U.S. patent application number 11/469987 was filed with the patent office on 2007-03-15 for remote live automatic electro-mechanical and video table gaming.
Invention is credited to Joze Pececnik.
Application Number | 20070060259 11/469987 |
Document ID | / |
Family ID | 37832877 |
Filed Date | 2007-03-15 |
United States Patent
Application |
20070060259 |
Kind Code |
A1 |
Pececnik; Joze |
March 15, 2007 |
Remote Live Automatic Electro-Mechanical and Video Table Gaming
Abstract
Electro-mechanical and video table games of chance send video
feeds of game play and digital representations of results of game
play by network communications to remote clients that receive
wagers placed upon the result of the game play and derives a
winning or a loss from both the wager and the digital
representation of the result of the game play. The table game can
include a roulette wheel, a roulette style ball, a device for
rotating the roulette wheel at randomly changing rotational speeds,
and a device for mechanically propelling the roulette style ball
onto the rotating wheel at randomly changing velocities and spins.
Also included can be a platform for supporting a die having a
plurality of surfaces each bearing indicia unique to that on the
other surfaces, and a device for randomly changing the movement and
speed of the platform relative to the die.
Inventors: |
Pececnik; Joze; (Trzin,
SI) |
Correspondence
Address: |
LEWIS AND ROCA LLP
40 NORTH CENTRAL AVENUE
PHOENIX
AZ
85004
US
|
Family ID: |
37832877 |
Appl. No.: |
11/469987 |
Filed: |
September 5, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60715511 |
Sep 9, 2005 |
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3288 20130101;
G07F 17/3223 20130101; G07F 17/322 20130101; G07F 17/3241
20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. Any electro-mechanical and video table game of chance that sends
a video feed of its game play and a digital representation of the
result of the game play by a network communication to a remote
client, wherein the remote client: receives a wager placed upon the
result of the game play; and derives a winning or a loss from both
the wager and the digital representation of the result of the game
play.
2. The electro-mechanical and video table game of chance as defined
in claim 1, further comprising: a roulette wheel; a roulette style
ball; means for rotating the roulette wheel at randomly changing
rotational speeds; and means for mechanically propelling the
roulette style ball onto the rotating wheel at randomly changing
velocities and spins.
3. The electro-mechanical and video table game of chance as defined
in claim 1, further comprising: a platform for supporting a die
having a plurality of surfaces each bearing indicia unique to that
on the other surfaces; and means for randomly changing the movement
and speed of the platform relative to the die.
4. Any electro-mechanical and video table game of chance activated
and interactively played upon demand by bi-directional network
communication with a remote client.
5. The electro-mechanical and video table game of chance as defined
in claim 4, further comprising: a roulette wheel; a roulette style
ball; means for rotating the roulette wheel at randomly changing
rotational speeds; and means for mechanically propelling the
roulette style ball onto the rotating wheel at randomly changing
velocities and spins.
6. The electro-mechanical and video table game of chance as defined
in claim 4, further comprising: a platform for supporting a die
having a plurality of surfaces each bearing indicia unique to that
on the other surfaces; and means for randomly changing the movement
and speed of the platform relative to the die.
7. The electro-mechanical and video table game of chance as defined
in claim 4, wherein the network is one or more networks selected
from the group consisting of satellite, cable television, the
Internet, the World Wide Web, a Wide Area Network (WAN), a Local
Area Network (LAW), a wireless network, a hard wired network, and
combinations thereof.
8. The electro-mechanical and video table game of chance as defined
in claim 4, wherein the table game of chance is selected from the
group consisting of roulette, a dice game, a big six wheel game, a
wheel of fortune game, and a board games of chance.
9. The electro-mechanical and video table game of chance as defined
in claim 4, further comprising: means for producing an analog
result of game play in the table game of chance; means for
converting the analog result into a digital result; and means for
forming a communication of the digital result to be sent over the
network to the remote client.
10. The electro-mechanical and video table game of chance as
defined in claim 9, further comprising means for receiving a
communication from the remote client for a selection to initiate
the table game of chance.
11. The electro-mechanical and video table game of chance as
defined in claim 4, wherein the table game of chance is: unattended
by a live attendant unattended by a live attendant during play of
the game of chance; activated by receipt of a command from the
remote client at a means for network communications at the
electro-mechanical and video table game of chance; and
interactively played by commands received from the remote client by
the means for network communications at the electro-mechanical and
video table game of chance.
12. The electro-mechanical and video table game of chance as
defined in claim 4, further comprising means for allowing only the
remote client to activate and interactively play the table game to
the exclusion of any other said remote client.
13. The electro-mechanical and video table game of chance as
defined in claim 4, further comprising: means for receiving funding
for a wager upon the table game; means for deducting the wager from
the funding for a loss of the wager; and means for displaying
indicia of winning the wager and an amount of funds for the winning
of the wager.
14. A roulette table game comprising: a roulette wheel for play a
roulette-style game with a roulette style ball; means, during play
of the roulette-style game, for rotating the roulette wheel at
randomly changing rotational speeds; means, during play of the
roulette-style game, for mechanically propelling a roulette style
ball onto the roulette wheel at randomly changing velocities and
spins; means for receiving a communication from a remote client to
initiate the play of the roulette-style game at the roulette table
game; means, during play of the roulette-style game, for
transmitting a video feed of live game play at the roulette table
game by a network communication for receipt by the remote client;
means for producing an analog result of play of the roulette-style
game at the roulette table; means for converting the analog result
into a digital result; and means for forming a communication of the
digital result for transmission over the network to the remote
client.
15. The roulette table game as defined in claim 14, wherein the
roulette table game is: unattended by a live attendant during the
roulette-style game; and interactively played by commands received
from the remote client by network communications.
16. The roulette table game as defined in claim 14, further
comprising means for allowing only the remote client to activate
and interactively play the table game to the exclusion of any other
said remote client.
