U.S. patent application number 11/584152 was filed with the patent office on 2007-03-15 for player loyalty across a gaming enterprise.
This patent application is currently assigned to IGT. Invention is credited to Richard Rowe, Richard J. Schneider.
Application Number | 20070060274 11/584152 |
Document ID | / |
Family ID | 39154051 |
Filed Date | 2007-03-15 |
United States Patent
Application |
20070060274 |
Kind Code |
A1 |
Rowe; Richard ; et
al. |
March 15, 2007 |
Player loyalty across a gaming enterprise
Abstract
Disclosed are methods, apparatus, and systems, including
computer program products, implementing and using techniques for
directing future activity of players of games of chance according
to defined goals of an operator. In one aspect of the present
invention, a plurality of scenarios of player activity is defined.
Each scenario includes one or more events to provide a prediction
of future player activity. Defined outcomes are provided for each
of the scenarios. The outcomes are determined in accordance with
the operator goals. Information identifying a player is received.
Player information associated with the identified player is
retrieved. The player information includes first gaming data and
second gaming data. The first gaming data relates to play of a
casino style game. The second gaming data relates to play of a
non-casino style game. The retrieved player information is compared
with the events in the plurality of scenarios. The identified
player is classified in one of the scenarios when at least a
portion of the retrieved player information matches one or more of
the events in the one scenario. One or more awards are issued for
the identified player. The awards correspond to the defined
outcomes for the one scenario.
Inventors: |
Rowe; Richard; (Las Vegas,
NV) ; Schneider; Richard J.; (Las Vegas, NV) |
Correspondence
Address: |
BEYER WEAVER LLP
P.O. BOX 70250
OAKLAND
CA
94612-0250
US
|
Assignee: |
IGT
|
Family ID: |
39154051 |
Appl. No.: |
11/584152 |
Filed: |
October 20, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11154833 |
Jun 15, 2005 |
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11584152 |
Oct 20, 2006 |
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10406911 |
Apr 2, 2003 |
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11154833 |
Jun 15, 2005 |
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09993163 |
Nov 16, 2001 |
6866586 |
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10406911 |
Apr 2, 2003 |
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09648382 |
Aug 25, 2000 |
6394907 |
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09993163 |
Nov 16, 2001 |
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60200329 |
Apr 28, 2000 |
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3255 20130101; G07F 17/3237 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for directing future activity of players of games of
chance according to defined goals of an operator, the method
comprising: providing the operator goals; providing a defined
plurality of scenarios of player activity, each scenario including
one or more events to provide a prediction of future player
activity; providing defined outcomes for each of the scenarios, the
outcomes determined in accordance with the operator goals;
receiving information identifying a player; retrieving player
information associated with the identified player, the player
information including first gaming data and second gaming data, the
first gaming data relating to play of a casino style game, the
second gaming data relating to play of a non-casino style game;
comparing the retrieved player information with the events in the
plurality of scenarios; classifying the identified player in one of
the scenarios when at least a portion of the retrieved player
information matches one or more of the events in the one scenario;
issuing one or more awards for the identified player, the awards
corresponding to the defined outcomes for the one scenario.
2. The method of claim 1, wherein the casino style game is a
wagering game selected from the group consisting of a table game,
slot game, and a game of chance provided on an electronic gaming
machine.
3. The method of claim 1, wherein the non-casino style game is a
wagering game selected from the group consisting of a sports
betting game, a race betting game, and a pari-mutuel betting
game.
4. The method of claim 1, wherein the non-casino style game is a
non-wagering game selected from the group consisting of a bingo
game, a lottery game, a pull tab game, and a punch board game.
5. The method of claim 1, wherein the player information is
gathered from a plurality of gaming areas.
6. The method of claim 5, wherein the gaming areas are located in a
single gaming venue.
7. The method of claim 5, wherein the gaming areas are situated in
a plurality of gaming venues.
8. The method of claim 5, wherein the gaming areas include one or
more selected from the group consisting of: a gaming machine area,
a table game area, a keno area, a sports betting area, a lottery
ticket area, and a bingo area.
9. The method of claim 1, wherein the operator goals include one or
more selected from the group consisting of: play of specified
games, play of specified types of games, play in specified gaming
areas, shopping at specified stores, and specified purchases.
10. The method of claim 1, wherein the retrieved player information
includes one or more selected from the group consisting of: a net
worth, a player profile, and historical game play information.
11. The method of claim 1, wherein the retrieved player information
includes one or more transactions.
12. The method of claim 1, wherein the awards include one or more
selected from the group consisting of loyalty points, promotions,
tickets and coupons.
13. A data processing device in communication with a plurality of
data acquisition servers in respective gaming areas over a data
network and configured to direct future activity of players of
games of chance according to defined goals of an operator, a
plurality of scenarios of player activity defined, each scenario
including one or more events to provide a prediction of future
player activity, a plurality of outcomes defined for each of the
scenarios, the outcomes determined in accordance with the operator
goals, the data processing device comprising: an interface coupled
to receive player identification information associated with a
player; and at least one processor coupled to the interface and
configured to: i) receive information identifying a player, ii)
retrieve player information associated with the identified player,
the player information including first gaming data and second
gaming data, the first gaming data relating to play of a casino
style game, the second gaming data relating to play of a non-casino
style game, iii) compare the retrieved player information with the
events in the plurality of scenarios, iv) classify the identified
player in one of the scenarios when at least a portion of the
retrieved player information matches one or more of the events in
the one scenario, and v) issue one or more awards for the
identified player, the awards corresponding to the defined outcomes
for the one scenario.
14. The data processing device of claim 13, wherein the casino
style game is a wagering game selected from the group consisting of
a table game, slot game, and a game of chance provided on an
electronic gaming machine.
15. The data processing device of claim 13, wherein the non-casino
style game is a wagering game selected from the group consisting of
a sports betting game, a race betting game, and a pari-mutuel
betting game.
16. The data processing device of claim 13, wherein the non-casino
style game is a non-wagering game selected from the group
consisting of a bingo game, a lottery game, a pull tab game, and a
punch board game.
17. The data processing device of claim 13, wherein the player
information is gathered from a plurality of gaming areas.
18. The data processing device of claim 17, wherein the gaming
areas are located in a single gaming venue.
19. The data processing device of claim 17, wherein the gaming
areas are situated in a plurality of gaming venues.
20. The data processing device of claim 17, wherein the gaming
areas include one or more selected from the group consisting of: a
gaming machine area, a table game area, a keno area, a sports
betting area, a lottery ticket area, and a bingo area.
21. The data processing device of claim 13, wherein the operator
goals include one or more selected from the group consisting of:
play of specified games, play of specified types of games, play in
specified gaming areas, shopping at specified stores, and specified
purchases.
22. The data processing device of claim 13, wherein the retrieved
player information includes one or more selected from the group
consisting of: a net worth, a player profile, and historical game
play information.
23. The data processing device of claim 13, wherein the retrieved
player information includes one or more transactions.
24. The data processing device of claim 13, wherein the awards
include one or more selected from the group consisting of loyalty
points, promotions, tickets and coupons.
Description
REFERENCE TO EARLIER-FILED APPLICATIONS
[0001] This application is a continuation-in-part of and claims
priority from co-pending and commonly assigned U.S. patent
application Ser. No. 11/154,833 (Attorney Docket No.
IGT1P035X3/P-311CIP3), by Rowe et al., filed Jun. 15, 2005, for
CASHLESS INSTRUMENT BASED TABLE GAME PROMOTIONAL SYSTEM AND
METHODOLOGY, which is a continuation-in-part of and claims priority
from U.S. patent application Ser. No. 10/406,911 (Attorney Docket
No. IGT1P035X2/P-311CIP2), by Rowe, filed Apr. 2, 2003, for
CASHLESS TRANSACTION CLEARINGHOUSE, which is a continuation-in-part
of and claims priority from U.S. patent application Ser. No.
09/993,163, filed Nov. 16, 2001, now U.S. Pat. No. 6,866,586,
granted Mar. 15, 2005, for CASHLESS TRANSACTION CLEARINGHOUSE,
which is a continuation-in-part of and claims priority from U.S.
patent application Ser. No. 09/648,382, filed Aug. 25, 2000, now
U.S. Pat. No. 6,394,907, granted May 28, 2002, for AN AWARD TICKET
CLEARINGHOUSE, which claims priority under 35 U.S.C. .sctn.119(e)
from U.S. Provisional Patent Application No. 60/200,329, filed Apr.
28, 2000, for AN AWARD TICKET CLEARINGHOUSE. U.S. patent
application Ser. No. 10/406,911 is also a continuation-in-part of
and claims priority from U.S. application Ser. No. 09/924,250,
filed Aug. 7, 2001, for GAME ORIENTED PROMOTIONAL CARD. All of the
above-cited applications are hereby incorporated by reference in
their entirety for all purposes.
FIELD OF THE INVENTION
[0002] The present invention relates to gaming machines, such as
slot machines and video poker machines, and gaming networks. More
particularly, the present invention relates to methods and devices
for monitoring and directing the actions players of the gaming
machines.
BACKGROUND OF THE INVENTION
[0003] Gaming in the United States is divided into Class I, Class
II and Class III games. Class I gaming includes social games played
for minimal prizes, or traditional ceremonial games. Class II
gaming includes games such as bingo games, pull tab games if played
in the same location as bingo games, lotto, punch boards, tip jars,
instant bingo, and other games similar to bingo. Class III gaming
includes any game that is not a Class I or Class II game, such as a
game of chance typically offered in non-Indian, state-regulated
casinos. Many games of chance that are played on gaming machines
fall into the Class II and Class III categories of games.
[0004] As technology in the gaming industry progresses, the
traditional mechanically driven reel slot machines are being
replaced with electronic counterparts, that is, electronic gaming
machines having video displays based on CRT, LCD or the like.
Electronic gaming machines such as video slot machines and video
poker machines are becoming increasingly popular. Part of the
reason for their increased popularity is the nearly endless variety
of games that can be implemented on a single gaming machine.
Advancements in video/electronic gaming enable the operation of
more complex games that would not otherwise be possible on
mechanical-driven gaming machines or personal computers.
[0005] There are a wide variety of associated devices that can be
connected to a gaming machine such as a slot machine or video poker
machine. Some examples of these devices are lights, ticket
printers, card readers, speakers, bill validators, ticket readers,
coin acceptors, display panels, key pads, coin hoppers and button
pads. Many of these devices are built into the gaming machine or
components associated with the gaming machine such as a top box,
which usually sits on top of the gaming machine.
[0006] Typically, utilizing a master gaming controller, the gaming
machine controls various combinations of devices that allow a
player to play a game on the gaming machine and also encourage game
play on the gaming machine. For example, a game played on a gaming
machine usually requires a player to input money or indicia of
credit into the gaming machine, indicate a wager amount, and
initiate a game play. These steps require the gaming machine to
control input devices, including bill validators and coin
acceptors, to accept money into the gaming machine and recognize
user inputs from devices, including key pads and button pads, to
determine the wager amount and initiate game play. After game play
has been initiated, the gaming machine determines a game outcome,
presents the game outcome to the player and may dispense an award
of some type depending on the outcome of the game.
[0007] As technology in the gaming industry progresses, the
traditional method of dispensing coins or tokens as awards for
winning game outcomes is being supplemented by ticket dispensers
which print ticket vouchers that may be exchanged for cash or
accepted as credit of indicia in other gaming machines for
additional game play. An award ticket system, which allows award
ticket vouchers to be dispensed and utilized by other gaming
machines, increases the operational efficiency of maintaining a
gaming machine and simplifies the player pay out process. An
example of an award ticket system is the EZ pay ticket system by
International Game Technology of Reno, Nev. Award ticket systems
and systems using other cashless mediums are referred to as
cashless systems.
[0008] Cashless systems, such as the EZ pay ticket system, provide
advantages to both game players and casino operators. For example,
many players find it more convenient to carry an award ticket than
a large number of coins. For gaming machine operators cashless
systems tend to reduce gaming machine operating costs. For example,
the infrastructure needed to remove and count indicia of credit
(e.g. coins, tokens, bills) from the gaming machine may be
eliminated or minimized when it is replaced with a cashless system,
which reduces the gaming machine operating costs. Further, coin
dust, which is potentially damaging to the components of the gaming
machine (e.g. electronic components) may be eliminated or minimized
when coin acceptors are replaced with the cashless system.
[0009] Gaming venues are including more and more disparate gaming
activities into a single venue for the patron. Traditionally,
casinos consist primarily of casino style games such as mechanical
and electronic slot machines and tables games. In some modern
gaming venues, Keno and Bingo are also included, although Keno and
Bingo are Class II games are generally considered non-casino style
games. With the continued expansion of casino gaming, new
jurisdictions are allowing gaming in locations that provide other
non-traditional casino gaming activities, that is, non-casino style
games, such as racing, lottery, and scratch-off tickets. These
additional gaming activities are typically treated as separate and
unique gaming activities. Nonetheless, a single patron may
participate in all of such activities. For a single patron to be
rewarded and bonused appropriately, all gaming activities should be
considered in determining the customer's total worth to the venue.
To accomplish the collection of patron gaming activities, a new
system for managing all of the patron's gaming transactions is
needed.
SUMMARY OF THE INVENTION
[0010] Disclosed are methods, apparatus, and systems, including
computer program products, implementing and using techniques for
directing future activity of players of games of chance according
to defined goals of an operator.
[0011] In one aspect of the present invention, a plurality of
scenarios of player activity is defined. Each scenario includes one
or more events to provide a prediction of future player activity.
Defined outcomes are provided for each of the scenarios. The
outcomes are determined in accordance with the operator goals.
Information identifying a player is received. Player information
associated with the identified player is retrieved. The player
information includes first gaming data and second gaming data. The
first gaming data relates to play of a casino style game. The
second gaming data relates to play of a non-casino style game. The
retrieved player information is compared with the events in the
plurality of scenarios. The identified player is classified in one
of the scenarios when at least a portion of the retrieved player
information matches one or more of the events in the one scenario.
One or more awards are issued for the identified player. The awards
correspond to the defined outcomes for the one scenario.
[0012] In one implementation of the present invention, the casino
style game is a wagering game such as a table game, slot game, and
a game of chance provided on an electronic gaming machine. In one
implementation, the non-casino style game is a wagering game such
as a sports betting game, a race betting game, and a pari-mutuel
betting game. The non-casino style game can also be a non-wagering
game such as a bingo game, a lottery game, a pull tab game, and a
punch board game.
[0013] In one implementation of the present invention, the player
information is gathered from a plurality of gaming areas. The
gaming areas can be located in a single gaming venue, or in a
plurality of gaming venues.
[0014] All of the foregoing methods and apparatus, along with other
methods and apparatus of aspects of the present invention, may be
implemented in software, firmware, hardware and combinations
thereof. For example, the methods of aspects of the present
invention may be implemented by computer programs embodied in
machine-readable media and other products.
[0015] Aspects of the invention may be implemented by networked
gaming machines, game servers and other such devices. These and
other features and benefits of aspects of the invention will be
described in more detail below with reference to the associated
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] The invention may best be understood by reference to the
following description taken in conjunction with the accompanying
drawings, which are illustrative of specific embodiments of the
present invention.
[0017] FIG. 1 is a diagram of a gaming machine constructed
according to one embodiment of the present invention.
[0018] FIG. 2 is a block diagram of a network device that can be
configured as a server or other data processing apparatus for
implementing embodiments of the present invention.
[0019] FIG. 3 is a block diagram depicting a network of gaming
machines and other devices within a gaming establishment.
[0020] FIG. 4A is a block diagram of the components of a cashless
system using the EZ pay ticket voucher system.
[0021] FIG. 4B is a block diagram of the components of a cashless
system for one embodiment of the present invention.
[0022] FIG. 5 is a block diagram of cashless systems at multiple
properties connected to a cashless instrument transaction
clearinghouse server.
[0023] FIG. 6 is an interaction diagram for a cashless instrument
transaction between a clearinghouse, cashless servers, and cashless
generators/validators where the cashless instrument is generated at
a different location from where it is validated.
[0024] FIG. 7 is a simplified block diagram of a cashless
instrument transaction clearinghouse server connected to a
plurality of cashless sites.
[0025] FIG. 8 is a flow chart showing a generation of cashless
instrument threads in a cashless instrument transaction
clearinghouse server.
[0026] FIG. 9 is a simplified block diagram of a cashless
instrument transaction clearinghouse server connected to cashless
systems and other account systems at multiple properties.
[0027] FIG. 10 is a flow chart of a method for providing an award
using the cashless instrument transaction clearinghouse.
[0028] FIGS. 11A and 11B are flow charts of a method for
transferring resources using the cashless instrument transaction
clearinghouse.
[0029] FIG. 12 shows a block diagram of a system for directing
future player activity, constructed according to one embodiment of
the present invention.
[0030] FIG. 13 shows a flow diagram of a method for monitoring
player activity and updating player information, performed in
accordance with one embodiment of the present invention.
[0031] FIG. 14 shows a flow diagram of a method for directing
future player activity, performed in accordance with one embodiment
of the present invention.
[0032] FIG. 15 shows a conceptual diagram of defined scenarios
based on various events, according to one embodiment of the present
invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0033] Reference will now be made in detail to some specific
embodiments of the invention including the best modes contemplated
by the inventors for carrying out the invention. Examples of these
specific embodiments are illustrated in the accompanying drawings.
While the invention is described in conjunction with these specific
embodiments, it will be understood that it is not intended to limit
the invention to the described embodiments. On the contrary, it is
intended to cover alternatives, modifications, and equivalents as
may be included within the spirit and scope of the invention as
defined by the appended claims. Moreover, numerous specific details
are set forth below in order to provide a thorough understanding of
the present invention. The present invention may be practiced
without some or all of these specific details. In other instances,
well known process operations have not been described in detail in
order not to obscure the present invention.
[0034] Embodiments of the present invention provide methods,
apparatus and systems for collecting transactions for particular
disparate gaming activities, including casino style gaming and
non-casino style gaming. In one embodiment, the transactions are
collected in native systems such as a slot system and a parimutuel
betting system. These transactions are sent to a central collection
system where they are combined to determine the customer's value to
the venue. In one embodiment, the traditional player tracking
casino system is the repository for a player definition, and it is
used to collect transactions from each of the appropriate gaming
systems. This then enables the venue to use the system to market to
the player once the player's value has been determined and is in
line with the marketing objectives of the venue.
