U.S. patent application number 11/456097 was filed with the patent office on 2007-06-14 for method and apparatus for using conditional parameters to alternate between wagering games.
Invention is credited to James A. JORASCH, Daniel E. TEDESCO, Robert C. TEDESCO, Stephen C. TULLEY, Jay S. WALKER.
Application Number | 20070135214 11/456097 |
Document ID | / |
Family ID | 36575028 |
Filed Date | 2007-06-14 |
United States Patent
Application |
20070135214 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
June 14, 2007 |
METHOD AND APPARATUS FOR USING CONDITIONAL PARAMETERS TO ALTERNATE
BETWEEN WAGERING GAMES
Abstract
A wagering method is provided that allows players or gaming
establishments to specify conditions which when satisfied,
reconfigure the gaming device to change game play from a first game
to a second game. The condition may depend upon the value of a
parameter -generally related to game play--to determine if the
condition is valid and triggers the reconfiguration. The second
game may be selected from a game on the same gaming device, from a
game on a different gaming device, or a game played by a specific
player.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; JORASCH; James A.; (New York, NY) ;
TEDESCO; Robert C.; (Fairfield, CT) ; TEDESCO; Daniel
E.; (Huntington, CT) ; TULLEY; Stephen C.;
(Monroe, CT) |
Correspondence
Address: |
WALKER DIGITAL MANAGEMENT, LLC
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
36575028 |
Appl. No.: |
11/456097 |
Filed: |
July 7, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
11299341 |
Dec 9, 2005 |
|
|
|
11456097 |
Jul 7, 2006 |
|
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Current U.S.
Class: |
463/29 ;
463/25 |
Current CPC
Class: |
G07F 17/323 20130101;
G07F 17/3225 20130101; G07F 17/3244 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/029 ;
463/025 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1-21. (canceled)
22. A method, comprising: running a first wagering game in
association with a first gaming device; tracking one or more
parameters; determining whether at least one condition has occurred
as a function of one or more of the tracked parameters; and in
response to a determination that the at least one predetermined
condition has occurred, reconfiguring at least one of the first
wagering game and the first gaming device.
23. The method of claim 22, wherein the one or more parameters
comprises at least one parameter of the first wagering game on the
first gaming device.
24. The method of claim 22, wherein the one or more parameters
comprises at least one parameter of the first gaming device.
25. The method of claim 24, further comprising: switching from the
first game to a second game as a function of the at least one
parameter of the first gaming device.
26. The method of claim 25, wherein the at least one parameter of
the first gaming device is one of: a ratio of winning outcomes to
losing outcomes, over a finite period of time; a ratio of winning
outcomes to losing outcomes, over a predetermined number of game
plays; a number of consecutive winning outcomes; a number of
consecutive losing outcomes; and a difference between an amount
wagered and an amount paid.
27. The method of claim 24, further comprising: switching from a
random number generator of the first gaming device to a random
number generator of a second gaming device as a function of the at
least one parameter of the first gaming device, wherein the random
number generator of the second gaming device is used for the first
wagering game.
28. The method of claim 27, wherein the first gaming device is a
handheld device and the second gaming device is a central
server.
29. The method of claim 24, further comprising: changing at least
one of a wagering strategy and a playing strategy of the first
wagering game as a function of the at least one parameter of the
first gaming device.
30. The method of claim 24, further comprising: changing at least
one of a pay table and a payout table of the first wagering game as
a function of the at least one parameter of the first gaming
device.
31. The method of claim 22, wherein the one or more parameters
comprises at least one parameter of a second gaming device.
32. The method of claim 3 1, further comprising: switching from the
first wagering game to a second wagering game as a function of the
at least one parameter of the second gaming device.
33. The method of claim 32, wherein the at least one parameter of
the second gaming device is one of: a ratio of winning outcomes to
losing outcomes, over a finite period of time; a ratio of winning
outcomes to losing outcomes, over a predetermined number of game
plays; a number of consecutive winning outcomes; a number of
consecutive losing outcomes; and a difference between an amount
wagered and an amount paid.
34. The method of claim 32, wherein the at least one parameter of
the second gaming device is one of: a ratio of winning outcomes to
losing outcomes, over a finite period of time, for a second player;
a ratio of winning outcomes to losing outcomes, over a
predetermined number of game plays, for a second player; a number
of consecutive winning outcomes, for a second player; a number of
consecutive losing outcomes, for a second player; and a difference
between an amount wagered and an amount paid, for a second
player.
35. The method of claim 34, wherein the second player is known to
the first player.
36. The method of claim 35, further comprising: the first player
wagering on game play of the second player.
37. The method of claim 31, further comprising: switching from a
random number generator of the first gaming device to a random
number generator of the second gaming device as a function of the
at least one parameter of the second gaming device, wherein the
random number generator of the second gaming device is used for the
first wagering game.
38. The method of claim 37, wherein the first gaming device is a
handheld device and the second gaming device is a central
server.
39. The method of claim 3 1, further comprising: changing at least
one of a wagering strategy and a playing strategy of the first
wagering game as a function of the at least one parameter of the
second gaming device.
40. The method of claim 3 1, further comprising: changing at least
one of a pay table and a payout table of the first wagering game as
a function of the at least one parameter of the second gaming
device.
41. The method of claim 22, further comprising: displaying, on the
first gaming device, game play results of at least one other player
of at least one other wagering game on at least one other gaming
device.
42. The method of claim 41, wherein the game play results comprise
at least one of: a ratio of winning outcomes to losing outcomes,
over a finite period of time, for the at least one other player; a
ratio of winning outcomes to losing outcomes, over a predetermined
number of game plays, for the at least one other player; a number
of consecutive winning outcomes, for the at least one other player;
a number of consecutive losing outcomes, for the at least one other
player; and a difference between an amount wagered and an amount
paid, for the at least one other player.
43. The method of claim 42, further comprising: displaying a game
play result if it meets or exceeds a respective predetermined
threshold.
44. The method of claim 23, wherein the one or more tracked
parameters comprises a wager amount wagered by the first player on
the first wagering game and a payout amount paid out to the first
player by the first wagering game.
45. The method of claim 44, further comprising: determining whether
the at least one condition has occurred as a function of at least
one of the wager amount and the payout amount.
46. The method of claim 44, further comprising: determining that
the at least one condition has occurred when the wager amount is at
least a predetermined threshold value.
47. The method of claim 44, further comprising: determining that
the at least one condition has occurred when the wager amount
wagered over a unit measure of time is at least a predetermined
threshold value.
48. The method of claim 44, further comprising: determining whether
the at least one condition has occurred as a function of a payout
ratio of the wagered amount to the payout amount.
49. The method of claim 48, further comprising: determining whether
the at least one condition has occurred as a function of the payout
ratio that occurred over a finite period of time.
50. The method of claim 44, further comprising: determining whether
the at least one condition has occurred as a function of a
difference between the payout amount and the wager amount.
51. The method of claim 50, further comprising: determining whether
the at least one condition has occurred as a function of the
difference between the payout amount and the wagered amount that
occurred over a finite period of time.
52. The method of claim 50, further comprising: determining a net
loss value as the difference between the payout amount and the
wager amount when the wager amount is greater than the payout
amount; and determining whether the at least one condition has
occurred as a function of the net loss value and a predetermined
threshold value.
53. The method of claim 52, further comprising: determining the net
loss value over a predetermined time period.
54. The method of claim 52, further comprising: determining the net
loss value over a predetermined number of wagers placed by the
first player.
55. The method of claim 23, further comprising: tracking one or
more second game parameters of a second wagering game running in
association with a second gaming device.
56. The method of claim 55, further comprising, at least one of:
switching from a random number generator of the first gaming device
to a random number generator of the second gaming device, wherein
the random number generator of the second gaming device is used for
the first wagering game.
57. The method of claim 55, further comprising: changing at least
one of a wagering strategy and a playing strategy of the first
wagering game as a function of at least one of a wagering strategy
and a playing strategy of a second player of the second wagering
game of the second gaming device.
58. The method of claim 55, further comprising: displaying at least
one of a wagering strategy and a playing strategy of a second
player of the second wagering game of the second gaming device.
59. The method of claim 58, further comprising: determining whether
to display at least one of the wagering strategy and the playing
strategy of the second player of the second wagering game of the
second gaming device as a function of at least one of: a ratio of
winning outcomes to losing outcomes, over a finite period of time,
for the second player; a ratio of winning outcomes to losing
outcomes, over a predetermined number of game plays, for the second
player; a number of consecutive winning outcomes, for the second
player; a number of consecutive losing outcomes, for the second
player; and a difference between an amount wagered and an amount
paid, for the second player.
60. The method of claim 55, further comprising: determining that
the at least one condition has occurred as a function of at least
one second game parameter.
61. The method of claim 55, wherein when it has been determined
that the at least one condition has occurred as a function of at
least one second game parameter, the method further comprising:
notifying a first player of the first wagering game with
information regarding the at least one second game parameter; and
offering the first player an opportunity to discontinue playing the
first wagering game and to start playing the second wagering
game.
62. The method of claim 61, wherein the at least one second game
parameter is one of: a ratio of winning outcomes to losing
outcomes, over a finite period of time; a ratio of winning outcomes
to losing outcomes, over a predetermined number of game plays; a
number of consecutive winning outcomes; a number of consecutive
losing outcomes; and a difference between an amount wagered and an
amount paid.
63. The method of claim 61, wherein notifying and offering
comprises at least one of: presenting information in a
picture-in-a-picture display; presenting information in a pop-up
window display; and presenting information in a sidebar
display.
64. The method of claim 61, wherein the offer to discontinue
playing the first wagering game and to start playing the second
wagering game is valid for a predetermined time.
65. The method of claim 64, wherein the predetermined time is a
function of one or more of the tracked second game parameters.
66. The method of claim 65, wherein the at least one second game
parameter is one of: a ratio of winning outcomes to losing
outcomes, over a finite period of time; a ratio of winning outcomes
to losing outcomes, over a predetermined number of total game
plays; a number of consecutive winning outcomes; a number of
consecutive losing outcomes; and a difference between an amount
wagered and an amount paid.
67. The method of claim 23, wherein reconfiguring the first
wagering game comprises altering at least one playing parameter of
the first wagering game.
68. The method of claim 67, wherein altering at least one playing
parameter of the first wagering game comprises at least one of:
altering a type of the first wagering game; and altering the first
wagering game to receive a game outcome from a gaming device
different from the first gaming device.
69. The method of claim 23, wherein reconfiguring the first gaming
device comprises: running a second wagering game in association
with the first gaming device.
70. The method of claim 69, further comprising: downloading the
second wagering game from a server to the first gaming device.
71. The method of claim 69, wherein the second wagering game is
stored locally in a memory of the first gaming device.
72. The method of claim 69, further comprising: receiving other
game results achieved by an other player of another wagering game
on an other gaming device; and presenting the other game results as
second game results of the second wagering game.
73. The method of claim 23, further comprising: displaying, on a
display on which outcomes of the first wagering game are presented,
one or more second game parameters of a second wagering game
running in association with a second gaming device.