17. A computer readable medium comprising instructions that, when
executed by a client, perform a method including steps to: receive
one or more network transmissions that include a live video feed of
a remote, live roulette-style game being played at a roulette table
having a roulette wheel with a roulette-style ball; receive
commands from a user interface to play the roulette-style game at
the roulette table; form one or more network transmissions that
include the commands received from the user interface for
transmission to the roulette table; receive funding for a wager
upon a result of the roulette-style game at roulette table; receive
one or more network transmissions that include the result of play
of the roulette-style game at the roulette table; and based upon
the result of play of the roulette-style game at the roulette
table: deduct the wager from the funding for a loss of the wager in
the roulette-style game at roulette table; and display indicia of
winning the wager in the roulette-style game at roulette table and
an amount of funds for the winning of the wager.
18. The computer readable medium as defined in claim 17, wherein
the roulette table further comprises: means, during play of the
roulette-style game, for rotating the roulette wheel at randomly
changing rotational speeds; means, during play of the
roulette-style game, for mechanically propelling a roulette style
ball onto the roulette wheel at randomly changing velocities and
spins; means for receiving said one or more network transmissions
that include the commands received from the user interface for
transmission to the roulette table; means, during play of the
roulette-style game, for transmitting the live video feed of live
game play at the roulette table game by the network communication
for remote receipt by the client; means for producing an analog
result of play of the roulette-style game at the roulette table;
means for converting the analog result into a digital result; and
means for forming a network communication of the digital result for
transmission over a network communication to the client.
19. The computer readable medium as defined in claim 17, wherein
the roulette table is unattended by a live attendant during the
roulette-style game.
20. The computer readable medium as defined in claim 17, wherein
the roulette table game further comprises means for allowing only
the client to activate and interactively play the table game to the
exclusion of any other said client.
21. A dice game table for playing a dice-style game, the dice game
table comprising: a platform for supporting a die having a
plurality of surfaces each bearing indicia unique to that on the
other surfaces; means for randomly changing the movement and speed
of the platform relative to the die; means for receiving a
communication from a remote client to initiate the play of the
dice-style game at the dice game table; means, during play of the
dice-style game, for transmitting a video feed of live game play at
the dice game table by a network communication for receipt by the
remote client; means for producing an analog result of play of the
dice-style game at the dice game table; means for converting the
analog result into a digital result; and means for forming a
communication of the digital result for transmission over the
network to the remote client.
22. The dice game table as defined in claim 21, wherein the dice
game table is: unattended by a live attendant during the dice-style
game; and interactively played by commands received from the remote
client by network communications.
23. The dice game table as defined in claim 21, further comprising
means for allowing only the remote client to activate and
interactively play the dice-style game at the dice game table to
the exclusion of any other said remote client.
24. A computer readable medium comprising instructions that, when
executed by a client, perform a method including steps to: receive
one or more network transmissions that include a live video feed of
a remote, live dice-style game being played at a dice game table
having a die; receive commands from a user interface to play the
dice-style game at the dice game table; form one or more network
transmissions that include the commands received from the user
interface for transmission to the dice game table; receive funding
for a wager upon a result of the dice-style game at the dice game
table; receive one or more network transmissions that include the
result of play of the dice-style game at the dice game table; and
based upon the result of play of the dice-style game at the dice
game table: deduct the wager from the funding for a loss of the
wager in the dice-style game at dice table; and display indicia of
winning the wager in the dice-style game at dice table and an
amount of funds for the winning of the wager.
25. The computer readable medium as defined in claim 24, wherein
the dice game table further comprises: a platform for supporting
the die having a plurality of surfaces each bearing indicia unique
to that on the other surfaces; means for randomly changing the
movement and speed of the platform relative to the die; means for
receiving said one or more network transmissions that include the
commands received from the user interface for transmission to the
dice game table; means, during play of the dice-style game, for
transmitting the live video feed of live game play at the dice game
table by the network communication for remote receipt by the
client; means for producing an analog result of play of the
dice-style game at the dice game table; means for converting the
analog result into a digital result; and means for forming a
network communication of the digital result for transmission over a
network communication to the client.
26. The computer readable medium as defined in claim 24, wherein
the dice game table is unattended by a live attendant during play
of the dice-style game.
27. The computer readable medium as defined in claim 24, wherein
the dice game table further comprises means for allowing only the
client to activate and interactively play of the dice-style game to
the exclusion of any other said client.
Description
CROSS REFERENCE
[0001] This non-provisional utility application claims priority to
U.S. Provisional Application Ser. No. 60/715,511, by inventor
Jo{hacek over (z)}e Pe{hacek over (c)}e{hacek over (c)}nik, titled
Remote Live Automatic Electro-Mechanical And Video Table Gaming,
filed on Sep. 9, 2005, which is incorporated herein by
reference.
FIELD OF INVENTION
[0002] The present invention relates to live table gaming, and is
more particularly related to an automatic electro-mechanical and
video table game that can remotely played by receipt of a live
video feed of table game play with table game results.
BACKGROUND
[0003] With the increasing popularity of gaming, gaming competitors
increasing enter the gaming marketplace. To remain competitive,
each gaming company attempts to distinguish its goods and service
from those of other gaming companies. Players, in response to the
attention from gaming companies for their business, feel free to be
more demanding of gaming companies. These demands include a
plentiful supply of games of chance, both live and computer
controlled.
[0004] Some players prefer computer controlled games such as video
slot machines and video poker. As stated in Practical Casino Math,
Second Edition (2005), by Hannum and Cabot, at page 64, "[t]oday's
computer controlled gaming devices depend upon random number
generators (RNG's) to select a `random` symbol combination and
ensure the game's fairness." Some players prefer live table games
such as roulette and dice games, perhaps because of distrust for
the concepts or workings of RNG's, or because live games are better
understood by these players. Another preference for live table
games of chance may be due to a player's reliance on tangible
sights and sounds that the player uses to form instincts and
impressions upon which wagers are considered and placed.
