U.S. patent application number 11/225770 was filed with the patent office on 2006-12-21 for system and method for gaming-content configuration and management system.
Invention is credited to Carmen Dimichele, James W. Morrow, Paul R. Osgood.
Application Number | 20060287098 11/225770 |
Document ID | / |
Family ID | 37865457 |
Filed Date | 2006-12-21 |
United States Patent
Application |
20060287098 |
Kind Code |
A1 |
Morrow; James W. ; et
al. |
December 21, 2006 |
System and method for gaming-content configuration and management
system
Abstract
A configuration and management system monitors and controls one
or more gaming devices in a gaming system on at least one gaming
floor. The system includes one or more gaming devices in a gaming
system, wherein the gaming devices are interconnected via a
network; a processing and control system; and a back-end, graphical
user interface. The processing and control system is interconnected
to the gaming devices via the network. Further, the processing and
control system acquires gaming performance data from the gaming
devices in the gaming system. The back-end, graphical user
interface includes an interactive map of the gaming floor.
Additionally, graphical user interface enables monitoring and
configuration of multiple gaming platform capabilities, multiple
game titles, and multiple gaming parameters for each gaming devices
on the gaming floor, and is interconnected to the processing and
control system.
Inventors: |
Morrow; James W.; (Sparks,
NV) ; Dimichele; Carmen; (Sparks, NV) ;
Osgood; Paul R.; (Reno, NV) |
Correspondence
Address: |
BROWN RAYSMAN MILLSTEIN FELDER & STEINER, LLP
1880 CENTURY PARK EAST
12TH FLOOR
LOS ANGELES
CA
90067
US
|
Family ID: |
37865457 |
Appl. No.: |
11/225770 |
Filed: |
September 12, 2005 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
10943771 |
Sep 16, 2004 |
|
|
|
11225770 |
Sep 12, 2005 |
|
|
|
11065757 |
Feb 24, 2005 |
|
|
|
11225770 |
Sep 12, 2005 |
|
|
|
10243912 |
Sep 13, 2002 |
|
|
|
11065757 |
Feb 24, 2005 |
|
|
|
11092179 |
Mar 28, 2005 |
|
|
|
11225770 |
Sep 12, 2005 |
|
|
|
09967283 |
Sep 28, 2001 |
|
|
|
11225770 |
Sep 12, 2005 |
|
|
|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3209 20130101;
G07F 17/3234 20130101; G07F 17/32 20130101; G07F 17/323 20130101;
G07F 17/3232 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A configuration and management system for monitoring and
controlling one or more gaming devices in a gaming system on at
least one gaming floor, the system comprising: one or more gaming
devices in a gaming system, wherein the gaming devices are
interconnected via a network; a processing and control system,
wherein the processing and control system is interconnected to the
gaming devices via the network, and wherein the processing and
control system acquires gaming performance data from the gaming
devices in the gaming system; and a server-side, graphical user
interface including an interactive map of the gaming floor, wherein
the graphical user interface enables monitoring of the gaming
performance data from the gaming devices in the gaming system and
configuration of multiple gaming platform capabilities, multiple
game titles, and multiple gaming parameters for each gaming devices
on the gaming floor, and wherein the graphical user interface is
interconnected to the processing and control system.
2. The system of claim 1, wherein the network is a serial-based
communication network.
3. The system of claim 2, wherein the serial-based communication
network implements a SAS protocol, and wherein the configuration
and management system enables previously un-implemented poll codes
of the SAS protocol to be utilized by the graphical user interface
to monitor and configure gaming platform capabilities of one or
more gaming devices in the gaming system.
4. The system of claim 1, wherein the network is a packet-based
communication network.
5. The system of claim 4, wherein the packet-based communication
network comprises an IP-based message set that utilizes an
interface layer between command-driven devices and logical
communication channels.
6. The system of claim 4, wherein the packet-based communication
network implements a protocol selected from the group consisting
of: BOB protocol and SuperSAS protocol.
7. The system of claim 1, wherein the gaming devices are selected
from the group consisting of: electronic gaming machines; embedded
components, including game monitoring units, and player tracking
user interfaces; gaming-related signage, and kiosks.
8. The system of claim 1, wherein the gaming systems that are
controllable by the configuration and management system include
casino venues, class II venues, and lottery venues.
9. The system of claim 1, wherein the gaming performance data is
selected from the group consisting of: coin-in activity, coin-out
activity, meters, accounting information, security information, and
player rating information.
10. The system of claim 1, wherein the gaming platform capabilities
include platform-specific control over functions selected from the
group consisting of: volume settings, speed of play, hopper limits,
log access, platform-specific reports, and asset information,
including software and hardware bills of material.
11. The system of claim 1, wherein the gaming platforms are
selected from the group consisting of: video gaming platforms and
mechanical reel-spinning platforms.
12. The system of claim 11, wherein the configuration and
management system enables modification of multiple compatible
gaming platforms to enable selection of game theme, game percentage
payout, and game play denominations through the use of serial
commands.
13. The system of claim 1, wherein the configuration and management
system identifies available configuration and control capabilities
in each interconnected gaming device, and targets the configurable
and controllable capabilities remotely using a serial-based
protocol or a packet-based protocol.
14. The system of claim 1, wherein the gaming parameters include
game theme, game percentage payout, and game play
denominations.
15. The system of claim 1, wherein the interactive map in graphical
user interface includes multiple selectable layers, wherein each
layer displays a different category of information.
16. The system of claim 15, wherein layers correspond to categories
of information selected from the group consisting of: occupancy
level, level of handle, sound level, heat level, accounting, and
performance measurements.
17. The system of claim 1, wherein the interactive map in graphical
user interface translates into a multi-dimensional graphic form
that includes geographic location information, wherein the
geographic location information is selected from a group consisting
of: country, state, facility, and gaming floor position.
18. The system of claim 1, wherein the interactive map in graphical
user interface includes multiple selectable tabs that control other
systems and devices selected from the group consisting of SDG, SDS,
ACSC, Mcc, MindPlay, and CMP.
19. The system of claim 1, wherein the multiple selectable tabs of
the interactive map are associated with gaming floor analysis,
network management, and player marketing.
20. The system of claim 1, wherein the interactive map in graphical
user interface includes multiple colors, wherein the multiple
colors are used to emphasize information.
21. The system of claim 20, wherein the multiple colors represent
values selected from the group consisting of: high, low, medium,
empty, and full.
22. The system of claim 1, wherein the configuration and management
system configures gaming devices using game combinations, wherein
the game combinations include
company/location/cabinet/theme/percentage/denomination.
23. The system of claim 22, wherein each game combination
controlled and managed by the configuration and management system
is associated with corresponding configurations, assets, and
logs.
24. The system of claim 1, wherein the configuration and management
system enables configuration and management of device parameters
that are multi-platform, multi-theme, multi-percentage, and
multi-denomination.
25. The system of claim 1, wherein the configuration and management
system enables downloading code to the gaming devices, and wherein
the code is advertising content, an entire new game title, a game
update, an operating system update, or combinations thereof.
26. The system of claim 25, wherein the code is downloaded into an
escrow area where the code cannot affect game play until after a
successful authentication process has been performed.
27. The system of claim 1, further comprising a distribution
management server, wherein the server enables point-to-point
distribution management utilizing a portable computing device
connects to a single gaming device or a small number of gaming
devices.
28. The system of claim 1, further comprising a distribution
management server, wherein the server enables property-based
distribution management by utilizing the server to control up to
all of the gaming devices at a single property.
29. The system of claim 1, further comprising a distribution
management server, wherein the server enables wide area network
distribution management by utilizing the server to control
thousands of gaming devices that are interconnected via a
combination of broadband networks and dial up facilities.
30. The system of claim 1, wherein the configuration and management
system includes system management capabilities and operating system
capabilities.
31. The system of claim 1, wherein the configuration and management
system enables web-based communications, access to
platform-specific logs and reports, and downloading of code and
advertising content.
32. The system of claim 1, wherein the configuration and management
system enables platform-specific control and auditing of system
configurations.
33. The system of claim 1, wherein the configuration and management
system includes data analysis tools, scheduling capabilities, and
messaging resources for sending messages to the gaming system.
34. The system of claim 1, wherein the configuration and management
system includes links to expanded systems offerings and network
management capabilities.
35. The system of claim 1, wherein the configuration and management
system acts as a portal through which system administers have
access to multiple properties services.
36. The system of claim 1, wherein the configuration and management
system enables control of game code, game data, and game
configuration.
37. The system of claim 1, wherein the configuration and management
system enables controlling and managing of multiple different
gaming platforms from multiple different platform
manufacturers.
38. The system of claim 1, wherein the configuration and management
system includes a directory structure and filing system that is
implemented for game theme tables, gaming platform configuration,
and access logs.
39. The system of claim 1, further comprising a distribution
management component, wherein the distribution management component
transmits data from a backend server to the gaming floor using
otherwise unused network bandwidth, wherein the data is transmitted
without adversely affecting gaming related transactions.
40. The system of claim 39, wherein the distribution management
component of the configuration and management system enables
downloading large files of bulk data while game play is in
progress.
41. The system of claim 39, wherein the distribution management
component of the configuration and management system enables
schedule-able and monitor-able data transmission.
42. The system of claim 39, wherein the gaming platform and network
load combine to determine proper time and speed for transmission of
data to take place.
43. The system of claim 39, wherein the distribution management
component of the configuration and management system enables
download scheduling, ensures no bandwidth impact, enables progress
reporting, and guarantees delivery, setup, and management of data
transmission.
44. A method for monitoring and controlling one or more gaming
devices in a gaming system using a configuration and management
system, wherein the system comprises a processing and control
system and a server-side, graphical user interface that includes an
interactive map of the gaming floor, the method comprising:
enabling identification of configuration and control capabilities
available in each gaming device in the gaming system using the
interactive map in the graphical user interface; enabling the
identified configurable and controllable capabilities of the gaming
devices to be targeted for modification using the graphical user
interface; and enabling configuration of multiple gaming platform
capabilities, multiple game titles, and multiple gaming parameters
for each gaming devices on the gaming floor using the graphical
user interface.
45. A method for performing yield analysis modification on one or
more gaming machines in a gaming system in response to gaming
performance data, the method comprising: acquiring gaming
performance data from one or more gaming machines in a gaming
system; performing yield analysis calculations using the gaming
performance data; in response to the yield analysis calculations,
determining a desired modification in one or more gaming parameters
of the gaming machines; and modifying one or more gaming parameters
of one or more gaming machines in response to the yield analysis
calculations, wherein modifying one or more gaming parameters
facilitates achieving a desired profitability level.