74. The method of claim 73, further comprising: prompting a player
of the first wagering game as to whether or not the player desires
to switch from the first wagering game to the second wagering
game.
75. The method of claim 73, further comprising: displaying a
comparison of each of the second game parameters to a corresponding
predetermined threshold.
76. The method of claim 23, wherein determining whether each at
least one condition has occurred comprises: determining a
respective current condition value as a function of the one or more
tracked parameters; and comparing the current condition value to a
respective threshold value.
77. The method of claim 76, further comprising: displaying a
difference between each current condition value and the respective
threshold value.
78. The method of claim 76, further comprising: displaying the
difference in at least one of: a picture-in-a-picture display; a
pop-up window display; and a sidebar display.
79. The method of claim 23, wherein the one or more tracked
parameters comprises at least one of a number of winning outcomes
and a number of losing outcomes.
80. The method of claim 79, further comprising: determining that
the at least one condition has occurred as a function of one or
more of: a ratio of winning outcomes to losing outcomes, over a
finite period of time; a ratio of winning outcomes to losing
outcomes, over a predetermined number of game plays; a number of
consecutive winning outcomes; a number of consecutive losing
outcomes; and a difference between an amount wagered and an amount
paid.
81. The method of claim 23, wherein tracking one or more parameters
further comprises: tracking one or more parameters of a second
gaming device.
82. The method of claim 81, wherein tracking one or more parameters
further comprises: tracking one or more parameters of a second
wagering game running on the second gaming device.
83. The method of claim 23, wherein determining that the at least
one condition has occurred is a function of at least one of: an
amount wagered on the first wagering game; an amount paid on the
first wagering game; a ratio of the amount wagered to the amount
paid on the first wagering game; a duration of time playing the
first wagering game; consecutive wins on the first wagering game;
consecutive losses on the first wagering game; and a difference
between the amount wagered and the amount paid on the first
wagering game.
84. An apparatus, comprising: a memory storing a program; and a
processor operable to communicate with the memory, the processor
operable with the memory to: run a first wagering game in
association with a first gaming device; track one or more
parameters; determine whether at least one condition has occurred
as a function of one or more of the tracked parameters; and in
response to a determination that the at least one predetermined
condition has occurred, reconfigure at least one of the first
wagering game and the first gaming device.
85. A computer readable medium storing a program comprising
instructions, which program when read by a computing device causes
the computing device to: run a first wagering game in association
with a first gaming device; track one or more parameters; determine
whether at least one condition has occurred as a function of one or
more of the tracked parameters; and in response to a determination
that the at least one predetermined condition has occurred,
reconfigure at least one of the first wagering game and the first
gaming device.
Description
FIELD
[0001] The method and apparatus relates to gaining apparatus and
methods, and in particular to wagering methods that use one or more
selected parameters to trigger the reconfiguration of a gaming
device.
BACKGROUND
[0002] Gaining has become an increasingly important industry in the
United States and around the world. In games of chance, a player
typically places a wager on one or more games, and either receives
a payout or loses the wager based on the game outcome. Examples of
gaming devices include, without limitation, video poker gaming
devices, mechanical reel slot machines, and video slot
machines.
[0003] Traditionally, players have been relegated to playing a
single game on a gaming device. More recently, some gaming devices
allow players to select a game from multiple games on a single
gaming device. For example, some gaming devices allow players to
navigate a "menu" system for selecting different types of games.
The player selects a game from the menu and plays until another
game is desired. The player then exits the game and returns to the
menu screen to select another game (e.g., a player plays a Keno
game, backs out to a menu screen, selects a video poker game, and
continues play on the video poker game). This particular machine
stores each of the offered games internally in its electronic
memory.
[0004] This manual switching between games is time-consuming and
cumbersome for many players. In addition, this manual game
switching falls short of adding substantial new interest in the
game play. New methods are needed for alternating between games on
the gaming devices to provide greater entertainment value.
SUMMARY
[0005] A need exists for methods that enable rapid switching
between a plurality of games at an individual gaming device. The
switching may be automatic between games based on satisfying
predetermined conditions. The predetermined conditions (or
conditions determined on the fly) allow seamless switching between
games--without the need for player intervention in the selection of
the game. In an alternate embodiment, if desired, the specific
condition can be predetermined, and if triggered, the player may be
presented with an offer, which the player may either accept or
reject. Various other methods of reconfiguring gaming devices based
on the satisfaction of predetermined conditions are
contemplated.
[0006] Conditions may be specified by the player, the operator of
the game establishment (either directly or indirectly by the gaming
device as determined by software programming), a manufacturer of
the gaming device, or another entity. In some embodiments, the
conditions that trigger changes in game play may be related to the
player's game play (e.g., the success of the player, the rate of
play of the gaming device, etc.). In some embodiments, conditions
that trigger changes in game play may also be related to other
player's game play and other gaming device's game play results. For
example, automatic game switching may be triggered by conditions
requiring the selection of the "hottest" game in the gaming
establishment, the "coldest" game in the gaming establishment, the
most successful player, etc.
[0007] Using the features and methods described herein, the player
has a means to indirectly or directly specify the game the player
may be most interested in playing, allowing the gaming device (or
the gaming network 100) to locate this game and present it to the
player. Without the features and methods described herein,
considerable time and energy may be wasted as a player tries to
find and/or switch to the game that satisfies the player's
requirements and interest.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Various embodiments are described herein with reference to
the accompanying drawings. In the drawings, like reference numerals
indicate identical or functionally similar elements. The leftmost
digit(s) of a reference numeral typically identifies the figure in
which the reference numeral first appears. As will be understood by
those skilled in the art, the drawings and accompanying
descriptions presented herein indicate some exemplary arrangements.
Similarly, the illustrated entries represent exemplary information,
but those skilled in the art will understand that the number and
content of the entries can be different from those illustrated
herein. A brief description of the drawings follows.
[0009] FIG. 1 is an overall schematic view of one embodiment of a
gaming network;
[0010] FIG. 2 is a schematic view of the gaming device of FIG.
1;
[0011] FIG. 3 is an orthographic view of the gaming device of FIG.
1;
[0012] FIG. 4 is an example of a parameters database;
[0013] FIG. 5 is an example of a reconfiguration database;
[0014] FIG. 6 is an example of a network configuration database of
the gaming devices, players, and other devices in the gaming
network;
[0015] FIG. 7 is an example of a player database that may be
associated with a player tracking program;
[0016] FIG. 8 is a flow chart of one embodiment of the process for
triggering reconfiguration of a gaming device to alter game
play;
[0017] FIG. 9 is a flow chart of one embodiment of the process for
triggering reconfiguration of a gaming device after accepting an
offer to alter game play;
[0018] FIG. 10 is an example of a picture-in-a-picture display
provided on a video display for displaying game outcomes from
associated gaming devices, offers, and other information; and
[0019] FIG. 11 is an example of a sidebar for displaying offers and
other information to a player.
DETAILED DESCRIPTION OF EMBODIMENTS
[0020] Numerous embodiments are described in this patent
application, and are presented for illustrative purposes only. The
described embodiments are not intended to be limiting in any sense.
The invention is widely applicable to numerous embodiments, as is
readily apparent from the disclosure herein. These embodiments are
described in sufficient detail to enable those skilled in the art
to practice the invention, and it is to be understood that other
embodiments may be used and that structural, logical, software,
electrical and other changes may be made without departing from the
scope of the present invention. Accordingly, those skilled in the
art will recognize that the present invention may be practiced with
various modifications and alterations.
[0021] Although particular features may be described with reference
to one or more particular embodiments or figures that form a part
of the present disclosure, and in which are shown, by way of
illustration, specific embodiments of the invention, it should be
understood that such features are not limited to usage in the one
or more particular embodiments or figures with reference to which
they are described. The present disclosure is thus neither a
literal description of all embodiments of the invention nor a
listing of features of the invention that must be present in all
embodiments.
[0022] Certain embodiments will now be described in detail with
reference to the drawings. Although the embodiments discussed
herein are directed to video gaming devices (e.g., video poker
machines, video blackjack machines, video roulette, video keno, and
the like), it should be understood that the embodiments are equally
applicable to slot type gaming devices with mechanical reels.
[0023] At least some embodiments described herein are directed
generally to a method and apparatus for automatically altering game
play in a gaming device when a predetermined condition is satisfied
and triggers the reconfiguration of the gaming device. The
condition that triggers the reconfiguration, as well as the manner
in which the gaming device will be reconfigured if the condition is
satisfied, may be determined either by the player or by the
operator of the gaming establishment (through the gaming device's
programming). Such a reconfiguration may alter game play in a
number of different ways. For example, the type of game played may
be changed (e.g., from poker to blackjack), the gaming device from
which the game outcome is received is changed, the game may be
subtly altered (e.g., adding a bonus game, adding pay lines, adding
more wild symbols, etc.), etc.
[0024] Any or all the above triggered changes in game play can be
achieved either by a stand-alone gaming device or by a gaming
device in cooperation with a gaming network. For example, the
gaming device may be configured to work in a gaming network 100 as
shown in FIG. 1. In this environment, the gaming device 102 and the
gaming network 100 in which the gaming device is connected operate
together to reconfigure a gaming device to alter game play.
[0025] Referring now to FIG. 1, illustrated therein is an example
embodiment of a gaming network 100 that may be used to implement
one or more embodiments described herein. The gaming network 100 of
FIG. 1 includes a plurality of network devices 101 that are
directly or indirectly in communication with the gaming network 100
to accept wagers, determine game outcomes, and provide payouts for
winning game outcomes. Among these network devices 101 are: a
gaming server 106 that is in communication with one or more other
network devices, such as gaming devices 102 (e.g., video slot
machines, video poker machines, mechanical reel slot machines),
kiosks 110, casino personnel devices (not shown), merchant
point-of-sale (POS) terminals (not shown), peripheral device
servers 112, component devices (e.g., display screens) (not shown),
peripheral devices 114 (e.g., card readers), handheld gaming
devices 120 (e.g., PDA or cell phone), and an internet linked
personal computer 121. These devices and their functions are
described in detail below.
[0026] Each gaming device 102, and every other network device 101
in the gaming network 100 that communicates with another network
device in the gaming network, is uniquely identified by a device
identification (ID) number, to allow communication with the gaming
server 106 via the gaming network 100. The gaming network 100 may
communicate with devices directly or indirectly, via a wired or
wireless medium to a communication network 104 such as the
Internet, LAN, WAN or Ethernet, Token Ring, or via any appropriate
communications means or combination of communications means. It is
to be understood, however, that other arrangements in which the
gaming devices 102 communicate with the server 106 are also
possible.