[0005] Despite a preference for live table games of chance, several
disadvantages are common among players having this preference. A
casino will often set a minimum wager amount that can be bet at a
live table game. A player who has little resources to make wagers
will often be precluded from spending a desirable amount of time
playing the live table game. As such, the casino will be unable to
realize revenue from those players who would be playing the live
table game but for the requirement of a relatively high minimum
wager. A casino that cannot or will not accommodate smaller wagers
from players will also lose the good will and loyalty of these
players because their gaming desires will go unmet.
[0006] Some players, whether making large or small wagers, would
prefer to play live table games while drawing little or no public
attention. If possible, these players would play alone, though they
prefer to play live table games over computer controlled table
games. Few casinos, however, will provide a staffed table game for
just one (1) player, unless that player consistently makes
relatively high wagers (e.g., a `high roller`). Still further, some
players would prefer to play table games alone, even without any
casino employees attending to the table games. For these players,
little choice is available for interactive table game play, other
than wagering on games of chance in an anonymous user experience
over online communications using the Internet or World Wide
Web.
[0007] Still other players would prefer to play a leisurely, but
live, table game. These players would like to take their time and
would like to play without feeling any pressure or encouragement to
hurry up and play faster. These players, who do not want to feel
rushed when making wagers, are not able to do so at a live table
game in a casino because those games must be hurried along by a
casino employee who has a duty to accommodate the speed of play
desired by other players at the table or by house rules.
[0008] In order to satisfy players wanting to play a live table
game, a casino must pay wages and benefits to a casino employee who
is charge of and supervises the live table game. Moreover, staffed
casino security for the table game and its environment is also
required to be paid for by the casino. This expense can
considerably lower casino profit.
[0009] Given the foregoing, it would be desirable to avoid
intervention by, and control of, a live table game by a casino
worker. It would further be desirable to provide unattended live
table game play where the table game is played without a live
casino attendant. Accordingly, a need exists for an interactive,
real time, networked, unattended, and live table game. A need also
exists for such a live table game that can be activated to begin
play by a remote client.
[0010] A need also exists for such a live table game that can be
played without a minimum wager amount, that can be played with no
time limit placed upon a player to place a wager, that can be
played any time of the day or night, or combinations of the
foregoing game variations. By fulfilling these needs, in their
various combinations, gaming companies can accommodate players
desiring the same and can thereby realize income from these live
table gaming arrangements.
SUMMARY
[0011] Implementations provide for an electro-mechanical and video
automatic table game device from which a broadcast is made of a
live video feed of play of the table game. The broadcast, which
also includes table game results, is made over a network. One or
more remote clients can receive the broadcast on the network.
Alternative implementations provide a back channel from the remote
client to the electro-mechanical and video automatic table game
device to remotely initiate play of the table game.
[0012] Implementations provide for a network facilitated over
satellite, cable television, the Internet, the World Wide Web, a
Wide Area Network (WAN), a Local Area Network (LAW), a wireless
network, a hard wired network, or combinations thereof. Live table
games include roulette, dice games, the big six wheel (wheel of
fortune), and board games of chance.
[0013] The electro-mechanical and video automatic table game
machine plays a game of chance that produces an analog result. The
analog result is converted to a digital result for communication,
along with a video feed of play at the table game, to a remote
client operated by a player. As a function of the player's wager at
the remote client and the digital result that is communicated to
the remote client, the player's winnings or losses are calculated
by the remote client. As such, the remote client need not send any
electronic communication to the electro-mechanical and video
automatic table game machine, other than to optionally initially
activate the electro-mechanical and video automatic table game
machine. Rather, the remote client only needs to receive a video
feed and electronic result of table game play from the
electro-mechanical and video automatic table game machine via a
network (e.g., satellite, Cable TV, etc.).
[0014] Alternative implementations provide for an
electro-mechanical and video automatic table game device that is
not remotely activated by a remote client, but is rather
continuously operated while a video feed of the game play is
broadcast over a channel on a network to one more remote clients.
The result of game play is also broadcast over the channel to each
remote client that receives the live video feed. Wagers placed at
the remote client are processed with the received digital result of
game play to derive there from the player's winnings and losses.
This monetary derivation can take place wholly at the remote
client. The remote client, for instance, can be tuned to a channel
of the network to receive the communication, where the network can
be a satellite entertainment system or cable television.
[0015] Multiple selections can be made of live, or computer
generated, games of chance, at least one of which includes an
unattended live table game that can optionally be activated by the
player via a back channel or other network communication from the
remote client for interactive play by the player at the remote
client.
[0016] A plurality of the electro-mechanical and video automatic
table game machines can be placed in one or more unattended
locations (e.g., a farm of electro-mechanical and video automatic
table game machines in an unoccupied building). Broadcasts are made
from each location. A broadcast of respective video feeds of table
games from respective electro-mechanical and video automatic table
game machines are made to a plurality of remote clients. In some
implementations, an option is provided such that each of the remote
clients can also send a communication to remotely start up game
play at one or more such electro-mechanical and video automatic
table game machine. Each electro-mechanical and video automatic
table game machine can be so operated by only one remote client, by
a plurality of remote clients, or by both.
[0017] A plurality of remote clients can interactively play a
single electro-mechanical and video roulette or dice gaming
machine. To coordinate such live table game play, a user interface
on each remote client can have a time clock showing the time that
remains to place a wager. At the expiration of the time, the
electronic submission of wagers is terminated, further electronic
wagers cannot be submitted, and the live action at the table game
begins (e.g., a ball is set to rolling around a periphery of the
roulette wheel of the electro-mechanical and video automatic
roulette gaming machine, or dice are rolled in an
electro-mechanical and video automatic die or dice gaming machine).
