes of video poker play along
with any purchase of a flat rate session. In some embodiments,
players may receive promotional codes for visiting a Web site
(e.g., to experience trial play of games or gaming contracts),
participating in a survey, etc. For example, a player may (i) visit
a Web site, (ii) play a free, short-duration gaming contract (e.g.,
five minutes), (iii) receive a promotional code, and (iv) enter the
promotional code at a gaming device within a casino to receive a
discount on a gaming contract, begin a gaming session using a
balance that was accumulated online, receive several minutes of
bonus time when purchasing another gaming contract, etc.
[0326] In another embodiment, a player may receive a discount by
purchasing the contract or flat rate session along with other goods
or services. For example, a flat rate play session may have a
retail price of $30, but the price may be decreased if the player
agrees to eat at a restaurant, stay in a hotel room, purchase two
show tickets, purchase another contract or flat rate session, and
so on. In some embodiments, a gaming device and/or server of the
present invention may communicate with an inventory or reservation
management system (e.g., of a hotel, theatre, restaurant, etc.) to
determine a level of utilization associated with another property
within the casino, and offer the player a discount on a contract or
flat rate session if the player, for example, buys tickets to a
show that is expected not to sell out, purchases buffet passes good
during off-peak hours, and so on.
[0327] In further embodiments, one or more players may receive a
discount or other benefit for purchasing a contract along with
another player. For example, if two players each desire to purchase
a gaming contract with a retail price of $30, a casino may
advertise the contracts at a discount (e.g., a "Husband and Wife
package of two contracts for $50 total"). For example, two players
may approach a desk or booth within a casino and indicate an
interest in purchasing gaming contracts. A casino representative
may then, after receiving payment for the contracts, provide means
for enabling the players to execute the gaming contracts. Such
means include, but are not limited to (i) codes that the players
may enter using an input device of a gaming device when desiring to
execute the contract, (ii) tickets that may be inserted into a
ticket-in/ticket-out component of a gaming device, (iii)
magnetic-stripe cards (e.g., comprising an identifier which may be
read by a card reader device, such that a gaming device may
determine whether or not the player is entitled to a gaming
contract based on data stored on a server associated with the
identifier), (iv) smart cards (e.g., comprising a memory storing
session or contract data), and so on. In embodiments wherein
contract or flat rate play session data of a central server must
then be updated, the representative may utilize a computer device
in communication with such a server. Thus, as described, in some
embodiments, players may present alternate forms of payment (codes,
tickets, cards, etc.) other than currency to initiate gaming
sessions or contract play.
[0328] In another example, a player may visit a kiosk (or a desk
within a casino staffed by casino personnel), purchase a gaming
contract (e.g., by providing funds and selecting or otherwise
agreeing to various contract parameters), and be provided with
means for executing such a contract. For example, a kiosk may print
a bar-coded ticket, which may be receivable by a
"ticket-in/ticket-out" module of a gaming device, such that the
gaming device may then scan the barcode of the ticket to determine
various contract parameters (e.g., a duration, a wager amount per
game play, active pay combinations, and so on). The gaming device
may then be configured to execute a gaming session characterized by
the indicated contract parameters (e.g., such that the player
needn't provide funds or spend time choosing contract parameters at
the gaming device, but rather insert a ticket and begin playing
almost immediately thereafter). In yet another example, a player
may visit a desk, booth or other location staffed by casino
personnel, such that casino representative may (i) determine
contract parameters desired by the player, (ii) receive payment for
the contract, (iii) utilize a computer terminal in communication
with a server and/or one or more gaming devices to indicate that
the player is entitled to a contract characterized by certain
parameters, and (iv) provide a card to the player that encodes
various data (e.g., a plastic player tracking card with a magnetic
strip encoding a player identifier, a smart card with an internal
memory storing contract data, etc.) such that the player may insert
the card into a reader device in communication with a gaming device
and begin play under the associated contract parameters. It should
be noted that, in some embodiments, such methods of purchasing
gaming contracts may be utilized by players desiring to purchase
contracts as gifts for others. Accordingly, in some embodiments,
such tickets or cards may be personalized (e.g., when purchasing a
contract from a kiosk, a player may enter a recipient's name using
an input device of the kiosk, such that the recipient's name may be
printed on a "gift ticket", or may be accompanied by gift-oriented
packaging (e.g., "To/from envelopes" and so on). It should be noted
that in some embodiments, players may purchase "group" contracts
comprising altered contract parameters. For example, two or more
players may play gaming sessions simultaneously, and receive
benefits based on the total balance accumulated by both players at
the end of the session.
[0329] In another example, two or more players may simultaneously
play a draw video poker tournament session. In one such example,
each player may simultaneously be dealt the same starting hand
during tournament play. In this manner, much like duplicate bridge
play, luck may play a lesser role in determining the winner of the
tournament. In some embodiments, players may be given a limited
time period after being dealt a starting hand to determine which
cards to hold, after which time the dealt hand may be declared
void. In other embodiments, players may participate in a tournament
by first participating in individual gaming sessions, and then
having the results of those sessions ranked to determine tournament
prizes and payouts (e.g., if a first player achieves a credit
balance of 179 as the result of a gaming session, and a second play
achieves a credit balance of 245 as the result of a gaming session,
the second player may be awarded a benefit). It should be noted
that one advantage of such an embodiment is that players may
compete with one another in an asynchronous manner.
[0330] Various methods and apparatus for administering such group
and tournament play embodiments are described in Applicant's U.S.
Pat. No. 6,312,332, filed Jul. 1, 1998, entitled "METHOD AND
APPARATUS FOR TEAM PLAY OF SLOT MACHINES"; U.S. Pat. No. 6,206,782,
filed Sep. 14, 1998, entitled "SYSTEM AND METHOD FOR FACILITATING
CASINO TEAM PLAY"; U.S. Pat. No. 6,142,872, filed Mar. 31, 1998,
entitled "METHOD AND APPARATUS FOR TEAM PLAY OF SLOT MACHINES";
U.S. Pat. No. 6,712,699, filed Feb. 5, 2002, entitled "APPARATUS
AND METHOD FOR FACILITATING TEAM PLAY OF SLOT MACHINES"; U.S.
application Ser. No. 10/811,5831 filed Mar. 29, 2004, entitled
"APPARATUS AND METHOD FOR FACILITATING TEAM PLAY OF SLOT MACHINES";
U.S. application Ser. No. 10/842,405, filed May 10, 2004, entitled
"METHOD AND APPARATUS FOR TEAM PLAY OF SLOT MACHINES"; U.S.
application Ser. No. 10/254,831, filed Sep. 25, 2002, entitled
"METHOD AND APPARATUS FOR LINKED PLAY GAMING"; U.S. application
Ser. No. 10/414,934, filed Apr. 15, 2003, entitled "METHOD AND
APPARATUS FOR LINKED PLAY GAMING WITH COMBINED OUTCOMES AND SHARED
INDICIA"; and U.S. application Ser. No. 10/023,149, filed Dec. 18,
2001, entitled "AN ELECTRONIC GAMING DEVICE OFFERING A GAME OF
KNOWLEDGE FOR ENHANCED PAYOUTS"; the entirety of each are
incorporated herein by reference for all purposes.
[0331] Additionally, in some embodiments, before a player purchases
a gaming contract (e.g., using a gaming device), the player may
have an opportunity to purchase or select additional contract
features. In one embodiment a small fee may be associated with each
feature the player selects. In one embodiment, a player may select
a particular contract with operator-specified parameters. Before
contract play begins, the player may be shown (e.g., via a
touch-sensitive display device) a menu offering one or more
additional contract features and associated fees (e.g., "For double
Royal Flush payouts, add $5 to price seen above"). A variety of
such additional contract features are contemplated, including but
not limited to the following examples:
[0332] Increased payout amounts (e.g., for an extra fee, a player
can receive 5,000 coins for hitting a Royal Flush instead of 4,000
coins);
[0333] Increased probabilities (e.g., for an extra fee, a player
can add a "Wild" card to the deck);
[0334] A greater number of winning pay combinations (e.g., a player
can add a "4-Card Royal Flush In Sequence" pay combination);
[0335] A progressive jackpot feature (e.g., for an extra fee, a
player becomes eligible to receive a progressive jackpot);
[0336] Bonuses or features based on the player's credit balance
during the contract and/or interval remaining in the contract. For
example: [0337] Negative balance limit (e.g., for an extra fee, a
player can ensure that the player's balance does not fall beneath
-100 credits); [0338] "Start Over" option (e.g., for an extra fee,
if the player's balance is lower than some threshold amount of
credits after some interval has elapsed, the player may start the
session over from the beginning at no additional cost); [0339]
"Booster" option (e.g., for an extra fee, if the player's balance
is lower than some threshold amount of credits and there is only a
small duration of the contract remaining, the player can "boost"
the player's balance back to zero or some other predetermined
level);
[0340] Thus, in some embodiments, the present invention may
comprise, (i) receiving a selection of an additional contract
feature, (ii) receiving payment for the feature, and (iii) enabling
the feature.
[0341] It should further be noted that, as described, a gaming
device and/or server of the present invention may alternately or
additionally be configured to determine the price of a contract
based on player-requested parameters. For example, a player may
choose a particular payout table, contract duration and wager
amount per game play, and a price may be determined accordingly. In
other embodiments, a gaming device and/or server of the present
invention may be configured to determine various contract
parameters based on a requested price input by a player. For
example, a player may simply approach a gaming device, enter (e.g.,
using a keypad) or select (e.g., by pressing an icon of a
touch-sensitive display screen) a particular price, and a gaming
device may then output a menu of available contracts based on the
price. For example, for a retail price of $20, a casino may be
willing to offer any contract with a contract cost of $15 or less.
Further, in one example, based on the price requested by a player
and an hourly profit rate specified by an operator, a gaming device
and/or server of the present invention may be configured to
determine appropriate parameters of a "custom" contract. For
example, if a player enters a price of $17, and an operator has
entered a desired hourly profit rate of $9, the player may be
offered a variety of 30-minute contracts with associated costs of
$4, one-hour contracts with associated costs of $8,45-minute
contracts with associated costs of $6, and so on.
[0342] In this manner, the retail price of a gaming contract or
flat rate play session may be determined. A player may then
purchase a gaming contract or flat rate play session in a manner
described herein, and play within the contract or session may
commence.
[0343] Various additional features may then be made available to
players of flat-rate sessions. Several features will now be
described with respect to a video poker gaming machine, though it
should be appreciated that a variety of other types of gaming
devices (e.g., slot machines, video keno machines, video blackjack
machines, etc.) are contemplated as being within the scope of the
present invention.