[0027] A variety of communications protocols may be part of the
system, including but not limited to: Ethernet (or IEEE 802.3),
SAP, SAS, SUPERSAS, ATP, BLUETOOTH, and TCP/IP. Further, in some
embodiments, various communications protocols endorsed by the
Gaming Standards Association of Fremont, Calif., may be utilized,
such as (i) the Gaming Device Standard (GDS), which may facilitate
communication between a gaming device 102 and various component
devices and/or peripheral devices 114 (e.g., printers, bill
acceptors, etc.), (ii) the Best of Breed (BOB) standard, which may
facilitate communication between a gaming device 102 and various
servers 106 related to play of one or more gaming devices (e.g.,
servers that assist in providing accounting, player-tracking,
content management, ticket-in/ticket-out and progressive jackpot
functionality), and/or (iii) the System-to-System (S2S) standard,
which may facilitate communication between game-related servers 106
and/or casino property management servers (e.g., a hotel server
comprising one or more databases that store information about
booking and reservations). Communication may be encrypted to ensure
privacy and prevent fraud in any of a variety of ways well known in
the art.
[0028] The gaming device 102 may be implemented as a system server,
a dedicated hardware circuit, an appropriately programmed
general-purpose computer, or any other equivalent electronic,
mechanical or electromechanical device. The gaming device 102 may
comprise any or all of the gaming devices of the aforementioned
systems.
[0029] In some embodiments, a gaming device 102 may comprise a
handheld gaming device 120--for example, a portable handheld gaming
device (e.g., a device similar to a PDA) or a cell phone that may
be used in place of, or in addition to, some or all of the gaming
device components. The handheld gaming device 120 may be used to
view "walk away" game outcomes from a gaming device 102.
[0030] In this situation, the handheld gaming device 120 is in
communication with the gaming device 102 in the gaming network 100.
Game outcomes are automatically generated by the gaming device 102
and communicated to the player on the handheld gaming device 120.
This allows the player the convenience of walking anywhere in the
gaming establishment and still receive game outcomes from the
player's gaming device 102. The gaming server 106, in one
embodiment, may communicate game outcomes from a player's gaming
device 102 to the player's handheld gaming device 120 (such as a
PDA or cell phone) to enable a player to remotely view game
outcomes received from the gaming device.
[0031] Further, a gaming device 102 may comprise an Internet linked
personal computer 121 that may be operable to communicate with an
online casino and facilitate game play at the online casino. In one
embodiment, the Internet linked personal computer 121 may receive
game outcomes produced by a gaming device 102 in the gaming
establishment similar to the portable gaming device 120 described
above. In one embodiment, the gaming server 106 communicates the
game outcomes received from a player's gaming device 102 to the
player's personal computer 121.
[0032] The peripheral device server 112 may be available to provide
additional communication capabilities between peripheral devices
114 in the gaming network 100. These peripheral devices 114 may
include player-tracking devices, additional screen displays, ticket
readers and printers, etc.
[0033] In some embodiments, a kiosk 110 may be configured to
execute or assist in the execution of various processes of the
gaming network 100. In some embodiments, a kiosk 110 may comprise a
processor and a memory. A kiosk 100 may also comprise various input
devices (e.g., a keypad, a keyboard, a mouse, buttons, a port that
receives player tracking cards, an optical scanner for reading
barcodes or other indicia, a CCD camera, etc.), output devices
(e.g., a display screen, audio speakers, etc.), benefit output
devices (e.g., a coin tray or printer for printing cashless gaming
tickets), combinations thereof (e.g., a "ticket-in/ticket-out"
device, a touch-sensitive display screen, etc.), communications
ports, and so on. Thus, a kiosk 110 may comprise many of the
features and components of a gaming device 102, though the kiosk
itself may not necessarily be configured to enable gambling
activity as a primary function. A kiosk may communicate with any or
all of (i) a gaming server 106, (ii) a gaming device 102, (iii) an
inventory/reservation system of a casino-maintained property (e.g.,
a hotel), (iv) casino personnel devices, (v) merchant POS
terminals, and so on. A number of kiosks 110 may be stationed
within casino premises (e.g., at various locations on a slot
floor).
[0034] In various embodiments, kiosks may execute or assist in the
execution of (i) determining and outputting a player status or
other types of data described herein (e.g., a kiosk receives a
player tracking card, and outputs a number of accumulated reward
which a player may be entitled to redeem), (ii) outputting payments
to players (e.g., upon receipt of cashless gaming tickets, player
tracking cards, smart cards, etc.), and/or (iii) any other process
described herein. Thus, such a device may be configured to read
from and/or write to one or more databases of the present
invention. The memory of such a device may store a program for
executing such processes.
[0035] The kiosk 110 may be available for allowing a player to
customize the gaming experience or cash out game winnings. The
kiosk 110 may also be available to the player for purchasing
flat-rate gaming sessions, purchasing goods and services with
player loyalty points, registering for a player of loyalty program,
etc.
[0036] The gaming devices 102, the kiosk 110, and the peripheral
device server s 112 as well as all other network devices 101 are in
communication with the gaming server. The gaming server 106 will
now be described in detail with reference to FIG. 1. Like the
gaming device 102, the gaming server 106 has a central processing
unit CPU 115. The server executes the instructions of a program 117
stored in Read Only Memory (ROM) 116 and executed from Random
Access Memory RAM 118. Additionally, the CPU 115 is coupled to a
data storage device 124, having a plurality of databases.
[0037] In order to communicate with gaming devices 102 and/or
another device, the gaming server 106 also includes a communication
port. The communication port connects the server CPU 115 to the
gaming device 102. Thus, the CPU 115 of the gaming server 106 can
control the communication port to receive information from the data
storage device 124 and transmit information to the gaming device
102 and vice versa.
[0038] The player database 144 may serve as one example of the
communication capability of the communication network 104 to
exchange data between the gaming server 106 and the gaming device
102. The player database 144 may be used to store data associated
with specific players that are members of a gaming establishment's
player loyalty program. These programs reward players with
complementary points as players wager on the gaming establishments
gaming devices. These loyalty points are generally redeemable for
gifts and other discounts on goods and services, especially those
offered by the gaming establishment.
[0039] The player database 144 may store player wagering data that
can be converted into loyalty points and accumulated in the
player's account. As will be described in detail below, in one
embodiment, the gaming device 102 communicates player identifying
information to the gaming server 106. The gaming server 106, in
turn, verifies the player identifying information. This
identification then allows the server to collect statistical data
regarding the player's game play (e.g., wagering activity).
[0040] The player database 144 may alternately or additionally
store various other data associated with a player, such as the type
of game or machine a player is currently playing or has played, the
length of time a player has played a certain game or machine,
information regarding wins and losses (e.g., total amount won/lost
for a given period of time, consecutive wins/losses, percentage of
all plays that are wins/losses, etc.), and so on; such data may be
used with respect to some embodiments (e.g., a first player elects
to wager on a second player's game results if the second player has
won a certain amount within a given time).
[0041] The player database 144 may also contain other information
that may be useful for satisfying player needs (e.g., information
about the player's gaming preferences (such as which games the
player prefers and/or under what conditions the player prefers to
switch from one game to another), gaming sessions, outstanding
debts, lodging arrangements, and the like). For example, the player
database 144 may store data regarding a given player's standing in
a game session or bonus game, so that the player can continue the
game session or bonus game at one of a plurality of gaming devices
that have common access to the player database 144.
[0042] Player data may be stored in a relational database and
retrieved or otherwise accessed by the CPU 115 after receiving a
"key" data point from the player, such as a unique identifier read
from the player's player-tracking card or cashless gaming ticket,
PIN or code entered by a player using an input device of the gaming
device 102, etc. It is contemplated that players may also identify
themselves in a variety of other manners, such as by providing
biometric identifiers, RFID identity devices, etc.
[0043] The player database 144 of the present embodiment may
include multiple records having multiple fields of information. For
example, turning to FIG. 7, an example of a player database 144
(FIG. 1) is illustrated. The player database 700 comprises multiple
records, each record being associated with a particular player, as
identified by a player identification (ID) number 710. The fields
within each record include player identification (ID) number 710,
Social Security number 712, name 714, address 716, telephone number
718, credit card number 720, credit balance 722, accumulated
complimentary points 724, whether the player is a hotel guest 726,
and player status rating 728. Having information related to one
field, such as player ID 710, allows the gaming server 106 to
retrieve all information stored in corresponding fields of that
player record.
[0044] Various systems for facilitating such monitoring are
contemplated. For example, a two-wire system such as one offered by
International Gaming Systems (IGT) may be used. Similarly, a
protocol such as the IGT SAS.TM. or SuperSAS.TM. protocol may be
used. The SAS.TM. and SuperSAS.TM. protocols allow for
communication between gaming machines and slot accounting systems
and provide a secure method of communicating all necessary data
supplied by the gaming device to the online monitoring system. One
aspect of the SAS.TM. and SuperSAS.TM. protocols that may be
beneficial in implementing aspects of the present invention are the
authentication function which allow operators and regulators to
remotely interrogate gaming devices for important memory
verification information, for both game programs, and peripheral
devices. In another example, a one-wire system such as the
OASIS.TM. System offered by Aristocrat Technologies.TM. or the SDS
slot-floor monitoring system offered by Bally Gaming and
Systems.TM. may be used. Each of the systems described above is an
integrated information system that continually monitors slot
machines and customer gaming activity. Thus, for example, any one
of these systems may be used to monitor a player's gaming activity
in order to determine player outcomes, coin-in statistics, win/loss
statistics and/or any other data deemed relevant.
[0045] Turning back to FIG. 1, the gaming network 100 may have a
data storage device 124 for storing the player database 144 as well
as storing other types of data in a number of databases. Examples
of such databases include, but are not limited to, (i) a network
configuration database 147 that stores information related to one
or more network devices 101 with which the gaming server 106 is
operable to communicate, (ii) a games database 146 that stores game
software for a plurality of games playable on and/or downloadable
to one or more gaming devices 102, (iii) a parameters database 145
for storing game play related parameters, (iv) a player database
144 to store player data, and (iv) a reconfiguration database 148
for determining conditions under which game play is altered
including instructions for altering game play.
[0046] It is to be understood that because the gaming devices 102
are in communication with the gaming server 106, information stored
in a gaming device 102 may be stored in the gaming server 106 and
vice versa. Thus, for example, in an alternate embodiment, the
gaming device 102, rather than the data storage device 124 may
store one or more of these databases. In other embodiments, some or
all of these databases may be partially or wholly stored in another
device, such as in a peripheral device server 112, kiosks 110, the
gaming server 106, other gaming devices 102, etc.
[0047] It will be understood by one of ordinary skill in the art
that (i) alternative database structures to those described herein
may be readily employed; and (ii) other memory structures besides
databases may be readily employed. Any schematic illustrations and
accompanying descriptions of any sample databases presented herein
are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by the tables shown.
[0048] Similarly, any illustrated entries of the databases
represent exemplary information only; those skilled in the art will
understand that the number and content of the entries can be
different from those illustrated herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) could be used to store and manipulate the data types
described herein. Likewise, object methods or behaviors of a
database can be used to implement the processes described herein.
In addition, the databases may, in a known manner, be stored
locally or remotely from a device, that accesses data in such a
database.