[0035] In other embodiments, a separate database management system
is used to define the players across the venue and used to collect
the players' gaming transactions. Player rewards and bonuses are
also envisioned and incorporated into this system. For example, a
patron may enter a venue, which was a traditional racetrack. The
racetrack has been modified to include a location for casino style
games including slot machines and table games. The venue is trying
to entice this player away from another casino in the area. In
order to accomplish this, the venue may wish to provide the player
with special promotions. The player wishes to play the slot
machines and table games, as well as participate in other
non-traditional casino gaming activities, that is, non-casino style
games, such as racing and the purchasing of lottery tickets. In the
preferred embodiment, the player is registered for a slot system
player club, and also registered for promotions and bonuses for
racing, scratch off and other non-traditional gaming
activities.
[0036] Transactions are collected as the player makes bets on
various races or engages in other non-casino style gaming such as
scratch tickets from the venue. In one embodiment, the player has
his player's club card swiped and the purchase transaction of the
scratch off ticket recorded. These transactions are combined with
the transactions the same player makes in the slot portion of the
venue and the table game portion of the venue. This would also
include bingo and keno and other activities in the same venue.
[0037] For example, in one embodiment, the player's transactions in
racing are combined with slot wagers establishing how valuable this
player is to the venue. If the player spends $1000 a month on slot
play and $2000 a month on racing, the venue may wish to try to
increase the player's participation in slots by providing
promotional credit for slot play based upon achieving certain
betting goals in racing. In other words, the system determines that
the player has played $2000 during a month in racing bets. The
system may provide a bonus ticket or may simply notify the player
that the player has received $1000 in extra credit, which can be
used in a predetermined interval for slot play. If the player had
an interest in table games, the player could receive a match play
ticket or credit for participation in table games. For operators of
such venues, which are comprised of many gaming environments
operated by a single venue, a players club may include multiple
properties. Promotions and bonuses may be incorporated as described
above which help attract particular players to various venues
across a geographical wide area.
[0038] Turning first to FIG. 1, a video gaming machine 2
constructed according to one embodiment of the present invention is
shown. Machine 2 includes a main cabinet 4, which generally
surrounds the machine interior (not shown) and is viewable by
users. The main cabinet includes a main door 8 on the front of the
machine, which opens to provide access to the interior of the
machine. Attached to the main door are player-input switches or
buttons 32, a coin acceptor 28, a bill validator 30, a coin tray
38, and a belly glass 40. Viewable through the main door is a video
display monitor 34 and an information panel 36. The display monitor
34 will typically be a cathode ray tube, high resolution flat-panel
LCD, or other conventional electronically controlled video monitor.
The information panel 36 may be a back-lit, silk screened glass
panel with lettering to indicate general game information
including, for example, a game denomination (e.g. $0.25 or $1). The
bill validator 30, player-input switches 32, video display monitor
34, and information panel are devices used to play a game on the
game machine 2. The devices are controlled by circuitry (e.g. a
master gaming controller) housed inside the main cabinet 4 of the
machine 2.
[0039] In FIG. 1, the information panel 36 may be used as an
interface to provide player tracking services and other game
services to a player playing a game on the gaming machine 2. The
information panel 36 may be used as an interface by a player to: 1)
input player tracking identification information, 2) view account
information and perform account transactions for accounts such as
player tracking accounts and bank accounts, 3) receive operating
instructions, 4) redeem prizes or comps including using player
tracking points to redeem the prize or comp, 5) make entertainment
service reservations, 6) transfer credits to cashless instruments
and other player accounts, 7) participate in casino promotions, 8)
select entertainment choices for output via video and audio output
mechanisms, 9) play games and bonus games, 10) request gaming
services such as a drink orders, 11) communicate with other players
or casino service personnel and 12) register a player for a loyalty
program such as a player tracking program. In addition, the
information panel 36 may be used as an interface by casino service
personnel to: a) access diagnostic menus, b) display player
tracking unit status information and gaming machine status
information, c) access gaming machine metering information and d)
display player status information.
[0040] Many different types of games, including mechanical slot
games, video slot games, video poker, video black jack, video
pachinko and lottery, may be provided on gaming machine 2. The
gaming machine 2 is operable to provide play of many different
instances of games of chance. The instances may be differentiated
according to themes, sounds, graphics, type of game (e.g., slot
game vs. card game), denomination, number of paylines, maximum
jackpot, progressive or non-progressive, bonus games, etc. The
gaming machine 2 may be operable to allow a player to select a game
of chance to play from a plurality of instances available on the
gaming machine. For example, the gaming machine may provide a menu
with a list of the instances of games that are available for play
on the gaming machine and a player may be able to select from the
list a first instance of a game of chance that they wish to
play.
[0041] The various instances of games available for play on the
gaming machine 2 may be stored as game software on a mass storage
device in the gaming machine or may be generated on a remote gaming
device but then displayed on the gaming machine. The gaming machine
2 may execute game software, such as but not limited to video
streaming software that allows the game to be displayed on the
gaming machine. When an instance is stored on the gaming machine 2,
it may be loaded from the mass storage device into a RAM for
execution. In some cases, after a selection of an instance, the
game software that allows the selected instance to be generated may
be downloaded from a remote gaming device, such as another gaming
machine.
[0042] In FIG. 1, the gaming machine 2 includes a top box 6, which
sits on top of the main cabinet 4. The top box 6 houses a number of
devices which may be used to add features to a game being played on
the gaming machine 2, including speakers 10, 12, 14, a ticket
printer 18 which prints bar-coded tickets 20, a key pad 22 for
entering player tracking information, a florescent display 16 for
displaying player tracking information, a card reader 24 for
entering a magnetic striped card containing player tracking
information, and a video display screen 42. The ticket printer 18
may be used to print tickets for a cashless ticketing system. The
top box 6 may house various devices. For example, the top box may
contain a bonus wheel or a back-lit silk screened panel, which may
be used to add bonus features to the game being played on the
gaming machine. As another example, the top box may contain a
display for a progressive jackpot offered on the gaming machine.
During a game, these devices are controlled and powered, in part,
by circuitry (e.g. a master gaming controller) housed within the
main cabinet 4 of the machine 2.
[0043] Understand that gaming machine 2 is but one example from a
wide range of gaming devices on which the present invention may be
implemented. For example, not all suitable gaming machines have top
boxes or player tracking features. Further, some gaming machines
have only a single game display--mechanical or video--while others
are designed for bar tables and have displays that face upwards. As
another example, a game may be generated on a host computer and may
be displayed on a remote terminal or a remote gaming device. The
remote gaming device may be connected to the host computer via a
network of some type such as a local area network, a wide area
network, an intranet or the Internet, by a wired or wireless
connection. The remote gaming device may be a portable gaming
device such as but not limited to a cell phone, a personal digital
assistant, and a wireless game player. Images rendered from 3-D
gaming environments may be displayed on portable gaming devices
that are used to play a game of chance. Further, a gaming machine
or server may include gaming logic for commanding a remote gaming
device to render an image from a virtual camera in a 3-D gaming
environment stored on the remote gaming device and to display the
rendered image on a display located on the remote gaming device.
Thus, those of skill in the art will understand that the present
invention, as described below, can be deployed on most any gaming
machine now available or hereafter developed.
[0044] Some preferred IGT gaming machines are implemented with
special features and/or additional circuitry that differentiates
them from general-purpose computers (e.g., desktop personal
computers and laptops). Gaming machines are highly regulated to
ensure fairness and, in many cases, gaming machines are operable to
dispense monetary awards of multiple millions of dollars.
Therefore, to satisfy security and regulatory requirements in a
gaming environment, hardware and software architectures may be
implemented in gaming machines that differ significantly from those
of general-purpose computers. A description of gaming machines
relative to general-purpose computing machines and some examples of
the additional (or different) components and features found in
gaming machines are described below.
[0045] At first glance, one might think that adapting PC
technologies to the gaming industry would be a simple proposition
because both PCs and gaming machines employ microprocessors that
control a variety of devices. However, because of such reasons as
1) the regulatory requirements that are placed upon gaming
machines, 2) the harsh environment in which gaming machines
operate, 3) security requirements, and 4) fault tolerance
requirements, adapting PC technologies to a gaming machine can be
quite difficult. Further, techniques and methods for solving a
problem in the PC industry, such as device compatibility and
connectivity issues, might not be adequate in the gaming
environment. For instance, a fault or a weakness tolerated in a PC,
such as security holes in software or frequent crashes, may not be
tolerated in a gaming machine because in a gaming machine these
faults can lead to a direct loss of funds from the gaming machine,
such as stolen cash or loss of revenue when the gaming machine is
not operating properly.
[0046] For the purposes of illustration, a few differences between
PC systems and gaming systems will be described. A first difference
between gaming machines and common PC based computers systems is
that gaming machines are designed to be state-based systems. In a
state-based system, the system stores and maintains its current
state in a non-volatile memory, such that, in the event of a power
failure or other malfunction the gaming machine will return to its
current state when the power is restored. For instance, if a player
was shown an award for a game of chance and, before the award could
be provided to the player the power failed, the gaming machine,
upon the restoration of power, would return to the state where the
award is indicated. This requirement affects the software and
hardware design on a gaming machine. As anyone who has used a PC
knows, PCs are not state machines and a majority of data is usually
lost when such a malfunction occurs.
[0047] A second important difference between gaming machines and
common PC based computer systems is that for regulation purposes,
the software on the gaming machine used to generate the game of
chance and operate the gaming machine has been designed to be
static and monolithic to prevent cheating by the operator of the
gaming machine. For instance, one solution that has been employed
in the gaming industry to prevent cheating and satisfy regulatory
requirements has been to manufacture a gaming machine that can use
a proprietary processor running instructions to generate the game
of chance from an EPROM or other form of non-volatile memory. The
coding instructions on the EPROM are static (non-changeable) and
must be approved by a gaming regulator in a particular jurisdiction
and installed in the presence of a person representing the gaming
jurisdiction. Any changes to any part of the software required to
generate the game of chance, such as adding a new device driver
used by the master gaming controller to operate a device during
generation of the game of chance can require a new EPROM to be
burned, approved by the gaming jurisdiction and installed on the
gaming machine in the presence of a gaming regulator. Regardless of
whether the EPROM solution is used, to gain approval in most gaming
jurisdictions, a gaming machine must demonstrate sufficient
safeguards that prevent an operator or player of a gaming machine
from manipulating hardware and software in a manner that gives them
an unfair and in some cases an illegal advantage. The gaming
machine should have a means to determine if the code it will
execute is valid. If the code is not valid, the gaming machine must
have a means to prevent the code from being executed. The code
validation requirements in the gaming industry affect both hardware
and software designs on gaming machines.
[0048] A third important difference between gaming machines and
common PC based computer systems is that the number and kinds of
peripheral devices used on a gaming machine are not as great as on
PC based computer systems. Traditionally, in the gaming industry,
gaming machines have been relatively simple in the sense that the
number of peripheral devices and the number of functions of the
gaming machine have been limited. Further, in operation, the
functionality of gaming machines were relatively constant once the
gaming machine was deployed, i.e., new peripherals devices and new
gaming software were infrequently added to the gaming machine. This
differs from a PC where users will buy different combinations of
devices and software from different manufacturers and connect them
to a PC to suit their needs depending on a desired application.
Therefore, the types of devices connected to a PC may vary greatly
from user to user depending in their individual requirements and
may vary significantly over time.
[0049] Although the variety of devices available for a PC may be
greater than on a gaming machine, gaming machines still have unique
device requirements that differ from a PC, such as device security
requirements not usually addressed by PCs. For instance, monetary
devices, such as coin dispensers, bill validators, ticket printers
and computing devices that are used to govern the input and output
of cash to a gaming machine have security requirements that are not
typically addressed in PCs. Therefore, many PC techniques and
methods developed to facilitate device connectivity and device
compatibility do not address the emphasis placed on security in the
gaming industry.
[0050] To address some of the issues described above, a number of
hardware/software components and architectures are utilized in
gaming machines that are not typically found in general purpose
computing devices, such as PCs. These hardware/software components
and architectures, as described below in more detail, include but
are not limited to watchdog timers, voltage monitoring systems,
state-based software architecture and supporting hardware,
specialized communication interfaces, security monitoring and
trusted memory.
[0051] A watchdog timer is normally used in IGT gaming machines to
provide a software failure detection mechanism. In a normally
operating system, the operating software periodically accesses
control registers in the watchdog timer subsystem to "re-trigger"
the watchdog. Should the operating software fail to access the
control registers within a preset timeframe, the watchdog timer
will timeout and generate a system reset. Typical watchdog timer
circuits contain a loadable timeout counter register to allow the
operating software to set the timeout interval within a certain
range of time. A differentiating feature of some preferred circuits
is that the operating software cannot completely disable the
function of the watchdog timer. In other words, the watchdog timer
always functions from the time power is applied to the board.
[0052] IGT gaming computer platforms preferably use several power
supply voltages to operate portions of the gaming machine
circuitry. These can be generated in a central power supply or
locally on the circuit board. If any of these voltages falls out of
the tolerance limits of the circuitry they power, unpredictable
operation of the gaming machine may result. Though most modern
general-purpose computers include voltage monitoring circuitry,
these types of circuits only report voltage status to the operating
software. Out of tolerance voltages can cause software malfunction,
creating a potential uncontrolled condition in the gaming computer.
IGT gaming machines typically have power supplies with tighter
voltage margins than that required by the operating circuitry. In
addition, the voltage monitoring circuitry implemented in IGT
gaming machines typically has two thresholds of control. The first
threshold generates a software event that can be detected by the
operating software and an error condition generated. This threshold
is triggered when a power supply voltage falls out of the tolerance
range of the power supply, but is still within the operating range
of the circuitry. The second threshold is set when a power supply
voltage falls out of the operating tolerance of the circuitry. In
this case, the circuitry generates a reset, halting operation of
the computer.
[0053] The standard method of operation for IGT slot machine game
software is to use a state machine. Different functions of the game
(bet, play, result, points in the graphical presentation, etc.) may
be defined as a state. When a game moves from one state to another,
critical data regarding the game software is stored in a custom
non-volatile memory subsystem. This ensures the player's wager and
credits are preserved and minimizes potential disputes in the event
of a malfunction on the gaming machine.
[0054] In general, the gaming machine does not advance from a first
state to a second state until critical information that allows the
first state to be reconstructed is stored. This feature allows the
game to recover operation to the current state of play in the event
of a malfunction, loss of power, etc. that occurred just prior to
the malfunction. After the state of the gaming machine is restored
during the play of a game of chance, game play may resume and the
game may be completed in a manner that is no different than if the
malfunction had not occurred. Typically, battery backed RAM devices
are used to preserve this critical data although other types of
non-volatile memory devices may be employed. These memory devices
are not used in typical general-purpose computers.
[0055] As described in the preceding paragraph, when a malfunction
occurs during a game of chance, the gaming machine may be restored
to a state in the game of chance just prior to when the malfunction
occurred. The restored state may include metering information and
graphical information that was displayed on the gaming machine in
the state prior to the malfunction. For example, when the
malfunction occurs during the play of a card game after the cards
have been dealt, the gaming machine may be restored with the cards
that were previously displayed as part of the card game. As another
example, a bonus game may be triggered during the play of a game of
chance where a player is required to make a number of selections on
a video display screen. When a malfunction has occurred after the
player has made one or more selections, the gaming machine may be
restored to a state that shows the graphical presentation at just
prior to the malfunction including an indication of selections that
have already been made by the player. In general, the gaming
machine may be restored to any state in a plurality of states that
occur in the game of chance while the game of chance is played or
to states that occur between the play of a game of chance.
[0056] Game history information regarding previous games played
such as an amount wagered, the outcome of the game and so forth may
also be stored in a non-volatile memory device. The information
stored in the non-volatile memory may be detailed enough to
reconstruct a portion of the graphical presentation that was
previously presented on the gaming machine and the state of the
gaming machine (e.g., credits) at the time the game of chance was
played. The game history information may be utilized in the event
of a dispute. For example, a player may decide that in a previous
game of chance that they did not receive credit for an award that
they believed they won. The game history information may be used to
reconstruct the state of the gaming machine prior, during and/or
after the disputed game to demonstrate whether the player was
correct or not in their assertion. Further details of a state based
gaming system, recovery from malfunctions and game history are
described in U.S. Pat. No. 6,804,763, titled "High Performance
Battery Backed RAM Interface", U.S. Pat. No. 6,863,608, titled
"Frame Capture of Actual Game Play," U.S. application Ser. No.
10/243,104, titled, "Dynamic NV-RAM," and U.S. application Ser. No.
10/758,828, titled, "Frame Capture of Actual Game Play," all of
which are hereby incorporated by reference for all purposes.
[0057] Another feature of gaming machines, such as IGT gaming
computers, is that they often contain unique interfaces, including
serial interfaces, to connect to specific subsystems internal and
external to the slot machine. The serial devices may have
electrical interface requirements that differ from the "standard"
EIA 232 serial interfaces provided by general-purpose computers.
These interfaces may include EIA 485, EIA 422, Fiber Optic Serial,
optically coupled serial interfaces, current loop style serial
interfaces, etc. In addition, to conserve serial interfaces
internally in the slot machine, serial devices may be connected in
a shared, daisy-chain fashion where multiple peripheral devices are
connected to a single serial channel.
[0058] The serial interfaces may be used to transmit information
using communication protocols that are unique to the gaming
industry. For example, IGT's Netplex is a proprietary communication
protocol used for serial communication between gaming devices. As
another example, SAS is a communication protocol used to transmit
information, such as metering information, from a gaming machine to
a remote device. Often SAS is used in conjunction with a player
tracking system.
[0059] IGT gaming machines may alternatively be treated as
peripheral devices to a casino communication controller and
connected in a shared daisy chain fashion to a single serial
interface. In both cases, the peripheral devices are preferably
assigned device addresses. If so, the serial controller circuitry
must implement a method to generate or detect unique device
addresses. General-purpose computer serial ports are not able to do
this.
