U.S. patent application number 11/627239 was filed with the patent office on 2007-05-24 for store and forward patron account messaging method.
Invention is credited to Garry L. Hamilton, Marvin A. Hein.
Application Number | 20070117634 11/627239 |
Document ID | / |
Family ID | 25512476 |
Filed Date | 2007-05-24 |
United States Patent
Application |
20070117634 |
Kind Code |
A1 |
Hamilton; Garry L. ; et
al. |
May 24, 2007 |
Store and Forward Patron Account Messaging Method
Abstract
A method for contacting a patron at a gaming device is disclosed
using a patron messaging system via a patron loyalty system. This
method includes: providing a patron message database that is
operatively associated with a server and the patron loyalty system
through a network; providing one or more gaming devices that are
interconnecting to the server through the network, and wherein each
gaming device includes a player tracking device, a card reader, a
display device, and a message response system; entering a patron
message intended for one or more patrons into the patron messaging
system; storing the patron message in the patron message database;
detecting insertion of a patron card into a card reader of a gaming
device on the network; forwarding the patron message from the
patron message database to the player tracking device incorporated
in the gaming device having the inserted patron card; presenting
the patron message for viewing on the display device of the gaming
device having the inserted patron card; and optionally enabling
response to the patron message via the message response system of
the gaming device having the inserted patron card.
Inventors: |
Hamilton; Garry L.; (Carson
City, NV) ; Hein; Marvin A.; (Las Vegas, NV) |
Correspondence
Address: |
STEPTOE & JOHNSON, LLP
1330 CONNECTICUT AVENUE, NW
WASHINGTON
DC
20036
US
|
Family ID: |
25512476 |
Appl. No.: |
11/627239 |
Filed: |
January 25, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
09967221 |
Sep 28, 2001 |
|
|
|
11627239 |
Jan 25, 2007 |
|
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|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/323 20130101;
G07F 17/3227 20130101; G07F 17/3241 20130101; G06F 3/0488 20130101;
G07F 17/3204 20130101; G07F 17/32 20130101; G07F 17/0014 20130101;
G07F 17/3209 20130101; G07F 17/3202 20130101; G06Q 30/0641
20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for contacting a patron at a gaming device using a
patron messaging system via a patron account and loyalty system,
the method comprising: providing a patron message database that is
operatively associated with a server and the patron account and
loyalty system through a network; providing one or more gaming
devices that are interconnecting to the server through the network,
and wherein each gaming device is operatively associated with a
message response system; entering and managing a message intended
for one or more patrons using a message entry and management
system, wherein the message entry and management system is
operatively associated with the patron message database; storing
the patron message in the patron message database for eventual
transmission to a patron upon the detection of a patron card on the
system; forwarding the patron message from the patron message
database to a player tracking device incorporated in a gaming
device, wherein each player tracking device is operatively
associated with a display device, and wherein the patron message is
viewable via the display device; and optionally enabling response
to the patron message via the message response system.
2. The method of claim 1, wherein the patron message database that
stores patron messages for eventual transmission, forwards the
stored patron messages to the gaming device at which the patron is
located upon the detection of a patron card on the system.
3. The method of claim 1, wherein retrieval of patron messages
requires a personal identification number.
4. The method of claim 1, wherein retrieval of patron messages
requires a username and a password.
5. The method of claim 1, wherein the patron messages may be
designated as private or public.
6. The method of claim 5, wherein patron messages designated as
private require satisfaction of additional security measures for
viewing.
7. The method of claim 1, wherein the display device on which the
patron messages are viewable is a separate device than a gaming
display device used for game play on the gaming device.
8. The method of claim 1, wherein the display device on which the
patron messages are viewable is the same display device used for
game play on the gaming device.
9. The method of claim 1, wherein the display device only displays
text-based patron messages.
10. The method of claim 1, wherein the display device presents
multi-media graphically-enabled patron messages.
11. The method of claim 1, wherein the message response system
includes an input device.
12. The method of claim 11, wherein the input device includes a
keypad.
13. The method of claim 11, wherein the input device includes a
touch-screen.
14. The method of claim 1, wherein the patron messaging system
enables targeted messaging to groups of patrons.
15. The method of claim 1, wherein the patron messaging system
enables third party marketing.
16. The method of claim 1, wherein the patron messaging system
enables paging services.
17. The method of claim 1, wherein the patron messaging system
enables patron-to-patron messaging services.
18. The method of claim 1, wherein the patron messaging system is
offered as a pay service to casino patrons.
19. The method of claim 1, wherein the patrons are offered
financial incentives for accepting marketing messages from the
patron messaging system.
20. The method of claim 19, wherein the financial incentives
include free game credits, store discounts, restaurant discounts,
hotel room discounts, enhanced game odds, enhanced game bonuses, or
combinations thereof.
21. The method of claim 1, wherein acknowledging receipt of a
patron message activates other processes including: issuing
bonuses, sending a server to the patron's gaming station, issuing
complementary drinks, and combinations thereof.
22. The method of claim 1, wherein the patron messages have
additional parameters including abilities to save messages after
viewing, print messages after viewing, automatically delete
messages after viewing, and prompt for additional message deletion
options.
23. A method for contacting a patron at a gaming device using a
patron messaging system via a patron loyalty system, the method
comprising: providing a patron message database that is operatively
associated with a server and the patron loyalty system through a
network; providing one or more gaming devices that are
interconnecting to the server through the network, and wherein each
gaming device includes a player tracking device, a card reader, a
display device, and a message response system; entering a patron
message intended for one or more patrons into the patron messaging
system; storing the patron message in the patron message database;
detecting insertion of a patron card into a card reader of a gaming
device on the network; forwarding the patron message from the
patron message database to the player tracking device incorporated
in the gaming device having the inserted patron card; presenting
the patron message for viewing on the display device of the gaming
device having the inserted patron card; and optionally enabling
response to the patron message via the message response system of
the gaming device having the inserted patron card.
24. The method of claim 23, wherein the entering of a patron
message intended for one or more patrons into the patron messaging
system is performed using a message entry and management
system.
25. The method of claim 23, wherein retrieval of patron messages
requires a personal identification number.
26. The method of claim 23, wherein retrieval of patron messages
requires a username and a password.
27. The method of claim 23, wherein the patron messages may be
designated as private or public.
28. The method of claim 27, wherein patron messages designated as
private require satisfaction of additional security measures for
viewing.
29. The method of claim 23, wherein the display device on which the
patron messages are viewable is a separate device than a gaming
display device used for game play on the gaming device.
30. The method of claim 23, wherein the display device on which the
patron messages are viewable is the same display device used for
game play on the gaming device.
31. The method of claim 23, wherein the display device only
displays text-based patron messages.
32. The method of claim 23, wherein the display device presents
multi-media graphically-enabled patron messages.
33. The method of claim 23, wherein the message response system
includes an input device.
34. The method of claim 33, wherein the input device includes a
keypad.
35. The method of claim 33, wherein the input device includes a
touch-screen.
36. The method of claim 23, wherein the patron messaging system
enables targeted messaging to groups of patrons.
37. The method of claim 23, wherein the patron messaging system
enables third party marketing.
38. The method of claim 23, wherein the patron messaging system
enables paging services.
39. The method of claim 23, wherein the patron messaging system
enables patron-to-patron messaging services.
40. The method of claim 23, wherein the patron messaging system is
offered as a pay service to casino patrons.
41. The method of claim 23, wherein the patrons are offered
financial incentives for accepting marketing messages from the
patron messaging system.