[0049] With the communication network 104 and access to data from
the data storage device 124, the gaming server 106 may be operable
to configure (or reconfigure) a gaming device 102 remotely, update
software stored on a gaming device 102 and/or to download software
or software components to a gaming device 102. For example, a
database (e.g., a payout or probability database) stored in the
memory of gaming device 102 may be altered, modified, or updated
remotely, hot fixes may be applied to software stored by the gaming
device 102, and/or new versions of software may be downloaded to
the gaming device. Similarly, the gaming device 102 may be
programmed to retrieve any or all such updates from another
device.
[0050] Gaming server 106 may be programmed (e.g., with program 117)
to perform any or all of the above functions based on, for example,
an occurrence of an event (e.g., a scheduled event), satisfying a
condition, receiving an indication from a qualified casino employee
and/or other person (e.g., a regulator), receiving a request from a
player, and/or the satisfaction of a condition stored in a
reconfiguration database 148.
[0051] The capability of the gaming server 106 to reconfigure the
gaming device 102 can be extended to reconfiguring a gaming device
102 when a predetermined condition is satisfied. In this
embodiment, the gaming device 102 essentially comprises a thin
client device controlled by the gaming server 106. The gaming
server 106 may determine game outcomes for each of the gaming
devices 102 and download those game outcomes (including associated
graphics and audio data in some embodiments) to the gaming device
102. Multiple instances of the same game may be downloaded to
different players on different gaming devices (i.e., the same game
on the server 106 may be producing different game outcomes for
different players playing at the same time at different gaming
devices).
[0052] Referring now to FIG. 2, illustrated therein is one
embodiment of a gaming device 200. The gaming device 200 may be an
embodiment of a gaming device 102 shown in FIG. 1. The gaming
device 200 has a CPU 210, which is communication with the
communication network 104 of FIG. 1 through a network interface
board 250. The network interface board 250 provides a communication
path from the gaming device 200 to gaming server 106 through the
gaming network 100. Thus, as discussed in detail below, information
can be communicated between the gaming device 200 through its CPU
210 to the gaming server 106. In addition, the player-tracking
device 260 and its associated player interface 264 (e.g., keypad)
which is also in communication with the gaming device's CPU 210,
may provide a communications link between the player and the gaming
device 200 or even the gaming server 106 through the gaming
device's 200 CPU 210.
[0053] It should be noted that although the gaming device 200
communicates with the server 106, such communication is not
necessary to reconfigure the gaming device in response to
satisfying a predetermined condition. However, such communications
may be useful for augmenting standard gaming device data processing
functions such as accounting and player-tracking.
[0054] With respect to gaming operations, the gaming device 200
operates in a conventional manner. The player starts the gaming
device 200, for example, by inserting a coin into the coin acceptor
248 or a bill into the bill validator 249. A starting controller
222 may initiate operation of the gaming device 102 to produce a
random game outcome.
[0055] The gaming device 200 contains a Central Processing Unit
(CPU) 210 that executes instructions of a program 214 stored in
Read Only Memory (ROM) 216 for playing the gaming device 200. The
CPU 210 performs instructions of the program 214 and thereby
operates to perform in accordance with the methods described in
detail herein. The program 214 may be stored in a compressed,
uncompiled, and/or encrypted format. The program 214 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system and "device drivers"
for allowing the processor to interface with computer peripheral
devices.
[0056] According to one embodiment, the instructions of the program
may be read into a main memory (e.g., Random Access Memory (RAM)
218) from another computer-readable medium such as from a ROM 216.
The system bus carries the data to main memory, from which the CPU
210 retrieves and executes the instructions. The instructions
received by main memory may optionally be stored in memory either
before or after execution by the CPU 210. RAM 218 may also
temporarily store information communicated to it by the CPU 210
during game play.
[0057] Execution of sequences of the instructions in program 214
causes CPU 115 to perform the process steps described herein. In
alternate embodiments, hard-wired circuitry may be used in place
of, or in combination with, software instructions for
implementation of the reconfiguration process. Thus, the various
embodiments are not limited to any specific combination of hardware
and software.
[0058] The CPU 210 and the memory 216 and 218 may each be, for
example: (i) located entirely within a single computer or other
device; or (ii) connected to each other by a remote communication
medium, such as a serial port cable, telephone line, or radio
frequency transceiver. In one embodiment, the gaming device 200 may
comprise one or more devices that are connected to a remote server
for maintaining databases.
[0059] Under control of a program stored, for example ROM 216, the
CPU 210 initiates the RNG 220 to generate a random number. The
random number generator 220, in accordance with at least one
embodiment, may generate data representing random or pseudo-random
values (referred to as "random numbers" herein).
[0060] The random number generator 220 may generate a random
number, for example, every predetermined unit of time (e.g., every
thousandth of a second) or in response to an initiation of a game
on the gaming device 102. In the former embodiment, the generated
random numbers may be used as they are generated (e.g., the random
number generated at substantially the time of game initiation is
used for that game) and/or stored for future use. A random number
generated by the random number generator 220 may be used by the CPU
210 to determine, for example, at least one of an outcome and
payout.
[0061] A random number generator 220, as used herein, may be
embodied as a secondary processor, separate from but working in
cooperation with the CPU 210. Alternatively, the random number
generator 220 may be embodied as an algorithm, program component,
or software program stored in the memory of the gaming device 200
and used to generate a random number. Note that, although the
generation or obtainment of a random number is described herein as
involving a random number generator 220 of a gaming device 200,
other methods of determining a random number may be employed.
[0062] For example, a gaming establishment may obtain sets of
random numbers that have been generated by another entity. For
example, there are services that provide random numbers that have
been generated by timing successive pairs of radioactive decays
detected by a Geiger-Muller tube interfaced to a computer.
[0063] As would be understood by one of ordinary skill in the art,
a random number generator 220 may be stored in a device other than
a gaming device 200. For example, in some embodiments, a gaming
device 200 may receive random numbers and/or any other data related
to the random or pseudo-random determination of an outcome from a
separate device, such as the gaming server 106 shown in FIG. 1. In
fact, the gaming server 106 (and/or the data storage device 124)
may contain not only the random number generator 220, but also the
probability and pay table databases necessary to determine a
winning game outcome, and the payout award for such a winning game
outcome. This arrangement might be implemented in a thin-client
type gaming device (i.e., a dumb terminal or smart-enough
terminal).
[0064] It should be noted that such embodiments may be advantageous
in environments or jurisdictions wherein the "central
determination" of outcomes is required by regulation or otherwise
preferred. Thus, for example, outcomes may be determined centrally
by a game server, and then propagated (e.g., electronically) such
that indications of the outcomes may be viewed using one or more
gaming devices (e.g., "Class II" gaming devices, "thin-client"
gaming devices in a server-based "Class III" gaming architecture,
Video Lottery Terminals, and so on).
[0065] The CPU 210 as shown in FIG. 2 looks up the generated random
number in a stored probability database 226, which contains a list
that matches random numbers to corresponding game outcomes to
determine a game outcome based on the generated random number.
[0066] A probability database 226 may be stored in the gaming
device's 200 ROM 216 or in any other data storage device. The data
stored therein may include a number of exemplary records or
entries, each defining a random number. Those skilled in the art
will understand that the probability database may include any
number of entries. The tabular representation may also define
fields for each of the entries or records. The fields may specify:
(i) a random number (or range of random numbers) that may be
generated by the random number generator 220; and (ii) an outcome
that indicates the one or more indicia comprising the outcome that
corresponds to the random number of a particular record. These
indicia comprise the game outcome that is then displayed to the
player in the primary video display 234.
[0067] The indicia representing the game outcome may comprise cards
from a card deck displayed on the video display on a video poker
gaming device. For example, the book "Winning at Slot Machines" by
Jim Regan (Carol Publishing Group Edition, 1997) illustrates
examples of payout and probability tables and how they may be
derived. The entirety of this book is hereby incorporated by
reference herein for all purposes.
[0068] Based on the identified game outcome, the CPU 210 locates
the appropriate payout in a stored payout database 228. The payout
database 228 may be stored in the gaming device's 200 RAM 218
(alternatively, the payout database may also be stored in any other
data storage device).
[0069] A payout database 228 may store a number of entries
associated with each possible game outcome represented by the
indicia determined by the probability table. The tabular
representation defines fields for each of the entries or records.
The fields specify: (i) an outcome, which indicates the one or more
indicia comprising a given outcome, and (ii) a payout that
corresponds to each respective outcome. The outcomes may be those
obtained from winning game outcomes typically obtainable on a video
poker gaming device (e.g., royal flush, straight flush, straight,
four-of-a-kind, full house, two pair, three-of-a-kind, and pair).
With the payout database 228, the payout amount of any winning game
outcome can be determined.
[0070] The described entries of the probability database 226 and
the payout database 228 represent exemplary information only; those
skilled in the art will understand that the number and content of
the entries can be different from those illustrated herein.
Further, despite any description of the databases as tables, an
object-based model could be used to store and manipulate the data
types and likewise, object methods or behaviors can be used to
implement the processes described herein.
[0071] In addition to determining a game outcome, the CPU 210
controls a variety of peripheral devices associated with the gaming
device that may be used to assist the player in making wagers and
receiving payouts. The CPU 210 is operable to communicate (e.g.,
via a protocol such as GDS) with these various peripheral devices
associated with the gaming device 102.
[0072] The following is a description of some of these peripheral
devices that are available in gaming devices 200. These peripheral
devices may be classified as either input devices (e.g., player to
gaming device), output devices (e.g., gaming device to player), or
interface devices that have both input and output type
characteristics. It should be understood that not all of the
peripheral devices are necessary, and further, that the peripheral
devices may be used in any combination, including using a plurality
of the same peripheral device in a single gaming device 200.
[0073] Some examples of input devices include wager acceptors, for
initiating game play on the gaming device 200, such as the coin
acceptor 248. A coin acceptor 248 is coupled to the CPU 210. Each
coin received by the coin acceptor 248 is registered by the CPU
210. A hopper controller 240 is connected to a hopper 242 for
dispensing the collected coins when a winning game outcome occurs.
In addition, when the player requests to cash out by pushing a cash
out button (not shown) on the gaming device 200, the CPU 210 checks
the RAM 218 to see if the player has any credit and, if so, signals
the hopper controller 240 to release an appropriate number of coins
into a payout tray (not shown).
[0074] Another type of wager acceptor is the bill/ticket validator
249. The bill/ticket validator accepts either paper currency or
ticket vouchers. This ticket voucher operates similar to cash and
is generally accepted by most gaming devices 200 in the gaming
establishment with a bill/ticket validator 249.
[0075] The voucher is printed by a ticket printer 232 located in
the gaming device 200. For example, when a player cashes out,
instead of accepting payment in coin, the player may request a
ticket voucher. The credit balance on the credit balance meter of
the gaming device 200 is indicated on the ticket voucher. The
ticket voucher generally contains a barcode and other legible
indicia that indicates the gaming establishment and the monetary
value of the voucher.