[0060] Security monitoring circuits detect intrusion into an IGT
gaming machine by monitoring security switches attached to access
doors in the slot machine cabinet. Preferably, access violations
result in suspension of game play and can trigger additional
security operations to preserve the current state of game play.
These circuits also function when power is off by use of a battery
backup. In power-off operation, these circuits continue to monitor
the access doors of the slot machine. When power is restored, the
gaming machine can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the slot machine software.
[0061] Trusted memory devices are preferably included in an IGT
gaming machine computer to ensure the authenticity of the software
that may be stored on less secure memory subsystems, such as mass
storage devices. Trusted memory devices and controlling circuitry
are typically designed to not allow modification of the code and
data stored in the memory device while the memory device is
installed in the slot machine. The code and data stored in these
devices may include authentication algorithms, random number
generators, authentication keys, operating system kernels, etc. The
purpose of these trusted memory devices is to provide gaming
regulatory authorities a root trusted authority within the
computing environment of the slot machine that can be tracked and
verified as original. This may be accomplished via removal of the
trusted memory device from the slot machine computer and
verification of the secure memory device contents in a separate
third party verification device. Once the trusted memory device is
verified as authentic, and based on the approval of the
verification algorithms contained in the trusted device, the gaming
machine is allowed to verify the authenticity of additional code
and data that may be located in the gaming computer assembly, such
as code and data stored on hard disk drives. Some details related
to trusted memory devices that may be used in the present invention
are described in U.S. Pat. No. 6,685,567 from U.S. patent
application Ser. No. 09/925,098, filed Aug. 8, 2001 and titled
"Process Verification," which is hereby incorporated by reference
in its entirety and for all purposes.
[0062] Mass storage devices used in a general purpose computer
typically allow code and data to be read from and written to the
mass storage device. In a gaming machine environment, modification
of the gaming code stored on a mass storage device is strictly
controlled and would only be allowed under specific maintenance
type events with electronic and physical enablers required. Though
this level of security could be provided by software, IGT gaming
computers that include mass storage devices preferably include
hardware level mass storage data protection circuitry that operates
at the circuit level to monitor attempts to modify data on the mass
storage device and will generate both software and hardware error
triggers should a data modification be attempted without the proper
electronic and physical enablers being present.
[0063] Returning to the example of FIG. 1, when a user wishes to
play the gaming machine 2, he or she inserts cash through the coin
acceptor 28 or bill validator 30. Additionally, the bill validator
may accept a printed ticket voucher, which may be accepted by the
bill validator 30 as indicia of credit when a cashless ticketing
system is used. At the start of the game, the player may enter
playing tracking information using the card reader 24, the keypad
22, and the florescent display 16. Further, other game preferences
of the player playing the game may be read from a card inserted
into the card reader. During the game, the player views game
information using the video display 34. Other game and prize
information may also be displayed in the information panel 36 and
video display screen 42 located in the top box.
[0064] During the course of a game, a player may be required to
make a number of decisions, which affect the outcome of the game.
For example, a player may vary his or her wager on a particular
game, select a prize for a particular game selected from a prize
server, or make game decisions which affect the outcome of a
particular game. The player may make these choices using the
player-input switches 32, the video display screen 34 or using some
other device which enables a player to input information into the
gaming machine. In some embodiments, the player may be able to
access various game services such as concierge services and
entertainment content services using the video display screen 34
and one or more input devices.
[0065] During certain game events, the gaming machine 2 may display
visual and auditory effects that can be perceived by the player.
These effects add to the excitement of a game, which makes a player
more likely to continue playing. Auditory effects include various
sounds that are projected by the speakers 10, 12, 14. Visual
effects include flashing lights, strobing lights or other patterns
displayed from lights on the gaming machine 2 or from lights behind
the belly glass 40. After the player has completed a game, the
player may receive game tokens from the coin tray 38 or the ticket
20 from the printer 18, which may be used for further games or to
redeem a prize. Further, the player may receive a ticket 20 for
food, merchandise, or games from the printer 18.
[0066] When a gaming platform is capable of providing multiple
games to a game player based upon a game selection made by the
player or an operator, it may be desirable from both an operator
perspective and a content provider perspective to provide
capabilities for allowing more complex game licensing methods. The
operator and content provider may use the licensing capabilities to
enter into licensing agreements that better reflect the value of
the content (e.g., game software) to each party. For instance, the
licensing parties may agree to utility model based licensing
schemes, such as a pay-per-use scheme. In a pay-per-use scheme,
operators only pay for game software that is utilized by their
patrons, protecting them from software titles that are "duds."
[0067] Game platforms exist that provide access to multiple
electronic games. On these devices, a game selection menu may be
provided on a video display, which offers the patron the choice of
at least two electronic games. A game player may select a game of
their choice from the games available on the gaming machine.
Typically, the choices of games available to the player are only
those licensed for play on the gaming platform. The gaming platform
may provide a manual mechanism, such as a display interface on the
gaming machine, for updating and renewing licensing on the gaming
machine.
[0068] In some game platforms offering multiple games, the games
are stored on read-only memory devices, such as an EPROM chip set
or a CD-ROM. To provide a new or a different game on a gaming
platform of this type, a technician, usually accompanied by a
gaming regulator, must manually install a new memory device (e.g.
EPROM) and then manually update the licensing configuration on the
gaming machine. The gaming regulator then places evidence tape
across the EPROM. The evidence tape is used to detect tampering
between visits by the gaming regulator. Since operations performed
by entities other than a "trusted" 3.sup.rd party, such as a gaming
regulator, have been deemed untrustworthy, automatic game downloads
and automatic licensing management is not available on these
platforms.
[0069] The licensing of multiple games on a gaming machine is
described in U.S. Pat. No. 6,264,561, titled "Electronic Gaming
Licensing Apparatus and Method," assigned to IGT (Reno, Nev.),
which is incorporated herein by reference in its entirety and for
all purposes.
[0070] FIG. 2 illustrates an example of a network device that may
be configured as a server for implementing some methods and
apparatus of the present invention. Network device 260 includes a
master central processing unit (CPU) 262, interfaces 268, and a bus
267 (e.g., a PCI bus). Generally, interfaces 268 include ports 269
appropriate for communication with the appropriate media. In some
embodiments, one or more of interfaces 268 includes at least one
independent processor and, in some instances, volatile RAM. The
independent processors may be, for example, ASICs or any other
appropriate processors. According to some such embodiments, these
independent processors perform at least some of the functions of
the logic described herein. In some embodiments, one or more of
interfaces 268 control such communications-intensive tasks as media
control and management. By providing separate processors for the
communications-intensive tasks, interfaces 268 allow the master
microprocessor 262 efficiently to perform other functions such as
routing computations, network diagnostics, security functions,
etc.
[0071] The interfaces 268 are typically provided as interface cards
(sometimes referred to as "linecards"). Generally, interfaces 268
control the sending and receiving of data packets over the network
and sometimes support other peripherals used with the network
device 260. Among the interfaces that may be provided are FC
interfaces, Ethernet interfaces, frame relay interfaces, cable
interfaces, DSL interfaces, token ring interfaces, and the like. In
addition, various high-speed interfaces may be provided, such as
fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM
interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI
interfaces, DHEI interfaces and the like.
[0072] When acting under the control of appropriate software or
firmware, in some implementations of the invention CPU 262 may be
responsible for implementing specific functions associated with the
functions of a desired network device. According to some
embodiments, CPU 262 accomplishes all these functions under the
control of software including an operating system and any
appropriate applications software.
[0073] CPU 262 may include one or more processors 263 such as a
processor from the Motorola family of microprocessors or the MIPS
family of microprocessors. In an alternative embodiment, processor
263 is specially designed hardware for controlling the operations
of network device 260. In a specific embodiment, a memory 261 (such
as non-volatile RAM and/or ROM) also forms part of CPU 262.
However, there are many different ways in which memory could be
coupled to the system. Memory block 261 may be used for a variety
of purposes such as, for example, caching and/or storing data,
programming instructions, etc.
[0074] Regardless of the network device's configuration, it may
employ one or more memories or memory modules (such as, for
example, memory block 265) configured to store data, program
instructions for the general-purpose network operations and/or
other information relating to the functionality of the techniques
described herein. The program instructions may control the
operation of an operating system and/or one or more applications,
for example.
[0075] Because such information and program instructions may be
employed to implement the systems/methods described herein, the
present invention relates to machine-readable media that include
program instructions, state information, etc. for performing
various operations described herein. Examples of machine-readable
media include, but are not limited to, magnetic media such as hard
disks, floppy disks, and magnetic tape; optical media such as
CD-ROM disks; magneto-optical media; and hardware devices that are
specially configured to store and perform program instructions,
such as read-only memory devices (ROM) and random access memory
(RAM). The invention may also be embodied in a carrier wave
traveling over an appropriate medium such as airwaves, optical
lines, electric lines, etc. Examples of program instructions
include both machine code, such as produced by a compiler, and
files containing higher-level code that may be executed by the
computer using an interpreter.
[0076] Although the system shown in FIG. 2 illustrates one specific
network device of the present invention, it is by no means the only
network device architecture on which the present invention can be
implemented. For example, an architecture having a single processor
that handles communications as well as routing computations, etc.
is often used. Further, other types of interfaces and media could
also be used with the network device. The communication path
between interfaces may be bus based (as shown in FIG. 2) or switch
fabric based (such as a cross-bar).
[0077] FIG. 3 is a simplified block diagram depicting gaming
machines within a gaming establishment 101. The gaming machines are
connected with a dedicated communication network via a host server
128 and a data collection unit (DCU) according to one embodiment of
the invention. According to some embodiments of the invention, the
DCU is an enhanced DCU as described in U.S. patent application Ser.
No. 10/187,059, entitled "Redundant Gaming Network Mediation,"
which is hereby incorporated by reference in its entirety.
[0078] In FIG. 3, gaming machine 102, and the other gaming machines
130, 132, 134, and 136, include a main cabinet 106 and a top box
104. The main cabinet 106 houses the main gaming elements and can
also house peripheral systems, such as those that utilize dedicated
gaming networks. The top box 104 may also be used to house these
peripheral systems.
[0079] The master gaming controller 108 controls the game play on
the gaming machine 102 and receives or sends data to various
input/output devices 111 on the gaming machine 102. The master
gaming controller 108 may also communicate with a display 110.
[0080] A particular gaming entity may desire to provide network
gaming services that provide some operational advantage. Thus,
dedicated networks may connect gaming machines to host servers that
track the performance of gaming machines under the control of the
entity, such as for accounting management, electronic fund
transfers (EFTs), cashless ticketing, such as EZPay.TM., marketing
management, and data tracking, such as player tracking. Therefore,
master gaming controller 108 may also communicate with EFT system
112, bonus system 114, EZPay.TM. system 116 (a proprietary cashless
ticketing system of the present assignee), and player tracking
system 120. The systems of the gaming machine 102 communicate the
data onto the network 122 via a communication board 118.
[0081] In general, the dedicated communication network is not
accessible to the public. Due to the sensitive nature of much of
the information on the dedicated networks, for example, electronic
find transfers and player tracking data, usually the manufacturer
of a host system, such as a player tracking system, or group of
host systems, employs a particular networking language having
proprietary protocols. For instance, 10-20 different companies
produce player tracking host systems where each host system may use
different protocols. These proprietary protocols are usually
considered highly confidential and not released publicly. Thus,
whenever a new host system is introduced for use with a gaming
machine, rather than trying to interpret all the different
protocols utilized by different manufacturers, the new host system
is typically designed as a separate network. Consequently, as more
host systems are introduced, the independent network structures
continue to build up in the casino. Examples of protocol mediation
to address these issues may be found, for example, in U.S. Pat. No.
6,682,423, "Open Architecture Communications in a Gaming Network,"
which is hereby incorporated by reference in its entirety.
[0082] Further, in the gaming industry, many different
manufacturers make gaming machines. The communication protocols on
the gaming machine are typically hard-coded into the gaming machine
software, and each gaming machine manufacturer may utilize a
different proprietary communication protocol. A gaming machine
manufacturer may also produce host systems, in which case their
gaming machines are compatible with their own host systems.
However, in a heterogeneous gaming environment, such as a casino,
gaming machines from many different manufacturers, each with their
own communication protocol, may be connected to host systems from
many different manufacturers, each with their own communication
protocol. Therefore, communication compatibility issues regarding
the protocols used by the gaming machines in the system and
protocols used by the host systems must be considered. In one
embodiment, part or all of the dedicated communications network is
implemented as a single open standards network that serves multiple
functions.
[0083] In the present illustration, the gaming machines, 102, 130,
132, 134, and 136 are connected to a dedicated gaming network 122.
In general, the DCU 124 functions as an intermediary between the
different gaming machines on the network 122 and the host server
128. In general, the DCU 124 receives data transmitted from the
gaming machines and sends the data to the host server 128 over a
transmission path 126. In some instances, when the hardware
interface used by the gaming machine is not compatible with the
host server 128, a translator 125 may be used to convert serial
data from the DCU 124 to a format accepted by the host server 128.
The translator may provide this conversion service to a plurality
of DCUs, such as 124, 140 and 141.
[0084] Further, in some dedicated gaming networks, the DCU 124 can
receive data transmitted from the host server 128 for communication
to the gaming machines on the gaming network. The received data may
be communicated synchronously to the gaming machines on the gaming
network. Within a gaming establishment, the gaming machines 102,
130, 132, 134 and 136 are located on the gaming floor for player
access while the host server 128 is usually located in another part
of gaming establishment 101 (e.g. the backroom), or at another
location.
[0085] In a gaming network, gaming machines, such as 102, 130, 132,
134 and 136, may be connected through multiple communication paths
to a number of gaming devices that provide gaming services. For
example, gaming machine 102 is connected to four communication
paths, 122, 148, 149 and 150. As described above, communication
path 122 allows the gaming machine 102 to send information to host
server 128. Via communication path 148, the gaming machine 102 is
connected to a clerk validation terminal 142. The clerk validation
terminal 142 is connected to a translator 143 and a cashless system
server 144 that are used to provide cashless gaming services to the
gaming machine 102. Gaming machines 130, 132, 134 and 136 may also
be connected to the clerk validation terminal 142 and may also
receive cashless system services.
[0086] Via communication path 149, the gaming machine 102 is
connected to a wide area progressive (WAP) device 146. The WAP is
connected to a progressive system server 147 that may be used to
provide progressive gaming services to the gaming machines. The
progressive game services enabled by the progressive game network
increase the game playing capabilities of a particular gaming
machine by enabling a larger jackpot than would be possible if the
gaming machine was operating in a "stand alone" mode. Playing a
game on a participating gaming machine gives a player a chance to
win the progressive jackpot. The potential size of the jackpot
increases as the number of gaming machines connected in the
progressive network is increased. The size of the jackpot tends to
increase game play on gaming machines offering a progressive
jackpot.
[0087] Gaming machines 130, 132, 134 and 136 are connected to WAP
device 146 and progressive system server 147. Other gaming machines
may also be connected to WAP device 146 and/or progressive system
server 147, as will be described below with reference to FIG. 4A.
Via communication path 150, the gaming machine 102 may be connected
with additional gaming devices (not shown) that provide other
gaming services.
[0088] In some embodiments of the present invention, gaming
machines and other devices in the gaming establishment depicted in
FIG. 3 are connected to a central system and/or other gaming
establishments via one or more networks, which may be public or
private networks. For example, host server 128 and/or progressive
system server 147 may be connected to an outside network. In other
embodiments, a bingo server, a switch, or another type of network
device may be part of an interface with an outside network. A
network device that links a gaming establishment with another
gaming establishment and/or a central system will sometimes be
referred to herein as a "site controller."
[0089] FIG. 4A is a block diagram of the components of a cashless
system using the EZ pay ticket voucher system for one embodiment of
the present invention. A cashless system is the hardware components
and software components needed to generate and validate cashless
instruments. Components of an cashless system may include 1) data
acquisition hardware, 2) data storage hardware, 3) cashless
instrument generation and validation hardware (e.g. printers, card
readers, ticket acceptors, validation terminals, etc.), 3) auditing
software, 4) cashless instrument validation software and 5)
database software. Many types of cashless systems are possible and
are not limited to the components listed above or embodiments such
as the EZ pay ticket voucher system. Typically, a cashless system
is installed at each property utilizing cashless instruments. To
allow multi-site validations of cashless instruments, the cashless
systems at each property are linked to a cashless instrument
transaction clearinghouse. The relation of multiple cashless
systems connected to a cashless instrument transaction
clearinghouse are described with reference to FIG. 5. The details
of a cashless system at one property are described below with
reference to FIGS. 4A and 4B.
[0090] Returning to FIG. 4A, a first group of gaming machines, 465,
466, 467, 468, and 469 is shown connected to a first clerk
validation terminal (CVT) 460 and a second group of gaming
machines, 475, 476, 477, 478 and 479 is shown connected to a second
CVT 470. These gaming machines and their associated cashless
hardware are referred to as the block, gaming machines 480 in the
figure. All of the gaming machines print ticket vouchers which may
be exchanged for cash or accepted as credit of indicia in other
gaming machine located within a property 5. In this example, the
ticket voucher serves as a cashless instrument. In addition, the
gaming machines may accept ticket vouchers issued at a different
property from property 5 where the different property utilizes the
same or a different cashless system as compared to property 5.
[0091] When the CVTs are not connected to one another, a ticket
voucher printed from one gaming machine may be only be used as
indicia of credit in another gaming machine which is in a group of
gaming machines connected to the same clerk validation terminal.
For example, a ticket voucher printed from gaming machine 465 might
be used as credit of indicia in gaming machines 466, 467, 468 and
469, which are each connected to the CVT 460, but not in gaming
machines 475, 476, 477, 478, and 479, which are each connected to
the CVT 470. In an analogous manner, when the cashless systems from
one property are not connected together then a ticket vouchers
generated from gaming machine 466 may be not be used at property
different from property 5.
