U.S. patent application number 11/252429 was filed with the patent office on 2007-04-19 for player communication options in a gaming machine.
This patent application is currently assigned to Atronic International GmbH. Invention is credited to Michael Gauselmann.
Application Number | 20070087814 11/252429 |
Document ID | / |
Family ID | 37948799 |
Filed Date | 2007-04-19 |
United States Patent
Application |
20070087814 |
Kind Code |
A1 |
Gauselmann; Michael |
April 19, 2007 |
Player communication options in a gaming machine
Abstract
A plurality of electronic gaming machines (EGMS) are connected
within a network. Each gaming machine is provided with a
communication system that allows the player to communicate any
information to another player or to a casino representative. The
player, while at the gaming machine, selects a communication option
via a touch screen monitor and then enters a command or message via
a keyboard or buttons. The communications network routes the
player's message to a particular receiver address stored in a
memory. The player may also communicate verbally using a microphone
built into the gaming machine.
Inventors: |
Gauselmann; Michael;
(Espelkamp, DE) |
Correspondence
Address: |
PATENT LAW GROUP LLP
2635 NORTH FIRST STREET
SUITE 223
SAN JOSE
CA
95134
US
|
Assignee: |
Atronic International GmbH
|
Family ID: |
37948799 |
Appl. No.: |
11/252429 |
Filed: |
October 17, 2005 |
Current U.S.
Class: |
463/25 ;
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3209 20130101 |
Class at
Publication: |
463/025 ;
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1-6. (canceled)
7. The method of claim 25 wherein the information comprises a voice
communication from the first player to the second player via a
microphone in the first gaming machine.
8. The method of claim 25 further comprising receiving by the first
gaming machine a response from the second player entering a
response into the second gaming machine.
9. A method performed by at least one of a plurality of gaming
machines connected to a network comprising: displaying to a player,
playing a first gaming machine, communication options for allowing
the player to select one of a plurality of communication options
for communicating personal information to a second person via the
network, the communications options including ordering personal
services, providing player comments to casino personnel about the
game played on the gaming machine, and communications with another
current player playing a second gaming machine; receiving, by the
first gaming machine, the player's personal information to be
transmitted to the second person, the personal information being
entered by the player; and transmitting, by the first gaming
machine, the personal information to the second person.
10. The method of claim 9 wherein the step of receiving comprises
receiving via a touch screen input by the player the player's
personal information to be transmitted to the second person.
11. The method of claim 10 wherein the touch screen input comprises
a keyboard icon wherein the player touches keys to enter the
personal information.
12. The method of claim 9 further comprising receiving from the
player the identity of a particular second person to be transmitted
the persona information.
13. The method of claim 11 wherein, in response to the player
identifying a particular second person, an address of a second
gaming machine is generated associated with that particular second
person, and the first gaming machine transmits the personal
information to the second gaming machine.
14. The method of claim 9 wherein the personal information is a
request for a particular service.
15. The method of claim 9 wherein the particular service comprises
reservations for an event.
16. The method of claim 9 wherein the personal information
comprises a message for delivery to the second person.
17. The method of claim 9 wherein the personal information
comprises a voice communication from the player to the second
person via a microphone in the first gaming machine.
18. The method of claim 9 wherein transmitting the personal
information to the second person comprises placing a telephone call
to the second person.
19. The method of claim 9 further comprising paying for a
communication option using credits stored in the first gaming
machine.
20. The method of claim 9 further comprising receiving by the first
gaming machine a response by the second person.
21. The method of claim 9 further comprising receiving by the first
gaming machine a request by the player to be matched with another
person.
22. The method of claim 21 further comprising automatically
matching the player to another person based on criteria entered by
the player.
23. The method of claim 22 wherein transmitting, by the first
gaming machine, the personal information to the second person
comprises transmitting personal information from the player to a
person matched to the player based on criteria entered by the
player.