46. The method of claim 45, further comprising: notifying any
current players of the desired modification in one or more gaming
parameters of the gaming machines
47. The method of claim 45, further comprising: receiving
authorization from any current players of acceptance of the desired
modification in one or more gaming parameters of the gaming
machines.
48. The method of claim 45, wherein notifying any current players
of the desired modification comprises: an audio announcement of the
desired modification.
49. The method of claim 45, wherein notifying any current players
of the desired modification comprises: a visual announcement of the
desired modification.
50. The method of claim 45, wherein notifying any current players
of the desired modification is maintained for at least one game
play cycle.
51. The method of claim 45, wherein a current player that has been
notified of the desired modification is provided with a finite
number of game play cycles to play using current gaming parameters
before the desired modification to the gaming parameters is
automatically implemented.
52. The method of claim 45, wherein the gaming performance data
comprises data selected from a group consisting of: slot accounting
data, multi-game cabinet accounting data, player tracking data,
hotel data, point of sale system data, location data, game mix
nearby data, entertainment data, weather data, off site user group
demographic data, and groupings of players data.
53. The method of claim 45, wherein the gaming parameters comprises
parameters selected from a group consisting of: theme; wager,
including minimum bet, maximum bet, and minimum line bet;
denomination; percentage payout; and play time, including spin
cycle time and bonus round time.
54. The method of claim 45, wherein yield analysis and predictive
analysis results are displayed using a graphical user interface
that presents a map of the gaming floor.
55. The method of claim 45, wherein gaming performance data and
yield analysis calculations are used in combination with individual
player performance tracking data to provide each player with unique
game play characteristics.
56. The method of claim 45, wherein gaming performance data and
yield analysis calculations are used in combination with individual
player performance tracking data to enable customization of the
game theme offerings specific to each individual player.
57. The method of claim 45, wherein gaming performance data and
yield analysis calculations are used in combination with individual
player performance tracking data to enable individualized game
characterization, game control, and game promotions.
58. The method of claim 45, wherein the profitability level is
determined using the following formula: CP = time .times. ( OP - OE
) ##EQU4## Where: CP=Casino profitability level OP=Operations
Profit OE=Operations Expenses
59. The method of claim 58, wherein the Operations Profit is
determined using the following formula: OP = time .times. ( POSP +
SFD ) ##EQU5## Where: POSP=Point Of Sale Profit (includes hotel,
retail, food and beverage, and entertainment) SFD=Slot Floor
Drop
60. The method of claim 59, wherein the Slot Floor Drop is
determined using the following formula: SFD = time .times. ( PL -
promotions ) .times. ( RETURNVISIT ) ##EQU6## Where:
RETURNVISIT=probability that the player will return to the casino.
PL=Player Loss Promotions=marketing money the casino contributes to
player kickbacks, comps, and system games.
61. The method of claim 60, wherein the Player Loss is determined
using the following formula: PL=ST*GCT*HPC*WAGER Where: ST=time the
player spends at the slot machine, (i.e., seat time) GCT=Game Cycle
Time HPC=Hold Percentage for the game
62. The method of claim 61, wherein the Wager is determined using
the following formula: WAGER=LINESBET*CREDITS*DENOM Where: LINESBET
is the number of lines on which the player is betting. CREDITS is
the number of credits the player chooses to bet. DENOM is
denomination, i.e., the worth of an individual credit.
63. A method for modifying existing casino profitability levels to
facilitate approximation of desired casino profitability levels,
the method comprising: acquiring yield analysis information
associated with one or more gaming machines in a gaming system,
wherein the yield analysis information is associated with an
existing casino profitability level; determining a desired
modification to one or more gaming parameters of the gaming
machines the yield analysis information; notifying players of the
desired modification in one or more gaming parameters of the gaming
machines; and modifying one or more gaming parameters of the one or
more gaming machines in response to the yield analysis information,
wherein modifying one or more gaming parameters facilitates
achieving a desired casino profitability level.
64. A system for facilitating achieving a desired casino
profitability level, the system comprising: one or more gaming
machines in a gaming system, wherein the gaming machines are
interconnected via a communication link; gaming performance data
acquisition system, wherein the acquisition system obtains gaming
performance data from the one or more gaming machines in the gaming
system; a processing system, wherein the processing system performs
yield analysis calculations using the gaming performance data to
determine an existing casino profitability level, wherein the
processing system uses the yield analysis calculations to determine
and implement a desired modification in one or more gaming
parameters of the gaming machines, and wherein modifying one or
more gaming parameters facilitates achieving a desired casino
profitability level; and a notification system, wherein the
notification system notifies players of the desired modification in
one or more gaming parameters of the gaming machines.
65. A method for performing yield analysis modification on one or
more gaming machines in a gaming system in response to gaming
performance data, the method comprising: acquiring gaming
performance data from one or more gaming machines in a gaming
system; performing yield analysis calculations using the gaming
performance data; in response to the yield analysis calculations,
determining desired modification options in one or more gaining
parameters of the gaming machines; and providing one or more
modification options to an administrator, wherein the administrator
may select a modification option to implement from among the one or
more modification options; modifying one or more gaming parameters
of one or more gaming machines in response to the receipt of a
command instruction from an administrator to implement a selected
modification option, wherein modifying one or more gaming
parameters facilitates achieving a desired profitability level.
Description
RELATED APPLICATIONS
[0001] This application is a continuation-in-part of U.S. patent
application Ser. No. 10/943,771 filed Sep. 16, 2004, entitled USER
INTERFACE SYSTEM AND METHOD FOR A GAMING MACHINE, which is hereby
incorporated herein by reference. This application is also a
continuation-in-part of U.S. patent application Ser. No. 11/065,771
filed Feb. 24, 2005, entitled SYSTEM AND METHOD FOR AN ALTERABLE
STORAGE MEDIA IN A GAMING MACHINE, which is hereby incorporated
herein by reference; this application is also a
continuation-in-part of U.S. patent application Ser. No. 11/092,179
filed Mar. 28, 2005, entitled GAMING DEVICE NETWORK MANAGING SYSTEM
AND METHOD; and this application is also a continuation-in-part of
U.S. patent application Ser. No. 09/967,283 filed Sep. 28, 2001,
entitled RECONFIGURABLE GAMING MACHINE which is hereby incorporated
herein by reference.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever.
FIELD OF THE INVENTION
[0003] This invention relates generally to a system and method for
configuring and managing gaming devices, and more particularly, to
a system and method for configuring and managing gaming devices
with respect to content configuration, management, and
delivery.
BACKGROUND OF THE INVENTION
[0004] Today's slot machines have parameters programmed into their
code such as theme, percentage, denomination, lines bet, minimum
bet, maximum bet, game run time, and the like. Changing any of
these parameters requires new game code, regulatory approval for,
the code changes, physical movement of machines weighing hundreds
of pounds and regulatory approval for the move and oversight.
[0005] Past methods of changing games on the floor have been manual
in nature. As stated above, games and their associated gaming
parameters are typically programmed into EPROMs (Erasable
Programmable Read-Only Memory) contained within the gaming
machines. Accordingly, the changing of games (or modifying gaming
parameters) requires the EPROMs to be changed. Such a procedure
involves physically opening the gaming machines, erasing and
reprogramming the code (EPROM), and re-sealing the EPROM if
required by the regulatory jurisdiction. This also required the
entire game to be `re-optioned` which is a long, error prone manual
process.
[0006] Furthermore, gaming machines have operated for the most part
as stand-alone devices, at least with respect to non-progressive
gaming. In this regard, while there may have existed some limited
forms of communication or networking, fully networked data and
communication systems have not been traditionally implemented. One
reason for this lack of fully networked infrastructure is the
difficulty in upgrading system infrastructure, due the constant
utilization of a gaming system, 24 hours a day, seven days a week,
365 days a year. For this reason and others, gaming machines have
typically been utilized as separate machines, which are swapped out
or upgraded, but which generally operate autonomously. It would be
desirable for gaming machines instead, to be utilized as components
of a larger interactive and symphonious organizational arrangement.
However, many obstacles have made such an arrangement difficult and
unwieldy to visualize let alone implement.
[0007] However, the lack of such a system deprives casino owners of
both apparent and actual control over their gaming floors. Further,
casino patrons are limited in the variety and selection of both
games, and the gaming parameters within such games, that are
available to these patrons. These limitations are commonly due to
the particularized nature and general lack of customization
typically associated with individual gaming machines. In this
regard, casino owners have become aware that by adding additional
features to gaming machines, they may be able to maintain a
player's attention to the gaming machines for longer periods of
time. This, in turn, leads to the player wagering at the gaming
machine for longer periods of time, thereby increasing casino
profits.
[0008] One technique that has been employed to maintain a player's
attention at the gaming machine has been to provide players with
access to gambling-related information. Moreover, it would be
desirable to provide the player with interactive access to the
above information. This type of interactivity would allow players
significantly more flexibility to make use of the above-described
information. The gambling-related information could also be
utilized by the player in a much more efficient manner. In this
regard, greater levels of flexibility and access are likely to make
a player remain and gamble at the gaming machine for significantly
longer periods of time. Unfortunately, the system components that
are currently utilized for displaying and accessing this type of
information, such as external keypads and display modules, are
extremely limited in the functionality and capabilities that they
provide, thus limiting the success of their ability to maintain a
player's attention.
[0009] Additionally, it would be desirable to be able to track and
dynamically sort gaming devices with respect to various qualities
and/or parameters that are possessed by those gaming devices,
including new components for integrating expanded service and
systems capabilities with the more traditional function of a gaming
device. Accordingly, those skilled in the art have long recognized
the need for a system that is capable of integrating expanded
service and systems capabilities, as well as additional gaming
related features, with the more traditional function of a gaming
device. The preferred embodiments of the system and method
described herein clearly addresses these and other needs.
SUMMARY OF THE INVENTION
[0010] Briefly, and in general terms, the claimed invention
resolves the above and other problems by providing a configuration
and management system for monitoring and controlling one or more
gaming devices in a gaming system on at least one gaming floor. The
system includes: one or more gaming devices in a gaming system; a
processing and control system; and a server-side, graphical user
interface including an interactive map of the gaming floor.
Preferably, the one or more gaming devices in the gaming system, as
well as the processing and control system, are interconnected via a
network. The processing and control system acquires gaming
performance data from the gaming devices in the gaming system. The
server-side, graphical user interface includes an interactive map
of the gaming floor. Additionally, the graphical user interface
enables monitoring of the gaming performance data from the gaming
devices in the gaming system. Further, the graphical user interface
enables configuration of multiple gaming platform capabilities,
multiple game titles, and multiple gaming parameters for each
gaming devices on the gaming floor. Preferably, the graphical user
interface is interconnected to the processing and control
system.