[0092] The CVTs, 460 and 470, store cashless instrument transaction
information corresponding to the outstanding cashless instrument,
including ticket vouchers, smart cards and debit cards, that are
waiting for redemption. In this embodiment, the CVTs are separate
from the gaming machine. However, the cashless instrument
information may be also be stored within each gaming machine or one
gaming machine may functionally act as a CVT for a group of gaming
machines eliminating the separate CVT hardware. In addition,
cashless instrument transaction information may be stored in a
cashless server including the EZ pay server 410. The cashless
instrument transaction information may be used when the tickets are
validated and cashed out or redeemed in some other manner. The CVTs
460 and 470 may store the information for the ticket vouchers
printed by the gaming machines connected to the CVT. For example,
CVT 460 stores ticket voucher information for ticket vouchers
printed by gaming machines 465, 466, 467, 468, and 469. When a
ticket is printed out, ticket information is sent to the CVT using
a communication protocol of some type from the gaming machine. For
example, the gaming machine may send transaction information to the
CVT which is part of the cashless system using the slot data system
manufactured by Bally's Gaming Systems (Alliance Gaming
Corporation, Las Vegas, Nev.) or the slot acquisition system
manufacture by IGT, Reno, Nev.
[0093] In this embodiment, when a player wishes to cash out a
ticket, the player may redeem vouchers printed from a particular
gaming machine at the CVT associated with the gaming machine or any
other CVT which is part of the cashless system associated with the
CVT. For example, since CVT 460 and CVT 470 are connected as part
of a single cashless system to the EZ pay server 410, a player may
redeem vouchers or utilize vouchers at the gaming machines, the
CVTs (460 or 470), the cashiers (425, 430, 435, and 440) or the
wireless cashiers 458. The CVTs, cashiers, wireless cashiers and
gaming machines may be referred to as "cashless validation sites."
To cash out the ticket voucher, the ticket voucher is validated by
comparing information obtained from the ticket with information
stored within the CVT. After a ticket voucher has been cashed out,
the CVT marks the ticket paid in a database to prevent a ticket
voucher with similar information from being cashed multiple
times.
[0094] Not all cashless systems may utilize CVTs, many of the
functions of the CVT may be transferred to the cashless server,
including the EZ pay server 410, eliminating the function within
the CVT. For instance, the cashless instrument transaction
information may be stored in the cashless server instead of the
CVT. Thus, the need to store cashless instrument transaction
information within the CVT may be eliminated.
[0095] In this embodiment using the EZ pay system, multiple groups
of gaming machines connected to CVTs are connected together in a
cross validation network 445. The cross validation network is
typically comprised of one or more concentrators 455 which accepts
inputs from two or more CVTs and enables communications to and from
the two or more CVTs using one communication line. The concentrator
is connected to a front end controller 450 which may poll the CVTs
for ticket voucher information. The front end controller is
connected to an EZ pay server 410 which may provide a variety of
information services for the award ticket system including
accounting 420 and administration 415.
[0096] In this invention, one hardware and software platform
allowing cashless instruments to be utilized at all of the cashless
validation sites (e.g. cashier stations, gaming machines, wireless
cashiers and CVTs) within a single property and across multiple
properties is referred to as a "cashless server". In this
embodiment, the EZ pay server 410 may function as the cashless
server. Usually, the cashless server is a communication nexus in
the cross validation network. For instance, the EZ pay server 410
is connected to the cashiers, wireless devices, remote cashless
instrument transaction clearinghouse, CVTs and the gaming machines
via the CVTs.
[0097] The cross validation network allows ticket vouchers
generated by any gaming machine connected to the cross validation
to be accepted by other gaming machines in the cross validation
network 445. Additionally, the cross validation network allows a
cashier at a cashier station 425, 430, and 435 to validate any
ticket voucher generated from a gaming machine within the cross
validation network 445. To cash out a ticket voucher, a player may
present a ticket voucher at one of the cashier stations 425, 430,
and 435 or to a game service representative carrying a wireless
gaming device for validating ticket vouchers. A more complete
discussion of the details of the wireless gaming device 458,
including hardware and utilization, are described in co-pending
U.S. patent application Ser. No. 09/544,844 entitled a WIRELESS
GAME ENVIRONMENT filed Apr. 7, 2000 by Rowe the entire
specification of which is incorporated herein by reference.
Information obtained from the ticket voucher is used to validate
the ticket by comparing information on the ticket with information
stored on one of the CVTs connected to the cross validation
network. In addition, when the ticket voucher was issued at another
property, the information on the ticket may be stored at the other
property. Thus, to validate the ticket voucher, the EZ pay server
may have to communicate with the cashless instrument transaction
clearinghouse via the remote connection 411 to obtain the
information necessary to validate the ticket voucher.
[0098] As tickets are validated, this information may be sent to
audit services computer 440 providing audit services, the
accounting computer 420 providing accounting services or the
administration computer 415 providing administration services. In
another embodiment, all of these services may be provided by the
cashless server including the EZ pay server 410. Examples of
auditing services, which may be provided by cashless system
software residing on the auditing computer 40 include 1) session
reconciliation reports, 2) soft count reports, 3) soft count
verification reports, 4) soft count exception reports, 5) machine
ticket status reports and 5) security access report. Examples of
accounting services, which may be provided by cashless system
software residing on the accounting computer 20 include 1) ticket
issuance reports, 2) ticket liability reports, expired ticket
reports, 3) expired ticket paid reports and 4) ticket redemption
reports. Examples of administration services, which may be provided
by cashless system software residing on the administration computer
15 include 1) manual ticket receipt, 2) manual ticket report, 3)
ticket validation report, 4) interim validation report, 5)
validation window closer report, 6) voided ticket receipt and 7)
voided ticket report.
[0099] FIG. 4B is a block diagram of the components of cashless
system for one embodiment of the present invention. The cashless
system includes a cashless server 495, such as the EZpay server 410
described with respect to FIG. 4A. In this embodiment, the cashless
server 495 is connected to gaming machines 480 (described with
respect to FIG. 4A), table games (e.g., 481 and 482), a keno server
489, a sports book server 488, a bingo server (not shown) and a
casino kiosk 490. The table games may be one of any table games
found in a casino, such as but not limited to, poker, black jack,
craps, roulette, baccarat, pai-gow poker and dice games.
[0100] Many different cashless system architectures are possible
with the present invention and the system is not limited to the
example in FIG. 4B. For instance, cashless server 495 may be
connected to just the keno server 489 and the gaming machines 480
and not the sports book server 488 and the table games. As another
example, the cashless server 495 may be connected to additional
gaming devices and servers not shown in the figure.
[0101] The keno server 489 may provide keno games and keno tickets
as part of keno system. The keno server 489 may be connected to a
plurality of gaming devices used to issue and redeem keno tickets.
The bingo server may provide bingo games as part of a bingo system
and may be connected to a plurality of gaming devices that provide
bingo games. The sports book may be used to provide sports wagering
as part of a sports wagering system. The sports book may be
connected to a plurality of gaming devices used to issue and redeem
sports wager tickets. In the past, the keno system, the bingo
system and the sports wagering system have been operated as
independent systems. Further, these systems typically only take
cash only and casino chips may not be used to make sports wagers or
for keno game play.
[0102] Traditionally, the keno system, the sports wagering system,
the bingo system, the table games have not been operated with a
cashless system as has been described in regards to the gaming
machines 480 in FIG. 4A. In one embodiment of the present
invention, all of these systems are connected to a cashless system,
such as via the cashless server 495. Thus, cashless instruments
with a cash value or a promotional credits (non-restricted or
restricted) may be generated and validated for game play at the
game machines, table games (i.e., table games and associated
hardware), the keno system (keno server and associated hardware),
the sports wagering system (sports book server and associated
hardware) and the bingo system (bingo server and associated
hardware) and used interchangeably between these venues.
[0103] As an example of interchangeability between the venues, a
player may cashout at one of the gaming machine in the gaming
machines 480 and receive a cashless instrument with the cash value.
The player may then present the cashless instrument with the cash
value at one of the table games 481 and 482. Using one of the
cashless interface devices 483 and 484, the cashless instrument may
be validated at the cashless server 495. For instance, the cashless
server may contact the CVT connected to a gaming machine described
in FIG. 4A where the cashless instrument was generated to validate
the cashless instrument.
[0104] After validation of the cashless instrument, the cash value
on the cashless instrument or a portion of the cash value may be
applied to game play. For example, at a black jack game, a roulette
game or a craps game, the portion of the cash value used for game
play may be exchanged for casino chips or another type of indicia
of credit used to play the game. After a player has completed a
table game, the player may cash out and a second cashless
instrument with a cash value, such as printed ticket voucher, may
be generated by one of the cashless interface devices, 483 or 484.
Further, when the player cashes out, an additional cashless
instrument, with restricted or non-restricted promotional credits
that may be used for game play, may be generated by one of the
cashless interface devices 483 or 484.
[0105] An advantage of this approach is that the player may find
carrying a single cashless instrument more desirable then carrying
a handful of casino chips. Further, as will be described below, the
cashless instrument may have more utility in that it can be used in
more locations and for more activities then the casino chips, which
may be desirable to the player. In addition, a handful of casino
chips may be more easily lost and harder to keep track of then a
cashless instrument, which may make cashless instruments more
desirable to the player.
[0106] With a cashless system as described, it is easier track
where player resources are being utilized and accounting procedures
may be simplified which is a benefit to gaming operators such as
casinos. In one embodiment, the casino chips may be primarily used
for game play at the gaming tables and players will be encouraged
to leave their chips at the table and leave only with a cashless
instrument. To encourage this type of behavior, random promotions
at cash out of the chips for a cashless instrument may be offered,
such as promotional credits. This approach may be desirable for
casinos because it may reduce the overhead associated with 1)
auditing procedures that they are required to implement by law in
regards to the use of casino chips, 2) restocking tables with
casino chips, 3) cashing out casino chips and 4) the acceptance of
competitors casino chips. These processes require a lot of manual
labor and provide many theft opportunities. With a cashless system,
many of the processes can be automated and many theft opportunities
eliminated which is desirable to casinos.
[0107] For example, when a cashless instrument generated at a first
casino is presented at a second casino for the play of a table game
at the second casino, an cashless transaction clearinghouse may be
used (see description below) to validate the cashless instrument
and automatically send an electronic fund transfer to the first
casino. In contrast, to use a casino chip from a first casino at
the second casino, many manual processing tasks are required. For
instance, the chip is stored in a container at the table game,
taken to a back room. In the back room, the chip is identified and
then a request for a reimbursement is manually generated and then
sent from the first casino to the second casino.
[0108] The cashless interface devices 483 and 484 may comprise
components used to generate and to redeem cashless instruments at a
gaming machine. For example, the cashless interface devices may
comprise one or more of the following gaming devices, a bill
validator that may be used to read tickets, a bar-code scanner, a
card reader for reading magnetic striped cards or smart cards, a
key pad, a touch screen interface, a printer, a storage tray for
blank tickets, a logic device (e.g., a microprocessor or
microcontroller), a power supply, an RFID tag reader, a storage
tray for validated tickets and a wired or wireless communication
interface for communicating with devices such as a concentrator
485, communicating directly with the cashless server 495 or
communicating with a player tracking/accounting server. The one or
more gaming devices in the cashless interface devices 483 and 484
may be mounted in a housing.
[0109] Returning to FIG. 4B, after the second cashless instrument
is generated by one of the cashless interface devices at the table
games, the player may take the cashless instrument to a keno
station connected to the keno server 489 and use the cash value on
the instrument or a portion of the cash value to play a keno game.
For example, if the cash value on the second instrument is $100
dollars, after the cashless instrument is validated, a player may
purchase $50 worth of keno tickets and receive $50 cash payout for
the remaining value of the ticket. In one embodiment, a casino
service person carrying a hand-held wireless device may validate
the second cashless instrument with the hand-held device and
exchange it for keno tickets and cash for any remaining cash value
on the instrument. Details of using a hand-held wireless device for
redeeming cashless instruments are described in co-pending U.S.
application Ser. No. 09/544,884 previously incorporated herein. The
hand-held wireless device may also communicate with the keno server
489 to indicate that keno tickets have been issued to the
player.
[0110] In another embodiment, the player may purchase keno tickets
at a keno station connected to the keno server 489. The player may
present the second cashless instrument at the station. Information
stored on the second cashless instrument may be read into the keno
system and sent to the keno server 489. The keno server 489 tracks
all of the money going into and out of the keno system. Therefore,
when a cashless instrument is validated to play keno, information
regarding the portion of the cash value used for keno may be
processed and stored by the keno server 489.
[0111] The keno server 489 may also receive validation information
stored on the cashless instrument. The keno server 489 may send the
cashless server 495 a validation request message requesting the
validation of the second cashless instrument. The validation
request message may include validation information from the second
cashless instrument needed by the cashless server 495 to validate
the second cashless instrument. Further, the validation request
message may include any additional information required for the
keno server 489 and the cashless server to communicate in a secure
manner 495. Details of secure communication are described in more
detail in co-pending U.S. application Ser. No. 09/993,163
previously incorporated herein.
[0112] In response to the validation request message, the cashless
server 495 attempts to validate the second cashless instrument and
may generate a reply message indicating an approval or rejection of
the validation of the second cashless instrument. When the
validation of the second cashless instrument has been approved, the
keno server 495 may send a message to the keno station indicating
the validation of the second cashless instrument has been approved.
After the second cashless instrument has been exchanged for keno
game play and for cash (if there is any remaining cash value not
used for keno game play), the keno station may send a message to
the keno server indicating the cashless transaction has been
completed. The keno server 489 may store a record of the
transaction and send a message to the cashless server 495
indicating the transaction has been completed.
[0113] After keno game play, the player may have a number of
winning tickets from the keno game. In one embodiment, these
tickets may be taken to a keno station and cashed out. The keno
server 489 may be contacted to determine the winning keno tickets
and validate the winning keno tickets. When the tickets are cashed
out, a third cashless instrument may be generated with a cash value
won from the keno game play. The keno server 489 may generate a
message and send it to the cashless server to indicate a new
cashless instrument has been generated. The message may include
validation information that is stored on the cashless server and
the newly generated cashless instrument. The validation information
is compared with information read from the newly generated cashless
instrument when it is later presented for validation at a
validation site.
[0114] In one embodiment, prior to generation of the cashless
instrument, a generation request message may be sent the cashless
server 495 by the keno server to request a generation of a new
cashless instrument. When a request is received by the cashless
server 495 to generate a new cashless instrument from the keno
server 489, the cashless server 495 may generate a reply message
including validation information that may be stored on the cashless
instrument that is to be generated, such as a unique serial number.
The unique serial number may be stored on the new cashless
instrument and stored on the cashless server 495. When a validation
request for the newly generated cashless instrument is later
received by the cashless server 495, the validation information,
such as the unique serial number generated and stored on the
cashless server 495, may be used for validation purposes.
[0115] A third cashless instrument generated as a result of a win
at keno play may be taken by the player and presented at a sports
book station connected to the sports book server 488. A portion or
all of the cash value stored on the third cashless instrument may
be used to make a sports wager. The sports book server 488 may
process the third cashless instrument like the keno server 489,
i.e., sending a validation request message to the cashless server,
etc. If the sports wager is a win, a fourth cashless instrument may
be generated and processed by the sports book server 488 like the
keno server 488. The fourth cashless instrument, as well as the
first, second and third cashless instruments previously described,
may also be used to make sports wagers, play table games, play
gaming machines, play bingo, play keno and any other games that are
offered at a casino and the present invention is not limited to the
sequence of game play described in the example above.
[0116] The cashless server 495 may include a keno interface 487 for
communicating with the keno server 489 and a sports book interface
486 for communicating with the sports book. Additional interfaces
may be provided for any other independent gaming systems, such as
bingo, that communicate with the cashless server 495. The keno
server 489 and sports book server 488 may also include a cashless
system interface (not shown) that allows them to communicate with
their corresponding interface on the cashless server 495. The
interfaces may be defined by application program interfaces
(API's). The API's may describe information, information formats
and commands that may be exchanged by the servers.
[0117] In some embodiments of the present invention, it may be
advantageous to provide a casino kiosk 490 where cashless
instruments may be validated and utilized. The casino kiosk may be
an automated menu driven system like an automatic teller machine.
For example, in one embodiment at a casino kiosk, a player may be
able to validate a cashless instrument and obtain keno tickets or a
make a wager. The casino kiosk may be connected to the keno server
489, the sports book server 488 and the cashless server 495 to
facilitate these transactions.
[0118] In another embodiment, the player may wish to partially cash
a cashless instrument or transfer a portion of the cashless
instrument to a remote account. In this case, the cashless
instrument may be validated, the player may specify a cash amount
they wish to receive and may receive cash for the specified amount
(or transfer it an account) and receive a new cashless instrument
with the remaining amount not cashed. In yet another embodiment, a
player may wish to add cash to a cashless instrument. In this case,
the player may input a cashless instrument into the casino kiosk
490 and input additional funds, such as cash or a transfer from
another account, then a new cashless instrument with the added
funds may be generated and issued to the player. In a further
embodiment, a player may wish to combine a plurality of cashless
instrument into a single cashless instrument. In this embodiment,
the player may present a plurality of cashless instrument to the
kiosk 490. The value of the cashless instrument may be added
together and a single cashless instrument with the combined value
may be generated and presented to the player.
[0119] In a particular embodiment, at the casino kiosk 490, a
player may be provided transaction opportunities that allow a
non-restricted cashless instrument to be converted to a restricted
cashless instrument. A non-restricted cashless instrument is
non-restricted in that the cash value stored on the cashless
instrument may be redeemed for cash or used for game play in an
unrestricted manner. For a restricted cashless instrument, the use
of a cash value stored on the cashless instrument is restricted in
some manner. For example, for a restricted cashless instrument, the
cash value may only be spent during certain time periods (e.g.,
period during the day, the week, holiday periods, etc.), at certain
locations (e.g., a particular gaming property or groups of gaming
property), on certain games (e.g., a particular game of chance
implemented on a gaming machine), for certain activities (e.g.,
keno, a type of table game). Of course combinations of restrictions
may be used and the restrictions are not limited to only these
examples, which are provided for illustrative purposes only.
[0120] The gaming operator may provide incentives to entice players
to convert a non-restricted cashless instrument to a restricted
cashless instrument or to purchase a restricted cashless
instrument. As an example, the casino may offer to add value to a
non-restricted cashless instrument to convert it to a restricted
cashless instrument. To illustrate, the casino may offer to add two
dollars to the cash value of a non-restricted cashless instrument
with a six dollar value if it is converted to a restricted cashless
instrument that may be used for game play only (for the game play
only restriction, the credits may no longer be redeemed for cash
but may only be used to play games). Alternately, a player may be
able to purchase cashless instrument with an eight dollar value
that is restricted to game play only for six dollars.