[0344] In one example, wherein a contract's duration is measured in
time (e.g., a 30-minute session), players may accumulate additional
time by achieving certain outcomes during play or by satisfying one
or more other predefined criteria. For example, a player may
purchase a 30-minute session of a video poker game. The player may
then, in addition to winning payout amounts when achieving certain
outcomes, accumulate "bonus time." For example, as indicated by a
paytable, an outcome of "Royal Flush" might pay "4,000 credits+2
minutes of Bonus Time," an outcome of "Full House" might pay "9
credits+30 seconds of Bonus Time," and so on. In another
embodiment, a bonus associated with an outcome may comprise a
number of bonus game plays or hands, in the case of a card game. A
bonus game play may comprise, for example, a game play that a
player may play, beyond the duration of the contract, without
providing wagers therefore. FIG. 30, described below, illustrates
one example of a paytable in which a payout for an outcome may
include, in addition to a specified number of credits, one of a
period of bonus time and a number of bonus hands.
[0345] In some embodiments, text and/or graphics may be output to
indicate accumulated bonus time to a player (e.g., a separate clock
icon keeps track of the bonus time the player wins). In one or more
embodiments, players may then be allowed to utilize accumulated
bonus time upon the conclusion of a gaming session (e.g., after 30
minutes expire, a player can then "play out" any bonus time). In
other embodiments, players may be presented with an option to save
or store bonus time for use at a later point. For example, by
pressing an appropriately labeled icon of a touch-sensitive display
screen, a player may choose to store any accumulated bonus time in
an account associated with the player (e.g., such that an
indication of bonus time owed to the player is stored as a record
of a player database associated with the player). In another
example, a player may request to receive a cashless gaming ticket,
the indicia thereof encoding data indicating an amount of bonus
time owed to the player. In further embodiments, players may be
awarded bonus time for contract play when playing gaming devices
without a contract or session (e.g., bonus time is awarded much
like complimentary points when players place wagers using slot
machines). In still further embodiments, bonus time may be rewarded
to players who agree to perform some action requested by a casino
(e.g., watch a commercial for a casino restaurant, take a survey,
call an 800 number and become a member of a particular program,
etc.).
[0346] It should be understood that, in other embodiments (e.g.,
wherein a contract's duration is measured in game plays), players
may similarly accumulate bonus game plays. It should further be
understood that redemption or utilization of such bonus game plays
or hands, in the case of a card game, may be realized in any of the
manners described above with respect to redemption or utilization
of bonus time.
[0347] In another example of a feature available to a player, a
gaming device and/or server may be operable to track a number of
consecutive wins and losses achieved by a player during a session.
Players may then receive benefits based on the totals of
consecutive wins or losses achieved. For example, in one
embodiment, an area of a display device may be dedicated to
outputting a consecutive number of winning poker hands that a
player has achieved. If the player achieves a threshold number of
consecutive winning poker hands, the player may then win a
progressive jackpot. In some embodiments, a gaming device may be
configured such that a session cannot end on a winning hand (e.g.,
even if the player runs out of time/hands, the player may still
have a chance to win the progressive if the player begins to amass
a streak of winning outcomes toward the end of a session).
[0348] In another example, an area of a display screen may indicate
a number of consecutive losing hands, and if a certain threshold
number is reached, a player may be provided with a benefit (e.g., a
clock indicating time remaining within the session is "frozen" or
stopped until a player achieves a winning hand). It should be
understood that various other benefits can be made available based
on consecutive wins and losses achieved during a session (e.g.,
rather than "freezing" a clock, a clock is "slowed down," etc.).
Additionally, various graphic indications of such benefits are
contemplated (e.g., a clock icon appears "frozen"; as players
accumulate consecutive winning hands, a thermometer rises;
etc.).
[0349] Players might also receive benefits based on their credit
balance during a gaming session. In one example, if during a gaming
session a player's balance is sufficiently negative (e.g., beneath
a threshold number of credits), the player may receive increased
payout amounts associated with various outcomes (e.g., Full House
pays triple when players are below -100 credits). Plays might also
receive additional video poker hands (e.g., receive the ability to
draw to three poker hands simultaneously) when a balance is
low.
[0350] Such benefits may also be awarded based on the time that has
elapsed during the session or that time that remains within the
session (e.g., the interval remaining). For example, during the
last minute of a flat rate video poker session, players may receive
increased payout amounts associated with certain outcomes.
[0351] In some embodiments, players may receive benefits based on
accumulated outcomes, cards, symbols, and so on. For example,
during a 30-minute video poker gaming session, if a player is able
to collect 40 "Ace" cards, the player may win a bonus payout. In
another example, a player may be paid a bonus if the player
achieves a plurality of various winning outcomes within a session
(e.g., if the player achieves five each of flushes, straights,
3-of-a-kind, etc.). In another embodiment, a payout amount
associated with an outcome may increase or decrease depending on
how many times the outcome has been achieved during a session. For
example, a player may be paid six coins the first time a flush is
received, eight coins the second time it is received, and so on. In
yet another example, if a player achieves a certain feat within the
session (e.g., achieves a certain number of consecutive winnings
hands, achieves a number of winning hands during a period of ten
minutes, achieves a certain total payout amount at the end of the
session, maintains a certain rate of play, etc.), the player may
receive an opportunity to enter the player's initials such that
they are output by a gaming device or peripheral device associated
therewith (e.g., a large display screen above a bank of machines
indicating "high scores"). In further embodiments, such data
regarding player accomplishments (e.g., "high scores," "top
players," "top hands," etc.) may be stored in a database, and may
be "sortable" (e.g. upon player input) by (i) a given time period
(e.g., "Top winners today" or "Top winners all-time"), (ii) one or
more machines on which the accomplishment occurred (e.g., "Top
hands on this machine"), (iii) wager amount per game play (e.g.,
"Top $0.25 players"), (iv) player (e.g., "Tom's best hands"), and
so on. For example, a player may press an icon of a touch-sensitive
display screen (e.g., "See top players all-time") such that certain
data may be accessed and/or output.
[0352] In some embodiments, video poker players may also receive an
option to "surrender" a starting hand or hand that is initially
dealt in association with a game play (e.g., forfeit a starting
poker hand, such that a payment is received and the hand eliminated
before the hand is drawn to). For surrendering the hand, players
may receive a payout amount. For example, a player may be dealt an
initial hand of 2h-2c-10d-2s-Kc. Thus, before drawing, the player
knows that at worst, by holding the 2h-2c-2s, he may be entitled to
a payout for 3-of-a-Kind. However, the player also understands that
by holding the 2h-2c-2s and drawing two more cards, the player also
has an opportunity to attain 4-of-a-Kind or a Full House (which
would result in greater payout amounts than the 3-of-a-Kind).
However, there is also a chance that the player will draw two
unhelpful cards, leaving the player only the payout for the
3-of-a-Kind. Accordingly, when the player is dealt the initial
hand, the present invention contemplates an "Instant Pay" feature,
which may provide a payout amount for the player to surrender the
hand without drawing to it. The payout amount may be equal to the
expected value of the starting hand. Thus, the payout amount
associated with surrendering an initial hand may be larger than any
payout amount the player is guaranteed to achieve in a final hand
based on the initial hand (e.g., the surrender payout is greater
than the payout for 3-of-a-Kind), but less than any payout amount
the player might achieve if the player holds the appropriate cards
and deals to the hand (e.g., the surrender payout is less than the
payout for 4-of-a-Kind or Full House). It should be noted that one
advantage of such an embodiment is that it may allow players to
rapidly surrender hands when they feel the chances of improving the
hand are unfavorable, and thereby play more hands per unit
time.
[0353] In some embodiments of the present invention, as described,
a parameter of a contract may comprise a standard wager amount per
game play (e.g., a player buys 30 minutes of video poker play,
wherein the player may wager only $0.25 each hand). In some
embodiments of the present invention, a player may be allowed to
alter an amount wagered per game play while in the middle of a
contract.
[0354] For example, a player who has paid an up-front, flat price
of $40 for 30 minutes of video poker play at $0.25 per hand may
decide he wishes to increase his wager amount per game play for the
remainder of the session (e.g., as is known in the art, by wagering
more, the player may be entitled to win relatively larger payouts
as indicated by a paytable). The player may be allowed to do so, so
long as the player agrees to accept an offsetting change in another
contract parameter that effectively retains the same contract cost.
For example, if a player has 18 minutes of play remaining when the
player requests an increase in the wager amount per game play from
$0.25 to $0.50, the request may be approved, but only if the player
agrees to a nine minute reduction in session length. In some
embodiments, even though the contract cost may remain constant
should a player increase a wager amount per game play and accept a
shortened contract term, such an arrangement may still be
advantageous for a casino (e.g., because the gaming device may
sooner become available for play of another flat-price contract).
Accordingly, a gaming device may be configured to periodically
offer to a player an opportunity to increase a wager amount per
game play as described (e.g., every five minutes or once per
session, a text message is output via a display screen). It should
be noted that, conversely, a player may be allowed to decrease a
wager amount per game play and in return receive an extension on
the length of an outstanding contract.
FIG. 36, described below, illustrates an example screen that may be
output to a player, via which screen the player may change a wager
amount in the midst of executing a contract.
[0355] In another example, a player may wish to increase or
decrease a wager amount in association with one hand only (e.g.,
similar to doubling down in Blackjack, a player may "double his
bet" on a given hand). Accordingly, before the hand is dealt, a
player may signal such a desire using an input device (e.g., a
button labeled "Double bet this hand"). In some embodiments, a
player may be allowed to increase a wager amount in such a manner a
limited number of times during a gaming session, depending on the
session's length (e.g., twice per thirty minutes, up to five times
per hour, etc.).
[0356] As stated, in some embodiments, a player may be allowed to
increase a wager amount by agreeing to an offsetting decrease in
interval remaining; accordingly, in one embodiment, if a player
would like to double his wager on a particular hand, he may do so,
but an interval remaining might be decremented at a faster rate
while the player plays the hand (e.g., a "time remaining" clock
moves twice as fast during the hand, then resets to "normal speed"
once the hand is complete).
[0357] It should be noted that a variety of other poker games
besides 5-card draw poker may be available to players. For example,
in one or more embodiments, players may purchase flat rate play
sessions for stud poker games. For example, in one embodiment,
players may elect to play a 7-card stud game (e.g., wherein players
are dealt seven cards per game play, from which the best possible
5-card hand is constructed). In another embodiment, players may
play a 5-card stud game. A 5-card stud game of the present
invention may comprise various additional features or benefits
available to players.
[0358] In one example of such a 5-card stud game, a "Royal Flush
Helper" feature may be available. Accordingly, in some embodiments,
a gaming device may be operable to (i) deal an initial 5-card hand
(e.g., "Ac-Kc-Qc-8h-7s", (ii) determine whether or not the hand
comprises a number of cards that may be used to achieve a Royal
Flush (e.g., "Ac-Kc-Qc" are cards that might normally be held by a
draw poker player if the player were attempting to draw toward a
Royal Flush), (iii) retain the cards that may be used to achieve a
Royal Flush (e.g., holding the "Ac-Kc-Qc"), (iv) draw to the
retained cards in an attempt to create a Royal Flush, (v) determine
whether or not a Royal Flush has been achieved, and if so (vi)
providing a payout amount associated with the Royal Flush. Thus, a
player may play a 5-card stud game, and receive payouts for various
winning hands dealt to the player (e.g., a Full House). However, if
the player is dealt a losing hand, and the losing hand contains at
least a predetermined number of cards that may be used to achieve a
Royal Flush (e.g., three or more of any Ace, King, Queen, Jack or
10 in the same suit), the cards may be held and drawn to in an
attempt to achieve a Royal Flush. Thus, a stud poker game of the
present convention may comprise a draw element (e.g., only certain
dealt hands are ultimately drawn to, while others are not). It
should be noted that various such "target" outcomes other than
Royal Flush are contemplated (e.g., Straight Flush, etc.).