42. The method of claim 41, wherein the financial incentives
include free game credits, store discounts, restaurant discounts,
hotel room discounts, enhanced game odds, enhanced game bonuses, or
combinations thereof.
43. The method of claim 23, wherein acknowledging receipt of a
patron message activates other processes including: issuing
bonuses, sending a waitress to the patron's gaming station, issuing
complementary drinks, and combinations thereof.
44. The method of claim 23, wherein the patron messages have
additional parameters including abilities to save messages after
viewing, print messages after viewing, automatically delete
messages after viewing, and prompt for additional message deletion
options.
45. A method for contacting a patron at a gaming device using a
patron messaging system via a patron account and loyalty system,
the method comprising: storing a patron message intended for one or
more patrons; detecting a card insertion in a card reader at a
gaming device by a patron who has a stored waiting message; sending
an alert to the patron informing him of the waiting message;
receiving a response to the alert, confirming that the patron is
ready to receive the waiting message; transmitting the message to a
player tracking device associated with the gaming device having the
inserted patron card, wherein the player tracking device is
operatively associated with a display device; presenting the
message on the display device associated with the gaming device
having the inserted patron card; and enabling acknowledgement that
the player has read the message.
46. The method of claim 45, further comprising: enabling
externally-originating patron message to be sent from individuals
via outside e-mail accounts, mobile phones, personal digital
assistants, or combinations thereof.
47. The method of claim 45, further comprising: filtering
externally-originating patron message to blocking spam and other
undesirable e-mails.
48. The method of claim 47, wherein filtering includes using
CAPTCHAS, challenge and response tests, white lists, black lists,
or combinations thereof.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation-in-part of U.S. patent
application Ser. No. 09/967,221 filed Sep. 28, 2001, entitled
INTEGRATED DISPLAY AND INPUT SYSTEM, which is hereby incorporated
herein by reference. This application is also a
continuation-in-part of U.S. patent application Ser. No. 10/943,771
filed Sep. 16, 2004, entitled USER INTERFACE SYSTEM AND METHOD FOR
A GAMING MACHINE, which is hereby incorporated herein by reference.
This application is related to co-pending U.S. patent application
Ser. No. 11/627,234, filed Jan. 2007, entitled STORE AND FORWARD
PATRON ACCOUNT MESSAGING SYSTEM.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever.
FIELD OF THE INVENTION
[0003] This invention relates generally to a player messaging
method and, more particularly, to a methodology for player
messaging via a back-end server patron account.
BACKGROUND
[0004] Traditionally, gaming machines have been designed for gaming
purposes only. In this regard, gaming machines have been
constructed only to include gaming functionality. Recently,
however, casino owners have become aware that by adding additional
features to gaming machines, they may be able to maintain a
player's attention to the gaming machines for longer periods of
time. This, in turn, leads to the player wagering at the gaming
machine for longer periods of time, thereby increasing casino
profits.
[0005] Customers demand product differentiation and steady
improvements. Additionally, patrons want to be assured that they
are afforded some degree of special treatment. Some previous
attempts to achieve such results, including having casino personnel
provide personalized services (players' clubs and other loyalty
programs) have resulted in improved slot performance in exchange
for the perceived attentiveness. Notably, this perceived attention
is, in and of itself, a commodity. Patrons participate more readily
when they feel they have more access and attention.
SUMMARY
[0006] Briefly and in general terms, one presently preferred
embodiment is directed towards a method for contacting a patron at
a gaming device using a patron messaging system via a patron
account and loyalty system. The method including: providing a
patron message database that is operatively associated with a
server and the patron account and loyalty system through a network;
providing one or more gaming devices that are interconnecting to
the server through the network, and wherein each gaming device is
operatively associated with a message response system; entering and
managing a message intended for one or more patrons using a message
entry and management system, wherein the message entry and
management system is operatively associated with the patron message
database; storing the patron message in the patron message database
for eventual transmission to a patron upon the detection of a
patron card on the system; forwarding the patron message from the
patron message database to a player tracking device incorporated in
a gaming device, wherein each player tracking device is operatively
associated with a display device, and wherein the patron message is
viewable via the display device; and optionally enabling response
to the patron message via the message response system.
[0007] In accordance with another aspect of a presently preferred
embodiment, the patron message database that stores patron messages
for eventual transmission, forwards the stored patron messages to
the gaming device at which the patron is located upon the detection
of a patron card on the system. In some embodiments, the retrieval
of patron messages requires a personal identification number. In
other embodiments, the retrieval of patron messages requires a
username and a password. Referring to another aspect, typically
patron messages may be designated as private or public. In this
regard, patron messages designated as private require satisfaction
of additional security measures for viewing.
[0008] In accordance with still another aspect, in one embodiment
the display device on which the patron messages are viewable is a
separate device than a gaming display device used for game play on
the gaming device. In other embodiments, the display device on
which the patron messages are viewable is the same display device
used for game play on the gaming device. Moreover, in one
embodiment, the display device only displays text-based patron
messages. However, in other embodiments, the display device
displays multi-media graphically-enabled patron messages.
[0009] In accordance with yet another aspect, in one embodiment the
message response system includes an input device, such as a keypad
or a touch-screen. The patron messaging system enables many types
of functionality including, by way of example only, and not by way
of limitation: targeted messaging to groups of patrons, third party
marketing, paging services, patron-to-patron messaging services,
and combinations thereof. In some embodiments, the patron messaging
system is offered as a pay service to casino patrons. In other
embodiments, the patrons are offered financial incentives for
accepting marketing messages from the patron messaging system. Such
financial incentives by way of example only, and not by way of
limitation: free game credits, store discounts, restaurant
discounts, hotel room discounts, enhanced game odds, enhanced game
bonuses, and combinations thereof.
[0010] In another aspect of a preferred embodiment, acknowledging
receipt of a patron message activates other processes including:
issuing bonuses, sending a waitress to the patron's gaming station,
issuing complementary drinks, and combinations thereof. Further, in
some embodiments, the patron messages have additional parameters
including abilities to save messages after viewing, print messages
after viewing, automatically delete messages after viewing, and
prompt for additional message deletion options.
[0011] Another presently preferred embodiment is also directed
towards a method for contacting a patron at a gaming device using a
patron messaging system via a patron loyalty system. This method
includes: providing a patron message database that is operatively
associated with a server and the patron loyalty system through a
network; providing one or more gaming devices that are
interconnecting to the server through the network, and wherein each
gaming device includes a player tracking device, a card reader, a
display device, and a message response system; entering a patron
message intended for one or more patrons into the patron messaging
system; storing the patron message in the patron message database;
detecting insertion of a patron card into a card reader of a gaming
device on the network; forwarding the patron message from the
patron message database to the player tracking device incorporated
in the gaming device having the inserted patron card; presenting
the patron message for viewing on the display device of the gaming
device having the inserted patron card; and optionally enabling
response to the patron message via the message response system of
the gaming device having the inserted patron card.
[0012] Still another presently preferred embodiment is directed
towards a method for contacting a patron at a gaming device using a
patron messaging system via a patron account and loyalty system.
The method includes: storing a patron message intended for one or
more patrons; detecting a card insertion in a card reader at a
gaming device by a patron who has a stored waiting message; sending
an alert to the patron informing him of the waiting message;
receiving a response to the alert, confirming that the patron is
ready to receive the waiting message; transmitting the message to a
player tracking device associated with the gaming device having the
inserted patron card, wherein the player tracking device is
operatively associated with a display device; presenting the
message on the display device associated with the gaming device
having the inserted patron card; and enabling acknowledgement that
the player has read the message.