[0121] In another example, the casino may offer to increase the
player tracking points accumulated using a cashless instrument when
it is converted from a non-restricted cashless instrument to a
restricted cashless instrument. In one embodiment, these types of
incentives may be awarded as a "comp" in a loyalty program, such as
a player tracking program. The embodiments described in regards to
the casino kiosk 490 are not limited to the casino kiosk. For
instance, opportunities to convert a non-restricted cashless
instrument to a restricted cashless instrument may be provided at a
gaming machine, at the cashless interface devices or other devices
in the cashless system.
[0122] The ability to use cashless instruments at a plurality of
different locations within a gaming establishment at a casino, such
as at the table games, gaming machines, sports book and keno
parlor, using a common cashless system may be extended to a
plurality of gaming properties. For instance, a cashless instrument
issued at a gaming machine at first gaming establishment may be
used to play keno at a second gaming establishment. Details of a
cashless instrument transaction clearinghouse that allow these
transactions between multiple properties is described as
follows.
[0123] FIG. 5 is a block diagram of cashless systems at multiple
gaming properties connected to a cashless instrument transaction
clearinghouse server. At property 5 (described with reference to
FIGS. 4A and 4B), property 504 and property 518, three different
embodiments of cashless systems are shown. At property 504, gaming
machines 575, 576, 577, 578, 579 send information to the clerk
validation terminal 570. The CVT 570 sends information to the
cashless server and data acquisition system 500. In this
embodiment, the functions of the controller 450 and concentrator
455, as described with reference to FIG. 4, are combined into the
cashless server and data acquisition 500. The cashless instrument
used on property 504 may be smart cards, magnetic cards, ticket
vouchers, combinations of the three or other cashless mediums.
[0124] The cashless server 500 contains a communication interface
used to send information on cashless instruments generated on
property 504 to the clearinghouse server 536 or request information
on cashless instruments issued at other properties, including
property 5 and property 518, that are being validated at property
504 from the clearinghouse server 536. The cashless instrument
transaction information sent to the cashless server 500 from the
clearinghouse server 536 and received by the clearinghouse server
from the cashless server 500 is transmitted via the network
connection 502.
[0125] At property 518, gaming machines 512, 513, 514, 515 and 516
are connected to the cashless server and data acquisition system
510 via the local network 511. The local network 511 may be a
wireless or wired connection system including fiber, copper or
wireless cellular, combinations of all three or other connection
systems. A separate CVT is not shown in this embodiment. The
functions of the CVT including storage of ticket information may be
built into one or more the gaming machines including 512, 513, 514,
515 and 516 or may be built into the cashless server 510. The
information sent to the cashless server 500 from the clearinghouse
server 536 and received by the clearinghouse server 536 from the
cashless server 500 is transmitted via the network connection
502.
[0126] In one embodiment, the clearinghouse server resides on
property 538 separate from the other properties, including property
5, property 518 and property 504, containing the cashless servers
including 410, 500 and 500. In other embodiments, the clearinghouse
server 536 may reside at the same property as one of the cashless
servers. Communication between the clearinghouse server 536 and the
two or more cashless servers, including cashless servers 410, 500,
510, may be performed via the network connections 520 and the
network interface 534 residing within the clearinghouse server 534.
The connections between the cashless servers and the clearinghouse
server 536 including 411, 502, 517 and 520, may comprise a
dedicated communication network.
[0127] Components of the cashless instrument transaction
clearinghouse server 536 may include 1) a memory storage unit for
storing cashless instrument transaction information in a
transaction database 530, 2) a functional router 532 enabling
communication between the clearinghouse server and different
properties, 3) a CPU 531, 4) a memory 533 containing software for
implementing the clearinghouse functions and 5) the network
interface. The transaction database 530 may contain on-going and
past cashless instrument transactions processed using the
clearinghouse server 536. The transaction database 530 may be
implemented using Microsoft NT (Microsoft, Redmond, Wash.) and SQL
(server query language). The cashless servers, including 410, 500
and 510, may also utilize this database technology.
[0128] Cashless instrument transaction information for two or more
gaming properties may be stored in the clearinghouse server
transaction database 530. The properties may be owned by the same
or different entities. The transaction database 530 may be accessed
remotely by the properties, including 5, 504, and 518, utilizing
the clearinghouse server 536. Further, the transaction database 530
may be used with analysis software to analyze transactions routed
through the clearinghouse server 536.
[0129] The transaction database 530 may be partitioned to according
to properties or ownership of properties to limit access to the
database 530. For example, when property 5, property 504 and
property 518 are each owned by different entities, each property
may only analyze cashless instrument transactions relating to
cashless instruments generated and validated at their own property
stored at the clearinghouse server 536. Thus, the owners of
property 5 may access information relating to cashless instruments
generated at property 5 and validated at properties 504 and 518
using the clearinghouse server 536 and the owners of property 5 may
access information relating to cashless instruments generated at
properties 504 and 518 validated at property 5. However, the owners
of property 5 would not be able to access information in the
database regarding cashless instruments generated at property 518
and validated at property 504. When more than one property is owned
by a single entity, the single entity may be able to access
cashless instrument transaction information relating to ownership
of all of the properties owned by the single entity. For instance,
when the single entity owns properties 5 and 504, the single entity
may access the transaction database 530 for transactions relating
to cashless instruments generated at properties 5 and 504 and
validated at any of the properties using the clearinghouse server
536. Additionally, the single entity may access the transaction
database 530 for transactions relating to cashless instruments
generated at any of the properties and validated at properties 5
and 504.
[0130] The router 532 may contain routing information that allows
the clearinghouse server 536 to determine where a cashless
instrument was generated. The routing information is used when a
cashless instrument is validated at a property different from the
property where it was generated. For example, routing information
is needed when a cashless instrument is generated at property 5 but
the cashless instrument is validated at property 504. Each cashless
instrument may be generated with a unique property identifier
stored within the cashless instrument. When a validation request
for the cashless instrument is received by the clearinghouse
server, a property routing table stored within the router may be
used by the server to determine where the cashless instrument was
generated and communication information allowing the clearinghouse
server 536 to communicate with the cashless server where the
cashless instrument was generated.
[0131] The requirements associated with accounting and reporting of
the cashless instrument information are dependent on the
regulations within the jurisdiction. That being the case, the
system is adaptable to those particular regulations. In general, a
cashless instrument with an award amount may be considered to be
analogous to a personal check written by the property where it was
generated. When the cashless instrument is validated, it is
essentially cashed. This implies that the property where the
cashless instrument was generated must maintain a database of data
related to those cashless instruments that were created on its
property. This is analogous to maintaining a bank account whose
sole purpose is to cover the cashless instruments that were
generated at the property. This property is usually responsible for
maintaining its cashless instrument database and validating
cashless instruments. When a request to validate a cashless
instrument is received by the cashless system at a particular
gaming property, the property has the option of validating or
rejecting the request. Once the property validates the cashless
instrument, it is typically the responsibility of that property to
insure its own cashless instrument transaction database is updated.
At that time, the property which generated the cashless instrument,
now must transfer the funds to the property requesting the
validation. The fund transfers may occur with each transaction or
could be compiled in a batch to cover multiple ticket validation
transactions on a periodic basis, e.g. once a night. The cashless
instrument transaction clearinghouse facilitates all associated
electronic fund transfers (EFTs) and acts as a third party between
the parties.
[0132] FIG. 6 is an interaction diagram for a cashless instrument
transaction between a clearinghouse, cashless servers, and cashless
generators/validators where the cashless instrument is generated at
a different location from where it is validated. In 604, a player
payout (e.g. award) is generated on a cashless instrument at a
cashless instrument generation site 602 at property 504. The
cashless instrument generation site may include a gaming machine, a
clerk validation terminal, a wireless validation terminal and a
cashier station. The cashless instrument may include a printed
ticket voucher (e.g. EZ pay ticket), a smart card, a debit card and
other cashless mediums. In 606, when the cashless instrument is
generated, cashless instrument transaction information, including
1) a value, 2) an issue date, 3) an issue time, 4) a transaction
number unique to the transaction, 5) a machine ID that generated
the cashless instrument, 6) an issue location and 7) an owner, may
be transmitted to the cashless server 500. The cashless instrument
transaction information is also stored on the cashless instrument
when the cashless instrument is generated in 604. In 608, the
cashless server may store the cashless instrument transaction
information in a database. The transaction information stored in
the database is used when the cashless instrument is validated. The
validation process may be invoked when the cashless instrument is
redeemed for cash or when the cashless instrument is used in a
gaming machine or other device that accepts the cashless
instrument. The validation process involves comparing the cashless
instrument transaction information stored on the cashless
instrument with the cashless instrument transaction information
stored in the cashless server database.
[0133] In 610, a game player takes the cashless instrument
generated at property 504 to property 5. In 612, the game player
presents the cashless instrument for a cashless payout at a
cashless transaction validation site 600 at property 5. The
cashless transaction validation site may include a gaming machine,
a cashier station, a clerk validation terminal, a wireless
validation device and any other devices which accept cashless
instruments. For instance, when a debit card is used as the
cashless instrument, the game player may be able to directly
deposit the award on the debit card into a bank account accessible
to the game player. In 614, a validation request is sent from the
cashless transaction validation site 600 to the cashless server
410. The validation request may be an information packet containing
the transaction information stored on the cashless instrument in
604 and stored in the cashless server database in 608.
[0134] In 616, the cashless server may check the local cashless
instrument transaction database on the cashless server to determine
if the cashless instrument was generated at property 5. The
cashless server may check the local cashless instrument transaction
database in a number of ways to determine whether a transaction
record for the cashless instrument resides in the database. The
database search technique may depend on what information is stored
in the local database and what information is stored on the
cashless instrument. When the cashless instrument was generated at
a property using a different cashless system than the property
where the cashless instrument is validated, the type and amount of
cashless instrument transaction information stored on the cashless
instrument may differ from the type and amount of cashless
instrument transaction information stored on the local cashless
instrument transaction instrument database. Thus, the search
technique may depend on determining a common set of transaction
information stored on the cashless instrument being validated and
stored in the cashless instrument transaction database. For
instance, when the cashless instrument contains a machine ID and
the cashless instrument transaction database stores a list of all
of the local machine IDs, the cashless server 410 may search the
local cashless instrument transaction database to determine whether
the cashless instrument was generated on one of the local machines
at the property 5. As another example, when the cashless instrument
contains transaction information on the property where the cashless
instrument was generated or the owner of the cashless instrument
(e.g. the owner of the property), the cashless server 410 may
quickly determine whether the cashless instrument was generated at
the local property 5.
[0135] In 618, when the cashless instrument was not generated
locally, the cashless server may mark the validation request
pending in a local database and send a request for validation to
the central clearinghouse in 620. The request for validation from
the cashless server 410 to the cashless instrument transaction
clearinghouse 536 may contain all or some subset of the information
stored on the cashless instrument being validated. In addition, the
request for validation may contain information about the cashless
transaction validation site. For example, the identification
information about the cashless transaction validation site 600, the
property 5 where the cashless transaction validation site is being
validated and the owner of the property may be included in the
request for validation message.
[0136] As in 614, the request for validation in 620 may be an
information packet of some type sent using a pre-determined
communication protocol between the cashless server 410 and the
central clearinghouse 536. The communication protocol used to
transmit transaction information between the cashless transaction
validation site 600 and the cashless server 410 in 614 may be the
same or different than the communication protocol used to transmit
the transaction information between the cashless server 410 and the
cashless instrument transaction clearinghouse 536 in 620.
[0137] In 622, the cashless instrument transaction clearinghouse
determines the owner of the cashless instrument (e.g. the property
where the cashless instrument was generated). The clearinghouse 536
determines the owner based upon information received in the
validation request in 620 and based upon information stored in the
clearinghouse 536. In 624, using routing information stored within
the clearinghouse 536, a request for validation is sent from the
clearinghouse 536 to the property where the cashless instrument was
generated (i.e. property 504 in this embodiment). The request for
validation is an information packet in a communication protocol of
some type. The transaction information contained within the
information packet is sufficient to allow the cashless server 500
at the cashless generation site 602 at property 504 to validate the
cashless instrument. The communication protocol used to transmit
the transaction information between the cashless server 410 and the
clearinghouse 536 in 620 may be the same or different than the
communication protocol used to transmit the transaction information
between the cashless instrument transaction clearinghouse 536 and
the cashless server 500 in 624. For example, the communication
protocols may be different when the cashless system used at
property 5 is different from the cashless system used at property
504.
[0138] In 626, the cashless server 500 checks the local cashless
instrument transaction database to confirm the request for
validation received in 624 is valid. When the transaction is valid
(e.g. the cashless instrument was generated at property 504 and has
not been previously validated), in 631, an approval message may be
sent from the cashless server 500 to the clearinghouse 536, in 632,
the clearinghouse may forward or generate the approval message to
the cashless sever 510, in 634, the cashless server 410 may forward
or generate the approval message to the cashless transaction
validation site 600. In 628, the cashless server may cover the
debit by allocating or transferring funds to an account used to
cover debits. In 630, the cashless server 500 may send an
Electronic Fund Transfer (EFT) to cover the debit to the
clearinghouse 536. The EFT may be sent after each transfer or may
be sent as a batch at the end of some time period, e.g. at the end
of each day.
[0139] In 636, the validation site 600 at property 5, performs an
appropriate operation when the validation is approved. For example,
when the validation site 600 is a gaming machine, credits may be
posted on the gaming machine. As another example, when the
validation site 600 is a cashier station, the player may receive a
cash amount according to the value of the cashless instrument.
[0140] One advantage of using a cashless system with EFT is that
nothing physical has to be exchanged between the properties. When a
token is issued as a credit of indicia at one property and then
used at a second property, the second property may allow the token
to be used as credit of indicia at the second property. However,
the tokens must be counted at the second property and then shipped
back to the first property and counted so that the second property
may receive the amount of money associated with the token. For many
properties accepting tokens from many different properties, the
infrastructure associated with the counting, sorting and shipping
of tokens from one property to another may be quite large. This
type of infrastructure may be reduced or eliminated using the
cashless instrument transaction clearinghouse with EFT between
various properties connected to the clearinghouse.
[0141] Besides cashless instrument validations for payout, in
another embodiment, the cashless validation processes described
above using the cashless instrument transaction clearinghouse may
be used to run promotions or complimentary promotions across
multiple properties. For example, a promotion could be targeted for
a specific type of gaming machine or game theme whereby the player
would receive a cashless instrument such as a bar coded ticket from
the gaming machine during game play. This bar coded ticket could be
redeemed at any of the participating properties linked by the
cashless instrument transaction clearinghouse. The bar coded ticket
may be redeemed for merchandise or game play credit--whichever is
defined as the promotion and printed on the ticket. Further, the
ticket may be generated by the gaming machine to entice the player
to redeem the ticket at a specific property connected to the
cashless instrument transaction clearinghouse. As described above,
ticket validation is performed at the gaming property to verify
that the ticket is a valid promotional or complimentary ticket.
Rather then being limited to a single property, the cashless
instrument transaction clearinghouse manages the promotions across
the properties and maintains a centralized database containing the
promotion theme parameters and the statistics once the game has
begun.
[0142] In another embodiment, the cashless validation processes
described above using the cashless instrument transaction
clearinghouse may be used to run multiple progressive games
associated with the generation or validation cashless instruments
at the gaming machine, each of which is managed and controlled by
cashless instrument transaction clearinghouse. These new types of
progressive games are associated with either the
redemption/validation of a cashless instrument or the generation of
a cashless instrument upon cashout. At the time a cashless
instrument is inserted into a gaming machine for validation by the
system, an event gets transmitted to the cashless instrument
transaction clearinghouse whereby the player validating the ticket
or other cashless instrument has a chance to win a jackpot. A
player may also win a jackpot when a cashless instrument is
generated.
[0143] Similar to a lotto game where a sequence of numbers is used
to match a central sequence of numbers in an attempt to win the
lotto grand prize, the cashless instrument transaction
clearinghouse randomly selects a sequence of numbers which is
compared to the transaction validation number stored on the
cashless instrument. When these two sequence of numbers match, the
player wins the central jackpot and is notified of the win at the
gaming machine or the cashless transaction validation site where
the cashless instrument is being redeemed. Notification to the
player may be made in a number of ways including 1) on the gaming
machine's video screen 2) by generating a ticket or other cashless
instrument at the gaming machine or other cashless transaction
validation site indicating the player has won the jackpot.
[0144] The jackpot can be funded in many different ways including,
but not limited to: 1) a small percentage of each ticket is held by
cashless instrument transaction clearinghouse, e.g. 5 cents of each
ticket inserted or cashed out is paid to the cashless instrument
transaction clearinghouse for a chance to win the progressive
jackpot, 2) each property connected to the cashless instrument
transaction clearinghouse pays a small amount (cents) into the
progressive jackpot each time the player cashes out or redeems a
ticket. In addition, the player may have the option at the gaming
machine to play for the progressive jackpot upon cashless
instrument generation and cashless instrument validation. Thus, the
player may chose to commit a small percentage of the cashless
instrument towards winning the jackpot which finds the jackpot.
[0145] In general, there may be more then one such progressive
jackpot managed by the cashless instrument transaction
clearinghouse. With multiple progressive jackpots managed by the
clearinghouse, each property may have a small progressive for
matching a few numbers in addition to a larger progressive across
all properties when all numbers on the ticket are matched. The
multiple progressive jackpots may provide more chances for a player
to win a jackpot. In addition progressive jackpots may encourage
the use of cashless instruments by the game player which as
mentioned above many operational advantages to the properties using
cashless systems.
[0146] FIG. 7 is a simplified block diagram of a cashless
instrument transaction clearinghouse server 536 connected to a
plurality of cashless sites. In FIG. 7, methods and apparatus for
providing 1) promotions based upon the properties of a plurality of
cashless transactions, 2) accounts, account information, resource
access and resources transfers at a cashless instrument transaction
clearinghouse are described. For illustrative purposes only, as the
present invention is not limited to the architecture shown in FIG.
7, five cashless sites are shown connected to a clearinghouse
server 536.