[0011] In one preferred embodiment, the network is a serial-based
communication network. In one such embodiment, the serial-based
communication network implements the SAS (slot accounting system)
protocol or other similar serial-based protocol. Continuing, in
such an embodiment, the configuration and management system enables
previously un-implemented poll codes of the SAS protocol to be
utilized by the graphical user interface to configure gaming
platform capabilities of one or more gaming devices in the gaming
system.
[0012] In another preferred embodiment, the network is a
packet-based communication network. In one such embodiment, the
packet-based communication network comprises an IP-based message
set that utilizes an interface layer between command-driven devices
and logical communication channels. Continuing, in such an
embodiment, the packet-based communication network implements the
BOB (best of breed) protocol, SuperSAS protocol, or other similar
packet-based protocol.
[0013] In another aspect of a preferred embodiment, the gaming
devices include, by way of example only, and not by way of
limitation: electronic gaming machines; embedded components,
including game monitoring units, and player tracking user
interfaces; gaming-related signage, and kiosks. Preferably, the
gaming systems that are controllable by the configuration and
management system include casino venues, class II venues, and
lottery venues. In one aspect of a preferred embodiment, the gaming
performance data includes, by way of example only, and not by way
of limitation: coin-in activity, coin-out activity, meters,
accounting information, security information, and player rating
information. In still another aspect of a preferred embodiment, the
gaming platform capabilities include platform-specific control over
functions including, by way of example only, and not by way of
limitation: volume settings, speed of play, hopper limits, log
access, platform-specific reports, and asset information, including
software and hardware bills of material. Preferably, the gaming
platforms include, by way of example only, and not by way of
limitation: Alpha, S6000, and Game Maker 2.
[0014] In accordance with another preferred aspect, the
configuration and management system enables modification of
multiple compatible gaming platforms to enable selection of game
theme, game percentage payout, and game play denominations through
the use of serial commands. In one embodiment, the configuration
and management system identifies available configuration and
control capabilities (e.g., gaming parameters) in each
interconnected gaming device, and targets the configurable and
controllable capabilities remotely using a serial-based protocol or
a packet-based protocol. Preferably, the gaming parameters include,
by way of example only, and not by way of limitation: game theme,
game percentage payout, and game play denominations.
[0015] In accordance with another preferred aspect, the interactive
map in graphical user interface includes multiple selectable
layers, wherein each layer displays a different category of
information. Preferably, the layers correspond to categories of
information that include, by way of example only, and not by way of
limitation: occupancy level, level of handle, sound level, heat
level, accounting, and performance measurements. In one preferred
embodiment, the interactive map in graphical user interface
translates into a multi-dimensional graphic form that includes
geographic location information. Preferably, the geographic
location information includes, by way of example only, and not by
way of limitation: country, state, facility, and gaming floor
position. In another aspect of a preferred embodiment, the
interactive map in graphical user interface includes multiple
selectable tabs that control other systems and devices including,
by way of example only, and not by way of limitation: SDG, SDS,
ACSC, Mcc, MindPlay, and CMP.
[0016] In a preferred embodiment of the configuration and
management system, the multiple selectable tabs of the interactive
map are associated with at least gaming floor analysis, network
management, and player marketing. In specific, non-limiting
embodiment, the interactive map in graphical user interface
utilizes multiple colors to emphasize information. For example, in
one embodiment, the multiple colors represent values including, by
way of example only, and not by way of limitation: high, low,
medium, empty, and full. In one aspect of a preferred embodiment,
the configuration and management system configures gaming devices
using game combinations, wherein the game combinations include
company/location/cabinet/theme/percentage/denomination. Preferably,
each game combination controlled and managed by the configuration
and management system is associated with corresponding
configurations, assets, and logs.
[0017] In a preferred embodiment of the configuration and
management system, the system enables configuration and management
of device parameters that are multi-platform, multi-theme,
multi-percentage, and multi-denomination. Preferably, the
configuration and management system enables downloading code to the
gaming devices, and wherein the code is advertising content, an
entire new game title, a game update, an operating system update,
or combinations thereof. In one preferred embodiment, the code is
downloaded into an escrow area where the code cannot affect game
play until after a successful authentication process has been
performed.
[0018] In one aspect of a preferred embodiment, the configuration
and management system further comprising a distribution management
server. In one embodiment, the server enables point-to-point
distribution management utilizing a portable computing device
connects to a single gaming device or a small number of gaming
devices. In another embodiment, the server enables property-based
distribution management by utilizing the server to control up to
all of the gaming devices at a single property. In still another
embodiment, the server enables wide area network distribution
management by utilizing the server to control thousands of gaming
devices that are interconnected via a combination of broadband
networks and dial up facilities.
[0019] In one aspect of a preferred embodiment, the configuration
and management system includes both system management capabilities
and operating system capabilities. In another aspect of a preferred
embodiment, the configuration and management system enables
web-based communications, access to platform-specific logs and
reports, and downloading of code and advertising content.
Preferably, the configuration and management system enables
platform-specific control and auditing of system configurations. In
one preferred embodiment, the configuration and management system
includes data analysis tools, scheduling capabilities, and
messaging resources for sending messages to the gaming system.
Preferably, the configuration and management system includes links
to expanded systems offerings and network management capabilities.
Otherwise stated, the configuration and management system acts as a
portal through which system administers have access to multiple
properties services.
[0020] In a preferred embodiment, the configuration and management
system enables control of game code, game data, and game
configuration. Preferably, the configuration and management system
enables controlling and managing of multiple different gaming
platforms from multiple different platform manufacturers. In one
embodiment, the configuration and management system includes a
directory structure and filing system that is implemented for game
theme tables, gaming platform configuration, and access logs.
[0021] In one preferred embodiment, the configuration and
management system further comprising a distribution management
component that transmits data from a backend server to the gaming
floor via otherwise unused network bandwidth. In this manner, the
data is transmitted without adversely affecting gaming related
transactions. Preferably, the distribution management component of
the configuration and management system enables downloading large
files of bulk data while game play is in progress. In a preferred
embodiment, the distribution management component of the
configuration and management system enables schedule-able and
monitor-able data transmission. In one aspect of a preferred
embodiment, the gaming platform and network load combine to
determine proper time and speed for transmission of data to take
place. Preferably, the distribution management component of the
configuration and management system enables download scheduling,
ensures no bandwidth impact, enables progress reporting, and
guarantees delivery, setup, and management of data
transmission.
[0022] In another preferred embodiment, the claimed invention is
directed towards a method for monitoring and controlling one or
more gaming devices in a gaming system using a configuration and
management system, wherein the system comprises a processing and
control system and a server-side, graphical user interface that
includes an interactive map of the gaming floor. The method
includes: enabling identification of configuration and control
capabilities available in each gaming device in the gaming system
using the interactive map in the graphical user interface; enabling
the identified configurable and controllable capabilities of the
gaming devices to be targeted for modification using the graphical
user interface; and enabling configuration of multiple gaming
platform capabilities, multiple game titles, and multiple gaming
parameters for each gaming devices on the gaming floor using the
graphical user interface.
[0023] In still another preferred embodiment, the claimed invention
is directed towards a method for performing yield analysis
modification on one or more gaming machines in a gaming system in
response to gaming performance data. The method includes: acquiring
gaming performance data from one or more gaming machines in a
gaming system; performing yield analysis calculations using the
gaming performance data, in response to the yield analysis
calculations, determining a desired modification in one or more
gaming parameters of the gaming machines; notifying any current
players of the desired modification in one or more gaming
parameters of the gaming machines; and modifying one or more gaming
parameters of one or more gaming machines in response to the yield
analysis calculations, wherein modifying one or more gaming
parameters facilitates achieving a desired profitability level.
[0024] In one preferred embodiment, the method further comprising:
receiving authorization from any current players of acceptance of
the desired modification in one or more gaming parameters of the
gaming machines. Preferably, notifying any current players of the
desired modification comprises: an audio announcement of the
desired modification. In another embodiment, notifying any current
players of the desired modification comprises: a visual
announcement of the desired modification. Preferably, the notifying
any current players of the desired modification is maintained for
at least one game play cycle. Additionally, in another aspect of a
preferred embodiment, a current player that has been notified of
the desired modification is provided with a finite number of game
play cycles to play using current gaming parameters before the
desired modification to the gaming parameters is automatically
implemented.
[0025] In one preferred embodiment, the gaming performance data
includes, by way of example only, and not by way of limitation:
slot accounting data, multi-game cabinet accounting data, player
tracking data, hotel data, point of sale system data, location
data, game mix nearby data, entertainment data, weather data, off
site user group demographic data, and groupings of players data. In
another aspect of a preferred embodiment, the gaming parameters
include, by way of example only, and not by way of limitation:
theme; wager, including minimum bet, maximum bet, and minimum line
bet; denomination; percentage payout; and play time, including spin
cycle time and bonus round time. Additionally, in still another
preferred embodiment, yield analysis and predictive analysis
results are displayed using a graphical user interface that
presents a map of the gaming floor.
[0026] In one preferred embodiment, gaming performance data and
yield analysis calculations are used in combination with individual
player performance tracking data to provide each player with unique
game play characteristics. In this regard, gaming performance data
and yield analysis calculations are used in combination with
individual player performance tracking data to enable customization
of the game theme offerings specific to each individual player.
Preferably, gaming performance data and yield analysis calculations
are used in combination with individual player performance tracking
data to enable individualized game characterization, game control,
and game promotions.
[0027] In another preferred embodiment, the claimed invention is
directed towards a method for modifying existing casino
profitability levels to facilitate approximation of desired casino
profitability levels. The method includes: acquiring yield analysis
information associated with one or more gaming machines in a gaming
system, wherein the yield analysis information is associated with
an existing casino profitability level, determining a desired
modification to one or more gaming parameters of the gaming
machines providing the yield analysis information; notifying
players of the desired modification in one or more gaming
parameters of the gaming machines; and modifying one or more gaming
parameters of the one or more gaming machines in response to the
yield analysis information, wherein modifying one or more gaming
parameters facilitates achieving a desired casino profitability
level. In one preferred embodiment, a casino operator is provided
with the yield analysis information (and possibly modification
options as well) and makes a determination as to how and/or whether
to implement modification options to facilitate approximation of
desired casino profitability levels.