[0076] The barcode on the voucher is machine-readable by the
bill/ticket validator 249. The player simply inserts the voucher
(as the player would for paper currency) into the bill/ticket
validator 249 and the value of the voucher is determined. The
gaming device 200 communicates with a gaming server 106 (shown in
FIG. 1) that manages the accounting associated with such
ticket-in/ticket-out transactions (e.g., to track the issuance,
redemption and expiration of such vouchers). An example of such
ticket-in/ticket-out technology, the EZ PAY system, is manufactured
by International Gaming Technology, headquartered in Reno, Nev. The
monetary value of the voucher is displayed on the gaming device's
credit meter and is available for wagering. Other forms of payment
may be available including the use of credit cards, debit cards,
etc. to make wagers.
[0077] Also in communication with the CPU 210 is a player-tracking
device 260. The CPU 210 is in turn in communication with a server
106 (shown in FIG. 1) that contains the player database 144. The
player-tracking device 260 has a card reader 266 as shown in FIG.
2, which accepts a player-tracking card for reading
player-identifying information stored on a player-tracking card
(e.g., a player identification (ID) number). Although not so
limited, the player-tracking card of the present embodiment stores
the player ID on a magnetic strip located thereon. Alternatively,
any player identifying indicia may be used, including biometric
indicia.
[0078] The player-tracking device 260 has a player-tracking display
262 and a player interface 264 that allows the gaming device 200
and/or server 106 to communicate with the player. The player
interface 264 may include a keypad and/or a touch-screen display.
The player-tracking device 260 may be used to not only track player
wagering, but also used to specify conditions and instructions for
the reconfiguration of gaming device 200.
[0079] Other examples of input devices that facilitate game play
include the pushbutton panel 275. The pushbutton panel 275 allows
the player to make various choices including wager amounts and
games selections. The gaming device 200 also includes a series of
bet buttons 272, 274, 276. The bet buttons include "Bet 1 coin"
272, "Bet 2 coins" 274, and "Bet 3 coins" 276. The bet buttons 272,
274, 276 are coupled to the CPU 210. Therefore, pressing one
transmits a signal to the CPU 210 indicating how much a player is
wagering on a given play. Other examples of input devices include
keypads, microphones, video camera, etc. may be in communication
with the CPU 210 or with the player-tracking device 260.
[0080] The CPU 210 may also be operable to communicate with various
output devices. In some embodiments, an output device comprises a
game display. The primary video display 234 may comprise, for
example, one or more display screens or areas for outputting
information related to game play on the gaming device 200, such as
a cathode ray tube (CRT) monitor, liquid crystal display (LCD)
screen, and/or light emitting diode (LED) screen.
[0081] In one or more embodiments, a gaming device 200 may comprise
more than one game display. For example, a gaming device 200 may
comprise an LCD display for displaying electronic reels (or card
hands in the case of a video poker gaming device) (e.g., a primary
video display 234) and a display area that displays rotating
mechanical reels.
[0082] Alternately, a gaming device 200 may have a video display
234 for the outcome of a primary game played on the gaming device
and a secondary video display 238 may display rules for playing a
game of the gaming device, the outcome of secondary games played in
conjunction with the primary game, and various other games being
offered to a player (e.g., a selectable list of the "top 10" games
in terns of coins paid out in the past hour is constantly refreshed
and displayed in a secondary area).
[0083] The CPU 210 may also be in communication with one or more
other output devices. Such devices may comprise, for example, a
primary video display 234 through a video controller 230, an audio
speaker 282 through an audio processor 280; headphones; an infrared
transmitter; a radio transmitter; an electric motor, etc. The CPU
210 may also be in communication with a wireless handheld gaming
device 120 (shown in FIG. 1) that may receive in some embodiments
game outcomes from gaming device 200.
[0084] Another type of output device is required to pay off winning
game outcomes. For example, the coin hopper 242 may pay out coins
from the gaming device or a ticket voucher may be provided for a
winning game outcome. In yet another example, the gaming device 200
may credit a monetary amount to a financial account (not shown)
associated with a player as a pay out provided to a player. The
financial account may be, for example, a credit card account, a
debit account, a charge account, a checking account, or a casino
account (e.g., an account from which the player may access cashable
and/or non-cashable funds using a player tracking card or smart
card).
[0085] A gaming device 200 may also include a touch screen 235 and
a touch screen processor 236 associated with a primary video
display 234. The touch screen 235 and touch screen processor 236
may be operable to communicate with a video controller 230 of the
primary video display 234 and a CPU 210. Thus, a player may be
enabled to indicate decisions or choices by touching the touch
screen 235 in the appropriate places.
[0086] The primary video display 234 may operate in conjunction
with the video controller 230 in the CPU 210 to produce multiple
separate images on the gaming device 200. Each of these separate
images may originate from a separate and independent video signal.
This provides significant flexibility in using a single primary
video display 234 to display a plurality of separately and
independently acquired images.
[0087] For example, turning to the gaming network flow diagram of
FIG. 1, each image may be acquired from a separate gaming device
102 on the gaming network 100 as shown in the flow diagram of FIG.
1. As a result, the player is able to simultaneously view the
operation of a plurality of gaming devices 102 in real-time. These
images, for example, may be "screen shots" of the game outcomes
received on these gaming devices 102. In addition to the images
acquired from gaming devices 102 in the gaming network 100, the
gaming device 102 that displays the plurality of images may also
display its own game outcomes. These screen shots may be provided
in real-time or on a live basis.
[0088] Turning to FIG. 3, an orthographic view of a gaming device
300 is presented, in accordance with one example embodiment. The
gaming device 300 may comprise, in one embodiment, for example,
gaming device 200 (FIG. 2) and/or a gaming device 102 (FIG. 1). A
number of peripheral components are visible on the gaming device
300 and are explained below from the view of a wagering player.
[0089] A gaming device 300 may comprise a display area in which a
game outcome is displayed to the player. The display area may, for
example, be a video display 338 that displays graphical
representations of reels or other indicia used to indicate a game
outcome. The display area may, in another example, be glass behind
which are located mechanical reels.
[0090] A player desiring to wager on gaming device 300 may first
present a player-tracking card to the player-tracking device 360
associated with gaming device 300 to accrue player loyalty points.
The gaming device 300 has two wager acceptors--a coin acceptor 348
and a bill/ticket acceptor 349. The wager is registered on the
credit meter 388. Once a wager has been placed, the player can
start the gaming device 300 with the pull handle 390. The game
outcome is shown on the primary video display 334.
[0091] A secondary video display is also available to present
additional player or game information. To increase the display
capability of the gaming device 300 even further, video display 334
and/or 338 may be configured to provide a plurality of separately
and independently obtained video images on a single video display.
An example of such a technique is commonly known as
picture-in-a-picture 1000 as shown in FIG. 10. Pictures may overlap
or be displayed separately. Some images may be ghosted or
semi-transparent and overlap. Overlapped images may form a single
image.
[0092] In other gaming device 300 embodiments, the primary video
display 334 may be a set of mechanical reels to display a game
outcome.
[0093] Finally, the slot machine may comprise a coin tray 342.
Payment to the player may be rendered by dispensing coins into the
coin tray. Such coins may be dispensed based on, for example, a
player's indication that the player would like to cash out his
credit meter balance and/or a payout obtained by a player as a
result of playing a game on the gaming device 300.
[0094] Reconfiguration
[0095] The communication network 104 of FIG. 1 allows any
combination of database structures in either the gaming server 106
or the gaming device 102 to be implemented to effect the
reconfiguration of the gaming device. For example, turning to FIG.
1, the gaming server 106 may trigger the reconfiguration of gaming
device 102 based on the parameters database 145 and the
reconfiguration database 148 through the communication network 104.
The server 106, in some embodiments, may act to reconfigure a
gaming device 102 by accessing databases in the data storage device
124 to monitor the status of parameters and determine the validity
of active conditions that may trigger reconfiguration.
[0096] If the triggering condition is satisfied, the gaming server
106 implements the reconfiguration to alter game play. When the
reconfiguration is triggered, the gaming device 102 is instructed
by the server 106 to reconfigure in a specified matter. The gaming
device 102 receives the instruction from the server 106 and either
automatically implements the game for the player, or offers the
player an opportunity to accept or reject (or even ignore) the
reconfiguration offer. To ensure timely implementation, the gaming
server 106 may update the parameters database 145 continuously,
collecting data from both gaming devices 102 and players, to insure
that when specified conditions are satisfied, instructions to
change game play are triggered.
[0097] The gaming server 106 may also be available to configure a
gaming device 102 to receive game outcomes from another gaming
device in the gaming network 100. Furthermore, the gaming server
106 may have the capability to locate a particular player on a
gaming device 102, determine the game outcomes received by the
player on that gaming device, and provide these game outcomes to
another player on a different gaming device.
[0098] All of the above methods to receive game outcomes from a
variety of gaming devices 102 on the gaming network 100 demonstrate
the capability of the gaming server 106 in conjunction with the
communication network 104 to implement gaming device
reconfiguration.
[0099] Alternatively, the gaming device 102 in the gaming network
100 shown in FIG. 1 may be implemented with the database
configuration shown in the block diagram of FIG. 2. The gaming
device 200 in this embodiment does not require the support of
gaming server 106 to trigger the reconfiguration of the gaming
device. For example, one or more embodiments may be practiced on a
stand-alone gaming device 200. In such an embodiment, any functions
described as performed by the gaming server 106 or data described
as stored on the server may instead be performed or stored on the
gaming device 200. In another embodiment, the gaming device 200 may
be part of a gaming network, but still trigger and control the
reconfiguration process.
[0100] The databases required for reconfiguration stored in the
data storage device 124 and accessible to the gaming server 106 in
one embodiment shown in FIG. 1 may need to be accessed by a
standalone gaming device. To be independent of the gaming server
106, these databases may be stored in the gaming device 200 (e.g.,
the data storage device 224) as shown in FIG. 2. In addition to the
probability database 226 and the payout database 228, the
reconfiguration database 229 and the parameters database 246 may be
stored in the gaming device 200 to implement reconfiguration. This
allows gaming device 200 as shown in FIG. 2 to trigger the
reconfiguration, separately and independently of the gaming network
of FIG. 1. Of course, as described above, any or all of the
databases described herein may alternately or additionally be
stored by server 106.
[0101] The gaming device 200 may monitor a set of parameters that
may be used to validate the predetermined condition. For example, a
parameters database 246 may be maintained by the gaming device 200
(and/or server 106) to record game play statistics. This database
is continuously updated to track values of specific parameters
occurring with respect to the gaming device 200, other gaming
devices, players, and other events occurring on the gaming network
100. These parameters may be represented as values, such that a
reconfiguration of the gaming machine 200 can be triggered based on
the satisfaction of a predetermined condition (e.g., a parameter
reaches a certain value such as 10 consecutive wins occur on a
second gaming machine).
[0102] These tracked parameters may be either specific to the
gaming device 200 or specific to other gaming devices on the gaming
network 100, specific to one more players currently playing, are
specific to other network devices 101 on the gaming network 100.
The statistics may include win/loss ratios, maximum consecutive
games lost, wager amounts, speeded game play, etc.