Here, the remaining time to make a wager, and the cut off time for
such wages, can be received by broadcast in a transmission over a
network to each remote client that is tuned to a corresponding
channel on the network.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] A more complete understanding of the implementations may be
had by reference to the following detailed description when taken
in conjunction with the accompanying documentation, wherein:
[0019] FIG. 1 shows, in an exemplary implementation, a plurality of
streaming electronic gaming (e-gaming) environments in which a
plurality of clients are in real time multimedia communication over
one or more networks with a plurality of electro-mechanical and
video automatic table game machines, and with a plurality of
computer controlled gaming devices, wherein each client has an
option for the user experience of remotely activating and
interactively playing: (i) at least one electro-mechanical and
video automatic table game machine in live action real time; and
(ii) optionally also one or more computer controlled gaming device.
Alternatively, electro-mechanical and video automatic table game
machines can run their respective table games continuously while
continuously broadcasting respective video feeds of table game play
and game results there from over a network to a plurality of remote
clients that are tuned to respective channels over which these data
are broadcast;
[0020] FIG. 2 shows, in an exemplary implementation, a set top
box/Digital Video Recorder (DVR) which can be used as a remote
client in one or more of the environments of FIG. 1;
[0021] FIG. 3 shows, in an exemplary implementation, a
satellite/CATV network for streaming real time live e-gaming
content to a remote client by broadcast over a network from (i) at
least one electro-mechanical and video table game machine in live
action real time; and (ii) optionally also one or more computer
controlled gaming device;
[0022] FIG. 4 shows, in an exemplary implementation, functionality
for a remote client used in one or more of the environments of FIG.
1, including for receiving streamed multimedia for a real time,
interactive, live e-gaming user experience;
[0023] FIG. 5 shows, in an exemplary implementation, respective
video cameras capturing live play alternately at a roulette wheel
and at a dice game, where table game results and video feeds are
broadcast, optionally upon demand of a remote client networked with
the table games, to the remote client for display simultaneously
with a user interface corresponding to the live video feed, where
the live video feed and user interface provide an interactive user
gaming experience at the remote client such as in the environments
of FIG. 1; and
[0024] FIG. 6 shows, for each of several exemplary implementations,
one or more remote clients in one geographic location as can be
situated within the environments of FIG. 1, wherein each remote
client provides a user interface corresponding to the live table
game being played using an electro-mechanical and video automatic
table game device.
DESCRIPTION
[0025] An electronic gaming (e-gaming) service allows to a user to
operate a client. The client is remote from an electro-mechanical
and video automatic table game machine. The electro-mechanical and
video automatic table game machine is unattended while operating a
live table game. In one implementation, the client sends a
communication that remotely activates (starts up) play of the live
table game of chance at the electro-mechanical and video automatic
table game machine. The e-gaming service controls interactive play
of the live table game at the remote client. The electro-mechanical
and video automatic table game machine, the e-gaming service, and
the client are in multimedia communication over one or more
networks. One or more remote clients can interactively operate,
both individually and cooperatively, each of one or more of the
electro-mechanical and video automatic table game machines over one
or more networks.
[0026] In other implementations, a remote client can be tuned to a
channel that sends a broadcast over a network. The broadcast
includes a live video feed from an electro-mechanical and video
automatic table game machine that plays a game without an attendant
and that broadcasts game results on the channel over the network
along with the live video feed. The remote client receives wagers
which are used with the game results to calculate winnings and
loses at the remote client. One or more remote clients can tune
into a network channel to receive a broadcast of both a video feed
and game results from one electro-mechanical and video automatic
table game machine.
[0027] One or more remote clients can be located in a retail
establishment, a casino, a place of gaming, etc. For instance,
remote clients can be located at a private commercial establishment
at which a restricted number of gaming machines are permitted by
law. One or more electro-mechanical and video automatic table game
machines for unattended operation of a live table game can be
located in a warehouse, a retail establishment, a casino, a place
of gaming, etc. For instance, a farm of electro-mechanical and
video automatic table game machine can be located in an unoccupied
building, where the building is attended only by occasional
maintenance workers to maintain the building and to provide routine
maintenance for the electro-mechanical and video automatic table
game machines. Each electro-mechanical and video automatic table
game machine has a video camera focused upon the live table game,
which optionally can be remotely activated and interactively played
by one or more remote clients. A video feed, and optionally an
audio feed, from the live table game is communicated by broadcast
on a channel over a network to each remote client tuned to the same
for interactive game play at the respect remote client.
[0028] One or more networks provide multimedia broadcasts (i.e.,
video, data, and optionally audio) from the electro-mechanical and
video automatic table game machines to the remote clients. These
networks include, but are not limited to satellite, cable
television, the Internet, the World Wide Web, a Wide Area Network
(WAN), a Local Area Network (LAW), a wireless network, a hard wired
network, and combinations thereof. By way of example, and not by
way of limitation, each remote client and electro-mechanical and
video automatic table game machine can be networked by techniques
described in US Patent Publication No. 2004/0087357 by Johnson
(teaches networking computer controlled table game devices), U.S.
Pat. No. 5,762,552 issued to Vuong et al., U.S. Pat. No. 6,575,834
issued to Lindo, U.S. Pat. No. 5,830,069 issued to Soltesz et al,
or U.S. Pat. No. 6,846,238 issued to Wells (teaches a wireless
client in communication with a computer controlled gaming device,
where the client can interactively make wagers and play the
computer controlled gaming device).
[0029] In one implementation, a player can begin play by operating
a remote client to select a live table game that is available to be
played via a network at an electro-mechanical and video automatic
table game machine. Such a selection can be made, in one
implementation, via user interface that tunes the remote client to
a channel of a network over which game play is being broadcast.