[0013] Other features and advantages of a disclosed embodiment will
become apparent from the following detailed description, taken in
conjunction with the accompanying drawings, which illustrate by way
of example, the features of the disclosed embodiment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG. 1 illustrates a relational diagram of a display and
input system utilizing a two processor platform gaming device in
conjunction with a gaming system;
[0015] FIG. 2 illustrates a relational diagram of the two processor
platform gaming device and gaming system of FIG. 1, without the
display and input system;
[0016] FIG. 3 illustrates a front view of a display screen of a
gaming device while a gaming interface is activated for game play
in conjunction with a small systems interface window displaying
scrolling text;
[0017] FIG. 4 illustrates a front view of the display screen of the
gaming device in FIG. 3, while a gaming interface is activated for
game play in conjunction with a partial screen systems interface
displaying a 12 digit keypad;
[0018] FIG. 5 illustrates a front view of the display screen of a
gaming device while a gaming interface is activated;
[0019] FIG. 6 illustrates a front view of the display screen of the
gaming device in FIG. 5, while a full screen player services
interface is activated;
[0020] FIG. 7 illustrates a front view of the display screen of the
gaming device in FIG. 5, while a full screen employee systems
interface is activated;
[0021] FIG. 8 illustrates a relational diagram of the security
architecture of a display and input system that shows the
information security boundary logically dividing the critical game
security components inside of the boundary from the non-critical
components outside of the boundary; and
[0022] FIG. 9 illustrates patron messaging system for storing and
forwarding a patron via a patron account and loyalty system.
DETAILED DESCRIPTION
[0023] One embodiment of the display and input system is directed
towards the integration of system functions with gaming functions
on a video display screen of a gaming device. The display and input
system provides enhanced player satisfaction and excitement, as
well as improved gaming device reliability, interactivity,
flexibility, security, and accountability. Referring now to the
drawings, wherein like reference numerals denote like or
corresponding parts throughout the drawings and, more particularly
to FIG. 1, there is shown a display and input system 10 constructed
in accordance with one disclosed embodiment.
[0024] Referring now to FIG. 1, one embodiment of a display and
input system 10 for players and casino employees is shown. The
display and input system 10 provides an enhanced means for
displaying service and system information 14 via a system network
18 to a player and/or to a casino employee. The display and input
system 10 enables part or all of a video display screen 40 in a
gaming device 50, which had previously been used only as a gaming
interface 30, to be utilized as a systems interface 20 for data
entry and retrieval of the service and system information 14. The
systems interface 20 accesses service and system information 14
from the system network 18. This is a dramatic improvement over
traditional system components (input/output peripherals) that have
been used in the past to access service and system information 14
from the system network 18. As shown in FIG. 2, these traditional
system components include 2-line, 20 character VF displays and
12-digit keypads. Referring again to FIG. 1, it should be noted
that an embodiment of the display and input system 10, does not
control game play itself (e.g., game play betting, game play flow,
or game play operation). Rather, the display and input system 10
provides only a limited form of game play monitoring, indirectly,
with respect to the monitoring of player points.
[0025] As shown in FIG. 2, current gaming devices utilize the video
display screen 40 solely as a gaming interface 30 for the device
50. The gaming interface 30 provides access to the display screen
40 associated with game play where the player participates in
gaming activity. However, in the embodiment as shown in FIG. 1, the
display and input system 10 integrates both the systems interface
20 and the gaming interface 30 via the video display screen 40,
which again, was previously used only for game play via the gaming
interface. In one embodiment, the systems interface 20 of the
display and input system 10 includes a touch-screen keypad and
display. In this manner, service and system information 14 from the
system network 18 is displayed to players through the systems
interface 20 within the display screen 40. Further, the systems
interface 20 provides a player with direct interactive access to
the service and system information 14 in the system network 18,
preferably by using the display screen 40 as a touch-screen input
device. This type of systems interface 20 provides greater
simplicity, flexibility, player excitement, interactivity, and
developmental options than using traditional system components 60
that provide only limited service/system access, typically through
codes or command lines.
[0026] One embodiment of the display and input system 10 uses a
game platform 70 as its foundation. The game platform 70 uses two
separate processors connected by a serial line, preferably RS-232.
The first processor, referred to as the input/output processor 80
(IOP), contains no video or sound hardware. The IOP 80 is
responsible for all hard real time processing requirements (e.g.,
approximately sub 200 milliseconds), which are typically hardware
driven requirements. The IOP 80 contains all of the game logic 34,
random number generators (RNG), host input/output (I/O), device
I/O, and the core main and personality EPROMs. The term "mains,"
refers to the majority of the code that runs the physical hardware
and peripherals related to the wagering game. The term
"personalities" refers to code that contains the rules of the
wagering game, which include by way of example only, and not by way
of limitation, game odds, probabilities, winning symbols, and the
like.
[0027] The second processor is a diskless, Pentium class PC-based
processor 90. The processor 90 accesses a CD-ROM (read-only drive)
that controls video and sound output. The graphics, sound files,
presentation software, and basic operating system are stored on the
CD-ROM. A modified BIOS chip, referred to as a BIOS+, provides
typical PC boot functions, as well as verification and decryption
algorithms. The Pentium class processor 90 is generally defined as
a processor capable of supporting a graphic user interface (GUI)
gaming environment. In other embodiments, a non-Pentium class (but
substantially equivalent) processor is utilized instead of the
Pentium class processor 90. Nevertheless, it will be appreciated
that this processor can be of any type including, by way of example
only, and not by way of limitation, another non-Pentium Intel
processor, Advanced Micro Devices (AMD) processor, Motorola
processor, or the like.
[0028] One embodiment of the display and input system 10 enables
the system components 60 to take advantage of the game platform 70,
by enabling the system components 60 to communicate directly with
the processor 90, which provides the functionality of a graphic
user interface (GUI, instead of having to access service and system
information 14 from the system network 18 through a Game Monitoring
Unit (Network Interface Card). This communication between the
system components 60 and the processor 90 enables the processor to
display the service and system information 14 from the system
network 18 through a systems interface 20 via the display screen
40. Moreover, the processor 90 accesses the service and system
information 14 from the system network 18 and displays the
information in the systems interface 20 without involving the game
logic process 34 in the IOP gaming processor 80. Thus, in one
embodiment, the gaming interface 30 is displayed on the display
screen 40 by the game logic process 34 in the IOP 80, while the
systems interface 20 is displayed on the display screen 40 by the
systems logic process 26 in the processor 90.
[0029] In one embodiment, the processor 90 runs two processes: the
game display process 24 and the systems logic process 26. The
systems logic process 26 provides access to system information 14
on a system network 18 via the systems interface 20. The game
display process 24 includes audiovisual capabilities necessary to
generate a wagering game via the gaming interface 30. Typically,
these two processes are kept separate due to regulatory
concerns.
[0030] As described above, the game logic process 34, runs on the
IOP 80. The IOP 80 runs the game logic process 34 that includes the
game rules necessary to generate a wagering game via the gaming
interface 30. Referring again to the Pentium class processor 90,
the game display process 24 is the master process and the systems
logic process 26 is the slave process. In response to a proper
command, the game display process 24 relinquishes control of the
video display screen 40 to the systems logic process 26. After the
systems logic process 26 has completed its functions, the systems
logic process then returns control of the display screen 40 to the
game display process 24.