[0103] A reconfiguration database 229 may also be maintained to
store the conditions and instructions for changing game play. The
reconfiguration database 229 includes a condition that triggers the
implementation of an instruction (for reconfiguring a gaming
device). Conditions may be satisfied when specified parameters
validate the condition (e.g., when parameters reach certain
values).
[0104] Turning to FIG. 8, an automatic reconfiguration flow chart
800 is provided that illustrates the overall process flow of one
exemplary embodiment of the reconfiguration process. The process of
FIG. 8 may be applied, in one embodiment, to the gaming network 100
of FIG. 1 to illustrate the process flow in relation to the network
devices 101. In this embodiment, a parameters database 145 may be
maintained and updated as game play on the gaming network 100 or
gaming device 102 occurs. These parameters may be used to validate
the occurrence of a condition. An instruction may be received or
stored in the gaming device 102 (or any other network device 101)
to change game play on the gaming device 102 on the validation of a
condition in step 802. This instruction may be received from the
player or may be preprogrammed into the gaming device 102 or server
106. Game play commences with a first game on a gaming device 102
with the acceptance or recognition of a wager in step 804. The
gaming network 100 monitors and updates parameters in step 806. A
determination is made whether the updated parameters satisfy the
predetermined condition in step 808. If the condition is satisfied,
the gaming device 200 is reconfigured to alter game play to accept
wagers on a second game per the instruction in step 810. Otherwise,
game play continues at step 804.
[0105] Turning to FIG. 9 in conjunction with FIG. 1, an alternate
embodiment of the above flow process is illustrated that includes
an additional step that provides a player with an offer to
reconfigure the gaming device 102. Again, in one embodiment, a
parameters database 145 may be maintained and updated as game play
on the gaming network 100 or gaming device 102 occurs. These
parameters may be used to validate the occurrence of a condition.
An instruction may be received or stored in the gaming device 102
(or any other network device 101) to change game play on the gaming
device 102 in step 902. This instruction may be received from the
player or may be preprogrammed into the gaming device 102 or server
106. Game play commences with a first game on a gaming device 102
with the acceptance or recognition of a wager in step 904. The
gaming network 100 or gaming device 102 monitors and updates the
parameters recorded in step 906. A determination is made whether
the updated parameters satisfy the predetermined condition in step
908. If the condition is satisfied, an offer is made to the player
to reconfigure the gaming device 102 in step 910. The player may
either accept or decline the offer in step 912. If the player
declines the offer in step 912, game play continues on the first
game in step 904. If the player accepts the offer in step 912, the
gaming device 102 is reconfigured for the second game in step
914.
[0106] With a basic understanding of a gaming device (e.g., a
gaming device 200 and/or a gaming device 300) and the gaming
network 100 in which it operates, the process generally described
above is explained in further detail, including various embodiments
for automatically changing game play, or providing an offer to
change game play, when predetermined conditions are satisfied can
be discussed.
[0107] Altering Game Play
[0108] As noted above, instructions determine the type of
reconfiguration that occurs when a condition is satisfied.
Instructions for reconfiguring gaming devices and/or conditions
upon which such reconfigurations are to occur may be
entered/selected by a player or operator by using a gaming machine
200, a server 106, or computing device in commutation there with
(e.g., an operator uses a personal computer device in communication
with a server to select/activate instructions and/or conditions), a
kiosk, and so on. In some embodiments, instructions and conditions
may be selectable from a list or menu of available instructions and
conditions. Thus, in some embodiments, a player or operator may
select/activate desired instructions and conditions from such a
list or menu (e.g., populated by accessing a reconfiguration
database 229). In some embodiments, a player/operator may select a
type of instruction or condition (e.g., instruction to switch to a
second game, and a condition to switch to the second game when the
second game achieves a number of consecutive wins), and then enter
various desired values in association with the selected type of
instruction or condition (e.g., the player uses an input device to
specify a desired number of consecutive wins upon which the switch
will occur).
[0109] These conditions may be satisfied when predetermined
parameters validate the condition. In some embodiments, the
parameters database 145 and the reconfiguration database 148 may be
used together to determine when a parameter reaches a value that
satisfies a condition that triggers the reconfiguration of the
gaming device 102.
[0110] The player database 144 may also be used if desired in some
embodiments to implement changes in game play when predetermined
conditions are satisfied. In particular, the player database 144
may be used to store a player's instructions for triggering a
reconfiguration as a result of satisfying a particular condition
when a specified parameter is reaches a particular value (e.g., a
particular game has paid out more than 1000 coins in the past 30
minutes). Alternately or additionally, reconfiguration database 229
may store any/all of such data.
[0111] The use of the player database 144 in certain embodiments
may limit the application of reconfiguration to players
participating in the player loyalty program. However, even this may
be overcome by player-tracking registration techniques that allow
players to quickly and anonymously become at least limited members
of the loyalty program.
[0112] The discussion that follows details certain embodiments and
examples of the types of parameters, conditions, and instructions
that may be used in the triggering and reconfiguration of gaming
devices.
[0113] Parameters
[0114] Parameters, in some embodiments, may represent data,
statistics, values, or other information that may be tracked and
stored in association with one or more gaming devices, types of
gaming devices, games, types of games, players, etc. Thus,
parameters may, in some embodiments, be considered when determining
whether or not a condition is satisfied. For example, a database
may store a variety of parameters, including a current number of
consecutive losses associated with a gaming machine. Thus, in some
embodiments, when determining whether a condition is satisfied
(e.g., "A gaming machine achieves 10 consecutive losses"), a
database of stored current parameters may be accessed (e.g., the
database indicates that the gaming machine has achieved 9
consecutive losses, and therefore the condition is not satisfied,
such that an associated instruction may not be performed).
[0115] Turning to FIG. 4, an example of a parameters database 400
in table form with exemplary entries is presented, in accordance
with one embodiment. The parameters database may 400 comprise, for
example, the parameters database 145 (FIG. 1) and/or the parameters
database 246 (FIG. 2). Game play parameters 402 include any
statistical or other information regarding game play that may be
collected from a gaming device 102 or any network device 101 on the
gaming network 100.
[0116] Because wagering entails considerable superstition and
folklore, players often desire a specific game, gaming device, or
player from which to receive game outcomes. Accordingly, players
may find statistical or other information useful in helping them
decide which games and gaming devices they would like to wager.
[0117] Parameters 402 may be used to form conditions that can
trigger the reconfiguration of the gaming device 102. For example,
the parameters database may contain the top five highest paying
games, the top five highest paying gaming devices, or the most
popular game by number of players, etc. Other potential parameters
include the number of consecutive losses or consecutive winning
game outcomes, loss to win ratio, financial return over a rate a
time, financial return over a unit of time, rate of improvement in
the financial return, improvement in the financial returned over a
unit of time, the win to loss ratio, etc. Other parameters related
to the financial success of a game, gaming device, or player that
may trigger reconfiguration include the relative size of awards to
wager amounts, recent performance compared to historical
performance, types of winning game outcomes, etc. These parameters
may then form the basis of various conditions that can trigger the
reconfiguration of the gaming device.
[0118] Storage and updating of game play parameters 402 in a
central database becomes particularly important and/or desirable in
some embodiments (e.g., when the gaming establishment needs to
provide game play statistical information to players regarding game
play activity occurring throughout the game establishment). In one
embodiment, the parameters database 145 and/or 246 may be used to
track and store parameters 402 for multiple game types 404,
machines 406, players, and different instances of the same game
provided two different gaming devices from the server 106. In order
to facilitate tracking of a plurality of gaming devices 102, such a
database may be stored on the gaming server 106, or other suitable
network device 101, to facilitate compilation of player and gaming
device statistics.
[0119] Consequently, in some embodiments, it is desirable that the
parameters database 146 be kept current and accessible to gaming
devices 102 on the gaming network 100. Alternatively, parameters
402 used to validate conditions may alternately or additionally be
tracked in a player database 144 to determine the validity of a
specified condition. The development of conditions that, in some
embodiments, use parameters to validate a condition are discussed
below.
[0120] Conditions
[0121] A condition or reconfiguration condition, in some
embodiments, is a condition that may stipulate one or more terms,
which must be satisfied in order for a reconfiguration instruction
to be executed. For example, a condition may be "A gaming machine
achieves X consecutive losses". Thus, upon a gaming machine
achieving X consecutive losses, an associated instruction may be
performed (e.g., a type of game being played is changed from a
first type to a second type).
[0122] Turning to FIG. 5, a reconfiguration database 500 is
presented in tabular form with exemplary entries, in accordance
with one example embodiment. The reconfiguration database may
comprise, for example, the reconfiguration database 148 (FIG. 1)
and/or the reconfiguration database 229 (FIG. 2). The
reconfiguration database 500 lists conditions 512 that trigger an
instruction 510 to reconfigure a gaming device 102, 200. Conditions
512 may include, for example, the speed of game play exceeding five
game outcomes in a minute, wagering more than a dollar a minute,
winning 100 dollars in a minute, total number of players currently
playing exceeds a threshold, and percentage of all players
currently playing exceeds a threshold, etc. Additional example
conditions 512 are shown in FIG. 5 that may trigger an instruction
510.
[0123] Many players are interested in which games, which gaming
devices, and/or which players are performing particular well. Other
players are very interested in games, gaming devices, and/or
players that are doing very poorly. Players often associate
games/gaming devices/players as being "hot" who have obtained
considerable wagering success. In contrast, players often associate
games/gaming devices/players as being "cold" who have not obtained
significant wagering success. In either case, different players
will want to play hot or cold games or gaming devices; or receive
game outcomes from hot or cold players. A list of conditions
indicating cold and hot games are Listed as follows.