[0030] Optionally, the player can choose to be the only player that
plays at the electro-mechanical and video automatic table game
machine, such as where the player wants to take all the time the
player desires between each wager without being rushed by another
player or by house rules. Such a choice can be made via a
transmission from the remote client to the selected
electro-mechanical and video automatic table game machine, such as
via a separate network or via a back channel of the broadcast
network. Alternatively, the player can virtually join other players
that are playing a live table game being operated unattended by an
electro-mechanical and video automatic table game machine.
[0031] Each player can begin making wagers at a remote client by
providing funding to the client. Means for funding the remote
client can be as is conventional for video slots, video poker and
other such computer controlled gaming devices. Means for funding a
remote client that are yet to be developed are also contemplated
for use with the present invention.
[0032] A player that loses a wager will have that wager deducted
from funding previously provided to the remote client. The monetary
winnings or loses are derived at the remote client by using the
result of table game play that is broadcast on a channel over the
network with the video feed of the game play at the table game. The
video feed and the result of game play, for each unattended
electro-mechanical and video automatic table game machine, can be
broadcast on the same channel or on different channels.
[0033] A player that wins one or more wagers can receive payment
for the one or more wagers at the location of the remote client at
which the player made the wager. By way of example, and not by way
of limitation, a player can play a client, remote from an
electro-mechanical and video automatic table game machine, and
located at a casino, gaming company, retail establishment, etc. The
remote client, or a printer at the retail establishment, can cause
a print out to be made of a receipt or ticket showing that the
player has won one or more wagers, the client at which the one or
more wagers was won, the game(s) that were played by the player,
the date and time of the one or more wagers, one or more globally
unique identification (GUID) or transaction numbers, and the amount
of the players winnings from the one or more wagers. The player of
the remote client can present the printed receipt to an attendant
at the retail establishment. The attendant will then pay the player
according to the printed receipt. Of course, other forms of payment
to the player that wins one more wagers with the remote client are
also contemplated, including both conventional ways presently known
as well as ways yet to be developed that could be used with the
present invention.
[0034] Each remote client can be a portal for accepting payment to
interactively activate and play an unattended live table game of
chance at an electro-mechanical and video automatic table game
machine. The remote client can accept funds for wagers from a
player, and can digitally receive the analog result of the table
game of chance. The digitally received result that was converted
from analog can be digitally communicated to the remote client,
along with the video feed and over the same network (e.g.,
satellite, Cable TV, etc.)
[0035] In some implementations, calculations of a player's winnings
or losses can be made at the electro-mechanical and video automatic
table game machine, at a server, at the remote client, or at a
combinations of these. The calculation is a function of the
player's wager that was accepted at the remote client and the
digital result that is communicated to the remote client. The
player's funds can be deducted or awarded by the remote client
based on the digitally received analog result of the remote live
table game play. Thus, in some implementations, the remote client
can provide an interactive live gaming experience to a player
without sending electronic communications to the electro-mechanical
and video automatic table game machine. Rather, the remote client
can tune to and receive a broadcast that is limited to a video feed
and a digital result of the game being played at the
electro-mechanical and video automatic table game machine. The
digitized result can there after be further processed with respect
to a wager that had been made at a remote client, as well as for
display at a user interface of the remote client.
[0036] The analog result from the game of chance at the live table
game is derived electronically by the electro-mechanical and video
automatic table game machine. If the game of change at the
electro-mechanical and video automatic table game machine is a
roulette game, then an electronic device can be embedded in the
roulette wheel to detect and transmit where the ball stops rolling
within the roulette wheel. If the game of chance at the
electro-mechanical and video automatic table game machine is a dice
game, then an electronic device can be embedded in each die to
detect and then transmit the result of a roll of the die.
[0037] By way of example, and not by way of limitation,
electro-mechanical and video automatic table game machines can be
provided by the Elektron{hacek over (c)}ek Group (Interblock),
which is an international game development and manufacturing
company. The Interblock machines can be provided with means for
finding an analog result from the game of chance at the live table
game such that the analog result is digitized for communication to
a user interface. Interblock can provide these gaming machines
through one or more of the following entities: [0038] I. The
Elektron{hacek over (c)}ek Group (Elektron{hacek over (c)}ek
d.o.o.), EGorenjska cesta 23, 1234 Menge{hacek over (s)}, Slovenia,
phone: +386 1 724 77 10, fax: +386 1 724 77 65, e-mail:
info@elektroncek-group.com; and [0039] II. Inter Casino Products
(ICP), where member companies of the ICP Family are also members of
the Elektron{hacek over (c)}ek Group: [0040] A. ICP USA L.C., 6380
S. Valley View Blvd, Suite 104-106, NV 89118, Las Vegas, USA,
1-702-228-0060; and [0041] B. Inter Casino Products California LLC,
ICP California LLC, 9912 Business Park Drive, Suite 185, CA 95827,
Sacramento, USA, 1-916-363-7746.
[0042] Interblock, which has developed electromechanical gaming
devices, includes (I) electro-mechanical and video roulette table
gaming machines and (II) electro-mechanical and video dice gaming
machine, both of which are described in Section I and II,
below.
[0043] Section I: Electro-Mechanical and Video Roulette Table
Gaming Machine
[0044] The electro-mechanical and video roulette table gaming
machine has three (3) variations, each featuring a roulette theme.
These three games are the Megastar, Supernova, and Queen. All three
of these devices are multi-station devices allowing from as few as
4 to as many as 16 players individual play against the device at a
single time. These devices have differences in the shape of the
device, the number of players who may participate, and the
placement of the wheel on the device.
[0045] The device is an electromechanical gaming device with a
roulette theme. It is a multi-station device with a roulette style
wheel housed under a glass dome. The wheel has alternating red and
black numbered spaces around its edges and each numbered space is
designed to accommodate a small white ball should it come to rest
in any one of the spaces. The wheel continuously rotates and the
speed of the wheel is randomly changed by one of three random
number generators contained within the device. The other two random
number generators dictate the velocity and spin of a roulette style
ball which is mechanically propelled onto the spinning wheel during
the play of the game. The device may be played by a single player
or it can be played by multiple players who initiate play by
inserting bill(s), ticket(s) with a monetary value encoded on it,
or by deducting credits already accumulated and displayed at a
video player station. Players play individually against the
device.