[0147] The cashless sites 751, 752, 753, 754 and 760 are connected
via network infrastructure 750 to the clearinghouse server 536. The
network infrastructure may include local area networks, such as
those located within a casino and wide area networks used to
connect remote gaming properties to the clearinghouse server. Some
examples of possible network architectures that may be used in the
present invention are described with respect to FIGS. 4 and 5. The
cashless sites, 751, 752, 753, 754 and 760 may be gaming devices,
such as gaming machines, that validate or generate cashless
instruments as described with respect to FIG. 6. The cashless
sites, 751, 752, 754 and 760 may be located one of more different
gaming properties. For instance, each of the cashless sites may be
located at a different gaming property or as another example,
cashless sites 751 and 752, may be located at a first gaming
property, cashless site, 753 and 754, may be located at a second
gaming property and cashless site 760 may be located at a third
gaming property. The gaming properties may have the same or
different owners.
[0148] A plurality of cashless transactions may be related by
information generated during the cashless transactions. A group of
related cashless transactions is referred to as a cashless
transaction thread. Cashless transaction threads may be generated
by the clearinghouse server 536 as it processes various cashless
transactions.
[0149] In addition, remote servers and gaming devices that process
cashless transactions may communicate cashless transaction
information to the server 536 for incorporation in cashless
transaction threads generated by the server. This information may
be sent to the clearinghouse even when the clearinghouse is not
needed for validation of the cashless transaction. For instance,
when a cashless transaction is validated locally, such as for a
validation of a cashless instrument that is generated and redeemed
at the same gaming property, information regarding the cashless
transaction may be sent to the cashless instrument transaction
clearinghouse server 536 for use in generating cashless transaction
threads even though the clearinghouse server 536 may not be
required to validate the cashless transaction. Thus, the cashless
instrument transactions comprising the cashless instrument thread
may be one of i) cashless instrument transactions validated at the
clearinghouse 536, ii) cashless instrument transactions validated
at one or more gaming properties in communication with the
clearinghouse and iii) combinations thereof.
[0150] Once a cashless instrument thread is generated, the
clearinghouse server 536 may be designed to generate a promotion in
response to properties of the cashless transaction thread matching
one or more promotion theme parameters. For instance, a property of
the cashless instrument thread, such as 759 and 764, may be a total
amount spent on game play for the cashless instrument transactions
comprising the cashless instrument thread and a promotional theme
parameter may be a threshold amount spent on game play. Thus, once
the total amount spent on game play in the cashless transaction
thread exceeds the threshold amount spent on game play, the
clearinghouse may generate a promotion. The promotion may include
but is not limited an offer of: i) promotional credits for game
play, ii) a discount coupon for merchandise and/or services, iii) a
prize (i.e., comp), such as, food, drink, merchandise or a service,
iv) a cash award and v) combinations thereof. The promotional
credits may be non-cashable credits for game play on a gaming
machine.
[0151] Next, the generation of cashless transaction threads are
described in more detail. A relationship used to generate a
cashless transaction thread is referred to as cashless thread
criteria. One or more thread criteria may be used to generate a
cashless transaction thread. Some examples thread criteria used to
relate cashless transactions to generate a cashless transaction
thread are as follows: a) a property where the cashless instrument
transaction is generated, c) a time when the cashless instrument
transaction is generated, d) a value of the cashless instrument
transaction, f) a characteristic of a gaming device used in the
cashless instrument transaction, g) a type of game played on a
gaming machine where the gaming machine is used in the cashless
instrument transaction, i) an individual user, j) a group of
individual users, k) a group of properties where the cashless
instrument transactions are generated, 1) a cashless instrument
used in the cashless instrument transaction, m) a group of cashless
instruments used in the cashless instrument transaction and n)
combinations thereof.
[0152] For illustrative purposes, two cashless transaction threads,
759 and 764, are shown in FIG. 7. Further details of cashless
transaction thread generation are also described with respect to
FIG. 8. The cashless transaction thread 759 comprises four cashless
transactions, 755, 756, 757 and 758 performed at cashless sites,
751, 752, 753 and 754, respectively. Cashless transaction thread
764 comprises three cashless transactions, 761, 762 and 763
performed at cashless sites 753, 754 and 760 respectively.
[0153] A few examples of thread criterion that could be used to
relate cashless transactions in threads 759 and 764 are now
described. However, the present invention is not limited to these
examples. In one embodiment, the cashless transactions, 751, 752,
753 and 754 in the thread 759 can be related by identification
information corresponding to a single user. Thus, when cashless
sites, 751, 752, 753 and 754 are gaming machines, a single user may
use a cashless instrument to participate in game play at each of
the gaming machines over time, 751, 752, 753 and 754. Therefore,
for instance, the user may first play a game at gaming machine 751
where credits are deposited on the gaming machine and/or redeemed
using a cashless instrument where the cashless transaction is
validated by the clearinghouse 536. Then, the user may successively
proceed to gaming machines 752, 753 and 754 and engage in
additional cashless transactions at each of these sites where the
cashless transactions are validated by the clearinghouse 536. Thus,
the cashless transaction thread may start with a single transaction
755 and then grow to two, three and four transactions over time as
the single user continues to play. In general, the properties of
cashless transaction threads may change over time.
[0154] When the cashless transaction thread is first generated and
each time a new cashless transaction is added to the thread or the
properties of the thread change, the clearinghouse server 536 may
compare the properties of the cashless transaction thread 759
against one or more promotional theme parameters to see if a
promotion has been triggered. The promotional theme parameters may
change with time and a change in promotional theme parameters may
also trigger a comparison between the cashless thread properties
and the promotional theme parameters. After the promotional theme
parameters have changed, a comparison may be made to the thread
properties even if a new transaction has not been added to the
thread.
[0155] As an example, after each cashless transaction 755, 756, 757
and 758, the properties of the cashless transaction thread 759,
such as the total amount spent on game play, may change as a
function of time as more cashless transactions are added to the
thread. Thus, the server 536, may determine the properties of the
thread after each cashless transaction and compare the properties
with the promotional theme parameters, such as the threshold amount
spent on game play, to determine if a promotion may be awarded. In
one embodiment, a promotion may be awarded after a single
transaction, such as when the transaction thread 759 comprises only
a single cashless transaction 755, if an award is indicated when a
property of the transaction thread after the single cashless
transaction is compared to a promotion theme parameter.
[0156] In specific embodiments, identification information of the
single user, which is used to relate the cashless transactions,
751, 752, 753 and 754, in the cashless transaction thread 759, may
be obtained from the cashless instrument employed by the user. For
instance, the cashless instrument, such as a smart card, a debit
card, a personal digital assistant, a cell phone, a printed ticket
with encoded information such as 1-D and 2-D bar-codes, a magnetic
striped card, a wireless RFID tag with read and write capabilities
and combinations of these devices (e.g., RFID tag embedded in a
magnetic striped card), may be used to store user identification
information that can be read from the cashless instrument and
associated with the cashless transactions in the cashless
transaction thread 759. Details of using RFID tags and 1-D/2-D
bar-codes are described in co-pending U.S. application Ser. No.
10/214,936, filed on Aug. 8, 2002, and entitled, "Flexible Loyalty
Points Programs," which is incorporated herein in its entirety and
for all purposes.
[0157] In another embodiment, the identification information of the
single user may be obtained from a player tracking account. For
example, the user may initiate a player tracking session prior to
initiating the cashless transaction 755 and player tracking
information may be included in the cashless transaction information
that is used for the cashless transaction 755. In another example,
the cashless instrument transaction clearinghouse may provide
individual user accounts that may be accessed by an account number
that is stored on a cashless instrument. When the single user uses
a cashless instrument with their account number for a cashless
transaction, such as 751, 752, 753 or 754, the account number can
be used to identify the user from account information stored at the
clearinghouse. In yet other embodiment, the single user may be
provided with the option of supplying identification information at
the cashless site, which may be used to associate the cashless
transaction with a particular user.
[0158] Multiple cashless instruments may be used for the cashless
transactions in a cashless transaction thread. For instance, in the
previous example, a series of printed tickets with identification
information may be used as cashless instruments for the cashless
transactions, 755-758, in cashless transaction thread 759 where a
new printed ticket is issued after each transaction. In another
example, a magnetic striped card may be used to generate cashless
transactions 755 and 756 and printed tickets may be used for
cashless transactions 757 and 758 in thread 759. In yet another
example, a cashless instrument with a 2-D bar-code may be used for
a transactions 755 and 756 and a cell phone may be used for
cashless transactions 757 and 758 in thread 759.
[0159] The cashless transactions in a cashless transaction thread
are not necessarily limited to transactions by a single user. For
example, the cashless transactions, 761, 762 and 763, in cashless
transaction thread 764 may be related according to a time period
during which they occur. For instance, the cashless transaction
thread criteria for thread 764 may be all of the cashless
transaction that are performed on Thursday. Therefore, in this
example, three cashless transactions, 761, 762 and 763, may be
performed by three different users at the cashless sites 753, 754
and 760 during the time period specified by the cashless thread
criteria and the cashless transactions may be grouped into the
cashless transaction thread 764. As described above, based upon the
properties of the cashless transaction thread 764 and promotion
theme parameters applied by clearinghouse server 536, a promotion
may be awarded to an individual that has used a cashless instrument
to perform a cashless transaction.
[0160] In the example described, above the use of identification
information was used in awarding a promotion to a user. The present
invention is not so limited. A promotion may be awarded to an
individual anonymously without requiring identification information
from the individual.
[0161] The cashless sites, 751, 752, 753, 754 and 760, are not
limited to gaming machines. A cashless instrument validation
request may be received at the clearinghouse to validate and
indicia of credit value stored on the cashless instrument to enable
i) a wager on a table game, ii) a play of a keno game, iii) a play
of a bingo game, iv) a wager on a sporting event, v) a wager on a
game of chance played on a gaming device located in a hotel room,
vi) a wager on a game of chance on a gaming machine, vii) a food
purchase, viii) a service purchase, ix) a merchandise purchase, x)
an entertainment event purchase, xi) a rental purchase and xii)
combinations thereof. Thus, the cashless site may be a gaming
device appropriate to the venue from where the validation request
is being made. In addition, the clearinghouse may store records of
the transactions involving wagers, plays of games of chance, food,
service, merchandise, rental and entertainment purchases. When
information is made available to the clearinghouse regarding these
transactions, the information may be utilized in cashless
transaction threads generated at the clearinghouse.
[0162] When the comparison of the promotion theme parameters and
the cashless transaction thread properties indicate that a
promotion is to be awarded, the promotion may be generated at the
clearinghouse server 536 and transferred to a player. The
generation of the promotion at the clearinghouse may comprise one
of initiating i) a download of promotional credits, ii) an issuance
of a comp, iii) an issuance of a discount coupon, iv) an issuance
of a cash award and v) combinations thereof. The promotional
credits may be non-cashable credits.
[0163] The non-cashable credits are an example of restricted
promotional credits that may be utilized in the present invention.
Restricted promotional credits are credits that are limited in
their use. For example, a restricted promotional credit may be
limited for only game play use. Thus, a player may provide a
cashless instrument with a number of promotional credits at a
location where the restricted promotional credits may be used to
play a game, such as but not limited to a gaming machine, a table
game, a sports book, a bingo parlor and a keno parlor. If the
player utilizes a portion of their restricted promotional credits
for game play and in addition wins at the game they have played,
then, at cashout, the player may be issued two cashless
instruments, such as a two tickets. The first ticket may store the
remaining restricted promotional credits while the second ticket
may store a cash value representing the amount of their winning.
The first ticket may be used for additional game play only while
the first ticket may be redeemed for its cash value. In one
embodiment, a single cashless instrument, such as a single ticket,
may store both restricted promotional credits and a separate cash
value.
[0164] Restricted promotional credits may be limited in many
different ways. For instance, restricted promotional credits may be
limited to a time period (e.g., certain times of day, certain a
days of the week, a holiday period), a particular game (e.g., table
games, sports book, keno, bingo, gaming machines, or a particular
type of gaming machine), a particular location, or a combination of
locations. Promotional credits may be also unrestricted. In this
case, a cashless instrument may be issued storing promotional
credits that may be redeemed for cash or for game play.
[0165] The transfer to the player may include sending information
and commands to a remote gaming device that allows the promotion to
be generated at the remote gaming device and awarded to a player.
For example, the clearinghouse server 536 may direct a remote
gaming device, such as a gaming machine at cashless site 751, to
generate a cashless instrument, such as printed ticket, that may be
redeemed for promotional credits on a gaming machine. In particular
embodiments, promotional credits, comps, discount coupons, and cash
awards may be stored on a cashless instrument generated at a
cashless instrument generation site, such as cashless sites 751,
752, 753, 754 and 760 that are in communication with the cashless
instrument transaction clearinghouse server 536.
[0166] In another embodiment, a promotion may be stored in an
account. For instance, promotional credits may be available on an
account accessible to a particular user. In another yet another
embodiment, a promotion may be e-mailed to a user. For instance, an
electronic file containing a cashless instrument that may be
printed out by a user may be sent to an e-mail address of a user.
When the cashless instrument is printed out, it may be redeemed for
a promotion indicated by the cashless instrument. In a further
embodiment, when a mail address is available, a promotion on a
cashless instrument may be mailed to a user.
[0167] The clearinghouse 536 may be capable of receiving cashless
instrument validation requests for a validation of promotional
credits, comps, discount coupons and cash awards stored on cashless
instruments or stored in user accounts. The promotional credits,
the comp, the discount coupon and the cash awards that may be
stored on cashless instruments or may be stored in user accounts
may be redeemable at a plurality of gaming properties in
communication with the clearinghouse 536. The cashless instrument
with the stored promotion may be issued at a first gaming property
and redeemed at a second gaming property.
[0168] In yet another embodiment, the processor may be capable of
regulating access to the promotional credits stored on the first
cashless instrument or stored in the user account. The promotional
credits may be regulated to limit one or more of more of the
following: i) a total amount used over a period of time, ii) a
total amount used at a particular gaming property, iii) a total
amount used at a group of gaming properties, iv) a use of the
promotional credits on particular type of gaming machine, v) a use
to a particular group of gaming machines, vi) a use of promotional
credits only during certain time periods and vii) combinations
thereof. The user account used for storing the promotional credits
may be maintained at the clearinghouse, on a remote server in
communication with the clearinghouse or combinations thereof.
[0169] The cashless transaction information and cashless thread
information, such as thread properties, may be stored in a
transaction database 530 at the clearinghouse. The organization of
the database is not limited to structure shown in FIG. 7, which is
provided for illustrative purposes only. In the database, an
account 771 is shown. The account may be associated with a single
user or a group of users. The account 771 is associated with two
cashless instruments, 772 and 773. In general, a plurality of
cashless instrument may be associated with the account 771. The
cashless instruments, 772 and 773, may be utilized by a single user
or multiple users. Therefore, an account 771 may be associated with
one or more persons.
[0170] In FIG. 7, instrument 772, has been used for cashless
transactions 761, 762 and 763. These cashless transactions have
been related as a cashless thread 763 and associated with the
instrument 772. Instrument 773 has been used for cashless
transactions 755-758. These cashless transactions have been related
as a cashless thread 759. Cashless thread information regarding the
threads, 759 and 763, is stored in the database 530 under account
771.
[0171] The cashless instruments 772 and 773, may be used to store
various instrument resources, 774 and 775, such as but not limited
to promotional credits, cashable credits, cash, loyalty/player
tracking points and other promotions. The instrument resources, 774
and 775, may be tracked by the clearinghouse server 536. The use of
the instrument resources, 774 and 775, may be validated by the
clearinghouse server 536.
[0172] Account resources 776 may also be associated with the
account 771. The account resources 776, like the instrument
resources 774, may be promotional credits, cashable credits, cash,
loyalty/player tracking points and other promotions. The
clearinghouse server may also validate the use of the account
resources 776. For instance, the clearinghouse server may receive
requests for account resources from the cashless sites, 751-754 and
760. When the requested resources are available and the cashless
transaction has been approved, the resources may be transferred to
a remote gaming device. Details of resource transfer and validation
are described in more detail with respect to FIGS. 11A and 11B.
[0173] In one embodiment of the present invention, the
clearinghouse server 536 may regulate the use of instrument
resources, 774 and 775, stored on a cashless instrument and/or
account resources 776 stored in the account 771 according to
various criteria. One example of instrument or account resources is
promotional credits. A few examples of regulation criteria for
instrument or account resources that may be employed with present
invention are: i) a total amount used over a period of time, ii) a
total amount used at a particular gaming property, iii) a total
amount used at a group of gaming properties, iv) a use of the
resource on only particular type of gaming machine, v) a use only
on a particular group of gaming machines, vi) a use of resources
only during certain time periods and vii) combinations thereof.
[0174] In addition to validating the use of resources and
regulating the use of resources at accounts maintained at the
clearinghouse 536, the clearinghouse may validate and regulate the
use of resources maintained as accounts on remote gaming device in
communication with the clearinghouse 536. For instance, the
clearinghouse may be used to validate the withdrawal of resources
from a remote account. Further, the clearinghouse may be used to
validate the transfer of resources between two accounts. For
instance, the clearinghouse may validate/regulate a transfer of
resources from an account maintained at the clearinghouse 536 to an
account maintained on a remote gaming device. As another example,
the clearinghouse may validate/regulate the transfer of resources
between two remote accounts. In yet another example, the
clearinghouse may be used to validate/regulate the transfer of
resources from a first cashless instrument to a second cashless
instrument. The validation and regulation processes may include the
approval or rejection of a requested resource transfer.
[0175] FIG. 8 is a flow chart showing a generation of cashless
instrument threads in a cashless instrument transaction
clearinghouse server. The figure is used to illustrate the
generation of cashless instrument threads at a cashless instrument
transaction clearinghouse by applying three different combinations
of thread criteria 795. The examples in FIG. 8 are provided for
illustrative purposes only and the present invention is not limited
to combinations of thread criterion described in the figure.
[0176] In FIG. 8, 13 cashless transactions, 755-758, 761, 763,
780-786, are generated at three gaming properties, A, B, C over a
12 day time period. The cashless transactions generated at property
A are enclosed with a rectangular and include 755, 758, 761 and
763. The cashless transactions generated at property B are enclosed
in an oval and include 756, 761, 763 and 786. The cashless s
generated at property C are enclosed in a triangle and include
transactions 757, 784 and 785. In one embodiment, these cashless
transaction may be generated by a single player although the
present invention is not limited to this scenario.