[0124] A game my be considered "cold" when: [0125] Game has paid
out less than a threshold percentage of coin-in (wagers placed) for
a duration of time or game plays (e.g., less than 50% of coin-in
during past hour) [0126] Game has paid out less than a threshold
number of total coins for a duration of time or game plays (e.g.,
less than 10,000 coins in the last month) [0127] Net loss amount
(amount wagered minus amount won) exceeds threshold for a duration
of time or game plays [0128] Game is currently being played by less
than a threshold percentage of players on the floor (e.g., less
than 5% of players on floor) [0129] Game is currently being played
by less than a threshold total number of players (e.g., less than
15 players) [0130] More than threshold number of losing outcomes
for a duration of time or game plays [0131] Less than threshold
number of winning outcomes for a duration of time or game plays
[0132] More than threshold number of consecutive losing outcomes
[0133] More than a threshold number of near misses (e.g. one card
draws to flushes that are not successful) [0134] Less than
threshold number of consecutive winning outcomes [0135] Less than a
threshold number of bonus rounds for a duration of time or game
plays [0136] Less than a threshold number of free spins for a
duration of time or game plays [0137] Less than a threshold number
of bonus events for a duration of time or game plays [0138]
Percentage of all outcomes that are losses exceeds threshold for a
duration of time or game plays [0139] Credit balance is equal to or
lower than a threshold number [0140] Current credit balance is
lower than a threshold percentage of buy-in amount
[0141] A game may be considered "hot" when: [0142] Game has paid
out more than a threshold percentage of coin-in (wagers placed) for
a duration of time or game plays (e.g., more than 100% of coin-in
during past hour) [0143] Game has recently paid a single payout of
more than a threshold number of coins [0144] Game has paid out more
than a threshold number of total coins for a duration of time or
game plays (e.g., more than 1,000 coins in the last hour) [0145]
Net win amount (amount wagered plus amount won) exceeds threshold
for a duration of time or game plays [0146] Game is currently being
played by more than a threshold percentage of players on the floor
(e.g., more than 10% of players on floor) [0147] Game is currently
being played by more than a threshold total number of players
(e.g., more than 30 players) [0148] Less than threshold number of
losing outcomes for a duration of time or game plays [0149] More
than threshold number of winning outcomes for a duration of time or
game plays [0150] Less than threshold number of consecutive losing
outcomes [0151] More than threshold number of consecutive winning
outcomes [0152] More than threshold number of bonus rounds or bonus
events [0153] More than threshold number of successful long shot
outcomes (e.g. completing a flush after drawing four cards) [0154]
Percentage of all outcomes that are wins exceeds threshold for a
duration of time or game plays [0155] Speed of game play is very
fast [0156] Credit balance is equal to or greater than a threshold
number [0157] Current credit balance is equal to or greater than a
threshold percentage of buy-in amount [0158] Game has recently been
added to list of available games (e.g., "Switch me to new games as
soon as they are available")
[0159] In addition to parameters for measuring hot and cold games,
other parameters that may be measured include duration-based
preferences. Some examples of these duration based preference
conditions are as follows. [0160] Duration-based preferences (not
tied to hot/cold) [0161] Total wagered exceeds threshold for a
duration of time or game plays [0162] Total number of game plays
exceeds threshold [0163] Total time spent playing game exceeds
threshold (e.g., in a particular session, lifetime, etc.)
[0164] The reconfiguration of gaming devices may also be used by
the gaming establishment to reinvigorate players who may become
bored or dulled by the cost of play of a particular game. For
example, a condition can be established that potentially indicates
boredom. For example, the condition may include three different
parameters such as: 1) time spent playing greater than 1 hour, 2)
less than 10 game plays initiated within 5 minutes, and 3) losing
more than 5 dollars in 5 minutes.
[0165] In one embodiment, if it is determined that all three of
these conditions are satisfied, it may be determined that an
indication exists that the player is bored and the gaming machine
may be reconfigured. The reconfiguration may provide the player
with a new game, such as a bonus game, to increase player interest
in the game by providing for example, free spins on the new game.
Alternatively, if boredom is detected, an offer may be made to the
player for a new game--potentially a game with more favorable
payback percentages to increase player interest.
[0166] Other conditions that may trigger a reconfiguration of a
gaming device may include those that are out of the player's
control. These might include the player with the highest winnings
for the night, tournaments sponsored by the gaming establishment,
and even operational failures in network devices 101 (e.g., failure
of the game server), or the utilization level of gaming devices and
gaming devices in the gaming establishment (e.g., gaming device 102
operating at less than 50%).
[0167] Another type of condition measures the popularity of the
game or gaming device. Some players desire to play the most popular
game or gaming device 200 in the gaming establishment. To
facilitate this desire, the game play may be changed to a game or
gaming device fulfilling one of the following conditions: [0168]
total wagers exceeds a threshold for duration of time or game
plays; [0169] total number of game plays exceeds a threshold; and
[0170] total time spent playing game exceeds a threshold.
[0171] In addition to the conditions listed above, there are a
number of other types of conditions that can be used trigger
reconfiguration of the gaming device. For example, a specific
predetermined game outcome in a game may validate a condition that
triggers an instruction. For example, a specific game outcome in
Game A may trigger the reconfiguration of the gaming device to
provide Game B. Alternatively, a specific game outcome may advance
a player to a different level of play in the same game. The second
game, triggered by a specific game outcome in Game A, may provide a
bonus game (e.g., a free spin, multiplication by a factor for any
winning game outcomes, etc.).
[0172] Another condition may be predicated on the successful
completion of some portion of the game. For example, a condition
might change game play if a player achieves a certain level of
success (e.g., "I want to play Game A until I hit the bonus round,
then I want to switch games").
[0173] In some cases, the condition allowing the reconfiguration
may require the player achieving a degree of success in the game. A
condition may be predicated on the partial successful completion of
some portion of the game. For example, changing game play after a
"near win" (e.g., four cards to the royal flush).
[0174] Certain conditions may require, in some embodiments,
specified levels of wagering or other such requirements to qualify
for participation in a promotional game such as a tournament. For
example, the player may be required to satisfy a rate of play in
the current game for a predefined period, satisfy a coin-in
requirement, have a specified win/loss history, achieve certain
outcomes, etc. For example, a specified game outcome on a first
game may be a condition in order to reconfigure the gaming device
to qualify and be eligible for a second game.
[0175] Generally, in one embodiment, determining if a condition is
satisfied may comprise: (i) accessing a reconfiguration database to
determine whether the condition is active, (ii) accessing a
parameters database to determine a current parameter, and (iii)
determining whether the condition is satisfied based on the
parameter.
[0176] For example, a gaming server 106 may access a
reconfiguration database 148 after each game play of each gaming
device connected thereto. The server 106 may determine that a
reconfiguration condition associated with Player A (e.g., who is
currently playing Game A, as indicated by a network configuration
database 147) is currently active. The condition, as indicated by
the reconfiguration database 148 may be "10 consecutive losses
occur on Game A" (with the associated instruction being "Switch
from Game A to Game B"). Accordingly, the server 106 may access a
parameters database 145 to determine a number of consecutive losses
associated with Game A. If the number is equal to (or greater than)
10, it may be determined that the condition is satisfied.
[0177] As can be appreciated from the above discussion, any number
of conditions may be created related to game play, players, gaming
devices, equipment availability, promotions, competitive game play,
collaborative game play, etc. that may be constructed, singly or in
combination, to detect game play, player, or network related
conditions or otherwise facilitate play on gaming devices. These
conditions may then be used to trigger the implementation of an
instruction to reconfigure the gaming device as discussed
below.
[0178] Instructions
[0179] An instruction, or reconfiguration instruction in some
embodiments, is an instruction that may represent an action, which
may be performed upon the satisfaction of an associated condition.
For example, an instruction may be to change a type of game being
played from a first type to a second type. In some embodiments, an
instruction to reconfigure a gaming device may be received from a
player, operator, manufacturer, or other person. Instructions may
be stored in a database (e.g., that correlates instructions for
reconfiguring a gaming device to conditions upon which the
reconfiguration is to occur).
[0180] A variety of different types of instructions governing the
reconfiguration of a gaming device are possible. A database of
example instructions and the corresponding example condition(s)
under which those instructions are implemented is shown in
reconfiguration database 500 of FIG. 5. The reconfiguration
database may comprise, for example, the reconfiguration database
148 (FIG. 1) and/or the reconfiguration database 229 (FIG. 2). Some
example instructions 510 contained in the example reconfiguration
database 500 include: 1) switch to "Game B", 2) switch to "Machine
B", 3) output offer to switch to "Machine B", 4) output offer to
switch to "Game B", etc.
[0181] If it is determined that a condition is satisfied, a gaming
device may be reconfigured based on an associated instruction
indicated by the Reconfiguration database. Continuing with the
above example, if 10 consecutive losses have occurred on Game A,
the gaming device that Player A is currently playing (e.g., GD-1 as
indicated by a network configuration database) may be reconfigured
(e.g., a signal is sent from the server to the gaming device) such
that Game B may be made available for play (e.g., one or more
display devices are reconfigured to display indicia and logos of
Game B, a package of sounds associated with Game B are loaded into
volatile memory, etc.).
[0182] In general, the instructions 510 in the reconfiguration
database 500 of FIG. 5 can be generalized as follows. These
include: [0183] switching from a first game to a second game;
[0184] switching from a first gaming device to a second gaming
device; and [0185] switching from a first player to a second
player.
[0186] Each of these different types of instructions is discussed
below.
[0187] Switching from a First Game to a Second Game
[0188] Upon the satisfaction of a condition, the instruction 510
specifies a reconfiguration activity to alter game play. This
activity may include switching from a first game to a second game.
For example, the first game may be blackjack and the second game
may be video poker. Upon the satisfaction of a condition, the
gaming device presents a new game (i.e., the second game) to the
player.
[0189] The new game may be stored with a plurality of different
games in a memory for ready implementation as required by a gaming
device. For example, turning to FIG. 2, in some embodiments, a
games database 227 may be stored in the gaming device 200. If a
triggering condition is determined, the gaming device 200 may be
reconfigured to allow the selected game to be presented to the
player on the primary video display 234 (e.g., to be uploaded to
the CPU 210).
[0190] Alternatively, as shown in FIG. 1, games may be stored in
the games database 146 on a gaming server 106 and available for
downloading to a specific gaming device 102. If desired, in some
embodiments, the programming that changes game play may be
contained in modules (either hardware or software) that can be
implemented based on the reconfiguration instruction.
[0191] For example, an instruction may exist to switch to "Game B"
if the condition of "10 consecutive losses on "Game A" is satisfied
(see FIG. 5). A player might select this instruction to cycle past
"cold" games in the hopes of finding a better paying game. For
example, the player may be automatically switched from a blackjack
game to a video poker game. More generally, the player may be
automatically switched from a first type of slot game to a second
type slot game.
[0192] The change in game play from the first game to the second
game may be less obvious. For example, the first game may be
blackjack and the second game may be a form of the original
blackjack game. The difference might be, for example, the number of
wild cards in the deck, the number of decks used in the game play,
etc. As another example, a poker game may require "Jacks or Better"
for a period of time which upon contingent of the occurrence of a
condition changes to "Quadruple Royal Flush Jacks or Better".
[0193] The changing game play may also include changing the level
at which a game is played. Many games have various levels of game
play. The access to the higher level (or next level) is dependent
upon the success in the previous level. These games are often
termed episodic type games, wherein the player has a number of
opportunities to achieve goals (that may include winning game
outcomes) that advances the player towards an overall game outcome
upon successful completion of the game.
[0194] The changing game play may also include changing the payback
percentage of the game, or of any new game, that replaces the
previous game. For example, changing the game play may include
changing the pay table--either the winning game outcomes or the
amount paid for the winning game outcome. Special wagering
techniques can be established that include "reverse" pay tables
(e.g., wagering that the game outcome will not be a specified
outcome, wagering that player will achieve a "losing" outcome, such
that the player will be paid upon achieving a "losing" outcome, as
is described in Applicants U.S. Pat. No. 6,113,492, filed Jun. 30,
1997, entitled "A GAMING DEVICE FOR OPERATING IN A REVERSE PAYOUT
MODE AND A METHOD OF OPERATING SAME"). The probability table may
also change making the game easier or more difficult to obtain a
winning game outcome.