[0046] Betting patterns and odds are displayed on a player's video
station and may also be displayed on the devices' table-top
depending on the model of the device. Upon the initiation of play,
there is a pre-determined amount of time within which a player can
place a bet or bets either by using a keyboard or by touching a
video display screen located in front of each individual player.
Once this pre-determined time has expired, the device will accept
no more bets. Either prior to, or while players are placing bets
within the pre-determined time period, a small white ball is
propelled from a tube located under the glass dome onto the
rotating wheel. Players may not place any more bets once the white
ball slows to a pre-determined velocity (although the speed and
spin of the ball is randomly determined, the device has the ability
to monitor the velocity of the ball so that when it slows to a
certain point betting may no longer occur.) Once the ball slows to
a point where it comes to rest in one of the numbered slots on the
wheel the device determines the winner(s), if any, and, based upon
odds and amount wagered, credits the appropriate amount to the
player(s)' account(s) (credits won may either be used for
additional play or may be redeemed for cash.) At this time, the
ball disappears into a tube beneath the wheel and players may again
begin the process of placing wagers. Each player plays individually
against the device and the outcome of a game is determined solely
by chance. A complete game takes approximately 60 seconds; however,
game speed may be controlled in one-second intervals so that a game
may play between 60 and 90 seconds.
[0047] Before a player may operate Interblock's device, the player
must first place a wager by inserting bill(s), ticket(s) with a
monetary value encoded on it, or deducting credits already
accumulated from previous games and displayed at a video player
station. It is this insertion of money, ticket or redemption of
accumulated credits which causes Interblock's device to
operate.
[0048] Once a bet has been placed, a small white ball is propelled
out of a tube onto the spinning roulette-style wheel housed under a
dome on the device. Both the speed of the wheel and the velocity
and spin of the wheel are determined randomly and are out of the
player's control. The outcome of the game is known once the ball
slows to the point where it comes to rest in one of the colored and
numbered slots on the wheel. There is no player manipulation of
where or when the ball stops. The game is controlled entirely by
its three random number generators.
[0049] Players who play against Interblock's device do so for the
opportunity to win money or credits that may be used for future
play or redeemed for cash. Once the ball slows to a point where it
comes to rest in one of the numbered slots on the wheel, the device
determines the winner(s), if any, and, based upon odds and amount
wagered, credits the appropriate amount to the player(s)'
account(s).
[0050] Interblock's device is designed with video display graphics
allowing a player to observe a virtual roulette betting layout
including the odds for a bet. The video display also permits a
player to review, among other things, the rules of play, results of
a game, amount wagered, amount won or lost, and remaining credits,
if any. Interblock's device provides a method for viewing the
outcome and other information regarding the playing of games
thereon or therewith.
[0051] Section II: Electro-Mechanical and Video Dice Gaming
Machine
[0052] The electro-mechanical and video dice gaming machine
features a theme of the Asian game known as Sic Bo. Sic Bo is a
multi-station device allowing 5, 6 or 8 players to engage in
individual play against the device at a single time in each game
played. This is a multi-station device with three cubes on a
circular 50 centimeter surface housed under a glass dome. Each cube
has numbers on each side ranging from one to six. One cube is black
and the other two cubes are white. The cubes are shaken by an
automated platform in the center of the device. The platform is
operated by random number generators contained within the device.
The device may be played by a single player or it can be played by
multiple players who initiate play by inserting bill(s), ticket(s)
with a monetary value encoded on it, or by deducting credits
already accumulated and displayed at a video player station.
Players play individually against the device. Betting patterns and
odds are displayed on a player's video station and may also be
displayed on the device table top depending on the model of the
device. To begin play, the player places a wager from the player
station on one or more of the possible results. After all bets are
made, the game is initiated by the device computer that puts the
plate on which the three cubes are resting into a vibrating motion.
The vibrating plate, or table, causes the cubes to shake and roll
around the table for thirty seconds. When the table ceases
vibrating and the cubes come to rest, there is an array of
electronic sensors that read the cubes to determine cube location
and value. The sensors can read the cubes since each side of each
cube has a contactless card that represents the number on that
side. This data is sent to the device computer and presented to the
player on the player station LCD screen. The pays for the winning
results range from 1 to 180 times the amount wagered.
[0053] Before a player may operate Interblock's device, the player
must first place a wager by inserting bill(s), ticket(s) with a
monetary value encoded on it, or deducting credits already
accumulated from previous games and displayed at a video player
station. It is this insertion of money, ticket or redemption of
accumulated credits that causes Interblock's device to operate.
[0054] Once a bet has been placed, the platform in the center of
the table commences to vibrate which causes the cubes to roll about
the platform. The movement and speed of the platform are determined
randomly and are out of the player's control. The outcome of the
game is known once platform ceases its movement and the three cubes
come to rest with one of each cube's six sides face up. There is no
player or operator manipulation of where or when the cubes stop.
The game is controlled entirely by its random number generators.
The operation of Interblock's device is controlled by its computer
program and is unpredictable and governed by chance.
[0055] Players who play against Interblock's device do so for the
opportunity to win money or credits that may be used for future
play or redeemed for cash. Once the cubes come to rest on the
platform, the device determines the winner(s), if any, and, based
upon odds and amount wagered, credits the appropriate amount to the
player(s)' account(s).
[0056] Interblock's device is designed with video display graphics
allowing a player to observe the odds for a bet. The video display
also permits a player to review, among other things, the rules of
play, results of a game, amount wagered, amount won or lost, and
remaining credits, if any. Interblock's device provides a method
for viewing the outcome and other information regarding the playing
of games thereon or therewith.