[0177] Three different groups of thread criterion 795 are used to
generate cashless threads. The first group 796 includes transaction
at all properties during time periods, t.sub.1 and t.sub.2. Time
period, t.sub.1, comprises a three-day period from Tuesday to
Thursday. Time period, t.sub.2, comprises 9 day time period from
Thursday to a Friday of the next week and overlaps time period
t.sub.1 by one day. The second group 797 of thread criterion
includes cashless transaction generated at property B at all times.
The third group 798 of thread criterion include cashless
transaction generated at properties A and C during time period
t.sub.1.
[0178] A cashless thread 790 is initially created for the first
group 796 of thread criterion when cashless transaction 758 is
performed during time period, t.sub.1. When the thread is created,
the properties of the cashless thread 790 may be compared against
promotion theme parameters selected for the thread 790 to determine
if an award has been triggered. Some examples of thread properties
include but are not limited to i) a total amount spent on game play
for the cashless instrument transactions comprising the cashless
instrument thread, ii) a total amount spent on food purchases for
the cashless instrument transactions comprising the cashless
instrument thread, iii) a total amount spent on merchandise
purchases for the cashless instrument transactions comprising the
cashless instrument thread, iv) a total amount on spent service
purchases for the cashless instrument transactions comprising the
cashless instrument thread, v) a total amount spent on rental
purchases for the cashless instrument transactions comprising the
cashless instrument thread and vi) combinations thereof. Some
examples of promotion theme parameters may include but are not
limited to i) a threshold amount spent on game play, ii) a
threshold amount spent on food purchases, iii) a threshold amount
spent on merchandise purchases, iv) a threshold amount spent on
service purchases, v) a threshold amount spent on rental purchases,
vi) a random selection of the cashless instrument thread, vii) a
time, viii) a gaming property location, and ix) combinations
thereof.
[0179] After the cashless thread 790 is created, additional
cashless transactions including 761, 763 and 780-786 are related to
thread 790 over time using the first group 796 of thread criterion
795. After each cashless transaction is related to the cashless
thread 790 using the criterion 796, the properties of the cashless
thread may be updated and compared with the promotion theme
parameters associated with the cashless thread 790 to determine
whether an award has been triggered. In this embodiment, the time
periods for thread 790 expire before an award is made based upon
the thread properties and the thread 790 is closed. A record of the
thread may be stored at the cashless instrument transaction
clearinghouse.
[0180] A cashless thread 791 is initially created for the second
group 797 of thread criterion 795 when cashless transaction 756 is
generated. After the cashless thread 791 is created, additional
cashless transactions including 781, 782 and 783 are related to
thread 791 over time using the second group 797 of thread criterion
795. After cashless transaction 783, the properties of the thread
791 are compared with the promotion theme parameters for the thread
and an award 796 is indicated. In one embodiment, the thread 791 is
closed and no additional awards are made from the thread 791. In
another embodiment, the thread 791 may be kept open and additional
awards made by made as the properties of the thread 791 change. For
instance, the promotional theme parameters may provide for a number
of award thresholds that provide for additional awards as the
properties of the cashless thread surpass the award thresholds,
such as a first award after a first amount of game play has been
surpassed and a second award after a second amount of game play has
been surpassed where the amount of game play is cumulative.
[0181] In yet another embodiment, the cashless transactions used in
a thread to generate thread properties may expire. For example,
older cashless transactions may be removed from a cashless thread
after a period of time has expired. Thus, although the cashless
thread remains open, the properties of the thread may change as the
older cashless transactions comprising the thread are removed from
the thread.
[0182] Returning to FIG. 8, after an award 796 is made for thread
791, the thread 791 is closed. When a new cashless transaction,
786, is generated that satisfies the thread criterion 797, a
cashless thread 794 is created. A subsequent award for this thread
may be made when the properties of the thread 794 satisfy the
promotion theme parameters associated with the thread. The
promotion theme parameters associated with the thread criterion 795
may change with time. For instance, for the second group 797 of
criterion, the promotion theme parameter may be a first threshold
amount spent on game play for cashless thread 791 while the
promotion theme parameter for the thread 794 may be a second
threshold amount spent on game play. In another embodiment, the
thread criterion for a cashless thread may change with time. Thus,
for instance, for thread 790 after the time periods, t.sub.1 and
t.sub.2, expire, rather than closing the thread 790, a new time
period may be specified and the thread may remain open.
[0183] A cashless thread 793 is initially created for the third
group 798 of thread criterion 795 when cashless transaction 758 is
generated. As described with respect to FIG. 7, a single cashless
transaction may be included in multiple cashless threads. Thus, in
the examples in FIG. 8, cashless transaction 758 satisfies the
criterion for the first group 796 and the second group 798 and its
generation spawns two threads, 790 and 793. After the cashless
thread 793 is created, additional cashless transactions including
761, 763 and 780 are related to thread 793 over time using the
third group 798 of thread criterion 795. The thread 793 is closed
prior to an award being made.
[0184] FIG. 9 is a simplified block diagram of a cashless
instrument transaction clearinghouse server 536 connected to
cashless systems and other account systems at multiple properties.
Two gaming properties, A and B, are shown connected to the
clearinghouse server 536 via a network infrastructure 750. The
network infrastructure 750 is connected to a local area network
(LAN) 904 in gaming property A and local area network 905 in gaming
property B. Two gaming machines 903 and 909 are connected to LAN
904 and LAN 905 respectively. Each gaming machine includes a player
tracking unit 870 with card reader 824, a network interface 853, a
display 834 for displaying at least a game of chance, a printer
818, a bill validator 830, a master gaming controller 834 and a
biometric interface 871.
[0185] The clearinghouse server 536 may be used to approve or
reject a transfer of resources stored on a cashless instrument or
in an account to another cashless instrument, a gaming device or
another account. The resources may include any item of value stored
on the cashless instrument, the gaming device or account. Examples
of resources may include but are not limited to an indicia of
credit, promotional credits, coupons and comps. In addition, the
clearinghouse server 536 may be used to approve or reject the
transfer of information regarding resources stored in an account or
on a cashless instrument, such as but not limited an account status
or cashless instrument status or balance. For the purposes of
illustrations, a few examples of this aspect of the clearinghouse
are described as follows. Further details are provided with respect
to FIGS. 11A and 11B.
[0186] In one embodiment, the clearinghouse may be used to validate
requests for the transfer resources i) stored on a cashless
instrument or a gaming device, such as gaming machines, 903 and
909, to a local account, a remote account or a clearinghouse
account maintained at the cashless instrument transaction
clearinghouse (See FIG. 7), ii) stored in a local account, a remote
account or a clearinghouse account to a gaming device or a cashless
instrument or iii) between accounts. In particular embodiments, a
transfer of a resource that is stored in an account or on a
cashless instrument that is validated by the clearinghouse server
may be used to enable i) a wager on a table game, ii) a play of a
keno game, iii) a play of a bingo game, iv) a wager on a sporting
event, v) a wager on a game of chance played on a gaming device
located in a hotel room, vi) a wager on a game of chance on a
gaming machine, vii) a food purchase, viii) a service purchase, ix)
a merchandise purchase, x) an entertainment event purchase, xi) a
rental purchase and xii) combinations thereof.
[0187] One scenario where a validation of a resource transfer
request may occur is after game play on a gaming machine. During
game play, the gaming machine may have awarded credits, promotional
credits, comps/prizes, loyalty programs points. A player entitled
to the accumulated credits, promotional credits prizes, loyalty
program points may wish to transfer them to an account accessible
to the player. Some examples of accounts which may be accessible to
the player include but are not limited a bank account, a credit
card account, a debit card account, a casino account, a loyalty
program account and a clearinghouse account. The player may provide
information at the gaming device, such as a gaming machines, 903
and 909, to verify their identity and verify their account access
or at a kiosk. For instance, the player may provide an account
number and user identification information, such as PIN number,
password or biometric information to verify their identity and/or
account access. Also, some of this information, such as an account
number or biometric information, may be stored on a cashless
instrument utilized by the player. Then, a transfer validation
request may be sent from the gaming device to the clearinghouse
server 536 requesting an approval or rejection of the transfer of
resources from the gaming device to the account.
[0188] Account and user information required by the server 536 may
be sent in transfer validation request. The server 536 then may
send a reply that approves the transfer with information needed to
complete the transfer or may send a reply with a rejection of the
transfer. For instance, the server may supply security information
needed to complete the transaction. Details of security methods
that may be used with the present invention are provided in
co-pending U.S. application Ser. No. 09/993,163 entitled "AN AWARD
TICKET CLEARINGHOUSE", filed Nov. 16, 2001, which is incorporated
herein in its entirety and for all purposes.
[0189] The approval of the transfer may enable a peer-to-peer
transfer of the resource. For instance, the gaming machine 903 or
909 may be able to communicate with a remote device hosted the
target account and perform the transfer transaction. In another
embodiment, the clearinghouse server 536 may serve as intermediary
in the transaction. First, the resources may be sent from the
gaming device to the clearinghouse server 536 and then the
clearinghouse server may arrange the transfer of resources from the
server 536 to the target account. For example, promotional credits
awarded on gaming machine 903 may be first transferred to the
clearinghouse 536 and then may be transferred to a remote account
900. The router 532 in the clearinghouse server 536 or another
memory device accessible to the server may contain routing
information that allows the server to contact a gaming device
hosting the target account, such as a gaming device located at a
remote gaming property.
[0190] In another embodiment, the clearinghouse server 536 may be
used to approve or reject a transfer of resources from a local or
remote account to a gaming device or a cashless instrument. For
example, a player playing the gaming machine 903 may desire to
transfer credits from a local account on account server 907 at
gaming property B to gaming machine 903 or from an account at the
clearinghouse to the gaming machine. A validation request to
clearinghouse server 536 may be used to approve or reject this
cashless transaction. In the present invention, cashless
transactions may include the validation of cashless instruments as
well as the validation of resource transfers.
[0191] In yet another embodiment, the clearinghouse may be designed
or configured to accept or reject cashless transactions based upon
resource regulation criterion. The resource may be an instrument
resource stored on a cashless instrument or an account resource
stored in an account. Access to a resource stored in an account or
a cashless instrument may be regulated according to: i) a total
amount of the resource used over a period of time, ii) a total
amount of the resource used at a particular gaming property, iii) a
total amount of the resource used at a group of gaming properties,
and iv) combinations thereof. The clearinghouse server may or may
not distinguish between account and instrument resources. For
instance, a total amount of the resource used over time may include
resources from cashless instrument and accounts, such as a total
cash amount spent from these sources or it may include a total
amount of the resource spent from a regulated account.
[0192] In FIG. 7, it was described that the information used to
generate a cashless thread may be obtained from many sources such
as a player tracking server. For example, in 903, after a cashless
instrument is validated by the clearinghouse server 536, a player
may begin a game play session on gaming machine 903. Prior to
beginning the game play session, a player may also initiate a
player tracking session at the gaming machine. In one embodiment,
information obtained from the player tracking session, such as but
not limited to an amount spent on game play and/or identification
information for the user may be sent to the clearinghouse server by
the gaming machine 903, the player tracking unit 870 or the play
tracking server 901. This information may be associated with the
cashless transaction validated by the clearinghouse server 536 or a
player account maintained by the clearinghouse server. The
information may be used to generate cashless threads.
[0193] In one embodiment, after a cashless instrument is validated
on a gaming machine, such as 903 or 909, the clearinghouse server
536 may be able to contact a player tracking account server, such
as 901 or 906, to request additional information about the player
if an approved cashless instrument validation request has been in
the context of a player tracking session on the gaming machine. In
response to the request, the player tracking server may send
additional information to the clearinghouse such as what portion of
credits deposited to a gaming machine from a cashless instrument
were used for game play.
[0194] The clearinghouse server 536 may also be able to communicate
with other devices that record transactions made by a player. For
instance, the clearinghouse server(or servers) 536 may be able to
communicate with a hotel registration system that contains
transaction information regarding lodging or food purchases made by
a player. The clearinghouse server 536 may initiate contact with
the remote device such as a hotel registration system or the remote
device may initiate contact with the clearinghouse server 536.
[0195] FIG. 10 is a flow chart of a method for providing a
promotion using the cashless instrument transaction clearinghouse
for one embodiment of the present invention. In 1000, the
transaction clearinghouse receives a request for a transaction
validation. The transaction validation request may be for a
cashless instrument previously generated at a gaming property in
communication with the award clearinghouse. In 1025, the award
clearinghouse may parse the validation request for transactional
information that may be used to relate cashless transaction to
other cashless transactions stored at the clearinghouse. Examples
of transactional information include but are not limited to a
gaming property location, a time and user identification
information.
[0196] In 1029, the clearinghouse may compare the transactional
information with thread criterion. In 1031, when none of conditions
defined by the checked thread criterion are satisfied, the
processor may continue to process the transaction. In 1031, when
one or more conditions of a thread criterion are satisfied, then in
1033, the processor may check to determine if a cashless thread
corresponding to the criterion has previously been generated. In
1035, when a cashless thread satisfying the thread criterion does
not exist, then the processor may generate a cashless transaction
thread, generate its initial properties and store the thread. The
storage process may involve generating a file that points to
transaction in the transaction database.
[0197] In 1033, when a cashless thread that satisfies the criterion
has been previously created and is still active, then in 1039, the
existing cashless thread may be updated with the transaction
information from the cashless transaction. The update process may
include but is not limited to generating updating properties for
the cashless thread and updating a file that points to transactions
stored in the transaction database that are related by the cashless
thread. The file may also be used to store the cashless thread
properties. The updated file may be stored in a memory device used
by the server. As described with respect to FIGS. 7 and 8, a single
cashless transaction may be used in multiple cashless threads if
thread criterion for the threads overlap. Thus, steps 1031, 1033,
1035 and 1039 may be repeated multiple times as the processor
compares the transaction information to a plurality of different
thread criterion.
[0198] In 1037, the promotion theme parameters for the cashless
thread are compared with the thread properties. The thread
properties and promotion theme parameters may vary from thread to
thread and as a function of time. In 1041, in one embodiment, when
the theme parameters are satisfied, promotion information may be
appended to a transaction approval. The promotion information may
be utilized to generate a cashless instrument storing the
promotion. The promotion may be one of promotional credits, normal
credits, a comp, a discount coupon, merchandise, a service, a cash
award and combinations thereof. In another embodiment, when user
information is available, the promotion information may be
transferred to a user account and the player may receive a message
notifying them of their promotion. The message may be sent to a
player's e-mail account, mailing address, cell phone or to the
gaming device where a cashless transaction is being generated. In
yet another embodiment, the promotion may be credited to a gaming
device where the cashless transaction is being carried out. For
instance, when a validation is taking place at a cashier station,
the cashier station may be notified of the promotion and the
cashier may be able to issue a cashless instrument with the
promotion.
[0199] As another example, when the cashless transaction is being
carried out at a gaming machine, the gaming machine may be directly
credited with promotional or normal credits that a user may use for
game play. The gaming machine may display a message indicating that
the player has won the promotional credits. If the player does not
wish to use the promotional credits or normal credits, the gaming
machine may be able to generate a cashless instrument storing the
promotional or normal game play credits. Using the clearinghouse,
the promotional credits or normal credits may be validated at a
plurality of different gaming properties, only at certain
properties or only at certain groups of properties.
[0200] In 1043, the processor may determine whether the thread is
still valid, the thread may be no longer valid because an award was
made or conditions described in the thread criterion such as a time
period may no longer be valid. In 1047, when the thread is no
longer valid, in one embodiment, the thread may be removed. The
thread may be removed if an award was made for the thread but this
action is optional. In another embodiment, the thread may be marked
as inactive. The thread may later be activated if the thread
criteria are changed for the thread. In 1049, the processor may
check for additional thread criterion, if additional thread
criteria are present, the method returns to 1029. Thus, in some
cases, multiple promotions may be triggered by a single cashless
transaction.
[0201] FIGS. 11A and 11B are flow charts of a method for
transferring and regulating resources using the cashless instrument
transaction clearinghouse. In 1150, a cashless transaction
involving one or more accounts is received by the clearinghouse. In
1152, access authority for the account is confirmed. The access
authority may be checked by the clearinghouse or at a gaming
device. For instance, a user may enter a PIN number that grants
access to an account at a gaming device. The gaming device may then
send confirmation to the clearinghouse that PIN number associated
with the account is correct. In another embodiment, the PIN number
and account information may be sent to the clearinghouse which then
performs the validation. In 1153, access to one or more accounts
may be approved or may be rejected. An access to multiple accounts
may be required when an account to account transfer is
requested.
[0202] In 1153, when access to the one or more accounts is
approved, the clearinghouse may determine if one the accounts are
local accounts maintained at the clearinghouse. In 1155, when the
account is a local account, the clearinghouse may locate the
account record. In 1156, the clearinghouse may check whether the
request is for information. In 1157, when the request is for
information, the clearinghouse may parse the account record for the
requested information. In 1162, the clearinghouse may determine
whether the requested information is available. In 1163, when the
information is available, the clearinghouse may generate a reply
message with the requested information and send the reply to the
requestor of the information. When the information is not
available, in 1151, a non-acknowledgement (NACK) message may be
generated indicating the information is not available.
[0203] In 1169, when the account transaction is not an information
request, the clearinghouse may check if the transaction is a
resource request. When, the transaction is not a resource request,
the clearinghouse may send a NACK message indicating the request
can't be processed. In this example, the clearinghouse handles
transactions involving information requests and resource requests,
other requests such as resource transfers may also be requested.
Thus, in general, the clearinghouse may determine what type of
transaction is being requested and if it is not one of the
transactions available at the clearinghouse it may be rejected.
[0204] When a resource is requested, in 1158, the resource
availability may be checked as well as account limits for resource
access. For instance, the request may be for an amount of cash that
is greater than what is stored in the account. In 1160, when the
resource is not available or a resource limit has been exceeded, a
NACK message may be sent in 1151.