[0031] The display and input system 10 utilizes the video display
screen 40 and game platform 70 to make casino services more
accessible and friendly to casino patrons. In one embodiment of the
display and input system 10, the hardware configuration of the game
platform 70 employs an existing gaming communication systems
network 18, thus decreasing implementation costs for the casino. A
standard gaming network interface 16 to the systems network 18,
such as a Mastercom system, includes a multi-drop bus method of
communicating to a keypad and display. The Mastercom system is
available from Bally Manufacturing, and is described in U.S. Pat.
No. 5,429,361 to Raven et al. incorporated herein by reference. One
such currently utilized bus is an EPI bus (Enhanced Player
Interface bus), and uses industry standard 1.sup.2C hardware and
signaling. The network interface 16 (or equivalent system) also
controls the flow of funds used with the gaming device 50 within a
particular casino. By utilizing the display and input system 10,
the gaming network interface 16 can be instructed to move funds
between player's accounts and gaming devices by merely touching the
display screen 40. In addition, many other more sophisticated
commands and instructions may be provided. The display and input
system 10 improves the player and casino employee interface to the
gaming device 50, directly at the gaming device itself.
[0032] One embodiment provides a mechanism for the EPI bus to input
system information 14 into, and to retrieve system information
from, the processor 90 of the game platform 70. This mechanism is
preferably an I.sup.2C converter card 100. The 1.sup.2C converter
card 100 has multi-master capabilities, i.e., the card is capable
of participating as both a slave and as a master. This multi-master
card 100 enables system information 14 (such as information input
by a player into a systems interface 20 keyboard) to be sent from
the Pentium class processor 90 to the slot system network 18.
Likewise, the card 100 also enables system information 14 (such as
display messages) to be sent from the systems network 18 to the
processor 90 of the game platform 70 for viewing by the player
through the systems interface 20.
[0033] Specifically, in one embodiment of the display and input
system 10, the I.sup.2C converter card 100 is added to the
processor 90 of the game platform 70. This enables the game
platform 70 to speak and understand the I.sup.2C protocol message
set, and thus, communicate directly with some of the system
components 60 (i.e., the keypad and display). Accordingly, in one
display and input system 10, the functionality of these system
components 60 (the keypad and display) is integrated into a systems
interface 20, and the external hardware of these system components
60 (the keypad and display) is eliminated. In another embodiment of
the display and input system 10, a PC board is used to convert
I.sup.2C bus messages into a PC-acceptable form over a serial port.
Thus, this embodiment would not require an I.sup.2C converter card
100.
[0034] As shown in FIG. 2, system components 60 for casino patrons
and casino employees on gaming devices 50 traditionally have been
external devices that are attached to the gaming devices. These
system components 60 usually include a card reader, a keypad, and a
2-line VF display for each machine. In traditional gaming devices,
these system components 60 are small electronic components that are
added to the machine and controlled by a network interface card
(referred to hereinafter as a game monitoring unit (GMU)). These
system components 60 communicate through the GMU to access service
and system information 14 from the system network 18. This is in
lieu of communicating through the gaming platform 70. Typically,
these prior system components 60 (e.g., keypad, card reader, and
display) communicate through the GMU using a defined I.sup.2C
protocol message set.
[0035] In one embodiment, the display and input system 10 (shown in
FIG. 1) replaces the traditional 12-digit keypad and 2-line VF
display system components 60 (shown in FIG. 2), which possess only
limited functionality, with a systems interface 20 having a
touch-screen keypad and video display, and that is incorporated
into the video display screen 40 of the gaming device 50. In other
embodiments, the systems interface 20 utilizes various other data
input techniques commonly known in the art, instead of the
touch-screen data entry. Thus, implementation of the display and
input system 10 is an efficient, and highly beneficial,
interchanging of parts that integrates the functionality of prior
system components 60 into the systems interface 20, while
eliminating the external hardware of those components which limited
their potential utility.
[0036] In the embodiment described above, the card reader is
retained as an external system component 60 and not integrated into
the systems interface 20. Thus, the card reader system component 60
still communicates through the GMU in order to access service and
system information 14 from the system network 18, instead of
communicating through the game gaming platform 70. This
configuration limits the amount of information resident on an
identification card (which the card reader system component 60 will
scan) to only an identification number or code. However, in other
embodiments, all of the system components 60 in the gaming device
50 are integrated into the systems interface 20. This enables
communication directly through the game platform 70 to access
service and system information 14 from the system network 18. As
such, there is no need for additional assistance from the GMU.
[0037] In an earlier configuration of the game platform 72, as
shown in FIG. 2, information input into the display screen 40 by a
player is sent only to the IOP 80, and not to the Pentium class
processor 90. This configuration is utilized in the earlier game
platform 72 because the display screen 40 is used solely by the
gaming interface 30 that is run by the game logic process 34
located in the IOP 80. Thus, the display and input system 10, as
shown in FIG. 1, must also enable the processor 90 to "see"
information that is input to the display screen 40. This is
performed by a Y adapter 1 10 that is connected to the output of
the display screen 40. The Y adapter 1 10 is a cable that routes
the information from the display screen 40 to both the IOP 80 and
the processor 90. The IOP 80 is generally in control of the display
screen 40 via the gaming interface 30; however, when the screen
focus shifts to the systems interface 20, the processor 90 assumes
control of the display screen 40 using the Y adapter 110 so as to
"see" touch-screen commands from the player via the systems
interface 20.
[0038] Additionally, in the earlier game platform 72 configuration,
as shown in FIG. 2, information sent to the display screen 40 comes
solely from the IOP 80. The Pentium class processor 90 is not
configured to control the display screen 40 in the earlier game
platform 72 design. Thus, the display and input system 10, as shown
in FIG. 1, also includes calibration software 130 that enables the
Pentium class processor 90 to calibrate itself to the display
screen 40. The calibration software 130 enables the processor 90 to
also send information to the display screen 40 for viewing by the
player via the systems interface 20.
[0039] Traditionally, the processor 90 employed in the game
platform 70 has two on-board serial ports. Typically in the game
platform 70, both Pentium on-board serial ports have been used. One
serial port is used to communicate with the IOP 80, while the other
serial port is dedicated to the Game Authentication Terminal (GAT)
function. This port is used by gaming regulators in order to attach
to a gaming device 50 and perform verification operations. In one
embodiment of the display and input system 10, three serial ports
are usually required, since the Pentium class processor 90 must
also be connected to the display screen 40. Thus, in order to
accommodate the third serial connection from the display screen 40
to the processor 90, a port expander card is added to the processor
90 in one embodiment. Alternatively, USB (Universal Serial Bus) can
be used for such connections. The IOP 80 is connected to the
network interface 16 by a serial line, preferably RS-232, in both
the earlier game platform 72 configuration (as shown in FIG. 2) and
in the game platform 70 utilized in conjunction with the display
and input system 10 (as shown in FIG. 1). Moreover, USB can be
implemented for these connections, as well.
[0040] In another embodiment of the display and input system 10,
the functions currently preformed by the network interface 16 are
included within the systems logic processes 26 that are run on the
processor 90. Preferably, the EPI bus on the I.sup.2C converter
card 100 is still used to connect to any remaining system
components 60, such as the card reader. Alternatively, USB can be
used for such peripheral connections. However, in another preferred
embodiment, the functionality of all remaining system components
60, such as the card readers, is incorporated into the systems
interface 20 run by the Pentium class processor 90. This
configuration removes the need for the GMU.
[0041] In another embodiment, the Pentium class processor 90 has
control over the game logic process 34 and receives touch-screen
data directly from the display screen 40. Moreover, in this
embodiment, the IOP 80 is only responsible for hard real time tasks
(sub 200 millisecond tasks) such as de-bouncing buttons, monitoring
reel spins, time outs, and other generally hardware related tasks.