[0359] In some embodiments, a gaming device and/or server may be
configured to detect a player exhibiting "advantage play" behavior
(e.g., counting cards and/or making hold/discard decisions based on
"perfect" strategy). Various player behavior may be considered
advantage play, including but not limited to skillful or "perfect"
play of a game such as video poker, frequent requests to pause a
gaming session, volatile swings in wagering activity, and so on.
Upon detecting such advantage play, a gaming device and/or server
may be configured to (i) terminate a gaming session, (ii) output a
warning indication to a player (e.g., text is output via a display
screen), (iii) output a subtle warning indication that might be
noted by a slot attendant or other casino staff member (e.g., a
small green dot appears in the corner of a screen, the screen
background changes slightly in color, or a light on the side of the
machine's cabinet is actuated, such that a slot manager may take
notice when walking by and take appropriate action), (iv) reduce
the speed at which game play occurs (e.g., increase the time in
between the dealing of hands), and/or (v) prevent the player from
purchasing further play (e.g., by updating an appropriate record of
a player database).
[0360] In various embodiments of the present invention, a gaming
device may be configured to execute a number of game plays
automatically (i.e., without receiving player input in association
with one or more game plays of a gaming contract or session).
Various methods for administering a plurality of game plays without
receiving continuous input from a player are described in
Applicant's U.S. Pat. No. 6,012,983, filed Dec. 30, 1996, entitled
"AUTOMATED PLAY GAMING DEVICE"; U.S. Pat. No. 6,634,942, filed Jun.
12, 2002, entitled "SYSTEM AND METHOD FOR AUTOMATED PLAY OF
MULTIPLE GAMING DEVICES"; U.S. application Ser. No. 10/635,986,
filed Aug. 7, 2003, entitled "SYSTEM AND METHOD FOR REMOTE
AUTOMATED PLAY OF GAMING DEVICES"; and U.S. application Ser. No.
10/331,438, filed Dec. 27, 2002, entitled "METHOD AND APPARATUS FOR
AUTOMATICALLY OPERATING A GAME MACHINE"; the entirety of each are
incorporated herein by reference for all purposes.
[0361] In some embodiments, a player may establish a gaming
contract lasting a period of time (e.g., one hour). At some point
during the contract, the player may indicate (e.g., using an input
device, such as a physical button or icon of a touch-sensitive
display screen) a desire that a plurality of game plays are to be
executed automatically (e.g., a gaming device and/or server should
initiate and/or resolve at least one game play without the player
pressing a "deal," "draw" and/or "hold" button).
[0362] In some embodiments, a player may set a gaming device on
automatic play indefinitely. For example, while playing out a video
poker gaming contract that entitles the player to an hour of
unlimited hands of video poker, the player may decide he no longer
wishes to press a deal button, select hold cards, press a draw
button, and so on, yet still remain seated in front of the gaming
device to watch game play occur. The player may actuate an input
device to indicate such a desire (e.g., the player presses a button
labeled "Activate Cruise Control" or "Activate Automatic Play").
Accordingly, the gaming device may be configured to continually
execute game plays until (i) an input is received indicating that
automatic play should be deactivated, or (ii) the number of game
plays or amount of time associated with the gaming contract are
used or expire. In some embodiments, such a feature may be
disengaged when any area of a touch-sensitive display screen is
pressed (e.g., text indicating such a condition may be output to a
user during automated play). In other embodiments, certain portions
of the screen may be excluded from such a disengagement feature
(e.g., a small box in the corner of the screen may be pressed by a
user to toggle the speed of a "cruise control" feature, such that
touching anywhere else on the screen deactivates the feature).
[0363] Further, in some embodiments wherein a player may configure
a gaming device to play automatically on his/her behalf
indefinitely, periodic reminders may be output to the player
reminding the player that such an automated play feature is
engaged. Further, in some embodiments, such reminder messages may
be accompanied by a prompt asking players to confirm their desire
that automated play remain activated (e.g., "Cruise Control has
been active for 10 minutes. Your money is still being wagered.
Continue with Cruise Control?"). It should be noted that one
advantage to such functionality may be the appeasement of
regulatory concerns regarding automated play.
[0364] In some embodiments (e.g., embodiments involving a draw
video poker game), the player commonly makes strategy decisions
when the gaming device is not set for automatic play. For example,
the player is typically responsible for deciding which cards of a
dealt 5-card hand to hold in an attempt to improve the hand with a
draw. Accordingly, in some embodiments, when a gaming device is
configured to play automatically on the player's behalf, the gaming
device may be operable to hold or discard certain cards of a dealt
hand in accordance with strategy protocol stored within a memory of
the gaming device and/or server. For example, perfect strategy"
rules may indicate, based on tested mathematical simulations, which
cards of a dealt 5-card draw poker hand should be held so as to
maximize the expected value of the hand.
[0365] It should be noted that in some embodiments of the present
invention, perfect strategy may alter depending upon the player's
credit balance. For example, if the player has a sufficiently
negative credit balance, and very little time remaining in a
session, the only strategy that may yield a positive credit balance
may be to draw exclusively toward a high-paying outcome, such as a
Royal Flush or 4-of-a-Kind (e.g., as only a substantial payout will
bring the player's balance above zero credits, whereby the player
would be able to collect some amount of currency at the end of the
session).
[0366] Thus, in some embodiments, when a request is received to
execute a number of game plays in association with automatic play,
the present invention may comprise executing hold/discard decisions
of a video poker game based on stored strategy rules. In some
embodiments, only one preset strategy may be available (e.g.,
maximize expected value). In other embodiments, a player may choose
from a number of strategy options for automated play (e.g., "Always
maximize expected value," "Always maximize my chances of getting a
winning hand" or "Always draw for the Royal Flush," etc.).
Accordingly, a gaming device may execute a number of game plays,
while a player watches the machine perform strategy decisions and
receives payouts for winning hands. Winning outcomes may be
accompanied by additional animations or sound effects to call the
player's attention to the device. Various input devices may then
enable the player to regain control, change the speed with which
outcomes are presented, and so on.
[0367] It should also be noted that such stored strategy protocol
may also be used to offer strategy hints to players, rather than be
used to automatically decide which cards to hold and discard for a
player when automatic play is activated. For example, various
strategy recommendations may be output to a player when automatic
play is not activated. Various methods of outputting such
recommendations are contemplated, including but not limited to
written recommendations (e.g., text is output via a display
screen); auditory recommendations (e.g., a voice recording is
output via audio speakers); highlighting, shading, outlining an
other graphical alterations (e.g., the recommended "hold" cards are
automatically outlined for the player); and so on.
[0368] In other embodiments, the player may specify a length of
time or number of game plays during which automatic play should be
utilized (e.g., the player sets the gaming device on "Auto-Play"
for 10 minutes, 60 hands, the remainder of a contract, etc.).
[0369] In a specific example, a player in the middle of a video
poker gaming contract may select a "Fast-Finish" option (e.g., by
actuating an appropriately labeled input device), such that the
remainder of the contract may be resolved in an expedited manner
(e.g., a number of remaining hands are automatically played in
rapid secession or simultaneously). In various embodiments, a
number of remaining game plays associated with a contract may be
determined in various manners. For example, if the duration of a
contract is measured by a specific number of game plays, a gaming
device may simply subtract the number of game plays that have
already been initiated from the total number of game plays
available to the player to determine the number of remaining game
plays. In another example, if the duration of a contract is
measured in time, an estimated number of remaining game plays may
be determined based on the time remaining from the point at which a
player selects a Fast-Finish option. In various embodiments, the
estimation may be based on (i) a predetermined, fixed number of
game plays per unit time (e.g., players requesting Fast-Finish are
automatically rewarded seven poker hands per minutes remaining),
(ii) an average number of game plays per unit time based on the
player's rate of play (e.g., if the player averaged five hands per
minute before requesting Fast-Finish, the player may be given five
hands for each minute remaining), (iii) the greater of the fixed
number and the player-specific average number, and so on.
[0370] Accordingly, a player who desires to conclude a gaming
contract before it is scheduled or otherwise likely to finish may
still receive at least an approximate number of game plays that the
player may be entitled to. However, it should be noted that, as
demonstrated by other embodiments described herein, a player who
desires to leave a gaming device before a gaming contract is
scheduled or otherwise likely to finish may possess a variety of
options for continuing, pausing or terminating the contract.
[0371] In various embodiments, a player may leave a gaming device,
and the gaming device may continue automatic play on the player's
behalf. For example, a player may actuate a "Walk-Away" feature
(e.g., by actuating an appropriately labeled input device) at any
time during a gaming session, such that the gaming device may then
be configured to continually execute game plays without further
player input until (i) an input is received indicating that
Walk-Away should be deactivated, (ii) the number of game plays or
amount of time associated with the gaming contract are used or
expire, (iii) a particular outcome is reached (e.g., a Royal
Flush), etc.
[0372] In various embodiments, activating a Walk-Away feature may
comprise (i) receiving a request from a player to activate a
Walk-Away feature, (ii) determining a code or password which may be
used to activate/deactivate a Walk-Away feature, (iii) activating
the Walk-Away feature (e.g., receiving the code and automatically
executing game plays thereafter), and (iv) outputting an indication
that a Walk-Away feature is active (e.g., a display screen outputs
a message such as, "This machine in use by Player 8160916"). As
stated, a Walk-Away feature may then be deactivated upon a variety
of conditions, including but not limited to (i) an input indicating
that Walk-Away should be deactivated is received (e.g., a code or
password is entered by a player or casino representative), (ii) the
number of game plays or amount of time associated with the gaming
contract are used or expire, (iii) a particular outcome is reached
(e.g., a Royal Flush), and so on. Thus, a player may not be present
while a gaming device executes a plurality of game plays in
association with an automatic play feature.
[0373] The player may then return to the gaming device at some
later point while the feature is activated, and deactivate the
feature using a code or password. Thus, the player may rest assured
that though the player may not be present at the machine, no other
player may approach the gaming device and execute a number of game
plays in association with the gaming contract (e.g., the code may
be provided only to the first player, chosen by the first player as
a private password, etc.).