24. A gaming machine for connection to a network comprising: a
display for displaying a game of chance to a first player of a
first gaming machine, wherein the first gaming machine is connected
to a network; a processing system for carrying out the following
method: displaying to the first player, playing the first gaming
machine, communication options for allowing the first player to
communicate personal information to an unknown second player via
the network; receiving by the first gaming machine a request by the
first player to be matched with an unknown second player; receiving
by the first gaming machine personal information from the first
player for being matched with personal information from the second
player; automatically matching the first player to the second
player based on criteria entered by the player; and identifying to
the first player an identity of a gaming machine played by the
second player who was matched with the first player.
25. A method performed by a gaming system including at least one of
a plurality of gaming machines connected to a network comprising:
displaying to a first player, playing a first gaming machine,
communication options for allowing the first player to communicate
personal information to an unknown second player via the network;
receiving by the first gaming machine a request by the first player
to be matched with an unknown second player, receiving by the first
gaming machine personal information from the first player for being
matched with personal information from the second player;
automatically matching the first player to the second player based
on criteria entered by the player; and identifying to the first
player an identity of a gaming machine played by the second player
who was matched with the first player.
26. The method of claim 25 wherein automatically matching the first
player to the second player based on criteria entered by the player
is for the purpose of dating.
27. The method of claim 25 wherein automatically matching the first
player to the second player based on criteria entered by the player
is for the purpose of participation in an event.
28. The method of claim 25 further comprising providing messaging
between the first player and the second player after being
matched.
29. The method of claim 25 further comprising providing voice
communication between the gaming machines played by the first
player and the second player after being matched.
Description
FIELD OF THE INVENTION
[0001] This invention relates to gaming machines and, in
particular, to a technique for allowing a player to communicate
with others while at a gaming machine.
BACKGROUND
[0002] Present gaming machines do not enable the player to
communicate with others via the gaming machine. If the player wants
a service, such as a drink or reservations for dinner or a show,
the player must leave the machine to place an order and pay for the
service in a conventional manner. Although a "service" button may
be incorporated in a gaming machine that simply illuminates a lamp
to attract an attendant, there is still no electronic means for
communicating the particular desire by the player. If the player
wishes to find and communicate with another person playing at
another gaming machine, such as a friend, the player must also
leave the machine.
SUMMARY
[0003] Described herein is a system for interconnected electronic
gaming machines (EGMs) that enables a player to communicate with
various entities, such as friends, the casino services, and even
entities outside the casino, without leaving the gaming
machine.
[0004] Many modem electronic gaming machines (EGMs) include a
communications board that communicates operational information from
the gaming machine to a central server run by the casino. In this
way, all the data from the gaming machines is retrievable from a
central location rather than requiring a casino attendant to
physically go to each of the gaming machines to obtain the
information. Applicant's invention modifies the communication
system to allow for personal communications by the player.
[0005] Applicant's invention enables the player, while at a gaming
machine, to select a communication option via a touch screen
monitor and then enter a command or message via a keyboard or
buttons. Communication options may include particular requests for
services or communication with a particular person playing another
gaming machine. The communications network routes the player's
message to a particular receiver programmed into a memory. The
player may also communicate verbally using a microphone built into
the gaming machine. The player may enter a name of a person
(previously electronically registered) or a gaming machine number
as a message recipient, and if that intended recipient is currently
playing a machine, a two-way communications channel is set up
between the two players, similar to e-mail. Alternatively, the two
players may communicate verbally over the network using speakers
and microphones built into the EGMs.
[0006] In another embodiment, the gaming machine may offer such
services as matching of players with common interests, conveying
other information, or transferring credits to other gaming
machines. The matched players may communicate with each other via
the gaming machines.
[0007] In one embodiment, the player may even pay for the service
with credits from the gaming machine or using the money slot
already incorporated into the machine. Additional embodiments are
described.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 illustrates one type of EGM that can receive and
transmit information via a communications link.
[0009] FIG. 2 is a block diagram of various functional blocks in
the EGM of FIG. 1.
[0010] FIG. 3 is a simplified block diagram of one type of network
for communicating with a plurality of EGMs.
[0011] FIG. 4 is flowchart of a method to allow the player to
select a communication option and enter a command or message, as
well as pay for the service using credits in the machine.
[0012] FIG. 5 is a sample menu offering a selection of possible
communication options.