Thus, in this embodiment, all game logic processes 34, game display
processes 24, and systems logic processes 26 are performed by the
Pentium class processor 90. This embodiment of the display and
input system 10 also allows for game rules and personalities to be
downloaded via the system network 18. Additionally, in this
configuration the Y adapter 110 is not required, since only the
Pentium class processor 90 need directly interact with the display
screen 40.
[0042] In this embodiment, multiple processes remain on the
processor 90. At a minimum, a game logic process 34 and a systems
logic process 26 are included which communicate with one another
over a well-defined interface. Additionally, in this embodiment,
the current system network 18 is replaced by an industry standard,
such as 10/100 base T Ethernet running over Cat 5, 4 or 3. Thus, a
standard 10/100 base T Ethernet card is added to the Pentium class
processor 90 in this embodiment. Preferably, the network employs
TCP/IP, http, and XML messaging or a variant of XML. Nevertheless
any suitable protocol may be used.
[0043] The display and input system 10 enables the game platform 70
to run a systems interface 20 on the display screen 40 of the
gaming device 50 which previously had been only able to run a
gaming interface 30. The systems interface 20 enables casino
patrons and employees to access service and system information 14
from the system network 18 directly through the display screen 40
of the gaming device 50, and preferably includes a touch-screen
keypad and display. Integrating the gaming interface 30 and systems
interface 20 together in the display screen 40 provides increased
flexibility and functionality, while maintaining the game logic
process 34 on the IOP 80 and the systems logic process 26 on the
processor 90. Separating the game logic process 34 on the IOP 80
from the systems logic process 26 on the Pentium class processor 90
provides for increased security, as well as increased compatibility
due to interchangeability.
[0044] Accordingly, changes can be made to the systems interface 20
(and remaining system components 60) or to the game logic process
34 without impacting one another. This allows independent
development organizations to proceed separately, if desired, with
one organization directed towards the game logic process 34 and the
other organization directed towards the systems interface 20. Yet,
when a player views the display screen 40 of the gaming device 50
that has incorporated the disclosed embodiment, the service and
system information 14 accessed through the processor 90 appears to
be integrated with game logic process 34 that is being run in the
IOP 80, just as the systems interface 20 and the gaming interface
30 are integrated in the display screen 40.
[0045] One embodiment of the display and input system 10 provides
access to service and system information 14 from the system network
18 that is of interest to the player or the casino employee.
Significantly, a display and input system 10 is game independent.
In other words, since the display and input system 10 does not
affect or control game play, the system 10 can be interchangeably
utilized in conjunction with most any game, while still providing
access to service and system information 14 from the system network
18 for the casino patron and employee provided that the game
platform 70 (or gaming platform with equivalent functionality) is
utilized.
[0046] The advent of the game platform 70 created an environment
that was ripe for the development of the display and input system
10, incorporating the systems interface 20 with a keypad and
display into the video display screen 40 of a gaming device 50.
Since the game platform 70 includes a Pentium class processor 90
that employs a GUI (e.g., "Windows environment," or alternatively a
LINUX environment or a JAVA applet), this gaming platform enables
multiple applications to be run simultaneously (providing many
potential advantages for use within a gaming environment). Thus,
the display and input system 10 enables an area on the display
screen 40 to be allocated as a systems interface 20 in order to
show player messages that would previously have had to be displayed
on an separate display device (e.g., a 2-line VF display device);
such device being attached to the gaming device 50. In another
embodiment, a touch-screen button and/or an identification card are
used by the player to activate a full screen systems interface 20
allowing access to system functions such as cashless withdraw,
balance requests, system requests, points redemption, and the like.
By having the entire display screen 40 accessible for the systems
interface 20, the usefulness of the interface for the casino
patrons (and employees) is dramatically improved.
[0047] In one embodiment, the display and input system 10
identifies the player or employee using a traditional "dumb"
identification card (i.e., a card with no memory or other type of
updating functionality). The display and input system 10 does not
use the identification card to record winnings, losses, game plays,
or any other type of information. Instead, the identification card
contains only a unique player or employee identification number
that is permanently and unalterably embedded within the card. All
other player information (winnings, losses, game plays, etc.) is
stored and accessed on a back-end server, as referenced by the
number from the identification card. It will be appreciated,
however, that other type of cards may be used, e.g., smart cards,
but the enhanced processing and memory capabilities are not
required to practice a disclosed embodiment of the display and
input system 10.
[0048] In one embodiment of the display and input system 10, as
shown in FIG. 3, a small message area 112 on the display screen 40
is reserved for use by the systems interface 20 during game play.
In this specific embodiment, the systems interface 20 scrolls
system messages to the player within this small message area 112 of
the display screen 40, while the remainder of the display screen is
used by gaming interface 30. The scrolling message can be set at
any desired length. This message might state, for example, "Welcome
to Harrah's Las Vegas! You have 1200 bonus points. Would you like
to make a hotel or dinner reservation?" Additionally, by inserting
a player identification card into a card reader and/or selecting a
player services button 114, a systems interface keypad 116 is
activated for additional player services functionality, as shown in
FIG. 4.
[0049] Referring now to FIGS. 5-7, in another embodiment, the
display screen 40 includes a touch-screen button 118 that activates
a full screen systems interface 20 when selected. (In some
embodiments insertion of an identification card is also required.)
In this embodiment, the game logic process 34 in the IOP 80
recognizes when this touch-screen button 118 on the display screen
40 is selected and, in response, relinquishes control of the
display screen 40 to the Pentium class processor 90, thus
deactivating (or minimizing) the gaming interface 30 and activating
(or maximizing) the systems interface 20. Meanwhile, the processor
90 running the systems interface 20 takes control of the display
screen 40 and provides a means of directly accessing the service
and system information 14 from the system network 18 using
touch-screen data entry. This is accomplished without involving the
game logic process 34 in the IOP 80. FIG. 5 shows the display
screen 40 of the gaming device 50 with only the full screen gaming
interface 30 activated, in accordance with a disclosed embodiment.
FIG. 6 shows the display screen 40 of the gaming device 50 with
only the full screen player services interface 20 activated, in
accordance with a disclosed embodiment. FIG. 7 shows the display
screen 40 of the gaming device 50 with only the full screen
employee systems interface 20 activated, in accordance with a
disclosed embodiment.
[0050] In one embodiment of the display and input system 10 that
utilizes a card reader (or other identification technique) to
recognize a particular player, the systems interface 20 displays a
textual greeting to that player, for example, "Welcome, Mr. Smith!"
in response to recognizing Mr. Smith's identification card.
Preferably, as shown in FIG. 6, the systems interface 20 also has
touch-screen icon buttons 120 including, by way of example only,
and not by way of limitation, "Beverages," "Change," "Services,"
"Transactions," and "Return to Game." Further, each of these icon
buttons 120, when selected, launches a new full screen display
within the systems interface 20 to display to the player. For
example, in one embodiment, when the "Transactions" icon buttons
120 is selected, a new screen is activated that includes the text,
"Mr. Smith, Account Balance: Bonus Points=1200, Player Funds=$150,
Available Credit=$850, Casino Matching Funds Available=$25," as
well as the "Return to Game" icon buttons 120. As a further
example, when the player selects a "Cashless Withdraw" button in
other embodiment, a new screen is activated that includes a
touch-screen keypad and the textual question, "How much do you
want?" as well as "Enter," "Clear," and "Back" buttons. Preferably,
this interface also includes an "Information" button that, when
selected, launches a new screen within the systems interface 20
that provides answers to frequently asked questions and other
useful information. Moreover, the interface preferably includes a
"History" button that, when selected, launches a new screen within
the systems interface 20 that provides a history log of all
transactions and other actions performed on that gaming device
50.