[0057] Whether the electro-mechanical and video gaming features a
dice or roulette table game, each can be modified, in a further
implementation, to make a video image of live action at the table
game in real time. Rather the using electronic devices to detect
the result of game play, the video images of the game play can be
analyzed, in real time, to derive from the video images the result
of the game of chance. The derived result can be broadcast, along
with the video feed, on a channel to which a remote client is
tuned. The remote client can then further process the result to
derive winnings and loses with respect to one or more wagers placed
at the remote client by the player, and a visual display of the
received result can be rendered upon a user interface at the remote
client. A display of winnings and loses can also be displayed.
[0058] In still further implementations, in contrast to the
foregoing, a system can be implemented to permit data to flow
bi-directionally over one or more networks between remote clients
and an e-gaming service that operates one or more
electro-mechanical and video automatic table game machines. In such
implementations, calculations of winnings and loss can occur at the
e-gaming service, at the remote client, or at both places. This
flow of data can include data for a player's choice of a table
game, placement of a bet, digital receipt of an analog result of a
live table game, multimedia streaming of the live table game action
including video and optionally audio of electro-mechanical
placements and movements of the elements and objects of the table
game of chance (dice, ball, wheel, etc.).
[0059] A remote client, in addition to facilitating game play, can
also accommodate computer controlled games of chance to be played,
if so chosen by the player. Here, funding, wagers, and winnings can
be handled at the remote client as has been described above.
[0060] Other forms of multi-media entertainment can be offered by
the e-gaming service at the remote client, including movies,
television, advertisements, and Internet and World Wide Web access.
The remote client can also accept payment for order in an
e-commerce application, such as ordering food, beverages, goods,
and services for delivery anywhere including by room service at a
hospitality establishment. Here, the e-commerce application can
deliver to the remote client various product descriptions, images,
and pricing, can facilitate building an electronic shopping cart
filled with items electronically ordered at the remote client. The
e-commerce application at the remote client can also initiate and
completing a checkout process for the player's electronic shopping
cart. The player can add additional products and services to the
electronic shopping cart, change quantities, and remove items using
the e-commerce component of the e-gaming service.
[0061] Privacy, security, and accessibility are provided to each
player at a remote client via the inventive e-gaming service, which
can be interoperable with conventional and future operating
systems, platforms, open and proprietary software systems, and
World Wide Web browser application software (e.g., Internet
Explorer, Firefox, America Online, personal computers and Apple
Macintosh, etc.).
[0062] A variety of electro-mechanical and video automatic table
game machines are contemplated, each of which can be altered to
accommodate the functionality as described herein. Such
alternations include, but are not limited to, removing all or none
of the user interface functionality physically located at the
electro-mechanical and video automatic table game machine, and
adding the previously described broadcast, network, or both
broadcast and network communications with one or more remote
clients each having a user interface for playing a live table game
performed unattended at one of more electro-mechanical and video
automatic table game machines. Functionality at the
electro-mechanical and video automatic table game machine can
optionally include communications capability to receive a remote
activation demand from a remote client to begin interactive
unattended live table play (e.g., to start up the game). The remote
client can receive, and an electro-mechanical and video automatic
table game machine can send, a live video feed and an optional
audio feed over a network to the remote client.
[0063] FIG. 1 shows, in an exemplary implementation, a plurality of
streaming e-gaming environments. Each environment can have a
plurality of clients that are in real time multimedia communication
over one or more networks with a plurality of electro-mechanical
and video automatic table game machines. A plurality of computer
controlled gaming devices are also seen in FIG. 1. Each client is
remote (not at the same physical, geographic location) from an
electro-mechanical and video automatic table game machine with
which it is in communication through one or more networks.
[0064] Each client, through a user interface having an input
device, has an option to provide the user experience of remotely
activating upon demand and interactively playing one or more
electro-mechanical and video table game machines in live action
real time game play. Alternatively, each client can also have the
option to play one or more computer controlled gaming devices,
which can also be remote from the client. By way of example, and
not by way of limitation, such multiple games can be offered for
play at each remote client by various techniques, including but not
limited to the techniques described in US Pat Pub No 2004/0087357
by Johnson.
[0065] The user interface, thickness or thinness, form factor, and
general functionality of the remote client can be as illustrated in
FIG. 1. By way of example, and not by way of limitation, the form
factor and functionality can include a set top box, a wired or
wireless personal digital assistant (PDA), a cellular telephone
compatible of receiving multimedia streams (e.g., including but not
limited to G2 through G4 telecommunications functionality), a bar
top video gaming machine (video poker, video slot machines, etc.),
a wired or wireless personal computing device (PC, laptop, palmtop,
desktop, etc.), a game console platform in wired or wireless
communication with a display device, and the like.
[0066] Each remote client, as seen in FIG. 1, receives, but need
not send, communications from an e-gaming service over one or more
networks, including but not limited to broadcasts upon channels via
satellite, cable television, the Internet, the World Wide Web, a
Wide Area Network (WAN), a Local Area Network (LAN), a wireless
network, a hard wired network, and combinations. In some
implementations, the communications to the remote client are
`one-way`. This one-way communication that is received by each
remote client includes at least a video feed from an
electro-mechanical and video automatic table game device and an
digital result from game play at the electro-mechanical and video
automatic table game device. By way of example, the remote client
be tuned to a satellite or cable TV channel over which both the
video feed and the digital result from game play is broadcast for
processing at the remote client.
[0067] Each electro-mechanical and video automatic table game
device, and optionally one or more computer controlled gaming
devices, can communicate with the remote clients through one or
more content providers associated with one or more head end(s) of a
satellite or cable television service provider. A messaging server
can optionally be used to deliver messages via networked
communications between remote clients and electro-mechanical and
video automatic table game machines.