[0374] In some embodiments, a gaming device may provide a code to a
player upon the player's request of a WalkAway or other automated
play feature. For example, in one embodiment, a random number may
be generated or otherwise determined by a gaming device and/or
server (e.g., between a range of random numbers, such as
00001-99999). The number may then be assigned to a particular
player (e.g., the number is stored as a database record associated
with the player), and output to the player (e.g., via a printer,
display screen, etc.). In another example, a gaming device may
store or otherwise communicate with a database storing a number of
non-numeric (e.g., "dinosaur") or partially-numeric passwords
(e.g., "purple47"), from which one may be randomly chosen, assigned
and output to a player.
[0375] In other embodiments, a player may enter a desired password.
In one such embodiment, a gaming device may specify (output to a
player) various limitations associated with possible passwords
players may choose. Various such examples are contemplated,
including but not limited to: (i) each password must contain at
least one numeric character, (ii) each password must be between
four and eight characters in length, (iii) the password is not
"Vegas," "lucky," "1234" or any other password deemed unacceptable
(e.g., due to its commonality), and so on. In one example, a gaming
device may store or otherwise communicate with a database
containing a list of various unacceptable passwords (e.g., as
specified by an operator).
[0376] In further embodiments, a player may activate a WalkAway or
other automated play feature and choose not to disengage the
feature (e.g., the player does not return) until after the gaming
session is complete.
[0377] In either case, a player returning to a gaming device after
a Walk-Away feature had been enabled may review any game plays that
had occurred during the player's absence. For example, a gaming
device and/or server of the present invention may be configured to
store game play data in association with a particular session or
contract (e.g., a database maintained within the memory of a gaming
device and/or server may store game play data in association with a
player identifier, session identifier, contract identifier, etc.).
Such game play data may comprise, for example, an indication of (i)
an outcome that was received (e.g., for a draw video poker game, a
dealt five-card hand, as well as cards that were subsequently drawn
to the dealt hand after a number of indicated cards were held),
(ii) a payout amount associated with the outcome (e.g., 0 coins, 5
coins, etc.), and (iii) a timestamp associated with the outcome
(e.g., the outcome occurred at 5:17:05 p.m.). Such data may be
accessed in a variety of manners. For example, a player may
indicate, using an input device of a gaming device, a desire to
review such data, and the data may then be output (e.g., in the
form of text and graphics) via a display device. In another
example, a session may end without a player returning after
activating a Walk-Away feature, and a casino representative may
"cash the player out" by, for example, (i) entering an override
code to gain access to the machine, and (ii) printing a cashless
gaming receipt. Indicia printed upon the cashless gaming receipt
may store (e.g., in a dense-pack barcode) various data regarding
the session, including but not limited to various game play data
described above, an indication of a credit balance or amount of
currency owed to the player, etc. Accordingly, the player may then
retrieve the cashless gaming receipt at a later time (e.g., by
visiting a particular location within the casino and providing
proper identification), and use the receipt to (i) receive funds
owed to the player (e.g., by presenting the receipt at a cashier or
inserting the receipt into a kiosk as is known in the art), and/or
(ii) review game play data (e.g., by inserting the receipt into a
gaming device, kiosk or other device operable to read the barcode,
determine game play data, and output the determined game play
data). In further embodiments, game play data may be sent
electronic to a player (e.g., to a player's e-mail address).
[0378] It should also be noted that such game play data may be made
available to any player of a gaming session or contract, regardless
of whether or not the player enabled any automatic play
feature.
[0379] In some embodiments, as described, a player needn't be
present at the start of a gaming session or contract utilizing
automatic play. For example, as described, a player may contract a
casino to execute an entire gaming session on the player's behalf.
For example, a player may purchase for a flat rate a gaming
contract entitling the player to any net winnings after 5,000 hands
of automatic video poker play. In one example, the player may
specify a particular gaming device on which the contract is to be
executed, and agree to a time when the contract should be completed
(e.g., the following day at 9 a.m.).
[0380] A casino representative may then execute the gaming contract
on the player's behalf by (i) approaching a gaming device (e.g., a
device requested by a player), (ii) entering a code (e.g., using an
input device such as a keypad and/or touch-sensitive display
screen) enabling the representative to access a game play mode that
may be unavailable to consumers, (iii) executing a number of game
plays (e.g., the game plays may be executed in rapid secession or
simultaneously), and (iv) executing the transmission or storage of
an indication of the session results and game play data (e.g., the
results are stored on a casino server, encrypted within a barcode
of a cashless gaming receipt, etc.). Thus, the player may return to
review the results of the contract and receive any winnings due to
the player (e.g., net winnings). It should be noted that such an
embodiment may be advantageous in that it may allow for a casino to
administer large gaming contracts during off-peak periods when
machine usage is low, and potentially provide lower contract
pricing for customers.
[0381] As described, options other than those utilizing automatic
play may be made available to players who wish to leave a gaming
device before a contract or session is concluded. For example, in
some embodiments, players may be allowed to cash out of a prepaid,
flat rate session at any time, keeping any positive balance of
credits, or owing nothing if a balance is negative. In other
embodiments, as described, players terminating sessions early may
be provided with a payout equivalent to the value of interval
remaining associated with the contract (e.g., an amount a player is
expected to win based on the time remaining in the contract).
[0382] As described above, in some embodiments wherein the interval
of a gaming session is denoted in time (as opposed to game plays),
players may be allowed to pause a gaming session such that an
interval remaining may not be decreased (e.g., a graphic depiction
of a clock stops). In some embodiments, players may request a pause
by actuating an input device, but may do so only a limited number
of times during a gaming session (e.g., five times per half hour).
Further, such pauses may be temporary (e.g., a pause lasts only one
minute). Similarly, a player might actuate an input device to
"unpause" a game. FIG. 34, described below, illustrates an example
screen that may be output to a player upon the player pausing a
game in the midst of executing a contract.
[0383] In some embodiments wherein the interval of a contract is
measured by time (e.g., a player buys 30 minutes of play), various
activities other than specifically requesting time stoppage (e.g.,
pressing a pause button) may have the effect of suspending,
temporarily or otherwise, the decrementing of an interval remaining
associated with a contract (e.g., such that the time remaining is
not decreased). For example, a player may access a "help" menu, or
press an icon of a touch-sensitive display screen labeled "see
pays" to view a pay table. Accordingly, in response to receiving
such an input a gaming device may be configured to suspend a time
remaining value. In some embodiments, such a suspension may be
temporary (e.g., each time a player accesses a help screen, the
game pauses for 15 seconds, after which the help screen is replaced
by a main game screen). FIG. 38, described below, illustrates an
example screen that may be output to a player who accesses a help
menu.
[0384] Further, in some embodiments, a player may be enabled to
request and receive extended pauses of a gaming session by
requesting a "Time Out Ticket" or other token that enables the
player to subsequently resume play. For example, upon receiving
such a request, a gaming device may be operable to output (e.g.,
using a thermal printer that may additionally print standard
cashless gaming receipts) a ticket that may enable a player to
resume a gaming session at a later time. This may be facilitated in
a variety of manners. For example, in one or more embodiments,
indicia of the ticket may be encrypted with session data (e.g., a
credit balance, an interval remaining, etc.), such that a gaming
device receiving the ticket may be operable to reconfigure various
settings such that the player may resume a gaming contract from
where the player left off (e.g., a clock on the screen is set to a
certain time, the player's balance is set to a certain amount,
etc.). The gaming device may then output a prompt requesting the
player to confirm the player's desire to resume a gaming session
with the indicated parameters. In another example, the indicia of
the ticket may not encrypt all session data, but rather a session
identifier or other identifier, such that a gaming device receiving
the ticket may read the indicia, determine the identifier, and
access session data associated with the identifier (e.g., data
stored within a database maintained on a server). FIG. 35,
described below, illustrates an example screen that may be output
to a player who elects to finish a session at a later time.
[0385] In an alternate embodiment, such data (e.g., session data, a
session identifier, etc.) may be stored within the memory of a
smart card provided to a player. Further still, players desiring
extended pauses may simply request an extended pause, and associate
a PIN code with the session. Session data may then be stored within
a gaming device and/or server, such that a player may enter a PIN
and resume the session at any time.
[0386] In some embodiments, players completing gaming sessions
(e.g., playing an entire 30-minute, pre-paid session of video
poker) may be presented with a variety of options. For example,
after a session expires, a gaming device may output a menu screen
offering a player the opportunity to (i) cash out any balance of
credits the player may be entitled to (e.g., any net winnings),
(ii) exchange the credits for an alternate payment offer (e.g., an
amount of merchandise, food, hotel or entertainment credit), (iii)
purchase a contract extension, (iv) purchase another contract, (v)
store preferences or other settings, (vi) request to be added to an
email list to receive promotional offers, etc. Several of these
options will now be described in further detail.
[0387] In some embodiments, a player may elect to exchange a number
of credits for a non-cash alternate payment offer. Alternate
payment offers may be constructed such that players perceive the
offers to be of a relatively high value in comparison to the
monetary amount due to the player. For example, the player might be
offered $20 in buffet credit instead of an $11.25 cashout value
(though the provision of the buffet to the player may cost the
casino less than $11.25). Various systems and methods for
administering such payment offers are described in Applicant's U.S.
Pat. No. 6,186,893, filed Dec. 18, 1996, entitled "SLOT MACHINE
ADVERTISING/SALES SYSTEM AND METHOD"; U.S. application Ser. No.
09/570,335, filed May 15, 2000, entitled "SYSTEM TO DETERMINE
CASINO OFFERS"; U.S. application Ser. No. 10/156,576, filed May 24,
2002, entitled METHOD AND APPARATUS FOR GAMING WITH ALTERNATE VALUE
PAYOUTS"; and U.S. Application No. 60/581,085, filed Jun. 18, 2004,
entitled "APPARATUS, SYSTEMS AND METHODS FOR FACILITATING ALTERNATE
GAMING DEVICE PAYMENTS"; the entirety of each are incorporated
herein by reference for all purposes.
[0388] In other embodiments, a player may elect an extension of an
expired contract. An extension may be similar to the gaming
contract the player has completed, though the following elements
may be dissimilar: (i) the extension may be of shorter duration
(e.g., a 10-minute extension may be available after a 30-minute
contract concludes), (ii) the extension may have a different price
(e.g., if the duration is shorter, the price may be lower), and/or
(iii) the player may be allowed to begin the extension period with
the credit balance (positive or negative) carried over from the
previous contract. Thus, the duration and starting balance of the
extension may influence its price. For example, if a player's
balance at the end of a contract is considerably negative (e.g.,
-200 credits), the extension duration is short (e.g., five
minutes), and the extension stipulates that the player must begin
with the ending balance of the previous contract, the extension may
be provided at a relatively low price (or even for free). In
another example, if the player's balance at the end of a contract
is considerably negative (e.g., -200 credits), and the extension
duration is short (e.g., five minutes), the player may be sold an
extension with a starting balance of zero (e.g., "resetting" the
player's balance), but for a higher price. In a further example, a
player with a positive balance may be given the option of (i)
keeping the winnings, and purchasing an extension for a first
price, or (ii) forfeiting the winnings, and purchasing an extension
for a reduced price. The contract cost and prices of such
extensions may then be calculated in a manner similar to that
described previously.