[0013] FIG. 6 is a sample screen as a result of the player choosing
the "Player-to-Player Messaging" option in FIG. 5.
[0014] FIG. 7 is a sample screen as a result of the player choosing
the "Order Service" option in FIG. 5.
[0015] FIG. 8 is a sample screen as a result of the player choosing
the "Order Shows, Dinner, or Other Events" option in FIG. 5.
[0016] FIGS. 9A, 9B, and 9C are sample screens used in the
player-matching service.
[0017] FIG. 10 is a sample screen used for transferring credits to
another gaming machine.
DETAILED DESCRIPTION
[0018] The invention is primarily software related, and numerous
hardware implementations are possible in conjunction with the
invention. One particular gaming machine platform and network will
be described as an example.
[0019] FIG. 1 is a perspective view of a gaming machine 10 that can
be used in the present invention. Machine 10 includes a display 12
that may be a thin film transistor (TFT) display, a liquid crystal
display (LCD), a cathode ray tube (CRT), or any other type of
display. A second display 14 provides game data or other
information in addition to display 12. Display 14 may provide
static information, such as an advertisement for the game, the
rules of the game, pay tables, paylines, or other information, or
may even display the game itself along with display 12.
Alternatively, the area for display 14 may be a display glass for
conveying information about the game. Either or both of the
displays may be a touch screen that allows the player to make
selections by touching a virtual button on the screen.
[0020] A coin slot 22 accepts coins or tokens in one or more
denominations to generate credits within machine 10 for playing
games. An input slot 24 for an optical reader and printer receives
machine readable printed tickets and outputs printed tickets for
use in cashless gaming. A bill acceptor 26 accepts various
denominations of banknotes. Bill acceptor 26 may also be programmed
to accept printed tickets.
[0021] A coin tray 32 receives coins or tokens from a hopper upon a
win or upon the player cashing out.
[0022] A card reader slot 34 accepts any of various types of cards,
such as smart cards, magnetic strip cards, or other types of cards
conveying machine readable information. The card reader reads the
inserted card for player and credit information for cashless
gaming. One type of card is commonly called a player tracking card,
and identifies the player individually in the casino's central
server and allows the casino to track the player's betting
practices. The casino may even provide an account for the player so
the player can deposit credits to the account and withdraw credits
from the account while at the gamine machine. The card reader may
also include an optical reader and printer for reading and printing
coded barcodes and other information on a paper ticket.
[0023] A keypad 36 accepts player input, such as a personal
identification number (PIN) or any other player information. A
display 38 above keypad 36 displays a menu for instructions and
other information and provides visual feedback of the keys
pressed.
[0024] Player control buttons 40 include any buttons needed for the
play of the particular game or games offered by machine 10
including, for example, a bet button, a repeat bet button, a play
two-ways button, a spin reels button, a deal button, hold cards
buttons, a draw button, a maximum bet button, a cashout button, a
display paylines button, a display payout tables button, and any
other suitable button. Buttons 40 may be replaced by a touch screen
with virtual buttons.
[0025] Speakers and/or microphones 42 are used for game sounds and
for player communications.
[0026] FIG. 2 illustrates basic circuit blocks in a suitable gaming
machine 10. The gaming device 10 may use conventional hardware. A
communications board 45 may contain conventional circuitry for
coupling the gaming machine 10 to a local area network (LAN) or
other type of network using Ethernet or any other protocol. The
communications board 45 transmits using a wireless transmitter, or
it may be directly connected to a network running throughout the
casino floor. The communications board 45 basically sets up a
communication link with a network server and buffers data between
the network and the game controller board 46.
[0027] The communications board 45, in one embodiment, also allows
communications between gaming machines. In such a case, the gaming
machines may communicate with each other directly or use the
casino's central server (or other server) as an intermediary.
[0028] The game controller board 46 contains memory and a processor
for carrying out programs stored in the memory and for providing
the information requested by the network. The game controller board
46 carries out the game routine, including carrying out any command
from the network to generate a jackpot outcome, which will be
discussed in detail below.