[0028] In still another preferred embodiment, the claimed invention
is directed towards a system for facilitating achieving a desired
casino profitability level. The system includes: one or more gaming
machines in a gaming system, a gaming performance data acquisition
system, a processing system, and a notification system. Preferably,
the one or more gaming machines in a gaming system and the gaming
performance data acquisition system are interconnected via a
communication link. The gaming performance data acquisition system
obtains gaming performance data from the one or more gaming
machines in the gaming system. The processing system performs yield
analysis calculations using the gaming performance data to
determine an existing casino profitability level. Additionally, the
processing system uses the yield analysis calculations to determine
and implement a desired modification in one or more gaming
parameters of the gaming machines. Further, the processing system
modifies one or more gaming parameters to facilitate achieving a
desired casino profitability level. Lastly, the notification system
notifies players of the desired modification in one or more gaming
parameters of the gaming machines.
[0029] Other features and advantages of the claimed invention will
become apparent from the following detailed description when taken
in conjunction with the accompanying drawings, which illustrate by
way of example, the features of the claimed invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0030] FIG. 1 illustrates a relational diagram of a gaming-content
configuration and management system for controlling and managing a
gaming system that includes gaming devices on a casino floor
connected through networking equipment to multiple tiers of servers
on the casino backend, wherein the operators to manage the gaming
floor from a computer via a graphical user interface;
[0031] FIG. 2 illustrates a map of the casino gaming floor via the
graphical user interface of the gaming-content configuration and
management system;
[0032] FIG. 3 illustrates another view of a map of the casino
gaming floor via the graphical user interface of the gaming-content
configuration and management system; and
[0033] FIG. 4 illustrates a relational diagram of protocols
implemented by a gaming-content configuration and management system
for controlling and managing a gaming system that includes gaming
devices on a casino floor connected through networking equipment to
multiple tiers of servers on the casino backend.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] Briefly stated, a preferred embodiment of the gaming-content
configuration and management system is directed towards configuring
and managing a scalable number of gaming devices using a
centrally-connected user interface. The system configures and
manages components that are multi-platform, multi-theme,
multi-percentage, and multi-denomination. These gaming devices
include, by way of example only, and not by way of limitation,
electronic gaming machines (EGMs); embedded components, such as
GMUs (Game Monitoring Units); and/or player tracking user
interfaces (referred to sometimes herein as iView devices or Alpha
devices). Such gaming devices further include any uniquely
identifiable entity on the gaming floor, including by way of
example only, and not by way of limitation, gaming-related signage
and kiosks.
[0035] Referring now to the drawings, wherein like reference
numerals denote like or corresponding parts throughout the
drawings, and more particularly to FIGS. 1-4, there is shown a
preferred embodiment of gaming-content configuration and management
system 10. Specifically, FIGS. 1 and 2 show a gaming-content
configuration and management system 10 that enables configuration;
management, and delivery of content on a game floor 40 from a
computer 50 via a graphical user interface 70.
[0036] In a preferred embodiment, the system 10 is responsible for
the configuration, management, and download of code 20 (i.e.,
content) to gaming devices 30 (e.g., gaming machines, gaming
machine component, system components, network components, kiosks,
signage, gaming-related devices, and the like) on the gaming floors
40 of incorporated gaming venues. Preferably, such gaming venues
include casinos, Class II venues, and lottery venues. In one
preferred embodiment of the gaming-content configuration and
management system 10, gaming machines 30 and system components are
incorporated into a broadband-networked gaming floor 40, instead of
operating independently (or quasi-independently) as stand-alone
platforms and basic monitoring systems.
[0037] As briefly mentioned above, in one preferred embodiment, the
gaming-content configuration and management system 10 enables
operators to manage the gaming floor 40 from a desktop computer 50
(or other portable computer or hand held device) via a graphical
user interface 70 on the computer. Preferably, the gaming-content
configuration and management system 10 is capable of administrating
gaming floors 40 ranging in size from a single slot floor to a
worldwide gaming enterprise. In a preferred embodiment, the system
10 administrates gaming devices 30 on floors 40 that are
multi-platform 60, multi-theme, multi-percentage, and
multi-denomination. Otherwise stated, in such an embodiment, each
of the gaming devices 30 (or at least some gaming devices 30)
incorporate multiple game platforms 60, incorporate multiple game
titles (stored locally or remotely), are capable of being
configured to generate multiple different payout percentages, and
are capable of offering multiple different monetary denominations
for game play. Central management of all these gaming options is
enabled from the graphical user interface 70.
[0038] Accordingly, in a preferred embodiment of the gaming-content
configuration and management system 10, a graphical user interface
70 is accessible via a gaming floor operator's computer 50. In such
an embodiment, as shown in FIGS. 2 and 3, a graphical user
interface 70 displays a map 74 of the slot floor 40. Preferably,
this map 74 of slot floor 40 includes multiple selectable layers
80. Gaming-related information is organized by layer 80; with each
layer displaying a different category of gaming-related
information. In one specific, non-limiting embodiment, a first
layer 80 displayed on the graphical user interface 70 shows game
themes (i.e., game titles) that are currently populating the slot
floor 40. Preferably, each game theme is emphasized with a distinct
color in order to differentiate one game theme from another game
theme. Continuing, in this specific, non-limiting embodiment, a
second layer 80 of the map 74 displays information that relates to
device volume settings. In this manner, each layer 80 displayed on
the graphical user interface 70 presents different gaming related
information including, by way of example only, and not by way of
limitation, coin-in activity, coin-out activity, meters, other
accounting information, security information, and player rating
information.
[0039] A preferred embodiment of the gaming-content configuration
and management system 10 presents customers with a consistent,
intuitive, front-end interface 70 to all incorporated gaming
devices 30. Preferably, tabs at the bottom of the graphical user
interface 70 direct the operator from the configuration manager
screen to other screens that control backside servers and/or
services including, by way of example only, and not by way of
limitation: MCC server 90, SDG server 92, CMP server 94, MindPlay
server 96, SDS server 98, ACSC server 100, and the like. In a
preferred embodiment, the graphical user interface 70 for the
gaming-content configuration and management system 10 is an "entry
point" (i.e., front-end interface) for all incorporated gaming
devices 30. As such, the graphical user interface 70 of the
gaming-content configuration and management system 10 provides a
consistent "look and feel" for the operator as they use associated
products. This same look and feel of the graphical user interface
70 is expandable over time to include various methods of user
access to other categories of information, such as accounting,
cage, and security across all back office servers (e.g., MCC server
90, SDG server 92, CMP server 94, MindPlay server 96, SDS server
98, ACSC server 100, and the like).
[0040] Within each gaming platform 60 (e.g., Alpha, S6000, Game
Maker 2, EVO3, and the like) the gaming-content configuration and
management system 10 enables control of game theme (i.e., game
title), game percentage payout, and game denomination. Thus, the
configuration and management system 10 is able to control and
manage a multi-platform 60, multi-theme, multi-percentage, and
multi-denomination gaming floor 40. Additionally, a preferred
embodiment of the gaming-content configuration and management
system 10 also includes platform-specific control over functions
such as the volume setting of the device, speed of play, hopper
limits, and the like. Moreover, in a preferred embodiment, these
functions further include, by way of example only, and not by way
of limitation: access to logs, platform-specific reports, and asset
information (e.g., software and hardware bills of material).
[0041] Thus, the configuration and management system 10 is capable
of controlling game selection and gaming-related parameters, as
well as controlling platform-specific functions. In a preferred
embodiment of the configuration and management system 10, each
gaming platform 60 has uniquely-controllable configurations, and
the system 10 is capable of providing configuration and management
control specific to each gaming platform 60. For example, the S6000
platform 60 sets and controls options in a different manner than
the Alpha platform 60. In this regard, an Alpha platform 60 may
have multiple methods for option setting (e.g., the platform may
have a method for setting options for Class II gaming that is
different from the method for setting options for Class III
gaming). However, the configuration and management system 10 is
capable of providing configuration and management control specific
to each gaming platform 60.
[0042] In a preferred embodiment, the gaming-content configuration
and management system 10 merges the capabilities of commercial
system management products with the capabilities of commercial
operating systems (e.g., Linux.RTM., Windows.RTM., or the like).
Further, in one preferred embodiment, the gaming-content
configuration and management system 10 is utilized in combination
with the current SAS protocol, serial-based communication
infrastructure. In one such embodiment, the gaming-content
configuration and management system 10 employs several previously
un-implemented poll codes contained in the SAS6.01 protocol. A
preferred embodiment of the gaming-content configuration and
management system 10, which utilizes this SAS protocol,
serial-based communication network, (or similar non-SAS protocol,
serial-based communication network) is referred to as Phase 1 of
the configuration and management system 10.
[0043] In another preferred embodiment of the gaming-content
configuration and management system 10, an IP-based (or other
packet-based) communication network is implemented, which connects
the gaming devices 30 in the system. An IP-based message set
utilizes an interface layer between command-driven devices and
logical communication channels. This embodiment of the
gaming-content configuration and management system 10, which
utilizes an IP-based (or other packet-based) network format, is
referred to as Phase 2 of the configuration and management system
10. In one specific, non-limiting embodiment of a Phase 2 system
10, the SuperSAS protocol is implemented as the communication
protocol. In another specific, non-limiting embodiment of a Phase 2
system 10, a different packet-based protocol (or other event-driven
communication) is implemented as the communication protocol
(TCP/IP, Frame Relay, and the like).
[0044] Referring again to Phase 1 of the gaming-content
configuration and management system 10, in one preferred
embodiment, the system modifies various platforms 60 (Alpha, S6000,
GameMaker2) to enable selection of game theme (i.e., game title),
game payout percentage, and game play denominations through the use
of SAS6.01 commands. This configuration process enables
platform-specific control over specific platform capabilities
including, by way of example only, and not by way of limitation:
volume setting of the device, speed of play, hopper limits, and the
like.
[0045] In a preferred embodiment of Phase 1 of the gaming-content
configuration and management system 10, the system identifies the
configuration and control capabilities available in each gaming
device 30, and targets those controllable capabilities remotely
using the SAS6 protocol (or other non-SAS serial-based protocol).
After identifying and targeting the available configuration and
control capabilities, this protocol enables an administrator to
configure and manage the existing systems, networks, gaming devices
30, and platforms 60 (e.g., NT+, Gearbox, MC250, GameNet, Alpha,
Game Maker II, S6000, Mcc-Axiomtek, and SDG game controller).
[0046] Preferably, in the Phase 1 version of the gaming-content
configuration and management system 10, the SAS6 configuration
control "long polls" are implemented on all platforms 60.
Additionally, any integrated networks and systems are modified to
send these poll codes. Further, the graphic user interface 70 in
the system 10 is configured to control these poll codes.