[0389] A player may also request that various settings or
preferences may be stored (e.g., as a record of a database
maintained within the memory of a gaming device and/or server). Any
type of customizable parameter of a gaming device may be stored as
a preference, including but not limited to colors, card or symbol
themes, preferred payout structures, the speed with which reels
spin or cards are drawn, preferred automatic play settings, music
or sound options, language, and so on. Methods for customizing
gaming devices are described in Applicant's U.S. Pat. No.
6,068,552, filed Mar. 31, 1998, entitled "A GAMING DEVICE AND
METHOD OF OPERATION THEREOF"; U.S. Pat. No. 6,110,041, filed Dec.
30, 1996, entitled "METHOD AND SYSTEM FOR ADAPTING GAMING DEVICES
TO PLAYING PREFERENCES"; and U.S. application Ser. No. 10/361,201,
filed Feb. 7, 2003, entitled "A GAMING DEVICE AND METHOD OF
OEPRATION THEREOF"; the entirety of each are incorporated herein by
reference for all purposes.
[0390] In some embodiments, a video poker game may offer a bonus
feature to players who purchase flat rate sessions. A variety of
such bonus games and bonus features are contemplated.
[0391] In one example of a video poker game with a bonus feature, a
bonus feature may persist or run in parallel to a primary poker
game. For example, in addition to a common five-card draw game,
such as "Jacks or Better" or "Double Double Bonus Poker," one or
more display screens continuously depict a bonus feature.
[0392] In various such examples, the bonus feature may be
collection-based. For example, the goal of the game may be to
collect certain indicia or groups of indicia (e.g., in a video
poker game, to collect certain cards or groups of cards). Several
embodiments are contemplated in this regard. For example, the goal
of the game may be to collect as many "hearts" as possible during a
course of a session, and a bonus payout at the end of the session
may be based on the number of hearts collected (e.g., a player
collecting a number of hearts within a first range may receive a
first payout amount, a player collecting a number of hearts within
a second range may receive a second payout amount, and so on). Any
type, group or designation of cards may be collected in this regard
(e.g., players collect "hearts," "face cards," "Aces,"
"odd-numbered-cards," "Queen of Diamonds and so on). In some
embodiments, players may be required to collect a target number of
cards to receive a bonus payout, and this may occur several times
during the course of a session (e.g., each time a player collects
50 spades, the player is awarded a payout, and a collection total
is reset to 0). In other embodiments, players must collect various
combinations of cards in order to receive a payout (e.g., players
must assemble a royal flush in spades, collect all four Ace cards,
collect every diamond card, etc.).
[0393] Various methods of "collecting" cards are contemplated. In
one or more embodiments, each card dealt to a player may be
considered "collectable" (e.g., if the goal of a collection-based
bonus feature is to collect hearts, each heart card dealt to a
player may be duplicated and displayed as a collected card or
otherwise added to a collection total). In other embodiments, only
drawn or held cards may be considered collectable (e.g., in order
to have a dealt 8c "collected," the player must decide to hold the
card). In further embodiments, only cards dealt or drawn to a
certain position or in a certain order may be considered
collectible (e.g., in order to be collected, a particular card must
be dealt or drawn to the fourth of five card positions). In still
further embodiments, only discarded cards may be considered
collectible (e.g., to collect an Ace, a player must discard it). In
still further embodiments, only cards that are part of a winning
hand may be considered collectible.
[0394] Various methods of displaying collected cards or collection
totals are also contemplated. In some embodiments, a "collected
card area" or "collection area" of a display screen may display
graphic images or text indicating one or more collected cards
(e.g., as demonstrated by FIG. 25). In other embodiments, an area
of a display screen or an LED meter may depict a "collection total"
associated with one or more cards (e.g., a meter or counter
adjacent to text reading "Collected Hearts Total" reads "27").
[0395] In some embodiments, collected cards may last a limited
duration during a session before they "expire" or are otherwise
removed from a collection area and/or decremented from a collection
total. Methods of tracking collected game symbols (such as playing
cards) and associating expiration conditions therewith are
described in commonly-owned U.S. patent application Ser. No.
10/772,837, filed Feb. 10, 2004, entitled "ELECTRONIC AMUSEMENT
DEVICE AND METHOD FOR ENHANCED SLOT MACHINE PLAY"; and
commonly-owned U.S. Pat. No. 6,203,430, filed Oct. 1, 1998,
entitled "ELECTRONIC AMUSEMENT DEVICE AND METHOD FOR ENHANCED SLOT
MACHINE PLAY"; the entirety of each are incorporated herein by
reference for all purposes.
[0396] For example, the goal of a collection-themed feature may be
for a player to collect a number of Aces by discarding them during
the course of a primary poker game as described. For example,
during a 30-minute session, the goal of a collection-themed bonus
feature may be for a player to discard 12 Aces in six consecutive
hands (e.g., such that each discarded Ace is sent to a collection
area, where it remains for only six hands after it has been
discarded, at which time it "expires" and is removed from the
collection area). An exemplary display screen outputting a
screenshot from such a game is depicted by FIG. 25.
[0397] In such a game, a player may be awarded a relatively
substantial payout for achieving a goal of collecting a certain
number of cards, for several reasons. First, because collected
cards expire after a particular duration (e.g., this duration may
be fixed or variable, as described in Applicant's previously
referenced material), it may become challenging for players to
amass enough cards to earn a payout, as collected cards will
frequently be expiring. Secondly, a gaming device may fund a
lucrative bonus payout and still maintain a desired house edge and
primary game payout structure, because players must choose whether
to hold Aces to play for payouts in the primary game (e.g., if a
player is dealt three Aces, the player holds the Aces to earn a
payout for an outcome of 3-of-a-Kind, 4-of-a-Kind or Full House),
or discard Aces to play for larger payouts via the collection bonus
feature (e.g., if a player is dealt three Aces, the player may also
discard the three Aces in an attempt to collect a target amount).
In other words, the existence of the bonus feature may serve to
substitute for payouts from the primary game, as players may
discard cards that otherwise may have been held to produce winning
outcomes.
[0398] Additionally, as depicted by FIG. 25, payouts may be awarded
in "tiers" for achieving various goals. For example, a player may
be awarded a jackpot of 10,000 coins for collecting 12 discarded
Aces in six hands, or smaller payouts of 200 coins for collecting
11, 25 coins for collecting 10, and so on.
[0399] In one or more embodiments, a gaming device may be
configured to analyze and/or store player decisions with respect to
holding and discarding cards. For example, if on one or more
instances a player is dealt a single ace along with a number of
other suited cards (e.g., the player is dealt Ah-7h-Jh-5c-10d),
such that the player has "three cards to a flush," and the player
chooses to hold the suited cards (rather than discard the ace), a
gaming device may be configured to store an indication of the
player's choice given the particular hand (or type of hand). A
historic decisions database in communication with the gaming device
may be used to store such historic hold/discard decisions in
association with a player. For example, a database may indicate
possible combinations of cards that a player may initially be dealt
(e.g., Ah-7h-Jh-5c-10d is one combination). The database may also
indicate possible "hold choices" along with each initial hand dealt
to a player (e.g., in association with Ah-7h-Jh-5c-10d, the player
may choose to hold Ah-7h-Jh, etc.). Further, such a database may
indicate a number of instances which a player elected to pursue a
particular strategy (e.g., when dealt Ah-7h-Jh-5c-2d, the player
held Ah-7h-Jh 12 times and Ah three times, as indicated by an
"actual held cards" field of such a database). An exemplary data
structure of such a database follows. TABLE-US-00006 PLAYER
P-102737 HELD HELD CARDS CARDS ACTUAL INITIAL/DEALT CHOICE CHOICE
HELD CARDS HELD HAND 1 2 CHOICE N CARDS Ah-7h-Jh-5c-10d Ah-7h-Jh Ah
(no cards held) 1 Ah-7h-Jh-5c-2d Ah-7h-Jh Ah (no cards held) 1
(.times.12), 2 (.times.3) Ah-7h-Jh-5c-3d Ah-7h-Jh Ah (no cards
held) -- Ah-7h-Jh-5c-4d Ah-7h-Jh Ah (no cards held) --
[0400] It should of course be understood that rather than various
"initial/dealt hands" may be considered substantially similar in
their nature, such that it may be assumed that if a player made a
strategic hold/discard decision in association with a first hand
(e.g., Ah-7h-Jh-5c-4d), the same decision may apply to a second
hand (e.g., Ah-7h-Jh-5c-3d). In some embodiments, a database may
store indications of such "like hands."
[0401] In this manner, historic play decisions may be stored in
association with a particular player. In some embodiments,
automated play may then be based on such historic play decisions.
For example, if a player executes a "cruise control" feature as
described, a gaming device may be configured to (i) deal an initial
hand, (ii) determine whether or not historic play decision data
exists in association with the hand (or one or more similar hands),
and if so (iii) execute hold/discard decisions automatically based
on the data. In some embodiments, if no data exists in association
with the hand (or one or more similar hands), the gaming device may
execute hold/discard decisions automatically based on stored
default "perfect strategy" rules.
[0402] In further embodiments, a variety of other parameters may be
measured and/or stored when a play decision is stored, including
but not limited to (i) a number of collected cards, (ii) an
expiration value associated with one or more collected cards, (iii)
a current credit balance, (iv) an interval remaining in association
with a session, and so on. For example, when a player is dealt an
initial hand of Ah-As-Ad-5c-4d, and the player has collected eight
out of 12 aces necessary to receive a substantial bonus payout the
player may discard the three dealt aces. However, if the player is
dealt an initial hand of Ah-As-Ad-5c-4d (or a comparable hand) and
the player has only seven aces collected, the player may decide to
hold the aces. Additionally, a player may be more or less likely to
discard such aces depending on an expiration value associated with
one or more cards already collected by the player (e.g., if three
of the player's aces expire on the next hand, and the player isn't
"close" to getting a bonus payout, the player may choose not to
discard the cards). In another example, if the player has a
sufficiently negative credit balance, and little time remaining in
a session, the player may be more likely to make an aggressive play
for a larger payout amount (e.g., discarding three aces). Thus, in
some embodiments, historic play decision data may consider the
hold/discard decisions a player has made with respect to certain
game conditions, including (i) an initial hand dealt to a player,
(ii) a number of collected cards, (iii) an expiration value
associated with one or more collected cards, (iv) a current credit
balance, (v) an interval remaining in association with a session,
and so on.
[0403] Additionally, a gaming device of the present invention may
be configured to detect a player's tendency to play toward payouts
from the primary game (e.g., the player almost always holds Aces)
or payouts from the bonus feature (e.g., the player frequently
discards Aces, even when dealt three or more). In one embodiment,
in response to detecting that a player seems to be disregarding the
bonus feature, a gaming device may be configured to output a
message to the player promoting the bonus feature. Along with the
promotional message, an additional benefit may be offered to entice
the player to interact with the bonus feature by discarding cards
(e.g., "Discard this Ace and get credit for two aces instead of
one," "Discard these Aces and they'll last for eight hands instead
of six," etc.).