[0029] Peripheral devices/boards communicate with the game
controller board 46 via a bus 47 using, for example, an RS-232
interface. Such peripherals may include a bill validator 48, a coin
detector 49, a smart card reader or other type of credit card
reader 50, and player control inputs 51 (such as the various
buttons 40 shown in FIG. 1 or a touch screen). An audio board 52
converts coded signals into analog signals for driving speakers 42
in FIG. 1, and converts analog signal from microphone 42 in FIG. 1
to digital signals for transmission. A display controller 53, which
typically requires a high data transfer rate, converts coded
signals to pixel signals for the displays 12 and 14. Display
controller 53 and audio board 52 may be directly connected to
parallel ports on the game controller board 46.
[0030] The electronics on the various boards may be combined onto a
single board.
[0031] FIG. 3 is a simplified block diagram of one type of network
for communicating with a plurality of EGMs 10A, 10B, and 10C. Of
course, there will be many more EGMs connected to the network. The
communication board in each of the EGMs is connected to a network
56. Network 56 may be wireless or use cabling. Floor servers 58 and
59 facilitate communication between the EGMs and other components
in the network. The number of floor servers (or their necessity) is
determined by the number of EGMs and the amount of daily
communication required. Floor servers 58/59 also may perform
automatic accounting and other data collection on a periodic basis
during normal operation of the EGMs.
[0032] The floor servers 58/59 communicate with EGMs identified by
a connection engine 60, which sets up a data link to any designated
EGM. The connection engine 60 is essentially a router that routes
data to the proper floor server.
[0033] Each EGM is has a unique ID code that is used to address the
EGM and identify transmissions from a particular EGM. The ID code
may be permanently stored in an ID chip in the EGM. The connection
engine 60 uses a data base of all of these IDs when communicating
with the EGMs. Alternatively, a software routine may be performed
to assign a unique ID to each of the EGMs, and the ID is then
stored in both the EGM memory and an external memory. If a player
uses a player tracking card, or enters her name into the EGM using
a keyboard option, the player's name may be temporarily associated
with the EGM address to allow the player to communicate with other
players or to casino services, described below.
[0034] Operator interface terminals 61 and 62 (computer
workstations) are provided to enable an operator to control various
communications to and from specific ones of the EGMs when, for
example, configuring the machines.
[0035] A configuration server 64 stores the various configurations
of all the EGMs so as to be able to download a particular
configuration of one EGM to any other EGM.
[0036] An Internet modem 65 sets up communications between the EGM
and the public Internet or a private internet.
[0037] In one embodiment, all communications between the EGMs and
the network is encrypted. XML (extensible Markup Language) may be
used as a data exchange format. The particular implementation of
the network is not significant for this invention, and various
other types of systems would also be adequate.
[0038] Once the EGMs are connected to the network and have all been
assigned unique ID codes, the EGMs are configured with various
parameters determined by casino or jurisdictional requirements.
[0039] It is assumed that all the EGM are programmed to play any
type of standard casino game, such as video or motorized spinning
reels, video poker, video blackjack, or any other game. The EGMs
are also programmed to perform the below communications
techniques.
[0040] FIG. 4 is a flowchart illustrating the general steps to
allow a player at an EGM to communicate with other players or
obtain services.
[0041] The EGM may be equipped with a physical button for
initiating the communication option, or there may by a virtual
button on the screen on which the main game is played, or there may
be a dedicated display screen for the communication option so it is
always active. In step 68, the communication option is initiated,
assuming a button is pressed.
[0042] In step 70, the EGM determines if the criteria, if any, for
the communication feature has been met. The criteria may be a
certain number of credits in the EGM or play of the EGM within a
certain period of time.
[0043] In step 72, a menu of options is displayed on any display
screen in the EGM. A sample menu 73 is shown in FIG. 5. The options
in the example of FIG. 5 are: 1) player-to-player messaging; 2)
order service; 3) player comments; 4) transfer credits; 5)
telephone request; 5) participate in special games; 6) order shows,
dinners, or other events; 7) player matching service; or 8) play
the main game. There may be many more communication options.
[0044] In step 74 of FIG. 4, the player touches one of the option
buttons shown in FIG. 5.