[0047] Specifically, targeted SAS6 poll codes include, by way of
example only, and not by way of limitation: (A) Shutdown (lock out
play); (B) Startup (enable play); (C) Sound off (all sounds
disabled); (D) Sound on (all sounds enabled); (E) Reel spin sound
disabled; (F) Enable bill acceptor; (G) Disable bill acceptor; (H)
Configure bill denomination; (I) Enable/disable game n; (J) Set
sound volume; (H) Play sound; (L) Enable/disable real time
reporting; (M) Send gaming machine ID# & information; (N) ROM
signature verification; (0) Send EFT log; (P) Send current hopper
status; (Q) Send total number of games implemented; (R) Send game n
configuration; (S) Send SAS version ID, gaming serial no.; (T) Send
selected game number; (U) Send enabled game numbers; (V) Send
authentication info; (W) Send current date and time; (X) Receive
general ASCII message; (Y) Simulate user input; (Z) Send enabled
features; (AA) Send cash out limit; (BB) Enable/disable game auto
rebet; (CC) Send extended game n info; (DD) Send enabled player
denominations; and (EE) Send extended game n info. Additionally,
there are SAS general poll exception commands, such as: (A)
Operator changed options (configuration options); (B) System
validation request; and (C) Game locked.
[0048] Referring now to Phase 2 of the gaming-content configuration
and management system 10, the Phase 2 system transitions from using
SAS6 protocols (or other serial-based network format) to instead
utilizing broadband communications (e.g., Ethernet, TCP/IP, or
other packet-based network format). The Phase 2 of the
gaming-content configuration and management system 10 also enables:
(1) web-based communications (e.g., BOB, SuperSAS, and the like),
(2) access to logs and reports specific to the platform, and (3)
downloading of new code and advertising content. Preferably, a SMS
(Systems Management Server) client agent is also added to the
platforms 60 in Phase 2 of the gaming-content configuration and
management system 10.
[0049] In another aspect of a preferred embodiment, Phase 2 of the
gaming-content configuration and management system 10 also includes
the control and auditing of system configurations. For example, the
reporting and settings options in a SDS server 98 are typically
different than settings options in an MCC server 90, SDG server 92,
or ACSC server 100. However, a preferred embodiment of the
gaming-content configuration and management system 10 is able to
control and audit each of these system configurations. In another
aspect of a preferred embodiment, an iView device 30 is controlled
by the gaming-content configuration and management system 10, which
has setup and control options that are unique in each of the NT,
Kontron board, and Mcc implementation.
[0050] In a preferred embodiment of the gaming-content
configuration and management system 10, platforms 60 include
Ethernet hardware, TCP/IP stacks, http stacks, SOAP (or the
proprietary layer SuperSAS), and XML handling capability.
Preferably, system management client agents for each platform and
each system are employed. In one preferred embodiment, these
elements are added to each platform and are "hooked" into the
platform code in order to tie XML messages to game logic. In
another aspect of one preferred embodiment that utilizes on Alpha
platform 60, a SMS client for Linux is implemented in order to
support the Alpha platform.
[0051] Referring again more specifically to FIGS. 2 and 3, in a
preferred embodiment of the gaming-content configuration and
management system 10, the graphical user interface 70 displays the
slot floor (or multiple slot floors) to the gaming floor
administrators on their computers 50. Specifically, the graphical
user interface 70 preferably presents a map 74 of the gaming floor
and incorporates the use of selectable layers 80 (for organizing
information) and colors (for emphasizing information). The layers
80 are selectable in order to present various types of information
by layer, including by way of example only, and not by way of
information: occupancy, level of handle, sound level, heat,
accounting, and performance measurements.
[0052] In one preferred embodiment, the graphical user interface 70
is extended to incorporate all user input screens. In this manner,
users have a consistent "front-end" experience when working with
any of the included user input screens, such as for the cage,
accounting, security, and the like.
[0053] In one preferred embodiment of the Phase 1 system 10,
information obtained from gaming devices 30 on the floor by the
SAS6 protocol (or other suitable protocol) is translated by the
graphical user interface 70 into a multi-dimensional graphic form
that includes geographic location (e.g., country, state, facility,
slot floor position, and the like) and value (e.g., hi, lo, medium,
empty, full, and the like) which are preferably represented by
different colors. As mentioned above, in a preferred embodiment,
the graphical user interface 70 includes information on available
game themes, game payout percentages, and available game play
denominations. Further, the graphical user interface 70 not only
displays this information, but also enables an operator to
configure the gaming devices 30 on the gaming floor remotely from a
computer 50 via the graphical user interface. In this manner, the
graphical user interface 70 enables an operator to select a single
gaming device 30, or a group of gaming devices 30, and change their
configuration (theme, percentage, denomination, and the like).
Additionally, the graphical user interface 70 preferably enables
the scheduling of changes. Other configuration setting provided by
SAS6 (or other suitable protocol) and the platforms 60 are also
presentable and configurable via the graphical user interface
70.
[0054] In a preferred embodiment, the graphical user interface 70
of the Phase 1 system 10 is an analysis program that provides
front-end, user interface functionality including, by way of
example only, and not by way of limitation: data analysis tools,
scheduling capabilities, and messaging resources for sending
messages back to the slot system. In comparison, the graphical user
interface 70 of the Phase 2 system 10 adds links into each of the
expanded back office server offerings (e.g., MCC server 90, SDG
server 92, CMP server 94, MindPlay server 96, SDS server 98, ACSC
server 100, and the like), as well as network management
capabilities. This graphical user interface 70 also enables
expansion to other applications. Otherwise stated, the graphical
user interface 70 of the Phase 2 system 10 becomes a "portal"
through which casino executives have access to all properties
services. In one specific, non-limiting preferred embodiment, a
first tab is associated with slot floor analysis; a second tab is
associated with network management (linking the user to a network
management software application such as HP OpenView); a third tab
is associated with whichever expanded system offerings (i.e., back
office servers) the customer has implemented on the slot floor
system (e.g., MCC server 90, SDG server 92, CMP server 94, MindPlay
server 96, SDS server 98, ACSC server 100, and the like); and a
fourth tab is associated with CMP (or SMS) for player marketing. In
one preferred embodiment, the graphical user interface 70 is
further expandable to include hospitality and POS links.
[0055] In a preferred embodiment, the gaming-content configuration
and management system 10 performs content management of game code,
data, and configuration. A preferred embodiment of a gaming-content
configuration and management system 10 accommodates slot floor (or
entire corporate organization) having from hundreds to tens of
thousands of gaming devices 30. Further, a preferred system 10 is
capable of controlling and managing multiple platforms 60 from
multiple platform manufacturers. Additionally, a preferred system
10 is capable of controlling and managing multiple themes (i.e.,
game titles) on each platform 60. Moreover, a preferred system 10
is capable of controlling and managing multiple percentages and
multiple denominations for each theme. In a preferred embodiment,
each combination of
"company/location/cabinet/theme/percentage/denomination" is defined
herein as a gaming combination. In a preferred embodiment of a
gaming-content configuration and management system 10, each gaming
combination has a configuration that needs to be stored, monitored,
and managed. Additionally, each gaming combination that is
controlled and managed by the system 10 has associated
configurations, assets, and logs. All of this data is stored and
organized by the system 10 to provide users, regulators, and
company personnel with access, management, and control
capabilities.
[0056] In a preferred embodiment of the gaming-content
configuration and management system 10, the process for signing
content 20 is supported through the use of the SAS6 protocol (or
other similar protocol). Preferably, the process for signing
content 20 leverages the capabilities of the iView content signing
procedures. Additionally, in a preferred embodiment of the
gaming-content configuration and management system 10, a directory
structure and filing system is implemented for game theme tables,
platform options settings (configuration), and access logs that are
enabled in SAS6. In one preferred embodiment, Microsoft Sharepoint
Server is utilized as the directory structure and filing system.
Preferably, Microsoft Server 2003 (or higher) is the server
operating system (OS) for the gaming-content configuration and
management system 10.
[0057] In a preferred embodiment of the Phase 2 system 10, all
content 20 (e.g., platform OS code, game theme code, platform
options-configuration, logs by cabinet, advertising content-skins,
and the like) is securely stored at a level sufficient to satisfy
gaming regulators. These security measures include, by way of
example only, and not by way of limitation, physical security
requirements, access requirements, logging requirements, and update
requirements. In a preferred embodiment of the Phase 2 system 10,
the procedure for authenticating code 20 with gaming regulations is
to require a server to meet the same compliance requirement as a
gaming device 30. In this manner, the server (and contained code)
is subject to corresponding gaming device regulations. For content
20 such as options-configurations and advertising content (e.g.,
skins), an authentication procedure is implemented that links the
production of new content into storage and subsequent
authentication signing.
[0058] In another aspect of a preferred embodiment, the
gaming-content configuration and management system 10 further
includes a distribution management component. Briefly stated, the
distribution management component transmits bulk data from a
backend server to the gaming floor. Movement of large files to
particular platforms 60 on the floor must be performed without
disrupting the primary use of the gaming floor (i.e., making money
through the support of gaming related transactions). Thus, large
files of bulk data are moved "in the background" over otherwise
unused network bandwidth so as not to adversely affect gaming
related transactions.
[0059] Accordingly, in a preferred embodiment of the gaming-content
configuration and management system 10, platforms 60 (i.e.,
clients) and systems (i.e., servers) are capable of downloading
large files of bulk data while game play is in progress.
Preferably, this download process is schedule-able and monitor-able
using the distribution management component. Typically, downloading
of large files (or upload of large files such as logs) takes a
large amount of time (on the order of days). In a preferred
embodiment, the download is performed at the request of the client
(i.e., the platform 60). As such, the client and network load
combine to determine the proper time and speed for a download (or
upload) to take place. In a preferred embodiment of the
gaming-content configuration and management system 10, the server
accommodates download scheduling, ensures minimal bandwidth impact,
enables progress reporting, and guarantees delivery, as well as
setup and management of the download (or upload) process.
[0060] In a preferred embodiment of the Phase 1 system 10, floor
control is limited to the configuration changes that are possible
through SAS (or other equivalent protocol). As such there is no
additional distribution management functionality in the Phase 1
system 10. However, the broadband networking utilized in a
preferred embodiment of the Phase 2 system 10 does implement
distribution management features. In one preferred embodiment, when
the content 20 is stored on alterable media (e.g., a local hard
drive, FLASH memory, and the like) in the platform 60 (Alpha,
iView, Game Maker II, and the like), command protocols such as GSA
BOB v1.01 can be used for enabling and disabling gaming
combination. In one preferred embodiment of the Phase 2 system 10,
operators are able to modify these configuration elements (i.e.,
gaming combinations) in real time. In one specific, non-limiting
embodiment, the server communicates in the GSA BOB v1.01 command
protocol to the slot floor.