[0205] In 1164, when the resource is available and account limits
or other regulation requirements have not been exceeded, a reply
message may be generated approving the transaction and the
transaction may be marked pending. The clearinghouse may then wait
for the transaction to be acknowledged. When the transaction is not
acknowledged in 1165, in 1167 an incomplete a record of the
incomplete transaction may be generated and stored at the
clearinghouse. When the transaction is acknowledged, the
transaction may be marked complete, the account may be updated to
reflect the transfer of resources and a transaction record may be
stored.
[0206] Turning to FIG. 11B, in 1154, when the account in the
transaction is remote to the clearinghouse, in 1168, the
clearinghouse may determine the location of the foreign account.
Then, the clearinghouse may generate and send a message indicating
what is requested (e.g., information, a transfer of resource to or
from the remote account) to the foreign account owner. Then, the
clearinghouse may wait for a reply from the foreign account owner.
When a reply is not received in 1169, a NACK message may be sent to
requestor of the transaction rejecting the transaction.
[0207] When a reply is received, in 1170, the reply message is
parsed to determine whether the requested information, resources or
type of transaction is available. When the transaction can't be
completed a NACK may be sent in 1151. In 1171, the clearinghouse
may determine if the transaction is an information request. When
the request is an information request, in 1172, the clearinghouse
may generate and send a reply message to the requestor with the
requested information. For instance, when the requested information
was an account balance, this information may be sent in a reply to
the requester.
[0208] When the request is a resource request, in 1173, the
clearinghouse may check for related transactions. For example, if
an identity of a user is associated with the account, the
clearinghouse may check for other transaction by the user over some
time period. In 1174, the clearinghouse may check transaction
limits that may be regulated by the clearinghouse. For instance, in
one embodiment, a user may have access limited to a certain amount
of funds over a period of time from one or more accounts available
to the user, such as a limit of $1000 dollars per day.
[0209] When the transaction limits are exceed in 1175, then a NACK
may be sent in 1151 for the transaction and the transaction may not
be completed. When the transaction limits are not exceeded in 1175,
in 1176, a reply message may be generated approving the transaction
and a record of the transaction may be generated with the
transaction marked pending. In 1177, when the transaction is
acknowledge, the clearinghouse may mark the transaction complete,
store a transaction record and arrange for an EFT to account for
the resource transferred from the foreign account to the requestor.
In another embodiment, the clearinghouse may send a message to the
foreign account owner to acknowledge that the resources have been
transferred and the foreign account owner may update the account.
In 1178, when the transaction is not acknowledged, a NACK to the
foreign account owner may be sent to indicate that the transaction
was not completed.
[0210] FIG. 12 shows a system for directing future player activity,
constructed according to one embodiment of the present invention.
FIG. 12 shows several components described above, including a
clearinghouse server 536, a first gaming venue located at a
property 5, and a second gaming venue, such as a casino, located at
property 504, all in communication with the clearinghouse server
536 over a gaming network 520 or other suitable data network.
[0211] FIG. 12 shows that the clearinghouse server 536 can be in
communication with various cashless servers and other data
processing apparatus in various areas or venues. For instance, in
addition to the hotel or airport at property 5, and the casino at
property 504, the clearinghouse server 536 is in communication with
data processing apparatus at a sports betting area 1205, data
processing apparatus at a lottery venue 1210, and further data
processing apparatus at a bingo area or venue 1215. While areas or
venues 1205, 1210 and 1215 are illustrated in FIG. 12 as separate
locations, these betting areas 1205-1215 can be in various
locations. For instance, in one embodiment, one or more of betting
areas 1205-1215 are situated at a single gaming facility, such as a
casino. In another embodiment, the betting areas 1205-1215 are
located at remote gaming facilities, with respect to one another.
Regardless of the particular geographical locations and proximities
of betting areas 1205-1215 to one another, clearinghouse server 536
is operatively coupled to data processing apparatus within the
various betting areas 5, 504, 1205, 1210, and 1215 by virtue of
gaming network 520.
[0212] In FIG. 12, the system 1200 further includes a storage
medium 1220 such as a database in which defined scenarios for
player gaming activity can be stored. These defined scenarios are
explained in further detail below with reference to FIGS. 14 and
15.
[0213] In FIG. 12, sports betting area 1205 includes a cashless
server and data acquisition system 1225 which is similar in
construction and operation to cashless server and data acquisition
systems 500 and 510, as described above with reference to FIG. 5.
However, in sports betting area 1205, cashless server 1225 is
specifically configured to gather and relay sports betting
information. To this end, cashless server 1225 is coupled to a
parimutuel betting server 1230 which manages and stores parimutuel
betting information at sports betting area 1205. In one embodiment,
for instance, an agent 1235 interacts with parimutuel betting
server 1230 to process sports bets received from patrons at sports
betting area 1205. Also, parimutuel betting server 1230 can be
coupled to an electronic betting terminal machine 1240 configured
to receive and place electronic bets directly from patrons.
Cashless server and data acquisition system 1225 is capable of
retrieving various information from the sports betting patrons at
sports betting area 1205, including player identification
information, player loyalty information, betting information such
as amounts wagered and outcomes of sports events, and other
information. Cashless server and data acquisition system 1225 is
operatively coupled to provide such information to clearinghouse
server 536 over data network 520.
[0214] In FIG. 12, clearinghouse server 536 can be situated in
various locations. For instance, in one embodiment, the
clearinghouse server 536 is located in a back office of a hotel or
casino, or other suitable gaming venue. In this embodiment, one or
more of gaming areas, 5,504, 1205, 1210 and 1215 may be located in
the same gaming venue as clearinghouse server 536. In another
embodiment, clearinghouse server 136 is remotely located with
respect to one or more of gaming areas 5, 504, 1205, 1210, and
1215, for instance, in an office of a separate gaming facility.
[0215] In FIG. 12, lottery area 1210 is provided to distribute
lottery tickets to patrons at the lottery area 1210. A lottery
server 1245 is provided to implement lottery ticket distribution
and information gathering from patrons. As with the other gaming
areas 5, 504, and 1205, lottery area 1210 includes a cashless
server and data acquisition system 1250 configured to gather
lottery information such as the distributed lottery tickets, and
other player information such as player identification information,
from lottery server 1245. In lottery area 1210, cashless server and
data acquisition system 1255 is operatively coupled to
clearinghouse server 536 over data network 520.
[0216] In FIG. 12, the various gaming areas or venues further
include a bingo area 1215 enabling players to play bingo or
pull-tab games. To this end, a pull-tab and bingo server 1260 is
configured to implement bingo and pull-tab games for players in
bingo area 1215. Similarly, bingo area 1215 includes a cashless
server and data acquisition system 1265 coupled between pull-tab
and bingo server 1260 and clearinghouse server 536. Cashless server
and data acquisition system 1265 provides similar function to
systems 1225 and 1255, described above.
[0217] FIG. 13 shows a flow diagram of a method 1300 for monitoring
player activity and updating player information, performed in
accordance with one embodiment of the present invention. As
described herein, the clearinghouse server 536 operates by
monitoring player activity at any and all of the various gaming
areas 5, 504, 1205, 1210 and 1215, as shown in FIG. 12. As players
make wagers at the various betting areas, information identifying
the player and the particular wager activity is gathered at the
various cashless server and data acquisition systems, and provided
to clearinghouse server 536. In one preferred embodiment, such
information is gathered on a transaction-by-transaction basis. That
is, as each wager is made, an outcome is received. In another
embodiment, a set of wagers and outcomes defines a transaction.
This transaction information, when complete, is communicated to the
clearinghouse server 536 and associated with the player
identification information identifying that particular player.
Thus, as such data is gathered over time, the data can be used by
the gaming venue to achieve business objectives, described
below.
[0218] In FIG. 13, the method begins in step 1305 in which player
data is gathered from the various venues. As mentioned above, such
player data includes player identification information, for
instance, gathered from the player at the gaming area when the
player inserts or swipes a player tracking card. In addition, such
player data includes betting information, including amounts
wagered, outcomes generated and received by the player, lottery
tickets, pull-tabs, bingo game plays, sports bets, slot play, table
game play, and other information.
[0219] In FIG. 13, in one embodiment, as the individual
transactions representing player activity are gathered from the
various gaming areas, this information is gathered and combined at
clearinghouse server 536, in step 1305. In one embodiment,
combining the various transactions and other gaming information for
a particular player includes applying weights to game play
information according to the particular gaming areas from which the
information is received, in step 1310. In this way, for example,
gaming areas in which the activity is more important to the gaming
venue operator can be given higher priority in later calculations
for making business judgments and decisions for future marketing
and other activity.
[0220] In FIG. 13, the weighted gaming data is then combined in
step 1315 according to a business calculation determined by the
casino operator. For instance, such a business calculation can be
structured to monitor a particular player's activity in one or more
venues, and reward that player based on that activity. As explained
in greater detail below, the particular awards can be defined and
structured to influence future activity on the part of that player,
according to business goals of the gaming venue operator.
[0221] In FIG. 13, in step 1320, when the various gaming data
received from the various gaming areas is weighted and combined
according to some business logic, player information can then be
calculated for the particular player with which the gaming data is
associated. Such player information can be stored by the
clearinghouse server 536 for reference in processing and
determining awards for that player. The usage of player information
calculated in step 1320 is further described with respect to FIGS.
14 and 15 below.
[0222] In FIG. 13, those skilled in the art should appreciate that
the method 1300 generally operates independent of other methods
described herein. That is, method 1300 is performed periodically or
as desired by a casino operator to gather gaming information for a
particular player as such information is received. The combination
of that data and calculations based on the gaming data can be
performed on a transaction by transaction basis or, alternatively,
responsive to some external event, or periodically as desired by
the casino operator. Those skilled in the art will appreciate that
such implementations are all within the spirit and scope of the
present invention.
[0223] FIG. 14 shows a method 1400 of directing future player
activity, performed in accordance with one embodiment of the
present invention. The method 1400 begins in step 1405 in which the
casino operator defines business objectives, i.e. goals, and
preferences for future player activity. Such casino goals can be
defined at a global level, for instance, when the casino determines
that certain games or betting areas have more player activity. In
another example, the casino operator may decide that certain gaming
areas are already showing popularity with the casino patrons and,
therefore, the casino may desire to encourage other players to play
games at those areas. The casino goals can be defined at various
sub-levels, including for example, according to demographics of the
players. At an even more refined level, casino goals can be defined
for individual players.
[0224] There are limitless examples to illustrate casino goals. For
instance, at a demographics level, the casino may identify 20 to 40
year old males as a group that particularly enjoys sports betting.
Thus, the casino can structure awards and promotions to encourage
future sports betting by individual players who fit in the 20-40
year male age group. In another example, at the player level, the
casino can identify an individual player as one who spends a
certain proportion of wagers on a theme-based game, such as
jewelry. In this implementation, the casino operator is associated
with a jewelry store owner, and therefore, structures an award or
reward program to encourage that player to shop at the jewelry
store.
[0225] Casinos goals can be of a wide variety, including,
encouraging the play of particular slot or table games, particular
types of slot or table games, individual games such as little green
men, particular themes of games such as jewelry, movies, sports
themes, and other popular themes of games in casinos. In addition,
goals can include future game play at particular gaming areas, such
as those shown in FIG. 12, and activity at particular gaming venues
at which future player participation is desired. In addition,
casino goals can be non-gaming related. For instance, the casino
may be jointly owned with a shopping store or center, a theme park,
a hotel, and other businesses. The casino goals can include
encouraging future player spending and participation in these other
business ventures. Thus, in one example, coupons or other
promotions redeemable by such other businesses can be provided to
players responsive to certain game transactions.
[0226] In FIG. 14, following step 1405, the method 1400 proceeds to
step 1410 in which gaming activity scenarios and outcomes for those
scenarios are defined based on the casino goals. In one embodiment,
scenarios are defined at the level desired for the casino operator,
that is, at a global level, within certain demographics, within
other various groupings of players, or for particular players. For
instance, a scenario may include the occurrence of one or more
events associated with a particular player. That is, if events A,
B, and C occur with respect to a player, then the player can be
categorized in that scenario. In this way, the method 1400 has a
predictive capability for not only identifying the past activity of
a player, but also predicting future actions or desired actions for
that player based on the defined scenario.
[0227] In FIG. 15, a conceptual diagram 1500 of defined scenarios
based on various events, is shown, according to one embodiment of
the present invention. Those skilled in the art should appreciate
that the various events can be structured and grouped as desired
according to the casino goals and preferences determined in step
1405 of FIG. 14. In the conceptual diagram 1500 of FIG. 15, in one
example, a scenario, "Scenario 1" is defined as including events A,
B, D, and E. As shown, "Scenario 2" is defined to include events B,
C, E and F. "Scenario 3" is defined to include only events B and
E.
[0228] In FIG. 15, the events can be structured and defined in any
of various ways, as desired by the casino operator. For instance, a
particular event can include the categorization of a particular
player in a certain demographic, the location of the player at a
particular gaming area or venue, particular games played, wagers
placed, outcomes of games played, comparative game play information
between gaming areas and venues, and even non-gaming events such as
past receipt and redemption of coupons, promotions, and other
activities identifiable for a particular player. Thus, for example,
in Scenario 1, a combination of events A, B, D and E trigger a
business judgment or decision that it is desirable for a player
categorized in that scenario to engage in a certain activity. For
instance, event A indicates that a player falls in the age group of
20-80 year old women. Event B indicates that the player has waged
above a certain threshold of wagers on sports betting. Event D
indicates that the player has played jewelry-themed slot machines,
and event E indicates that the player frequently stays a particular
hotel. In this case, rewards and awards can be structured as
desired by the casino operator to encourage the player to take some
further action, for instance, shop at a jewelry store located in a
particular airport adjacent to a sports-themed store. In another
example, the events are defined with particular respect to game
play activity and milestones occurring over time at one or more
gaming areas, as shown in FIG. 12.
[0229] In FIG. 15, the casino operator can define the various
events at his or her discretion, as well as the particular
scenarios encompassing one or more of those events. In determining
which events are to be monitored and grouped into the defined
scenarios, the casino operator can derive such information from
player profiles, historical data associated with various players,
player "net worth," and other unrelated player information
determined according to specific business objectives of the casino
operator. For example, one instance in which player activity
patterns are the basis for defining events and scenarios, in FIG.
15, player activity patterns at the various gaming venues or at
other areas can be studied and developed over time to define the
scenarios. That is, certain events which are identified as key to
player decisions and activity can be identified as events to
monitor. In addition, the past effect of rewards, described in
greater detail below, can also form a basis for the monitoring of
particular events A-F. By monitoring such information, the casino
operator is able to extrapolate events and scenarios to apply to
other players for future reference.
[0230] In FIG. 15, by defining various scenarios, the casino
operator is able to predict the probabilities of player actions in
the future in view of past collected information and data. In this
way, the casino can structure its award program to achieve and
maximize its goals, defined in step 1405.
[0231] Returning to FIG. 14, in step 1415, when a player engages in
some activity at one or more of the areas, for example, as shown in
system 1200, the player is identified and information is gathered
for that player. For instance, when the player inserts a player
tracking card into a card reader at any of the various gaming areas
shown in FIG. 12, or otherwise identifies the player, the player
I.D. information is gathered and provided to clearinghouse server
536. In addition, other related information that is available is
desirably retrieved. Such related player information can include
player profile information, for instance, stored at a storage
medium accessible by clearinghouse server 536, historical data for
that player including identification of particular gaming areas
frequented by that player, particular games played, wagers placed,
outcomes of game play, and even individual transactions including a
history of particular wagers and rewards placed at the various
gaming areas. From such information, the casino can also calculate
or maintain over time a player "net worth" which quantifies a
summary of the value of that player to the casino operator in terms
of past gaming activity. That is, the player net worth indicates to
the casino the amount of money spent on the various gaming
activities, and can be used to predict the future value of that
player to the casino according to the past activity.
[0232] In FIG. 14, following step 1415, the method 1400 proceeds to
step 1420, in which the player information identified and retrieved
in step 1415 is compared with the scenarios defined in step 1410,
as illustrated in FIG. 15. That is, it can be determined, based on
the identified and retrieved player information, which particular
events have occurred for that player. Accordingly, the player can
then be classified in one or more of the scenarios accordingly. In
certain instances, in which the player's activity can not be
classified in any of the scenarios, the method stops until the
player engages in a later activity-triggering step 1415, at which
point, the player information has likely been updated, and may at
that later time be classifiable in one or more of the predefined
scenarios. In one embodiment, scenarios are developed and modified
in real time as players engage in certain activities.
[0233] In FIG. 14, in step 1420, when one or more of the scenarios
are identified, the method proceeds to step 1430, in which specific
awards are issued to the player according to the defined scenarios.
That is, in one embodiment, the outcome of a particular scenario is
the identification of particular awards to be issued to the player
to direct the player to engage in certain activity based on that
scenario into which the player is classified. The awards provided
and issued in step 1430 can be of various form, including loyalty
points, promotions, and any other input, for instance,
marketing-related actions provided on behalf of the casino
operator. Promotions can include free game play, coupons at
casinos, hotels, airports, vendors, and any other business
affiliated with the casino operator, and even coupons mailed or
electronically mailed to the player at a later date. Such awards,
as mentioned above, are desirably structured to direct future
activity of the player according to the scenario into which the
player was classified in step 1420. When implemented, as mentioned
above, the casino operator desirably monitors not only the issuance
of such promotions but also the redemption of such promotions to
monitor the effectiveness of those awards in directing future
player activity. In this way, over time, the awards can be modified
and restructured, as desired, in addition to the restructuring of
the scenarios and events, as mentioned above, so as to maximize the
effectiveness and profitability of the methods described
herein.
[0234] While the invention has been particularly shown and
described with reference to specific embodiments thereof, it will
be understood by those skilled in the art that changes in the form
and details of the disclosed embodiments may be made without
departing from the spirit or scope of the invention. For instance,
the gaming network may be connected to other devices including
other servers or gaming devices over the Internet or through other
wired and wireless systems. Moreover, embodiments of the present
invention may be employed with a variety of network protocols and
architectures. Thus, the examples described herein are not intended
to be limiting of the present invention. It is therefore intended
that the appended claims will be interpreted to include all
variations, equivalents, changes and modifications that fall within
the true spirit and scope of the present invention.
* * * * *