[0051] As discussed above, an embodiment of the display and input
system 10, as shown in FIG. 1, uses a game platform 70 as its
foundation. The game platform 70 itself, is a highly advantageous
system, that enables casino owners to draw off of the large library
of casino game functions available in a traditional master
processing unit (MPU) stand-alone platform, while adding the
graphics and sound capabilities of a personal computer. Current
stand-alone MPU systems also contain drivers for all types of
casino games (slot, poker, keno, etc.). The IOP 80 in the game
platform 70 is derived from a traditional MPU stand-alone platform,
and provides access to the above-described library of casino game
functions and drivers for these casino games.
[0052] However, the PC industry has a large number of tools that
can create graphics and sound very efficiently. For this and other
reasons, the game platform 70 includes a Pentium class processor 90
running an operating system that accepts PC sound and graphics
content. In one embodiment, the operating system in the processor
90 of the game platform 70 is Microsoft NT embedded. The game
platform 70 combines the strengths of a traditional stand-alone MPU
game engine with the audio and visual capabilities that are
available in the PC industry. Thus, the game platform 70 enables PC
content to be used directly on a game platform vis-a-vis a Windows
operating system environment (or other suitable graphic user
interface (GUI)).
[0053] The IOP 80 in the game platform 70 differs from the
traditional stand-alone MPU architecture in several ways. For
example, in the game platform 70 the contents of the graphics chips
are not located in the IOP 80 (as they are in the MPU), but rather
are replaced by enhanced graphics and animations stored on the
CD-ROM. Additionally, in the game platform 70 the contents of sound
chips are not located on the IOP 80 (as they are in the MPU), but
rather they are replaced by enhanced sound files stored on the
CD-ROM. The Pentium class processor 90 has presentation software
for displaying the graphics and sound upon request from the game
logic process 34 within the IOP 80.
[0054] In one embodiment, the game platform 70 utilizes an "EPROM
and CD-ROM paired" design. In this configuration, the IOP 80
contains the game logic 34, random number generators (RNG), and
core mains and personalities. In addition, the IOP 80 does all of
the input/output activities for driving hoppers, buttons, lights,
acceptors, etc. These functions are all contained on EPROM and are
verifiable by traditional IC testing techniques. The BIOS+ on the
Pentium motherboard verifies the CD-ROM before loading any
properties on to the Pentium RAM. The CD-ROM contains the operating
system, display, and audio and graphics programs.
[0055] One example of the media flow proceeds in the following
sequence: (1) Verify the boot chip using traditional IC
verification techniques. (2) The power comes up. The BIOS+ runs a
self-verification on its own code. (3) The processor 90 begins
executing the BIOS+. (4) The BIOS+ comes up far enough to read the
CD-ROM. Verification is run on the entire CD-ROM contents using a
SHA-1 algorithm contained with in the BIOS+. (5) A private key
encrypted SHA-1 value, located in a secure location on the CD-ROM,
is decrypted with the public key and algorithm contained on the
BIOS+. (6) The results of the SHA-1, and now decrypted SHA-1 value,
are compared. A match allows the operating system, program files,
graphics, and audio to be loaded into the Pentium's RAM from the
CD-ROM. (7) Since the IOP 80 can boot faster from EPROM, the IOP
waits to hear that the Pentium has booted and loaded all needed
software components into RAM. (8) The IOP 80 then checks the
Pentium software levels using the same scheme used to match game
driver levels to personality chip requirements. If the versions are
acceptable, the IOP 80 confirms that the game personality contained
in the EPROM matches the game personality on the CD-ROM. (9) The
game then proceeds, driven by the IOP 80. Thus, the game
personality contained in the EPROM on the IOP 80, and the game
personality on the Pentium CD-ROM, are a matched set. If the two do
not match, a fatal tilt results, rendering the game inoperable.
This also means that the regulators must approve both the EPROM and
the CD-ROM for every game released for distribution and
approval.
[0056] In another embodiment, the game platform 70 utilizes a
"CD-ROM controlled" design. In this configuration, with the
introduction of the BIOS+ driven SHA-1 CD-ROM verification, the
game personality contents are placed only on the CD-ROM, and not on
an EPROM located in the IOP 80. This design provides the advantage
of reducing the testing and distribution workload for gaming
regulators. By utilizing this configuration, only a CD-ROM needs to
be tested and released for new game content. This also eliminates
the potential for compatibility mismatches between a personality
chip in an EPROM of the IOP 80, and in the CD-ROM contents
associated with the Pentium class processor 90. Moreover, this
"CD-ROM controlled" design also eases the need for compatibility
checks between the IOP 80 and Pentium class processor 90. Existing
game driver level checks between the IOP 80 mains and the game
personalities remain in place and are equally effective in this
RAM-based personality design. Once the Pentium class processor 90
boots and successfully verifies the contents of the CD-ROM, a
binary image of the game personality is downloaded from the CD-ROM
to a RAM chip located within the IOP 80. This RAM chip occupies the
same socket that the game personality EPROM did in the IOP 80 in
the "paired" design game platform 70.
[0057] In the game platform 70, since there are two motherboards,
the IOP 80 and Pentium 90, each must have an operating system. The
IOP 80 preferably uses VRTX as its operating system. VRTX is a
reliable, real-time operating system with multi-tasking
capabilities that has been used in the gaming environment for many
years. The Pentium class motherboard 90 preferably uses Microsoft
Windows NT embedded. NT embedded is particularly effective since
many tools and developers are available for producing creative
content on Windows-style platforms. However, other operating
systems could also be selected in other embodiments, depending on
many factors, including the desired graphic user interface
(GUI).
[0058] Windows NT embedded differs from standard desktop operating
systems, such as Windows 98 and Windows NT, which require a hard
drive. These operating systems make use of a swap file to move
programs and data between RAM and a hard disk. However, NT embedded
eliminates the need for a swap file. NT embedded is customizable in
this regard, allowing the swap file size to be set to zero so that
no writable mass storage device is required. Further, NT embedded
is preferably modified and compiled with only those components
required to run a particular game (or games). In other words, there
are no additional drivers or services provided. Typically, there is
no GUI interface, keyboard, mouse drivers, or TCP/IP stack (or
networking capabilities whatsoever). Preferably, this modified
version of NT embedded is completely stand-alone and provides none
of the traditional accessing "handles."
[0059] Referring now to security requirements, a primary objective
of the security design is to satisfy all security requirements and
gaming jurisdiction directives. The relevant directives require
that the verification information and the verification code reside
on a "conventional ROM device." However, pursuant to the proposed
amendments to Gaming Regulations, a "conventional ROM device" may
include FLASH memory components provided that they cannot be
altered while installed in a gaming device. To satisfy these
directives, the verification algorithm in the game platform 70
resides on a conventional ROM device, secured within the
Pentium/IOP assembly.
[0060] The security architecture logically divides the game
security components inside and outside of an information security
(INFOSEC) boundary. The critical game security components are
located on the inside the INFOSEC Boundary, as shown in FIG. 8. On
the secure inside of the INFOSEC Boundary, the game platform 70
includes the IOP 80 and the Pentium class processor 90, connected
by a serial line. Preferably, the IOP portion 80 of the design is
based on a Motorola 68332 and EPROMs on a VRTX operating system.