[0068] FIG. 2 shows, in an exemplary implementation, a set top box
(STB) as a remote client for receiving a video feed and table game
results by broadcast from a satellite or cable television service
provider. The STB has one or more options for providing a user
interface with input device(s), including but not limited to a
keyboard, an input pointing device, and a remote controller
apparatus, each of which can be in wired or wireless communication
with the STB and optionally with the illustrated network. A further
option is a bi-directional communication capability between STB and
one or more an electro-mechanical and video automatic table game
devices. One such bi-directional capability can be provided by a
back channel in a broadcast network. As such, the remote client can
be useful in one or more of the environments seen in FIG. 1.
[0069] FIG. 3 shows, in an exemplary implementation, further detail
of one or more remote clients in a satellite/CATV network for
streaming real time live e-gaming content from an
electro-mechanical and video automatic table game device for the
interactive playing of a table game of chance, and optionally also
for the interactively activating and playing of a computer
controlled game of chance. Both the electro-mechanical and video
automatic table game device and the computer controlled game of
chance are in communication, wired or wirelessly, with a means for
providing streaming of program content. A transcoder encodes a
binary stream of the program content, which includes multi-media
streaming content from the electro-mechanical and video automatic
table game device. One or more head-ends make a transmission of the
binary stream via the satellite/CATV network. Each remote client
that receives the transmitted binary stream will decodes the
content for display and interactive use in the e-gaming application
being executed at the remote client.
[0070] FIG. 4 shows, in an exemplary implementation, functionality
provided by components of a remote client. The remote client
illustrated in FIG. 4 can be used in one or more of the
environments of FIG. 1, including for receiving streaming
multimedia so as to provide a real time, live e-gaming, interactive
user experience.
[0071] FIG. 5 shows, in an exemplary implementation, two (2) video
cameras. Each camera captures live play at a table game. One camera
captures live play of a roulette wheel and the other captures live
play at a dice game. Both the roulette wheel and the dice game are
unattended and function as an electro-mechanical and video
automatic table game device. One of the video feeds is communicated
or broadcast to a remote client, as shown, when requested by the
client (e.g., by the client tuning to the broadcast). By way of
illustration, and not by way of limitation, the video feed can be
accomplished by techniques described in U.S. Pat. No. 6,575,834
issued to Lindo or U.S. Pat. No. 6,908,385 issued to Green (teaches
making video and audio recordings of live table games for a casino
video security system that is provided where a camera is focused
upon live table games in a casino environment).
[0072] A request for a live video feed is made using an user
interface at a remote client. The client can request a video feed
from either table game, as shown in FIG. 5. In some
implementations, the player at the client can initiate game play
and then and experience live interactive play at the table game as
facilitated by the player-selected electro-mechanical and video
automatic table game device. As such, the remote client is
networked with an e-gaming service to provide bi-directional
communications. With the player-selected live video feed, a display
of the video feed is made at the client.
[0073] A user interface can include a touch sensitive screen,
keyboard, or other input device that is provided for interactive
play of a player. Various user interfaces can be provided for
various remote clients. Each user interface is adapted, and
provides functionality, for playing a live table game of chance,
such as roulette, dice games, the big six wheel or wheel of fortune
(not shown), and board games of chance. As such, the user interface
at the remote client will preferably correspond to the type of
table game of chance being captured in the demand live video feed.
The player sees a display of the live video feed and uses the user
interface to place wagers at the remote client. Results of game
play corresponding to the live video feed are broadcast to the
remote client, so as to provide an interactive user experience of
playing a table game of chance, such as is illustrated in one or
more of the environments seen in FIG. 1.
[0074] FIG. 6 shows, for each of several exemplary implementations,
a suggested form factor, respectively, for various remote clients.
Each remote client seen in FIG. 6 is in one geographic location
that can be within one or more of the environments seen in FIG. 1.
A user interface is provided at each remote client for use in an
implementation with respect to FIG. 2. One or more remote clients
can be embedded into a bar top. Each such remote client, whether
standalone or clustered together and embedded into a single bar top
surface, can be played by a patron of the bar while the patron is
being attended by a bar tender. The bar tender can also attend to
paying winnings to the patron when a wager by the patron at the
remote client results in winnings. As such, the bar top, the bar
establishment, or each client can have a printer (not shown) to
print out a hardcopy of a receipt or ticket (not shown) that
memorializes and provides evidence of the winnings, as described
elsewhere herein. Another printer, or other internal controls
providing similar functionality, can be provided at the geographic
location so as to provide a similar receipt or like indicia of
winnings. These two receipts can then be compared for accuracy and
precision, thereby mitigating opportunities for the counterfeiting
of receipts and/or other incidents of transactional fraud. In one
implementation, there are a plurality of remote clients that are
embedded into a bar top in a tavern or other retail establishment,
where the establishment is a geographic location at which the
number of gaming machines is restricted by gaming regulations.
[0075] A plurality displays can be clustered together, as shown in
FIG. 6, each of which corresponds to a separate user interface for
a separate player. The user interface is used to remotely play the
e-gaming service as described herein, where the video feed from the
electro-mechanical and video automatic table game machine is
displayed upon a corresponding display in the cluster of
displays.
[0076] In a still further implementation, remote clients can be
clustered together. Such a clustering, as seen in FIG. 6, would be
as is convention with slot machines, video poker machines, video
slot machines, etc. in an unrestricted location such as a casino or
other geographic location at which the number of gaming machines is
unrestricted by gaming regulations.
[0077] The present invention may be embodied in other specific
forms without departing from its spirit or essential
characteristics. The described embodiments are to be considered in
all respects only as illustrative and not restrictive. The scope of
the invention is, therefore, indicated by the appended claims
rather than by the foregoing description. All changes which come
within the meaning and range of equivalency of the claims are to be
embraced within their scope.
* * * * *