[0045] FIG. 6 is a sample screen 76 that appears if the player
presses the Player-to-Player Messaging button in FIG. 5. Other
screens will appear that are appropriate for the various other
options. In FIG. 6, the machine prompts the player to type in
information via the touch screen qwerty keyboard display. In the
"To" block, the player types in the name of another player, and
types the message in the message block (step 76). If that other
player is logged into the network by, for example, using a player
tracking card in another machine or typing in the player's name or
a code name using a keyboard on another gaming machine similar to
FIG. 6, the network will have stored in a memory the address of the
gaming machine being played by the intended recipient. The sender
may also just type in a gaming machine number, where each gaming
machine has its number conspicuously located on the machine itself.
After the player types in a message and presses the "Send" button,
the network will route the message to the appropriate gaming
machine (step 78). The recipient will receive a notice, such as a
mail icon, on her game display and touch an icon to reveal the
message. That player may then respond to the e-mail.
[0046] If, in FIG. 5, the player presses the "Order Services" or
"Order Shows, Dinner, or Other Events" button, a menu of available
options will appear, such as shown in FIGS. 7 and 8, respectively.
The player may then proceed through menus to place an order using
buttons or the keyboard. The routing address of the appropriate
receiver may be previously stored in the machine or network. The
address may be the bar, the restaurant, or other area. The player
may then pay for the order (step 80) or any other service or
communication by pressing touch screen buttons in a "pay menu" so
as to pay using available credits in the machine, or by depositing
money into the machine, or by charging the fee to the player's
account.
[0047] If appropriate, a receipt of the purchase or reservation is
printed by the machine (step 82).
[0048] If the player selected the "Telephone Request" option, the
player may enter a telephone number or otherwise obtain through the
network or by other means the telephone address of a gaming machine
being played by a certain player using a player tracking card. The
player may, for example, enter a gaming machine number to talk to
the person playing that gaming machine. The telephone connection
may be to a phone outside the casino, and the player can pay for
the call with credits. The number may be entered using a keypad or
other touch screen device. Upon the connection being made, the two
players or the player and a service representative may communicate
via speakers and microphone built into the gaming machine. The
voice communication may be achieved using voice over IP (VOIP) or
any other protocol.
[0049] The player may also enter comments via the gaming machine,
and these comments will be read by casino personnel.
[0050] One of the service offered may be a player matching service.
Such player matching may be for dating, for participation in
another event, or for any other purpose. FIGS. 9A-9C illustrate
sample screens that may be employed for the player matching
service. The screen of FIG. 9A is presented when the player touches
the "Player Matching Service" button in FIG. 5. The player may
register by touching the "Register" button. The screen of FIG. 9B
allows the player to enter the player's personal information about
him/herself and the information about the desired matched person.
The system will cross-reference the data to find a match for the
player. This matched person/player is identified in the screen of
FIG. 9C. The designation of the matched player may be by gaming
machine number, assuming the matched player has been electronically
associated with the machine such as by entering his/her name or
other identification into the gaming machine. Other forms of
designation are also suitable.
[0051] The casino may also offer promotional prizes, such as a
dinner or show, for using the service. The player may then
communicate with the matched player by the messaging screen of FIG.
6 or by the telephone feature.
[0052] The player may also transfer credits from one machine to the
other. Upon touching the "Transfer Credits" button in FIG. 5, the
screen of FIG. 10 appears to allow the player to enter the
particular gaming machine to receive the credits.
[0053] The player may also request Internet services, which entails
using the Internet modem 65 in FIG. 3.
[0054] To play the main game, the player presses the "Play Game"
button.
[0055] Implementation of this system requires only relatively
simple software and hardware changes to the existing art, such as
the additional of an analog-to-digital converter for verbal
communications. Information about the players or the gaming
machines may be entered any number of ways, such as using a
keyboard, using a playing tracking card, or by other means.
[0056] While particular embodiments of the present invention have
been shown and described, it will be obvious to those skilled in
the art that changes and modifications may be made without
departing from this invention in its broader aspects and,
therefore, the appended claims are to encompass within their scope
all such changes and modifications as fall within the true spirit
and scope of this invention.
* * * * *