[0061] Continuing, in a preferred embodiment of the gaming-content
configuration and management system 10, distribution management
includes, by way of example only, and not by way of limitation: (1)
the act of downloading new advertising content 20 to an iView
device 30 or gaming platform 60 (2) sending down code 20 or
operating system updates, and (3) sending down a new game theme
(i.e., game title). New game themes are typically large files that
can range from around 400 Kilo-bytes to over 4 Giga-bytes in size.
Code updates are typically smaller files that range from around 20
Kilo-bytes to 400 Mbytes in size.
[0062] In one specific, non-limiting embodiment, a slot director
uses the gaming-content configuration and management system 10 to
schedule a download (or upload) and check on the progress of the
download. For example, in one scenario, the system 10 rolls out a
large new game theme across a casino floor to several hundred
cabinets 30 over several days. Downloading such a game theme "in
the background" to a gaming machine fulfills Class III regulations,
provided that (1) the content 20 is downloaded into an "escrow"
area where the content cannot affect game play, and (2) an
authentication process is performed on the newly-downloaded
content. In some situations, installation and use of the downloaded
theme/content 20 may require physical intervention, an initiating
event, and/or approval to fulfill Class III regulations (e.g.,
using a key switch, BKEY, or the like), depending upon the
jurisdiction.
[0063] In one preferred embodiment, an initiating event includes,
by way of example only, and not by way of limitation: (1) no
credits on the game meters, (2) no activity at the game, game play,
button pushes, card-ins, printing, and the like, (3) a period of
time with no activity at the game, (e.g., 5 minutes, 10 minutes, or
the like), (4) a key insertion or card insertion by an employee,
(5) accessing of a special setup screen on the game by an
authorized person, (6) touching a button or activation point on the
screen in response to a message saying the new code is ready to
load, (7) a button push or activation by an operator on the casino
backend, (8) a tie-in to a video system to confirm there is no
player at the game and the initiation can take place, (9) a
biometric entry at the game or at the system that authorizes
initiation of the code, and (10) a key opening and BKey (electronic
key) entry to authorize installation or reconfiguration of the
software.
[0064] In one preferred embodiment of the gaming-content
configuration and management system 10, the distribution management
is performed using Microsoft SMS on the server, iView device 30,
and Game Maker II side. In another preferred embodiment, WBEM (Web
Based Enterprise Management) is implemented, which provides an
open-source option for LINUX, AIX, UNIX, AS400, and homegrown
clients. The distribution management abilities of the configuration
and management system 10 enable other game manufacturers or system
manufacturers to be monitored and controlled by the management
server of the system 10, which is typically required for lottery
and casino monitoring systems. Additionally, the distribution
management client software utilized in the system 10 is adaptable
and/or accessible to other manufacturers.
[0065] As mentioned above, in a preferred embodiment of the system
10, a key feature of distribution management is to ensure
availability of the network for gaming transactions (i.e., device
management may not dominate the bandwidth of the network). Another
important aspect of a preferred embodiment is flexibility in the
deployment of distribution management system and scalability of the
system. Otherwise stated, the ability to use the same distribution
management system in multiple situations. Such situations include,
by way of example only, and not by way of limitation: (1) a
point-to-point distribution management situation in which a laptop
(or other portable computing device) connects to a single device 30
or a small number of devices; (2) a property-based distribution
management situation in which the management server controls a
single property (with anywhere from 100 to 30,000 devices 30 in a
local installation), and (3) a wide area network distribution
management situation in which hundreds to thousands of devices 30
are connected over a combination broadband network and/or dial-up
facilities.
[0066] In one preferred embodiment of the gaming-content
configuration and management system 10, the data transport is a
switched, managed IP network of at least 100 Mbps. Preferably, each
endpoint in the network is monitor-able and controllable. With
respect to another preferred embodiment, the distribution
management system operates over a data transport based upon POTS
(plain old telephone system).
[0067] Referring now to another aspect of the gaming-content
configuration and management system 10, the device management
component is the client companion component to the distribution
management component discussed above. One preferred embodiment, the
system 10 utilizes a common server-based distribution engine that
communicates with a wide range of "clients" including, by way of
example only, and not by way of limitation: the LINUX-based Alpha
platform; the CE-based iView platform; the XPe based Game Maker II
platform; and other proprietary platform operating systems (e.g.,
QNX, home grown, and the like). The device management component of
gaming-content configuration and management system 10, also
includes systems products, including by way of example only, and
not by way of limitation: Windows server, AIX, UNIX and AS400.
[0068] In one preferred embodiment, since the Phase 1 system 10
enables floor control through configuration changes in SAS protocol
(or other equivalent protocol), all current platforms 60 are
configured to respond to these SAS poll codes. As such, in the
Phase 1 system 10 poll codes are implemented and/or modified in
their response as needed.
[0069] Referring now to the Phase 2 system 10, in one preferred
embodiment Microsoft SMS provides all of the necessary client
components. In another preferred embodiment, WBEM (Web Based
Enterprise Management) is implemented, which provides an
open-source option for LINUX, AIX, UNIX, and AS400 clients.
[0070] In preferred embodiments of the gaming-content configuration
and management system 10, the network infrastructure differs
depending on whether Phase 1 or Phase 2 of the system is being
implemented. In a preferred embodiment of the Phase 1 system 10,
the system is implemented over existing networks using SAS poll
codes (or another equivalent protocol). In a preferred embodiment
of the Phase 2 system 10, the system is implemented over a
broadband network and employs new message protocols (e.g., BOB,
SuperSAS, or the like). In one preferred embodiment, the network is
constructed using copper or fiber optics. Additionally, the network
may include wireless, VPN, and/or long-haul components. In a
preferred embodiment, the system 10 uses a fully-switched network
in which each port (down to the individual terminal 30, game,
platform 60, and/or iView device 30) is monitored and
controlled.
[0071] Due to increasing threats from hacking and other security
issues, gaming regulations in Class 3 jurisdictions dictate the use
of strong cryptographic authentication of code running on gaming
platforms. As such, a preferred embodiment of the gaming-content
configuration and management system 10 has adopted cryptography and
security standards in order to help ensure operational efficiency
and inter-operability with other products. In this regard, PKI
(public key infrastructure) is the root of a common, systematic
approach to security and authentication for the configuration and
management system 10. In a preferred embodiment, code 20 is signed
and authenticated on platforms 60 using a root authority with
subsidiaries that meet the highest cryptographic standards and
employ industry standards.
[0072] Referring now to FIGS. 1 and 4, the iView device 30 of a
preferred embodiment of the gaming-content configuration and
management system 10 is shown. Prior to the advent of the iView
device (described above), gaming regulators would have been
unwilling to allow casino operators to design their own content.
However, due to the cryptographic technology implemented by the
embedded processor in the iView device 30, a certification process
is provided by the system 10 with sufficient security for gaming
regulators to allow casino operators to design their own content.
Specifically, in one preferred embodiment, the certification
process offered ensures authentication and non-repudiation of the
casino operator designed web content. Preferably, in the
configuration and management system 10, the certification process
provided further ensures auditability and traceability. Various
cryptographic technologies, such as authentication and
non-repudiation (described herein below), are utilized in preferred
embodiments of the claimed invention, to provide sufficient
security for gaming regulators to allow casino operators to design
their own content.
[0073] In one preferred embodiment, this certification process is
used to certify "signed content" (created by the casino owners) in
the same manner that a "signed program" is certified. Preferably,
PKI (Public Key Infrastructure) is utilized in the certification
process. PKI is a system of digital certificates, Certificate
Authorities, and other registration authorities that verify
authenticity and validity. In one preferred embodiment, a "new
tier" or derivative PKI is created that is rooted in the primary
PKI and that leverages the capabilities of the certificate (e.g., a
x509 certificate) that allow for limited access. Thus, this
preferred embodiment allows the attributes within the certificate
to be used to provide "levels" of code access and acceptance in the
gaming industry.
[0074] In one embodiment, the content is protected by digital
signature verification using DSA (Digital Signature Algorithm) or
RSA (Rivest-Shamir-Adleman) technology. In this regard, the content
is preferably protected using digital signature verification so
that any unauthorized changes are easily identifiable. A digital
signature is the digital equivalent of a handwritten signature in
that it binds a trusted authority's identity to a piece of
information. A digital signature scheme typically consists of a
signature creation algorithm and an associated verification
algorithm. The digital signature creation algorithm is used to
produce a digital signature. The digital signature verification
algorithm is used to verify that a digital signature is authentic
(i.e., that it was indeed created by the specified entity). In
another embodiment, the content is protected using other suitable
technology.
[0075] In one preferred embodiment, a Secure Hash Function-1
(SHA-1), or better, is used to compute a 160-bit hash value from
the data content or firmware contents. This 160-bit hash value,
which is also called an abbreviated bit string, is then processed
to create a signature of the game data using a one-way, private
signature key technique, called Digital Signature Algorithm (DSA).
The DSA uses a private key of a private key/public key pair, and
randomly or pseudo-randomly generated integers, to produce a
320-bit signature of the 160-bit hash value of the data content or
firmware contents. This signature is stored in the database in
addition to the identification number.
[0076] In another preferred embodiment, the claimed invention
utilizes a Message Authentication Code (MAC). A Message
Authentication Code is a specific type of message digest in which a
secret key is included as part of the fingerprint. Whereas a normal
digest consists of a hash (data), the MAC consists of a hash
(key+data). Thus, a MAC is a bit string that is a function of both
data (either plaintext or ciphertext) and a secret key. A Message
Authentication Code is attached to data in order to allow data
authentication. Further, a MAC may be used to simultaneously verify
both the data integrity and the authenticity of a message.
Typically, a Message Authentication Code (MAC) is a one-way hash
function that takes as input both a symmetric key and some data. A
symmetric-key algorithm is an algorithm for cryptography that uses
the same cryptographic key to encrypt and decrypt the message.
[0077] A Message Authentication Code can be generated faster than
using digital signature verification technology; however, a Message
Authentication Code is not as robust as digital signature
verification technology. Thus, when speed of processing is
critical, the use of a Message Authentication Code provides an
advantage, because it can be created and stored more rapidly than
digital signature verification technology.
[0078] In one preferred embodiment, the authentication technique
utilized is a BKEY (electronic key) device. A BKEY is an electronic
identifier that is tied to a particular trusted authority. In this
manner, any adding, accessing, or modification of content that is
made using a BKEY for authentication is linked to the specific
trusted authority to which that BKEY is associated. Accordingly, an
audit trail is thereby established for regulators and/or other
entities that require this kind of data or system
authentication.