[0404] A gaming device may measure whether or not a player is
utilizing such a bonus feature in a variety of manners. In one
example, a gaming device and/or server may monitor a "discard
percentage" in association with a player, which may be determined
by the following function: DISCARD .times. .times. PERCENTAGE =
TOTAL .times. .times. ACES .times. .times. DISCARDED / TOTAL
.times. .times. ACES .times. .times. DEALT ##EQU7##
[0405] In some embodiments, it may then be determined to output a
message based on the discard percentage (e.g. if the discard
percentage is less than 40%, output a message). In some
embodiments, the determination of whether or not to output a
message may also be based on the number of total Aces dealt. For
example, if the player has been dealt more than 20 Aces, and this
discard percentage is less than 50%, then a message may be output
to a player.
[0406] As described, a discard percentage may be associated with a
player. Players may be identified in a variety of manners. In one
example, it may be assumed that a single player is associated with
each flat-rate play session (e.g., a discard percentage is
associated with each session, and thereby with an individual
player). In non-session embodiments, a player might be identified
by player tracking means as known in the art, or, for example, by
detecting a sustained break between consistent game plays (e.g.,
such that it can be assumed a new player has engaged with a gaming
device if the device had been idle for a period of time).
Example Screens of Gaming Device
[0407] Reference will not be made to FIGS. 27 through 42, each of
which is an example screen that includes information that may be
output in accordance with some embodiments of the present
invention. It should be noted that any and all of the screens, and
any and all information depicted thereon, may be output via a
device other than a gaming device. For example, in one embodiment a
kiosk may output the screens of FIGS. 27 through 31 while a gaming
device may output the screens of FIGS. 32 through 42. It should
further be noted that although the screens of FIGS. 27 through 42
are depicted as touch screens, wherein a player may make selections
by touching an appropriate area of the touch screen, in other
embodiments information may be output via in another manner. For
example, audio may be used to output available selections to the
player and the player may indicate a selection by speaking into a
microphone. In another example, one or more buttons of a keypad or
keyboard may be associated with selections available on a screen
and the player may make selections by actuating the appropriate
button(s).
[0408] Referring now to FIG. 27, illustrated therein is an example
screen 2700 depicting exemplary information that may be output to a
player contemplating playing a game on a gaming device. As can be
seen, the screen 2700 illustrates, in area 2705, a plurality of
games that are available for play in a flat rate play mode (e.g.,
by purchasing a contract in accordance with embodiments described
herein). It should be understood that any number of games may be
made available. It should further be understood that any and all of
the games made available to a player for flat-rate play may be
downloadable games, in the sense that the games may be downloaded
from a server device. Area 2710 of the screen informs the player
that any of the depicted games are available in a flat-rate play
context. Area 2715 of the screen invites the player to select one
of the available games (e.g., by touching the appropriate game name
in area 2705). Assuming a player selects the "Jacks or Better
Game", the player may be presented with the example information of
the example screen of FIG. 28.
[0409] As can be seen, the screen 2800 of FIG. 28 provides to a
player a choice of denominations for wagering on the selected game.
The screen 2800 also informs the player, in area 2805, of the game
the player selected in the previous screen 2700. The particular
example denominations from which the player may choose in the
illustrated example are (i) five cent play (by touching area 2810);
and (ii) twenty-five cent play (by touching area 2815). Area 2820
invites the player to select an available denomination. In some
embodiments, a player may be able to provide a customized
denomination. It should be understood that any number of
denominations may be made available to a player. Assuming a player
selects twenty-five cent play, the player may be presented with the
example information on the example screen of FIG. 29.
[0410] The screen of FIG. 29 outputs a choice of modes of play to a
player via a screen 2900. As described herein, in one or more
embodiments a gaming device may be operable to operate in both a
conventional pricing mode, in which a player provides a wager per
game play, and a flat rate price mode. The player may elect to
participate in (i) "regular twenty-five cent play", in which the
player provides a distinct wager for each game play in a
conventional manner and does not play in accordance with a contract
as described herein; or (ii) flat rate play, in which mode the
player is provided with a guaranteed amount of time, a guaranteed
number of game plays, or a guaranteed number of qualifying game
plays (e.g., 50 winning game plays) for a contract price the player
typically pays prior to initiating the session under the contract.
In accordance with the example of screen 2900, a player may
indicate a desire to participate in flat rate play, and in
particular in one of the flat rate price packages indicated on the
screen (i.e., guaranteed play for a half-hour or one-hour) by
actuating area 2910 of the screen or a desire to participate in
regular $0.25 play by actuating area 2915 of the screen. Area 2920
invites the player to select a mode of play. As described, in some
embodiments, a "pricing module" may be installed in an existing
gaming device (e.g., a video-reel slot machine, a video poker
machine, etc.), such that when the module is installed, players of
the device may elect (i) to play a game offered by the gaming
device without purchasing a flat rate session or contract, or (ii)
to play a game offered by the gaming device by means of purchasing
a flat rate session or contract. Accordingly, in some embodiments,
a gaming device equipped with such a module may feature a screen
similar to screen 2900.
[0411] It should be noted that the screens of FIGS. 27 through 42
may be output in an order other than the order in which they are
described in the present application. For example, a player may be
presented with a choice of "flat rate play" versus "regular play"
prior to selecting a game and/or prior to selecting a denomination
for wagers. If, based on the information depicted in FIG. 29, a
player elects to participate in "flat rate play", the player may be
presented with the example information of the example screen of
FIG. 30.
[0412] In the screen 3000 of FIG. 30, a player may be presented
with a plurality of contracts or flat rate play packages. Each
package may be associated with a respective price and respective
terms or parameters of play. Area 3005 of the screen informs the
player of the game that the player previously selected
(Jacks-or-Better) and to which the presented fiat rate price
package applies. Area 3010 outputs to the player the payout
schedule associated with each of the respective flat rate play
packages. In particular, (i) sub-area 3010A informs the player of
the respective winning sets of indicia that may be obtained in
playing the selected game; (ii) sub-area 3010B informs the player
of the respective amount of credits that will be paid for obtaining
a corresponding set of indicia; (iii) sub-area 3010C informs the
player of a respective amount of bonus time, if any, that will be
awarded to the player for obtaining a corresponding set of indicia;
and (iv) sub-area 3010D informs the player of an amount of
additional game plays, if any, that will be awarded to the player
for obtaining a corresponding set of indicia. It should be noted
that, in the example embodiment depicted in screen 3000, the payout
schedule indicates that a player may be awarded either an amount of
bonus time (e.g., the player's flat rate play session may be
extended by the indicated amount of bonus time the player wins as a
result of obtaining a corresponding set of indicia) or an amount of
bonus game plays (bonus hands in the case of video poker) for
obtaining certain sets of indicia. However, in other embodiments, a
player may be awarded both a bonus number of bonus hands and a
bonus period of time by which a flat rate play session may be
extended.
[0413] The screen 3000 depicts a plurality of flat rate play
sessions or contracts that a player my purchase for the
"Jacks-or-Better" game. For example, one of the contracts, depicted
in area 3015A, defines a price of $40.00, for which price the
player will receive one-half hour of play of the game
"Jacks-or-Better" utilizing the pay table illustrated in area 3010,
in which time each game play would be for a five-coin, twenty-five
cent wager. In accordance with this flat rate play session, the
player would also be provided with thirty comp points upon
purchasing or completing the contract (the event based on which the
comp points are awarded may vary, based on the preferences of the
casino, manufacturer of the gaming device, and/or designer of the
game, contract or flat rate play mode).
[0414] In another example, the contract depicted in area 3015B also
defines a price of $40.00, but under the terms of this contract the
player would receive 350 game plays or hands of the Jack-or-Better
game using the pay table depicted in area 3010, at a five-coin,
twenty-five cent wager per hand (i.e., a total wager of $1.25 per
game play). The player would also be provided with thirty comp
points upon purchasing or completing this contract.
[0415] In yet another example, the contract depicted in area 3015C
defines a price of $70.00, in exchange for which the player would
receive one hour of play of the game "Jacks-or-Better", using the
pay table illustrated in area 3010, at a five-coin, twenty-five
cent wager per hand (i.e., a total wager of $1.25 per game play).
Under the terms of this contract, the player would receive 60 comp
points upon purchasing or completing the contract.
[0416] In still another example, a fourth available contract
depicted in area 3015D defines a price of $70.00 for 700 hands of
the "Jacks-or-Better" game using the pay table illustrated in area
3010, at a five-coin, twenty-five cent wager per hand. Under the
terms of this contract, the player would be provided with 60 comp
points upon purchasing or completing this contract.
[0417] Although the same pay table is illustrated as corresponding
to each of the presented available contracts, in some embodiments
some of the available contracts may correspond to different pay
tables.
[0418] It should be noted that the pay table depicted in area 3010
is an example pay table that defines, for a plurality of possible
outcomes, not only an amount of credits to be provided upon an
obtainment of an outcome, but also a bonus that corresponds to the
outcome. The bonus may be either a period of time or a number of
game plays or hands. A bonus period of time is a period of time
beyond a period of time or number of game plays defined by the
contract, during which period the player may play the game without
providing payment or wagers therefore. Similarly, a bonus game play
is a game play a player may play, beyond a period of time or number
of game plays defined by a contract, for which the player need not
provide a payment or wager.
[0419] It should be noted that, if a player obtains a bonus period
of time or bonus number of game plays as a result of an outcome,
the player may utilize or redeem that bonus (i) immediately upon
obtaining it (e.g., the clock for the contract may be paused while
the player utilizes or redeems bonus); (ii) immediately upon an
ending or completion of the contract during the execution of which
the bonus was obtained; (iii) at another specified time (e.g., an
hour after the player completes play under the terms of the
contract); and/or (iv) another time. The time at which a bonus may
be utilized or redeemed may be based on one or more rules specified
by a casino, player, game designer and/or gaming machine
manufacturer. In one embodiment, a player may be required to
satisfy one or more conditions in order to redeem or utilize the
bonus (e.g., play at a predetermined rate).
[0420] It should be noted that in one embodiment both a bonus
period of time and a bonus number of game plays or hands may
correspond to an outcome.
[0421] It should further be noted that, in some embodiments, a
bonus period of time and/or a bonus number of game plays may
correspond to an outcome to which no amount of credits
corresponds.