Preferably, on the Pentium portion 90, the BIOS+ chip plugs into
the Pentium motherboard and is physically secured within the
Pentium assembly chassis. The conventional ROM device is socketed
into the Pentium motherboard 90 and can be covered with a
tamper-evident material. The CD-ROM assembly 92 is logically
outside of the INFOSEC boundary. The CD-ROM assembly 92 contains a
commercial off-the-shelf CD read-only reader and the game CD-ROM.
The game CD-ROM assembly 92 contains a custom version of NT
embedded as the operating system, presentation programs, audio
content, and video content.
[0061] The game platform 70 provides a secure boot and initial
CD-ROM verification. The EPROM verification software resides within
the IOP 80. The verification software verifies all EPROMs on the
IOP board 80 (i.e., mains and personalities) upon application of
power to the game platform 70. Next, after the application of power
to the platform, the BIOS+ performs a self-verification on all of
its code. Once satisfactorily completed, the Pentium class board 90
begins executing code from the BIOS+ contained in the conventional
ROM device. This process verifies the conventional ROM device and
detects any substitution of the BIOS+.
[0062] Upon boot-up of the Pentium, the BIOS+ executes a SHA-1
verification of the entire CD-ROM. The digital signature is
calculated and compared with an encrypted signature stored in a
secure location on the CD-ROM using the RSA private/public key
methodology. If the signatures compare, the BIOS+ allows the
modified NT embedded operating system to boot from the CD-ROM,
followed by the game presentation software. After verification of
the total CD-ROM, the modified (and now verified) NT embedded
operating system is loaded from the CD-ROM into the Pentium RAM.
Next, display programs and content are verified, before being
loaded into the IOP RAM to be executed for normal game
operation.
[0063] The game platform 70 performs many verification processes
during boot-up and operation. Each game personality EPROM image on
the IOP 80 is compared with those on the accompanying CD-ROM.
Further, verification of all files on the CD-ROM is conducted by an
algorithm that originates on the BIOS+. The IOP board 80 informs
the Pentium 90 of any tilts that occur. Additionally, the IOP 80
initiates re-verification of the CD-ROM. Moreover, on the
EPROM-controlled IOP 80, memory is continuously tested in order to
immediately catch any changes.
[0064] The advantages of utilizing the display and input system 10
are numerous. These advantages include, by way of example only, and
not by way of limitation, simplification of the use and appearance
of the systems interface 20 by integrating the interface 20 into
the display screen 40; providing fonts and icons which are larger
and more aesthetically appealing; providing special services to
players, (e.g., multiple languages, assistance for handicapped
individuals); lowering overall system costs by eliminating hardware
components; lowering maintenance costs as a result of the fewer
hardware components; facilitating interactive uses of the systems
interface 20 and game interface 30; providing the ability to
customize the "look and feel" of the systems interface 20 for
players and casino employees; facilitating the efficiency of
modifying the systems interface 20; and allowing system features
and components to be modified without affecting the game design or
logic.
[0065] Referring now to FIG. 9, in a presently preferred
embodiment, a "store-and-forward" patron messaging system 200
enables personalized messages to be sent to the player at a gaming
device 210 for any of several purposes, including by way of example
only, and not by way of limitation: (1) enabling broadcasts to
specific groups identified by marketing, (2) enabling a variety of
player-specific or group-specific promotional efforts, and (3)
using the game position (i.e., a gaming device 210) as a
communications station. Typically, these messages are sent from the
casino that is hosting the patron, however, in some embodiments,
the casino may store and forward messages from individuals (e.g.,
friends, family, and the like) or from third parties (restaurants,
airlines, transportation service companies, outside marketing
companies, and the like). Such "externally originating" store and
forward messages from individuals that are sent via outside e-mail
accounts, mobile phones, and/or PDAs (personal digital assistants)
will be discussed in further detail below.
[0066] The "store-and-forward" patron messaging system 200 is a
feature that can be implemented on a player tracking device 215,
such as a GMU (Game Monitoring Unit) (e.g., the MC300 GMU or other
similar device) of a gaming device 210. The messaging system 200
provide an expanded level of service to patrons of casino loyalty
clubs, promoting the improved actual and perceived access that
derives from increased personalization. As a result, additional
features for marketing and product differentiation are
provided.
[0067] In a presently preferred embodiment, the "store-and-forward"
patron messaging system 200 provides increased personalization also
promotes membership in a property's loyalty program (e.g., "your
card keeps you connected"). The messaging system 200 provides
product differentiation as well as a platform that enables future
expansion of this feature as a new method of contacting patrons.
Further, with this individualized messaging system 200, alerts and
other notifications generated by the system can be combined with
various degrees of personalization so that the player receives
additional attention. Moreover, other applications also including
by way of example only, and not by way of limitation: specialized
messages for slot tournaments, special offers, event notification,
and the like.
[0068] In a presently preferred embodiment, the patron messaging
system 200 is a store-and-forward messaging system, that enables
specific personalized messages to be created, stored on a
system-side server, and forwarded to an Enhanced Player Interface
panel (or iView-type player tracking device) where a given patron
is engaged in slot play (or other gaming play). This is typically
initiated when the player inserts a (loyalty) club card into a card
reader at a gaming device 210. Specifically, in one embodiment, the
message entry and management component of the "store-and-forward"
patron messaging system 200 is a lightweight application that is
installed at one or more central locations, (e.g. one or more
cages, a loyalty club booth, a front desk, a concierge, and the
like). Typically, the messaging system 200 enables an operator to
(1) enter a short message intended for a specific loyalty club
member, or (2) review and accept an incoming short message intended
for a specific loyalty club member. In one embodiment, such a
message is stored on a system server (often, but not necessarily, a
back-end server system), and then is forwarded to the specified
patron at the gaming device 210 when the system detects the player
card in use on the casino floor.
[0069] In a presently preferred embodiment, the patron messaging
system 200 preferably, but not necessarily, utilizes a PIN
(personal identification number) system to help ensure that these
personalized messages reach only the intended recipient, since
these messages are typically more individualized and/or private
than normal (standardized) system messages. In one embodiment, the
patron messaging system 200 system is implemented as an extension
of a player loyalty system. Additionally the patron messaging
system 200 may also support other group targeted messaging, third
party marketing, paging services, patron-to-patron messaging, and
the like. In another aspect of one embodiment, specific types of
functionality, such as patron-to-patron paging, are offered as an
additional pay service; possibly as part of an "a la carte" type of
optional feature. In still another aspect of one embodiment,
patrons are offered financial incentives (e.g., free credits;
store, restaurant, or hotel room discounts, enhanced game odds or
bonuses, and the like) for accepting marketing messages (e.g.,
casino marketing message, third party marketing, and the like).
[0070] In a presently preferred embodiment, the "store-and-forward"
patron messaging system 200 is a closed, internal messaging system
for sending personalized messages to casino patrons that may be
read and acknowledged (including possibly responding thereto) using
an Enhanced Player Interface panel or iView-type player tracking
device as an interface terminal. Additionally such a message, since
it is necessarily brief, could be printed on a ticket printer. The
issuing of a return receipt to the sender that confirms receipt of
message is another component in a preferred embodiment of the
patron messaging system 200.
[0071] In another presently preferred embodiment, the
"store-and-forward" patron messaging system 200 also includes
support for "externally originating" messages and/or e-mails. These
"externally originating" store and forward messages may be sent
from individuals via outside e-mail accounts, mobile phones, and/or
PDAs. For example, if someone knows that their friend (John Smith)
likes to play at Harrah's casino, they could send John a message at
the e-mail address of: jsmith@harrahs.player.com. Such a message
might read, "John, give me a call when you get this message. Bob."