[0079] Another preferred embodiment of the verification system
utilizes "component bindings" for verification using cryptographic
security. In component binding, some components come equipped with
unalterable serial numbers. Additionally, components such as web
content or the game cabinet may also be given another random
identification number by the owner. Other components in the system,
such as the CMOS memory in the motherboard, the hard drive, and the
non-volatile RAM, are also issued random identification numbers.
When all or some of these numbers are secured together collectively
in a grouping, this protected grouping is referred to as a
"binding." Each component of the machine contains its portion of
the binding.
[0080] In one such preferred embodiment, every critical log entry
made to the content is signed with a Hashed Message Authorization
Code (HMAC) that is based on the entry itself, and on the
individual binding codes. In this manner, the security produced by
the bindings ensures that log entries that are made cannot be
falsified or repudiated.
[0081] After the critical gaming and/or system components are
selected, given individual identifiers, and combined into a
protected grouping that is secured using the component "bindings,"
any changes to those components will then be detected, authorized,
and logged. For example, content within the binding is digitally
signed (SHA-1) using the key derived from the bindings. This
signature is verified whenever an entry is made to a component
within the binding. If the signature is wrong, this security
violation and the violator are noted, but typically the entry is
not prohibited. In other embodiments, the entry may be prohibited
as well. Thus, the component binding produces a cryptographic audit
trail of the trusted authority making changes to any of the
components within the binding.
[0082] Moreover, bindings ensure that the critical components of a
gaming machine system, or the content utilized therein, that have
been selected to be components within the binding have not been
swapped or altered in an unauthorized manner. Preferably, bindings
use unique identification numbers that are assigned to vital parts
of the gaming platform including, by way of example only, and not
by way of limitation: the cabinet, motherboard, specific software,
non-volatile RAM card, content (data), and hard drive. These
identification numbers combined in a cryptographic manner to form a
"binding" that protects and virtually encloses the included
components, such that no component within the binding can be
modified, removed, or replaced without creating an audit trail and
requiring authentication. Thus, for one of these components within
the binding to be changed, appropriate authentication is required
and a log file entry is made documenting the activity and the
identity of the trusted authority making the change. In one
preferred embodiment, a specific level of BKEY clearance or
classification is required to make specific changes.
[0083] As briefly described above, gaming devices 30 also includes
signage and kiosks, in addition to gaming machines, GMUs, and iView
devices. In this regard, gaming-related signage relates to
advertising signage that is typically in a reconfigurable
electronic format. In this context, gaming-related kiosks are
machines that provide gaming-related service but do not provide
actual game play itself. Gaming-related kiosks may include both
patron-oriented services and maintenance-oriented features. In one
embodiment, patron-oriented services include the ability to sign on
to rewards services, view account status and history, redeem payout
tickets and promotional "comps," request help from an attendant,
order drinks, make dinner reservations, reserve taxis, purchase
show tickets, conduct banking transactions, and the like.
Maintenance-oriented features include providing information such as
coin-in, coin-out, malfunctions, jackpots, tilt conditions, game
software version, and the like.
[0084] As described below, an iView device is an embedded
additional user interface, which is preferably integrated into a
gaming machine and acts to increase user excitement by providing a
richer gaming experience. An embedded additional user interface
provides enhanced player satisfaction and excitement, as well as
improved gaming device reliability, interactivity, flexibility,
security, and accountability. The user interface is sometimes
referred to herein as "additional" in that the user interface is
separate from the gaming screen (or other gaming presentation).
Further, the user interface is sometimes referred to herein as
"embedded" in that the user interface includes its own processor in
some preferred embodiments.
[0085] In one preferred embodiment, the gaming-content
configuration and management system 10 contains a datastore that
includes, by way of example only, and not by way of limitation: a
relational database, object database, a flat file, an ASCII list,
registry entries, an XML file, a "collection" (i.e., in a SQL
(structured query language) environment, a collection of parameter
defined data in an object database), or any other type of commonly
known data listing. In such a preferred embodiment, the computer
datastore enables the system 10 to sort gaming devices 30 by
feature, whether the gaming devices are electronic gaming machines
(EGMs), GMUs, iViews (embedded additional user interfaces), or any
other uniquely identifiable entity on the gaming floor. In one
aspect of a preferred embodiment, the gaming devices 30 being
tracked and/or sorted include a download feature that is sortable
according to: (a) the make/model of the gaming device that the
download feature is associated therewith, (b) the device's hardware
revision, (c) the device's firmware revision, (d) the physical
location of the gaming device on the property, (e) zoning of the
gaming device (e.g., high roller zone), (f) game type (e.g.,
mechanical, electrical, dual screen, and the like), (g) dynamic
gaming state or state change (e.g., payout, malfunction, "game in
use," offline, tilt, jackpot mode, turned off, authentication
failure, security breach, downloading content, installing content,
and the like), (h) IP (Internet Protocol) address or (i) other
suitable sorting feature.
[0086] In one exemplary embodiment, all gaming devices 30 in a
particular group can then be targeted for a specific code download.
Accordingly, in one specific embodiment, all GMUs with a particular
code revision can be identified and upgraded while those GMUs
outside of the group are ignored. In another example, all iView
devices installed into gaming machines that are located in a
particular physical location on the property (i.e., a particular
bank of games) are identified, and receive downloaded content which
is then authenticated, after which they are reconfigured.
Meanwhile, all of the iView devices outside of that grouping are
ignored.
[0087] As mentioned above, the computer datastore of the
gaming-content configuration and management system 10 is capable of
utilizing these sorting and grouping capabilities for the purpose
of inventory management. In this regard, a property (e.g. casino)
is able to maintain up-to-date information on gaming floor
inventory for a multitude of inventory parameters. These inventory
parameters include, by way of example only, and not by way of
limitation, the name of the iView device, the hardware revision of
the iView device, the firmware revision of the iView device, the
content of the iView device, the make/model of the GMU, the
hardware revision of the GMU, the firmware revision of the GMU, the
make/model of the gaming machine, the hardware revision of the
gaming machine, the firmware revision of the gaming machine, and
the physical location of the gaming machine.
[0088] In one preferred embodiment, the gaming-content
configuration and management system 10 either queries the datastore
containing all of the gaming device inventory data. The
gaming-content configuration and management system 10 then sorts
the data according to one or more user-input parameters. After the
sorting has occurred, the user can, for example, download new
content 20 to the iView devices, once the devices have been
identified and targeted.
[0089] In a preferred embodiment of the gaming-content
configuration and management system 10, since the device data
resides on a central computer datastore, standard binary datastore
searches can be performed to produce specifically desired reports.
However, in one preferred embodiment, a distributed datastore is
used instead of a centralized datastore. In one particular example,
an analyst may be interested in the effectiveness of one piece of
content (content X) compared to another piece of content (content
Y) in a particular brand of gaming machine. Using the configuration
and management system 10, the analyst can perform a datastore query
on various parameters of the gaming devices, for example, the
"coin-in" count on all Blazing 7's style gaming machines with iView
gaming devices running content version X and content version Y. In
this manner, the configuration and management system 10 enables
specialty reporting, efficiency analysis, and gaming device
management with a level of organization and simplicity that was
never before possible.
[0090] In another preferred embodiment, the standard binary
datastore searches are performed to produce other specifically
desired reports, such as predictive analysis and yield management.
In one embodiment, the yield management data includes projection
data calculated based on one or more factors related to use of one
or more gaming machines. For example, in one preferred embodiment,
the yield management data includes game play projection data,
machine usage projection data, and/or income projection data
calculated based historical game play data for the one or more
gaming machines. In one preferred embodiment, the calculations are
performed using linear regression analysis. In another preferred
embodiment, the calculations are performed using a neural network.
In one embodiment, yield management data is used to determine one
or more bonuses.
[0091] A preferred embodiment of the gaming-content configuration
and management system 10 incorporates a yield management feature
for the purpose of optimizing floor drop using configuration
control over slot machines. The yield management feature of the
configuration and management system 10 implements configuration
control by setting option-able parameters including, by way of
example only, and not by way of limitation: wager, theme,
percentage and time in play. The analysis and predictive results
are displayed using the graphical user interface 70 presents a map
74 of the gaming floor, preferably, with click and grab ease of
planning and scheduling new gaming configurations.
[0092] A preferred embodiment of the gaming-content configuration
and management system 10 provides automation and future-looking
guidance to slot directors in configuring parameters for slot
machines in order to optimize floor drop over some period of time:
hour, day, week, month, year using inputs, including by way of
example only, and not by way of limitation: accounting, time of
day, civic, news and entertainment events, and player status.
[0093] As mentioned above, a preferred embodiment of the
gaming-content configuration and management system 10 includes a
graphical user interface 70 to simplify the use of these complex
tools. The graphical user interface 70 presents a map 74 of the
gaming floor that makes the yield management results clear and
comprehensible to those not highly skilled in the art of yield
management. Further, the graphical user interface 70 of the
gaming-content configuration and management system 10 accepts input
to the yield management feature, thereby allowing a casino operator
the personalized control to manage the yield management process in
the most logical/understandable/comprehensive manner. The input
parameters and requirement for the graphical user interface 70 are
also configured to be allowable subject to the gaming regulations
for the relevant jurisdiction.
[0094] A preferred embodiment of the gaming-content configuration
and management system 10 is able to analyze, automate, schedule,
and control the options, operation, and configuration for thousands
of machines. The configuration and management system 10 is capable
of providing this control from a single property to many properties
that may span states, countries, and even throughout the world.
Preferably, a map 74 is presented via the graphical use interface
70 of the system 10, which is used to present information to a
casino administrator in an easily understandable format. In this
manner, a casino administrator is able to see historical results
and then schedule changes in the slot floor using the map 74,
presented via the graphical use interface 70.
[0095] In one preferred embodiment, the configuration and
management system 10 is capable of applying the yield management
feature to an individual player. In another aspect of a preferred
embodiment, the configuration and management system 10 utilizes two
forms of yield management in combination (i.e., physical groupings
combined with individual player performance and monitoring).
[0096] In one preferred embodiment, yield management feature of the
configuration and management system 10 is configured to optimize
casino profitability. In one specific, non-limiting preferred
embodiment, casino profitability is represented by the formula: CP
= time .times. ( OP - OE ) ##EQU1##
[0097] Where:
[0098] CP=Casino Profit
[0099] OP=Operations Profit
[0100] OE=Operations Expenses
[0101] Additionally, in one preferred embodiment of the
configuration and management system 10, time is a variable in yield
management calculations. Further, it should be noted that
operational expenses are included in the above casino profitability
formula. In a preferred embodiment, many aspects of operations
performance are captured in the systems and messages. An additional
aspect of the configuration and management system 10 involves
applying yield management principles to operational efficiency
issues, thereby further increasing casino profitability.