[0422] It should still further be noted that, in one embodiment,
whether a player is provided with a bonus period of time or a bonus
number of game plays may depend on whether the player is currently
playing under a contract that defines a period of time as a
duration of the contract or a number of game plays. For example, if
a player purchases the contract indicated in area 3015A, that
defines one-half hour of play for $40.00, and the player obtains a
"straight", the player may be provided with a bonus of ten seconds
of time under the pay table depicted in area 3010. If, on the other
hand, the player purchases the contract indicated in area 3015B,
that defines 350 game plays or hands for $40.00, and the player
obtains the "straight", the player may instead be provided with two
bonus game plays or hands. Of course, in other embodiments, a
player playing under a contract that defines a period of time as a
duration of the contract may be provided with a bonus of bonus
hands and vice versa.
[0423] In one embodiment, different contracts may include different
additional benefits, products and/or services to be provided to a
player upon purchase and/or successful completion of a contract.
For example, in one embodiment a first contract includes a discount
for a show at the casino, a second contract includes a free dinner
at a casino restaurant, and a third contract includes a defined
number of free spins at a specified gaming device or on a specified
game (e.g., a new game currently being promoted). Thus, the
additional benefit, product or service included in the contracts
may be a factor in the decision making process for a player
contemplating which contract to purchase. For example, a casino may
steer players towards purchasing a particular contract by including
in it a benefit, product or service of a high perceived value
(e.g., a free ticket to a very popular and typically sold out show,
a guaranteed reservation at a sought-after but difficult to get
into casino restaurant or hotel, etc).
[0424] Area 3020 of screen 3000 invites a player to select one of
the available contracts (e.g., by touching one of the areas 3015A,
3015B, 3015C or 3015D).
[0425] Referring now to FIG. 31, an example screen 3100 is depicted
that illustrates example information that may be output to a player
who elects to purchase the contract in area 3015A of FIG. 30, which
defines a half-hour of play of the game Jacks-or-Better for $40.00.
Screen 3100 confirms/reminds the player, in area 3105, that the
flat rate play session the player is about to purchase is for a
Jacks-or-Better game. Area 3110 confirms/reminds the player that
the player is about to enter into a flat rate mode of the gaming
device. In area 3115 of the screen, the player is prompted to
insert the appropriate payment for the selected contract (in this
example, $40.00). The screen also enables the player, via area
3120, to change his mind and go back to select another
contract.
[0426] Referring now to FIG. 32, depicted therein is an example
screen 3200 illustrating example information that may be output to
a player who inserts the $40.00 in response to the prompt in area
3115 of FIG. 31.
[0427] It should be noted that, in accordance with one embodiment
and as illustrated in area 3230, the credit meter balance is set at
the beginning of the play session to an amount different from the
amount of credits corresponding to the payment for the contract. As
described, in some embodiments a credit meter balance may be set to
zero at the beginning of a flat rate play session despite the
player having provided payment for the flat rate play session. As
also described, in some embodiments, the credit meter balance may
be allowed to track and reflect amounts below zero, as the player's
effective wagers for each game play are subtracted from a current
credit meter balance.
[0428] In some circumstances, a player may already have credits in
a credit meter balance when initiating a flat rate play session.
For example, a player may engage a gaming device in conventional
play and, when the player happens to still have eight (8) credits
remaining in the credit meter balance, the player may decide to
engage in flat rate play. The player may, for example, purchase a
flat rate play session for $40.00. In such circumstances, the eight
(8) credits remaining in the credit meter balance needs to be dealt
with appropriately. For example, upon the player indicating a
desire to initiate a flat rate play session, the eight (8) credits
may be dispensed to the player and the credit meter balance may be
set to zero. The credits may be dispensed, for example, as coins or
casino tokens via a coin tray of the gaming device, as a cashless
gaming receipt, by being transferred to a player account on a
casino server and/or by being stored in a temporary memory or
another meter of the gaming device until the end of the flat rate
play session being initiated.
[0429] It should further be noted that a clock is depicted in area
3240A of the upper right-hand corner of the screen, informing the
player of the amount of time left under the purchased contract. If
the player had purchased a contract that defines a number of game
plays as a duration, the player may instead be informed of the
number of game plays left under the contract, in a similar manner.
The screen also depicts, under the clock, an indication of the
amount of bonus time the player has accumulated thus far (area
3240B). Below the indication of the amount of bonus time
accumulated under the contract is a plurality of touch-screen
buttons 3240D through 3240H, each button corresponding to a
function and menu that that player may access while executing the
contract. Each of these is explained below, with reference to FIGS.
34 through 38.
[0430] Area 3205 outputs the pay table applicable to the flat rate
play session. Area 3210 illustrates the current indicia for a game
play and, in the case of video poker in which the indicia comprises
cards, an indication of which cards are to be held and which are to
be discarded (e.g., based on a player decision). Area 3215 informs
the player of the game being played and area 3220 once again
reminds the player that the player is operating the gaming device
in a flat rate play mode. Area 3225 indicates the effective wager
amount per game play (even though the player is not actually
providing payment during the flat rate play session, beyond the
payment the player initially provided for the flat rate play
session). Area 3235 allows the player to request a dealing of
cards.
[0431] Referring now to FIG. 33, illustrated therein is an example
screen 3300 (similar to screen 3200 of FIG. 32) that may be output
to a player who purchases a contract that defines a duration in
terms of a number of game plays rather than a period of time. Most
of the elements of screen 3300 correspond to those of screen 3200
(e.g., area 3325 illustrates a credit meter balance, as did area
3230 of screen 3200). However, the screen 3300 depicts, in area
3340A, a number of game plays or hands remaining (rather than an
amount of time remaining, as was depicted in area 3240A of screen
3200) as well as, in area 3340B, a number of bonus game plays or
hands being accumulated and tracked, rather than a bonus period of
time (as was done in area 3240B of screen 3200).
[0432] Referring now to FIG. 34, illustrated therein is an example
screen 3400 that may be output to a player who actuates the "pause"
touch screen button of either area 3240D of screen 3200 (FIG. 32)
or area 3340D of screen 3300 (FIG. 33). As can be seen, the screen
indicates to a player, via area 3415, and area 3420, that the game
has been paused. The screen 3300 also allows the player to return
to the game, by actuating area 3425. As described herein, in some
embodiments it may be desirable to allow a player to pause a game
in order to, for example, talk with a friend, eat a snack, etc. In
one embodiment, a game being played under a contract may only be
paused up to a maximum amount of time. At the end of the maximum
amount of time, the play session may be automatically resumed.
[0433] Area 3405 reminds the player of the game that is being
played and paused. Area 3410 reminds the player that the player is
operating the gaming device in a flat rate play mode.
[0434] Referring now to FIG. 35, illustrated therein is an example
screen 3500 that may be output to a player who actuates the "finish
later" touch-screen button in either area 3240E of screen 3200
(FIG. 32) or area 3340E of screen 3300 (FIG. 33). Area 3520 informs
the player that this screen allows the player to finish the flat
rate play session at a later time and sub-area 3520A allows the
player to obtain further information regarding such an option. For
example, a player may desire to discontinue a play session in order
to use a restroom or have dinner. As illustrated by the example
information output in areas 3520 and 3525 of the screen, in
accordance with one embodiment a cashless gaming ticket or other
indicia may be output to a player, the cashless gaming ticket or
other indicia being recognizable by a gaming device such that the
player may input the cashless gaming ticket or other indicia into a
gaming device at a later time in order to continue the play
session. As also illustrated by the example information output in
sub-area 3520B of the screen, in one embodiment a time limit may be
imposed upon the time during which the player may continue the play
session. For example, the cashless gaming ticket or other indicia
may expire if not used to continue the play session within thirty
days from the time at which the player discontinues the play
session. In one embodiment, such an expired cashless ticket may be
redeemable for a product or service even if it is not usable to
continue the session. For example, a player may exchange such an
expired ticket for dinner (or a discount off dinner) at a casino
restaurant or a discount off a purchase of another contract.
[0435] Area 3505 reminds the player of the game being played. Area
3510 reminds the player that the gaming device is being operated in
a flat rate play mode. Area 3515 indicates to the player that the
clock for the game is currently stopped. By actuating area 3525, a
player may cause a cashout ticket usable for re-initiating the flat
rate play session. It should be noted that, in some embodiments,
other means of allowing a player to discontinue and later re-start
flat rate play session may be used. For example, in one embodiment
(in addition to or in lieu of printing a ticket receipt or other
document with the information), the current information regarding
the player's progress in the flat rate play session (e.g., current
credit meter balance at the time the session is stopped, remaining
duration of the flat rate play session, bonus time and/or bonus
game plays earned, etc.) may be stored (e.g., in association with a
player identifier) on a server operable to communicate with one or
more gaming devices, within a database maintained by a particular
gaming device, and so on.
[0436] Referring now to FIG. 36, illustrated therein is an example
screen 3600 that may be output to a player who actuates the "change
bet" touch-screen button in either area 3240F of screen 3200 (FIG.
32) or area 3340F of screen 3300 (FIG. 33). Area 3605 informs the
player that this screen allows the player to change his bet under
the terms of the flat rate play session and sub-area 3605A allows
the player to obtain further information regarding such an option.
As illustrated, in accordance with one or more embodiments a player
may be allowed to change a wager per game play under the terms of a
contract, while in the midst of executing the contract. In one
embodiment, the player may indicate any desired amount that the
player desires the wager be changed to and the gaming device or
controller may calculate (i) whether such a change is acceptable;
and (ii) any adjustments to any other parameters of the contract
that may be necessary and/or desirable to offset the change in the
wager amount. For example, a change in a wager may only be allowed
if the profit on the contract may be maintained within a desired
range without decreasing the time remaining under the contract by
more than 50%.
[0437] In another embodiment, as illustrated in the screen 3600 of
FIG. 36, a player may be provided with a limited number of
specified options as to what amount a current wager may be changed
to, and the corresponding changes in any other parameters that
would accompany such a change. In one embodiment, a database of
such options may be stored and accessed in response to a request to
change the wager amount. In one embodiment, the changes to any
other parameters that would accompany the change in the wager
amount may be precalculated and stored for retrieval, rather than
calculated in response to a request to change the wager amount. In
other embodiments, any changes to any other parameters as a result
of the change in the wager amount may be calculated in response to
the request to change the wager amount (e.g., based on the current
credit meter balance, original price paid for the contract and time
or game plays remaining). For example, the gaming device or
controller in communication with the gaming device may store a
subroutine and/or algorithm for such a calculation. It should be
noted that such a calculation may be performed in an iterative
fashion until an acceptable combination of changed parameter values
is determined.
[0438] As illustrated by the information of the screen of FIG. 36,
in one embodiment a change in wager amount may result in a change
in the number of credits in the credit meter balance and a change
in the time remaining under the contract. Of course, if the
contract being executed were one that defined a duration in terms
of a number of game plays remaining, a change in the wager amount
may be accompanied by a change in the number of game plays
remaining.
[0439] For example, area 3610B informs the player that the current
bet is $0.25, five coin play and that there are thirteen (13)
credits (equivalent to $3.25) available on the credit meter balance
and the remaining duration of the flat rate play session is fifteen
(15) minutes. If the player desires to maintain these parameters,
the player may actuate the "return to game" button of area 3620.