The "store-and-forward" patron messaging system 200 would then
store this message, and forward the message to John Smith when it
detected his "card-in."
[0072] In another aspect of a presently preferred embodiment, a
"store-and-forward" patron messaging system 200 that enables
"externally originating" store and forward messages also utilizes a
filter system for spam or other undesirable e-mails. Examples of
filter systems include, by way of example only, and not by way of
limitation: a "white list" of approved individuals and/or e-mail
addresses; CAPTCHAS (Completely Automated Public Turing test to
tell Computers and Humans Apart) or other optical recognition tests
designed to distinguish computers from humans; and/or a Challenge
and Response test that responds to incoming e-mail messages by
sending a challenge to the claimed sender of the e-mail. The
Challenge and Response filter then requires the sender to perform
some action outlined in the challenge message to assure delivery of
their message, which otherwise will typically not be delivered.
[0073] As described above, in one specific embodiment, the
"store-and-forward" patron messaging system 200 is implemented as a
feature of a GMU (e.g., the MC300 GMU, or other suitable player
tracking device 215). Typically, the patron messaging system 200
works in concert with a server-side system, specifically a loyalty
or player tracking systems. In this regard, the patron messaging
system 200 is programmable to relay or forward stored, personal
messages to individual patrons. Other possible uses of the
messaging system 200 include, by way of example only, and not by
way of limitation: (1) notification to a patron that his table is
ready at the restaurant (enabling him to continue slot play while
waiting), (2) a directed alert to one or more players that the
airport shuttle has arrived (enabling continued slot play rather
than standing outside to wait), (3) personal paging (rather than
using the public address system), and (4) delayed paging of a
patron who is expected to arrive later.
[0074] As explained above, in one embodiment, the patron messaging
system 200 functions as an extension of a loyalty club system (e.g.
CMS/CMP). Typically, a CMS/CMP (casino management personnel/system)
system performs casino player tracking and collects regular casino
floor and player activity data. The patron messaging system 200
stores a message (typically text, but as game-side user interface
progress, graphics and other multimedia contents may also be
included in the message) until the player's card is detected on the
casino floor (e.g., by a card reader in a gaming device 210). In
one embodiment, the message text itself is entered using a message
entry and management system that enables an operator to (1)
identify the loyalty club member, (2) enter a brief message, and
(3) enter any other relevant processing particulars (auto-delete on
delivery, require PIN entry to read message, delete if not read in
5 days, or other options as adopted in the design). Further, in
another aspect of one embodiment, the receipt of such a message
triggers other processes including, by way of example only, and not
by way of limitation: issuing bonuses, sending a server to the
patron's gaming station, complementary drinks, and the like.
[0075] In one presently preferred embodiment, the
"store-and-forward" patron messaging system 200 has three
components: (1) a message entry and management system 220 through
which an operator enters and manages message texts intended for
individuals or groups of individuals, (2) a patron message database
230, which is typically integrated into the casino loyalty system's
server-side application, and (3) a message response system 240 that
is typically incorporated into the code of the player tracking
device 215 (e.g., MC300 GMU code) to handle delivery and response
interaction with the player at the game terminal itself.
[0076] Additionally, in one embodiment, the GMU 215 (other player
tracking device in which the patron messaging system 200 is
incorporated) does not communicate directly with the loyalty/player
tracking system servers (e.g., CMS/CMP) but rather depends on a SDS
server (or other suitable interfacing network infrastructure) to
bridge those components. Thus, in such a network configuration, a
protocol extension is utilized between SDS and the CMS/CMP servers
(e.g., or other message protocol modification at the GMU 215).
[0077] In one presently preferred embodiment, the message entry and
management system 220 is integrated into the player tracking
software. In another presently preferred embodiment, the message
entry and management system 220 is implemented as a stand-alone
application that is installed at stations normally without
requiring access player tracking data. In such an environment,
entering a personalized message presents a naturally well suited
feature (e.g., concierge functions) to player tracking and player
loyalty systems and programs.
[0078] In another aspect of a presently preferred embodiment,
messages are optionally classified as: (1) private (created for
viewing by one person only, requiring a PIN for access), (2) group
(a limited broadcast for people waiting for a shuttle, a group
waiting for a restaurant reservation, and the like), or (3) public
(broadcast to all or most of the patrons currently playing slots;
other casino games; or games of a particular theme, denomination,
wager amount, location, or the like). In still another aspect of
one embodiment, messages have additional parameters including, by
way of example only, and not by way of limitation: (1) the ability
to be marked for automatic deletion once they have been confirmed
as read, (2) the ability to be set to expire if not read within a
certain number of days, or (3) the ability to have messages marked
as important, with an optional notification to the originator if
the message is not picked up within a given period of time.
[0079] In one aspect of a presently preferred embodiment, once the
loyalty (player tracking) system detects a card insertion by a
player who has a stored message waiting, an alert is sent to the
player informing him of waiting message. This alert is added to any
other messages that my be normally sent to a player at the start of
game play (depending upon the details of the particular loyalty
system). In one embodiment, after the player responds to the alert
(confirming that he's ready to receive the message), the message is
transmitted (typically, but not necessarily, via a SDS server) to
the GMU 215 (or other suitable player tracking device). The GMU 215
(or other suitable player tracking device) in turn sends the
message to an attached display device 250. In one embodiment, the
player then acknowledges that he has read the message. Once the
player acknowledges that the message has been read: (1) the message
can be saved, (2) the message can be printed, (3) the message can
be automatically deleted, and (4) the player can be prompted with
message deletion options, depending on that message's settings.
[0080] Continuing, in another aspect of a presently preferred
embodiment, after confirmation has been obtained that the player
has read the message, the GMU 215 notifies the SDS server that the
message had been read. At this point the SDS server forwards this
message to the loyalty server (e.g., CMS/CMP server) for final
processing. Typically, but not necessarily, for messages marked as
"private," the loyalty system transmits the expected PIN along with
the message so that the GMU 215 may authenticate the player's
identity before releasing the message text. Alternatively, in
another embodiment, the PIN query is formulated as a separate
message and sent back to the loyalty system for authentication.
However, this method does result in somewhat increased network
traffic.
[0081] Currently, some display devices 250 employed by many casino
gaming devices 210 are a two-line VFD (EPI) unit, with a line width
of 20 characters. Therefore, in these type of gaming embodiments,
it is efficient to limit the message to a length that is manageable
in such a short display device 250. As larger display devices 250
with more capabilities are deployed (e.g., iView-type
multi-media-enabled screens) the length limit may be extended. As
such, in a presently preferred embodiment, the message length limit
is configurable. Similarly, since some EPI (enhanced player
interface) input devices are numeric keypads, responses are
typically limited to yes/no or multiple choice lists in these
embodiments. For input devices that are deployed with touch-screen
capabilities, the possible kinds of response are expanded to
include short reply messages.
[0082] Although the disclosed embodiments has been described in
language specific to computer structural features, methodological
acts, and by computer readable media, it is to be understood that
the disclosed embodiment defined in the appended claims is not
necessarily limited to the specific structures, acts, or media
described. Therefore, the specific structural features, acts and
mediums are disclosed as exemplary embodiments implementing the
disclosed embodiment.
[0083] Furthermore, the various embodiments described above are
provided by way of illustration only and should not be construed to
limit the disclosed embodiment. Those skilled in the art will
readily recognize various modifications and changes that may be
made to the disclosed embodiment without following the example
embodiments and applications illustrated and described herein, and
without departing from the true spirit and scope of the disclosed
embodiment, which is set forth in the following claims.
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