[0102] In a preferred embodiment, each element of the operations
profit formula (shown below) can be broken down and the principles
of yield management applied. For the casino slot floor the
operations profit, OP, can be broken into: OP = time .times. ( POSP
+ SFD ) ##EQU2##
[0103] Where:
[0104] POSP=Point Of Sale Profit (includes hotel, retail, food and
beverage and entertainment)
[0105] SFD=Slot Floor Drop
[0106] Continuing: SFD = time .times. ( PL - promotions ) .times. (
RETURNVISIT ) ##EQU3##
[0107] Where:
[0108] RETURNVISIT=probability that the player will return to the
casino.
[0109] PL=Player Loss
[0110] Promotions=marketing money the casino contributes to player
kickbacks, comps, and system games.
[0111] Still continuing: PL=ST*GCT*HPC*WAGER
[0112] Where:
[0113] ST=time the player spends at the slot machine, i.e., seat
time
[0114] GCT=Game Cycle Time
[0115] HPC=Hold Percentage for the game
[0116] Further continuing: WAGER=LINESBET*CREDITS*DENOM
[0117] Where:
[0118] LINESBET is the number of lines on which the player is
betting.
[0119] CREDITS is the number of credits the player chooses to
bet.
[0120] DENOM is denomination, i.e., the worth of an individual
credit.
[0121] It should be noted that LINESBET, CREDITS, and DENOM can
each be set to a minimum and are option-able parameters. As such,
LINESBET, CREDITS, and DENOM are each under yield management
control. Interestingly, changes in parameters within the PL (Player
Loss) formula above can have a significant effect. Even if PL
(Player Loss) is held constant, other element can still be modified
within the formula. For example, GCT (Game Cycle Time) could be
reduced by half while ST (Seat Time) is doubled. In this scenario,
the player spends much more time at the game. Accordingly, such a
players' chances of winning a progressive or system game are
increased. Continuing this example, during slow times for the
casino the above-described configuration change provides a method
for the casino operator to enhance the attractiveness of the games
to players without adversely compromising player loss or modifying
progressive rules or systems games. The capability of the
configuration and management system 10 provides a distinct
advantage over prior gaming systems, in that no regulatory review
of "new game rules" (i.e., new game configuration) is required.
[0122] A preferred embodiment of the configuration and management
system 10 includes the capability to link the above-described
changes to marketing programs such as mailings, advertisements,
phones calls, other marketing methods, and the like. In addition,
configuration and management system 10 includes a linkage to system
game operation and individual yield management, as described
above.
[0123] In one preferred embodiment of the configuration and
management system 10, the yield management feature of the system 10
includes the ability to advertise, annunciate, and/or otherwise
alert the player that yield management configuration change has
occurred. Otherwise stated, in one specific, non-limiting
embodiment, when the player sits at a gaming machine and is
identified, the configuration and management system 10 annunciates
to the player, "you are at 98% payback." In one preferred
embodiment, such an announcement is made and maintained for the
player to observe through at least one game cycle.
[0124] In another aspect of a preferred embodiment of the
configuration and management system 10, the yield management
parameter modifications are applied interactively as the casino
operates. For example, in one specific, non-limiting embodiment,
every fifteen minutes, the "forward looking" algorithms for yield
management operation note that a particular carousel is being
heavily played. In such an embodiment, yield management parameters
(e.g., minimum bet and the like) are then immediately modified on
those gaming cabinets (in the carousel) that are not currently in
play. Thus, any new players joining the "hot" carousel are joining
into game play that has had "tighter" yield management parameters
applied. Accordingly, in such an example, those gaming patrons
already on the "hot" carousel who have been a part of creating the
"hot" feeling are at an advantage to those players joining
later.
[0125] Likewise, in another specific, non-limiting embodiment, if
the "forward-looking" algorithms for yield management operation
detect that a carousel is "cooling," then yield management
parameters (e.g., denomination and the like) can be immediately
lowered or modified for ALL players. In this manner, those loyal
players receive the same reward as new players joining the
"action." Moreover, from a regulatory standpoint, relaxing yield
management parameters on players during a gaming session is viewed
far less restrictively than tightening yield management parameters
on players during a gaming session. In this regard, in one
preferred embodiment, tightening yield management parameters on
players requires at least an announcement (and possibly active
acceptance of the modifications by the player), and more commonly
instituting the above configuration changes between player
sessions.
[0126] In a preferred embodiment of the configuration and
management system 10, the yield management feature necessitates an
audio and/or visual announcement to the players that yield
management parameters have been changed. In this regard, parameter
changes in the players' favor may be displayed on the game screen,
presented in the systems interface (iView-type device), announced
by sound and/or the like. As explained above, parameter changes
that are not in the players' favor (i.e., changes that tighten
yield management parameters on the players) typically require
higher levels of announcement to the players and possibly active
acceptance of the modifications by the players.
[0127] Referring again to the formulae above, slot floor drop the
parameter RETURNVISIT (probability that the player will return to
the casino) is a significant term. In a preferred embodiment of the
configuration and management system 10, yield management accounts
for the importance of maximizing the RETURNVISIT probability, while
at the same time maximizing SFD (Slot Floor Drop, i.e., the money
collected). In a preferred embodiment of the system 10, a balance
between these two elements is significant, and advantageously, is
customizable by a casino administrator through the use of the yield
management feature of the configuration and management system
10.
[0128] In a preferred embodiment of the system 10, the yield
management feature enables cyclic patterns to be identified in
order to both increase operator profitability and optimize player
satisfaction, and thus return visits. Such factors, which are
examined by the yield management feature in determining such cycles
include, by way of example only, and not by way of limitation:
demographics, weather, and entertainment events. In a preferred
embodiment of the system 10, use of the yield management feature
enables casinos that have implemented the system 10 to provide a
much more personalized and individualized gaming experience.
[0129] In another aspect of a preferred embodiment of the system
10, the yield management feature combines individual player
performance over time with gross property wide yield management
information. This combination gives each player their own unique
play characteristics. In this regard, individualized
characterization, control, and promotion are prominent features of
such an embodiment. By combining yield management with player
information, the system 10 enables customization of the game
offerings specific to that customer.
[0130] Thus, in one specific, non-limiting embodiment, if a game
cabinet holds fifteen game themes (i.e., game titles), only those
game themes that the yield management predicts are most attractive
to the player will be presented. Preferably, this extends to new
game offerings as well, so that when new game themes are
introduced, the yield management feature predicts if a particular
player might like this new game theme, provides that game theme to
the player, and announces to the player the existence of the new
game theme. Additionally, as described above, parameters such as
wager, game cycle time, and percentage can be set by the system 10,
based upon player characteristics and overall yield management
parameters.
[0131] In another specific, non-limiting embodiment of the
configuration and management system 10, if the "forward-looking"
yield management algorithms predict over 80% occupancy then GCT
(game cycle time) is reduced, thereby increasing profitability.
Moreover, if indications are that occupancy will remain over 80%,
then yield management can move to adjusting WAGER to higher
minimums. In one preferred embodiment, this adjustment might take
the form of changing minimum lines, minimum credits, or
denomination. As described above, the yield management feature of
the configuration and management system 10 has a wide area of
variables for affecting and adjusting slot floor profit.
[0132] In a preferred embodiment, the yield management aspect of
the configuration and management system 10, coordinates game
performance data from multiple input sources into an analytic
engine. The sources include, by way of example only, and not by way
of limitation: (1) slot data accounting, (2) multi-game cabinet
accounting, (3) player tracking data, comps, (4) hotel, (5) point
of sale system data, (6) location, (7) game mix nearby, (8)
entertainment data, (9) weather, (10) off site user group
demographic data, and (11) grouping of players, including the
monitoring of those groups and presentation of bonusing specific to
that group.
[0133] In accordance with a preferred embodiment of the system 10,
the regulatory rules that allow control over gaming devices by
electronic means are (1) GLI-21, and (2) NVGCB Proposed System
Based and System Supported gaming regulations. Gaming devices with
one or more modifiable parameters affecting yield management
calculations include, by way of example only, and not by way of
limitation: (1) theme, (2) wager (a) minimum bet, (b) maximum bet,
(c) minimum lines bet, and (d) denomination, (3) percentage, and
(4) play time, (a) spin cycle time, and (b) bonus round time.
[0134] In a preferred embodiment of the system 10, the uses of the
yield analysis feature, include by way of example only, and not by
way of limitation: system-games, gaming user groups, casino gaming
areas, casinos and multi-property gaming, base game play of
relating system-games, and modification of system-game operation
for optimization of overall property profitability. In another
aspect of a preferred embodiment of the system 10, the yield
analysis feature includes predictive analysis engine for optimizing
any desirable parameter (e.g., drop or occupancy during some future
time). In one preferred embodiment of the system 10, the yield
analysis feature includes an automation system for aiding and
advising slot floor managers in the optimal configuration of a
casino floor, including individual parameterization of slot
machines.
[0135] A preferred embodiment of the yield management aspect of the
system 10 is directed towards manipulation of gaming device
parameters including, by way of example only, and not by way of
limitation: wager, theme, percentage, and time in play to provide
optimal casino profitability based upon predictive modeling.
Additionally, in another aspect of a preferred embodiment,
predictive modeling includes parameters related to player, property
occupancy, time of day, week, month, year, events, weather,
demographics, and other similar parameters.
[0136] Another preferred embodiment of the yield management aspect
of the system 10 is directed towards linkage of yield management
manipulation of gaming devices 30 with player-targeted marketing,
including advertisements and inducements from casino to patrons.
Still another preferred embodiment the yield management aspect of
the system 10 is directed towards notifying a player for at least
one game cycle that a yield management parameter has been modified
on the gaming device being used by the player. Moreover, yet
another preferred embodiment the yield management aspect of the
system 10 is directed towards a system 10 configured to combine
message set capability with game design, wherein the game design
enables capturing, analyzing, and reporting on individual machine,
machine grouping, as well as individual player and player grouping
performance over time.
[0137] Although the invention has been described in language
specific to computer structural features, methodological acts, and
by computer-readable media, it is to be understood that the
invention defined in the appended claims is not necessarily limited
to the specific structures, acts, or media described. Therefore,
the specific structural features, acts and mediums are disclosed as
exemplary embodiments implementing the claimed invention.
[0138] Furthermore, the various embodiments described above are
provided by way of illustration only and should not be construed to
limit the invention. Those skilled in the art will readily
recognize various modifications and changes that may be made to the
claimed invention without following the example embodiments and
applications illustrated and described herein, and without
departing from the true spirit and scope of the claimed invention,
which is set forth in the following claims.
* * * * *