Alternatively, the player may change his current bet, and thus the
parameters of the flat rate play session, in accordance with the
information in either area 3610A or area 3610C.
[0440] Area 3610A informs the player that the player has the option
of changing the bet to $0.05 five-coin play, which would result in
sixty-five (65) credits being available in the credit meter balance
(equivalent to $3.25) and that remaining duration of the flat rate
play session would be extended to thirty-five (35) minutes (rather
than the fifteen at which it currently is). If the player desires
to change the bet to $0.05, five-coin play, the player may actuate
the button depicted in area 3615. The player may select this
option, for example, if the player desires to extend the length of
the flat rate play session.
[0441] Area 3610C informs the player that the player has the option
of changing the bet to $1.00 five-coin play, which would result in
four (4) credits being available in the credit meter balance
(equivalent to $4.00) and that remaining duration of the flat rate
play session would be decreased to two (2) minutes (rather than the
fifteen at which it currently is). If the player desires to change
the bet to $1.00, five-coin play, the player may actuate the button
depicted in area 3625. The player may select this option, for
example, if the player desires to finish the flat rate play session
sooner.
[0442] It should be noted that, in some embodiments, a pay table
may be adjusted or another pay table may be selected based on
changes to a bet amount. For example, if the player selects area
3625 and thus increases his bet from $0.25, five-coin play to
$1.00, five-coin play, the player may be eligible for higher
payouts.
[0443] Referring now to FIG. 37, illustrated therein is an example
screen 3700 that may be output to a player who selects the "change
game" touch-screen button of either area 3240G of screen 3200 (FIG.
32) or area 3340G of screen 3300 (FIG. 33). In accordance with one
embodiment, a player may be allowed to change the game being played
under a contract while in the midst of executing the contract. As
with the "change bet" feature described with respect to FIG. 36, it
should be understood that a change in the game being played may
result in adjustments to one or more other parameters of a contract
(e.g., time or game plays remaining, credit meter balance,
additional requirement payment, etc). It should further be noted
that such adjustments to the other parameters as a result of the
change in game may be calculated in response to the request to
change game (e.g., the gaming device or controller in communication
with the gaming device may store a sub-routine and/or algorithm for
such a calculation). In other embodiments, such calculations may be
performed beforehand and store in memory for retrieval in response
to a request to change the game.
[0444] In the example illustrated in screen 3700, a player is
presented with information regarding his current game in area 3705.
Sub-area 3705A indicates to the player the game currently being
played as Jacks-or-Better. Sub-area 3705B indicates to the player
that the current credit meter balance has a $5.25 equivalent of
credits. Sub-area 3705C indicates to the player that there are
currently fourteen (14) minutes remaining in the flat rate play
session under the current parameters. Area 3710 presents the player
with a variety of games (and respective sets of parameters) that
the player may elect to switch to. For example, sub-area 3710A
provides the player with an option to switch to a Double Double
Bonus game, in which case the player would maintain the $5.25 worth
of credits but the remaining duration of the session would be
reduced to twelve (12) minutes. Sub-area 3710B provides the player
with an option to switch to a Double Bucks game, in which case the
player would maintain the $5.25 worth of credits but the remaining
duration of the session would be reduced to eleven (11) minutes.
Sub-area 3710C provides the player with an option to switch to a
Bonus Deluxe game, in which case the player would maintain the
$5.25 worth of credits but the remaining duration of the session
would be reduced to ten (10) minutes. Sub-area 3710D provides the
player with an option to switch to a Joker Poker game, in which
case the player would maintain the $5.25 worth of credits but the
remaining duration of the session would be reduced to ten (10)
minutes. Sub-area 3710E provides the player with an option to
switch to a 21/Blackjack game, in which case the player would
maintain the $5.25 worth of credits but the remaining duration of
the session would be reduced to nine (9) minutes. Sub-area 3710F
provides the player with an option to switch to a Keno game, in
which case the player would maintain the $5.25 worth of credits but
the remaining duration of the session would be reduced to eight (8)
minutes. A player may elect to switch to one of the games available
by actuating area 3715. Alternatively, the player may elect to
remain playing the current game by actuating area 3720.
[0445] Referring now to FIG. 38, illustrated therein is an example
of a help menu 3800 that may be output to a player who actuates the
"help" touch-screen button of either area 3240H of screen 3200
(FIG. 32) or area 3340H of screen 3300 (FIG. 33). The help menu
3800, as illustrated, may provide links to additional information
on each of a plurality of topics or features (listed in area 3815)
available via flat rate play at the gaming device being played. Of
course, the topics/features illustrated on the help menu of FIG. 38
are exemplary only and not exhaustive. Each topic/feature 3815A1
through 3815N1 corresponds a one of the areas 3815A2 through
3815N2. Thus, for example, if a player desires to obtain additional
information on the "Game Clock" topic/feature 3815A1, the player
actuates the corresponding "info" button in area 3815A2.
[0446] Area 3805 reminds the player that the player is currently
playing a Jacks-or-Better game. Area 3810 reminds the player that
the gaming device is currently being operated in a flat-rate play
mode. A player my return to the current game from the help menu
3800 by actuating area 3820.
[0447] Referring now to FIG. 39, illustrated therein is an example
screen 3900 that may be output to a player who requests information
on the clock 3240A of FIG. 32. For example, a player may desire to
learn how the clock may be paused, how time may be added to the
clock, etc. Area 3915 illustrates to the player that the clock is
stopped while the player is reviewing information about the clock.
Area 3920 may include a description of features, information and
explanations respecting the clock. Area 3905 reminds the player
that the game currently being played is a "Jacks-or-Better" game
while area 3910 reminds the player that the gaming device is
currently operating in flat rate play mode. A player may return to
playing the game by actuating area 3925.
[0448] Referring now to FIG. 40, illustrated therein is an example
warning screen 4000 that may be output to a player who, based on
his rate of play during a session, may cause the session to end
earlier than the anticipated end time. Area 4120 informs the player
of why the warning screen is being output (e.g., of the
condition(s) of the flat rate play session that the player is
violating, will violate, and/or that will cause the flat rate play
session to end early). A player may actuate area 4020A to obtain
further information on this warning or notice.
[0449] For example, as described herein, in one embodiment a
contract that defines a duration as a period of time, the period of
time may be a maximum period of time but may only be guaranteed if
the player satisfies or abides by certain conditions. For example,
if a player purchases a contract that allows the player to play a
game for a half-hour in exchange for $40.00, the half-hour of play
may only be guaranteed provided the player does not exceed a
specified rate of play during the session and/or does not play more
than a maximum number of game plays. In one embodiment, for
example, the duration of the session may be defined as (i) 30
minutes or (ii) 500 game plays, whichever occurs first. The maximum
number of game plays may be defined such that, provided the player
plays at a normal rate of play (or even a reasonably faster than
normal rate of play), the player's session should still end based
on the maximum amount of time (30 minutes in the current example)
rather than the maximum number of game plays. In one embodiment, if
the manner in which the player is playing the game somehow may
cause the player's session under the contract to end earlier than
the half-hour defined by the contract, a warning message may be
output to the player informing him of the possibility of the early
ending of the session. It should be noted that the example warning
message depicted in FIG. 40 informs the player, based on his
current rate of play, of how many minutes are left before the end
of the session if the player continues his current rate of play, as
well as a comparison to the number of minutes the player would
otherwise be entitled to under the contract. It should further be
noted that, as indicated in FIG. 40, the clock is stopped during
the output of the warning message such that the player does not
lose any time on his contract in viewing the message.
[0450] Area 4005 reminds the player that the game currently being
played is a Jacks-or-Better game. Area 4010 reminds the player that
the gaming device is currently operating in a flat rate play mode.
Area 4015 informs the player that a count-down of the duration of
the session (whether in minutes or number of game plays) has been
paused while the warning screen 4000 is output. A player may
acknowledge the warning and return to playing the game by actuating
area 4025.
[0451] Referring now to FIG. 41, illustrated therein is a screen
4100 depicting another example warning message that may be output
to a player whose manner of play may cause his play session to end
earlier than he might expect. The warning is output in area 4120
and the player may obtain further information about the warning by
actuating area 4120A.
[0452] In the example warning message of FIG. 41, the player is
informed of how many hands or game plays the player may complete
before reaching the maximum number of game plays allowed under the
contract. The output of such a manner may allow the player to
determine how best to pace his play such that he obtains the full
30 minutes of play under the contract (e.g., the player may slow
his rate of play if he has a lot of time left until the end of the
contract but not a lot of game plays). Again, it should be noted
that the clock is stopped during the output of the message. The
clock may be restarted again, for example, when the player actuates
the "OK" touch-screen button on the screen, indicating that he has
read the message and would like to return to playing the game.
[0453] Area 4105 reminds the player that the game currently being
played is a Jacks-or-Better game. Area 4110 reminds the player that
the gaming device is currently operating in a flat rate play mode.
Area 4115 informs the player that a count-down of the duration of
the session (whether in minutes or number of game plays) has been
paused while the warning screen 4100 is output. A player may
acknowledge the warning and return to playing the game by actuating
area 4125.
[0454] Referring now to FIG. 42, illustrated therein is an example
screen 4200 that may be output to a player whose session under a
contract has ended. The example information of this screen may be
output upon, for example, an occurrence of an event triggering the
end of the session. For example, the maximum amount of time defined
by the contract may have passed since an initiation of the play
session (e.g., the clock of screen 32 reads "0 minutes to go") or
the maximum number of game plays defined by the contract may have
been played (e.g., the "hands remaining" indictor of FIG. 33 reads
"0"). Area 4215 informs the player of the reason for the
termination of the flat rate play session. As indicated by the
screen, the player may be informed of the credit meter balance
(e.g., in dollars) at the end of the session (in area 4220) and be
allowed to cash out the amount (by actuating area 4225). In one
embodiment the credit meter balance may be negative at the end of
the contract. As described herein, in one embodiment in such a
circumstance, the player may not be responsible for paying the
negative amount and may not be allowed to cash out the negative
amount (i.e., the player may simply walk away from the device at
the end of the play session, having received satisfying
entertainment for 30 minutes without worrying about running out of
money during the 30 minutes of play or incurring unpredictable or
large losses during the 30 minutes).
[0455] Area 4205 reminds the player that the game played during the
flat rate play session had been a "Jacks-or-Better" game. Area 4210
reminds the player that the gaming device is operating in a flat
rate play mode.
CONCLUSION
[0456] Although the foregoing embodiments employ slot machines and
video poker machines, it is within the scope of the present
invention to employ other types of gaming devices, such as video
roulette machines, video blackjack machines and the like.
[0457] Thus, while the present invention has been described in
terms of certain preferred embodiments, other embodiments that are
apparent to those of skill in the art are also intended to be
within the scope of the present invention. For example, the present
invention may be practiced by an online casino utilizing only
software and not involving traditional slot machines. Accordingly,
the scope of the present invention is intended to be limited only
by the claims appended hereto.
* * * * *