[0195] The player may be required to "qualify" for reconfigurations
that improve game play payback percentages. These qualifications
may be embodied in predetermined conditions associated with the
reconfiguration database.
[0196] The game play may also change based on the appearance of the
game. Different symbols, audio output, and themes may be presented
to the player because of the reconfiguration. In some embodiments,
changing a "game" may comprise changing one more visual elements
associated with the game, perhaps without additionally changing an
underlying probability and/or payout structure. For example,
graphical elements of a slot game, such as reel symbols or other
indicia, may be altered (e.g., the "skin" or "theme" is changed),
though probabilities and payouts may not.
[0197] Furthermore, changing the game play may also include
changing the functionality of peripheral devices associated with
the gaming device to facilitate game play, and in particular, to
facilitate game play as result of the reconfiguration. Game play on
different types of games is facilitated by different types of
pushbutton panel and touch screen layouts. To ensure that the
appropriate input devices are selected and configured to facilitate
game play of a particular game, the reconfiguration may alter the
functionality of peripheral devices (e.g., an icon representing a
button on a touch sensitive display screen is labeled "draw"
instead of "spin").
[0198] Switching from a First Gaming Device to a Second Gaming
Device
[0199] The instruction might also include switching from one gaming
device to another gaming device based on the occurrence of a
satisfied condition. In this embodiment, a gaming device on which a
player places a wager may display the game outcomes generated by
and/or received from a second gaming device. This instruction 500
is illustrated in FIG. 5 wherein the gaming device is reconfigured
to "switch to Machine B" on the condition 512 that "$100 or more
lost on Machine A."
[0200] In one or more embodiments, a player could also select to
receive game outcomes from a gaming device that satisfies a
selected parameter. For example, the player may specify that game
outcomes should be provided from the "hottest" gaming device in the
gaming establishment. Alternatively, the player may wish to receive
game outcomes from the "coldest" gaming device on the gaming
establishment floor. The gaming device that satisfies the specified
parameter may be constantly changing.
[0201] Many of the conditions for determining a hot or cold game
listed above can also be applied to determining hot or cold gaming
devices. A player, rather than selecting a hot or cold game, may
instead select a hot or cold gaming device using appropriate
conditions similar to those described above for determining hot or
cold games.
[0202] In addition to those listed conditions, gaming device may be
switched when one or more gaming devices in physical proximity are
hot or cold. For example, if the player is playing Machine A in
Bank A, and Machine X is in Bank X:
[0203] A player may be switched to Machine X if one or more
machines in Bank X become hot using one more conditions for
determining whether a gaming device is hot. Alternatively, a player
may be switched to Bank X if one more gaming devices in Bank A
become cold.
[0204] In another embodiment, a player may be wagering on a gaming
device that is limited to presenting game outcomes produced by
other gaming devices or servers in which it is in communication.
For example, the gaming device with which a player interfaces may
be limited to the display of game outcomes, accepting wagers,
receiving a signal to retrieve the game outcome from a second
gaming device, receiving a game outcome from a second gaming device
(e.g., outcome identifier), determining one more indicia to present
based on the receipt of the outcome from the second gaming device,
and so on--though the gaming device with which a player interfaces
may not necessarily generate game outcomes itself (e.g., generate
random numbers and correlate then to game results via a probability
table).
[0205] This gaming device maybe a handheld gaming device 120 with
the primary function of reporting game outcomes produced by another
gaming device in which is in communication. An example of a
handheld gaming device 120 is a PDA, a cellular telephone, etc. A
handheld gaming device 120, in one embodiment may only be capable
of receiving game outcomes from another gaming device 102.
[0206] Such a handheld gaming device 120 may be used to report game
outcomes obtained from a gaming device on which a player has
wagered and placed in an automatic mode of operation (i.e.,
auto-play). In this automatic mode of operation, the gaming device
plays continuously until the player's balance is depleted or until
player specified parameters (such as number of game outcomes) is
obtained. The player may view the game outcomes obtained from the
gaming device in auto-play mode on the handheld gaming device 120.
If the gaming device 102 switches games or gaming devices from
which it receives game outcomes, the handheld gaming device 120
will also display the same game outcomes that result from the
reconfigured game play. Similarly, an Internet linked personal
computer 121 will operate similarly to the handheld gaming device
120 and display game outcomes that result from the reconfiguration
displaying the same game outcomes as the game outcomes obtained
from games or gaming devices that have been switched to new games
and gaming devices.
[0207] In some embodiments, the auto-play gaming device 102 or
gaming server 106 from which the gaming device receives game
outcomes may be required to be locked out from play by other
players, when a gaming device is reconfigured to receive game
outcomes from another gaming device for display on a standard
gaming device or a handheld gaming device, the gaming device
producing the game outcomes may either be locked out to other
players or allowed to be played. The game outcomes received by the
first player in the second player may be the same. Alternatively,
the game outcomes received by the first player and the second
player may both be generated by a single gaming device 102, but
provide separate and independently derived game outcomes to the
first player whose instruction caused the reconfiguration of the
first player's gaming device to receive game outcomes from the
second gaming device.
[0208] Methods for allowing players to use automated play
techniques in a game machine are described in Applicant's U.S. Pat.
No. 6,012,983, filed Dec. 30, 1996, entitled "AUTOMATED PLAY GAMING
DEVICE", and US Patent Publication No. 2003/0114217, filed Dec. 27,
2002, entitled "METHOD AND APPARATUS FOR AUTOMATICALLY OPERATING A
GAME MACHINE"; both patents are hereby incorporated in their
entirety by reference for all purposes.
[0209] Switching from a First Player to a Second Player
[0210] Similar to the switching of gaming devices, a player may
also obtain game outcomes from the gaming device at which a
specified player is wagering. A player may be specified based on a
variety of criteria. For example, player status level (e.g.,
win/loss history, amount wagered, etc.) may be determined in used
to select a player. Further conditions can be specified that
include not only the type of player from which game outcomes are to
be received, but also specifying the type of machine, game, or
area, that the player may wager.
[0211] Players that meet specified performance criterion are
constantly changing; consequently, it may be desirable that the
gaming network 100 determine (e.g., on a continuous basis) the
player that meets the specified performance criterion and duplicate
game outcomes from the specified player to the player that desires
to receive those game outcomes.
[0212] As discussed above, basically the same conditions for
determining "hot" or "cold" games may also be used determine "hot"
or "cold" players. Many players would like to "piggyback" on the
luck of another player. Consequently, a player would like to
"piggyback" generally on a player with a successful wagering
history. Conversely, some players might want to "piggyback" on a
player with an unsuccessful wagering history--figuring the
unsuccessful player is due a winning streak.
[0213] For example, an instruction can be made to receive game
outcomes from the gaming device at which the player with the best
financial return is playing. For example, player A may receive game
outcomes from the gaming device of player B--as a result of player
B having the best return on each wager Player B may have a change
of luck and player C may then have the best wager return. In
accordance with an instruction, player A is automatically switched
from receiving game outcomes obtained by player B to receiving game
outcomes obtained by player C.
[0214] Because the player is receiving game outcomes obtained by
other players, no decision-making is necessary on the part of the
"piggybacking" player. Consequently, the player may be considered
to be in an auto-play mode. Not only does the player automatically
receive game outcomes, but the player may also be provided with
automatic switching between games as conditions warrant.
[0215] The people on which "piggybacking" may occur may include,
for example, predetermined players (e.g. family members), specified
players with some casino status (player loyalty program), or simply
all players wagering at the gaming establishment.
[0216] Methods for allowing players to "piggyback" on other players
(i.e., receive the same game outcomes received by another player)
are described in Applicant's U.S. Pat. No. 6,001,016, filed Dec.
31, 1996, entitled "REMOTE GAMING DEVICE", the patent is hereby
incorporated by reference in its entirety for all purposes.
[0217] In certain embodiments, a player may select or specify
conditions under which the player decides to switch out of a game;
however, the player may not completely specify in the instruction a
specific game into which the player is switched. For example, the
player may only specify being switched into one of a plurality of
games. Alternately, the player may specify being switched into any
game. Consequently, the gaming establishment may randomly select a
game for the player or determine based on a set of rules e.g., the
"hottest" of a particular group), which game to provide the
player.
[0218] In accordance with some embodiments, instructions do not
necessarily require a game change; but may still alter game play.
For example, a condition that satisfies a predetermined requirement
may change the wagering strategy. For example, the player may
specify that if 10 game outcomes in a row are lost, the wager
amount automatically doubles for the next 10 game outcomes.
Alternatively, an instruction may change the number of active pay
lines, the source of funds from which a player is drawing a wager,
etc.
[0219] Multiple Instructions/Conditions
[0220] In some embodiments, more than one instruction 5 10 may be
implemented (e.g., concurrently). For example, the player may
select an instruction 510 to "switch to machine B" on the condition
that "$100 or more lost on machine A". The player may also select,
concurrently, the instruction to "switch to Game B" on the
condition of "10 consecutive losses on Game A". Machine A (the
machine the player is currently playing) may offer both Game A and
B.
[0221] If desired, both of the instructions 510 described above may
be implemented concurrently. As conditions 512 for each of these
instructions 510 is satisfied, change in game play is implemented.
Consequently, a player may begin with Game A, receive 10
consecutive losses, be automatically transferred to Game B (still
on Machine A), lose more than $100 on Machine A, and be
automatically transferred to Machine B (still playing Game B).
[0222] Having the ability to specify multiple conditions 512 and
instructions 510 allows the player to customize game play more
precisely. Multiple concurrent conditions and instructions may be
listed on a touch screen video display, facilitating the players
selection process.
[0223] Specifying Instructions/Conditions
[0224] Player Specified Conditions/Instructions
[0225] Turning to FIG. 2, in some embodiments, players may, in some
embodiments, specify instructions and conditions on the gaming
device 200 through the player-tracking device 260 or through one of
the video displays (i.e., the primary video display 234 or
secondary video display 238).
[0226] Turning to FIG. 1, players may, in some embodiments, also
customize player instructions on the gaming network 100 using one
of many possible network devices 101. For example, an Internet
linked personal computer 121 may use a gaming establishment's web
site to specify instructions. For example, a player may customize
instructions and/or conditions by using a gaming establishment's
web site (e.g. such that the instructions/conditions are stored in
a database maintained with a gaming establishment, such that when
the player arrives at the gaming establishment and inserts a player
tracking card, or otherwise provide identification, the gaming
device may reconfigure based on the instructions/conditions
previously supplied online).
[0227] Alternately, a kiosk 110 in the gaming establishment may be
used to specify instructions. Portable handheld devices 120
(including wireless devices such as PDAs and cellular telephones)
may also be used, in some embodiments, to send
instructions/conditions to the gaming server 106.
[0228] A player may also request, in some embodiments, that various
settings or preferences, conditions and instructions, may be stored
(e.g., as a record of a database maintained within the memory of a
gaming device 102 and/or server 106). In some embodiments,
instructions may be retrieved with the player's player-tracking
card identification number (e.g., a PIN or a smart card, biometric
identifier, etc.). In this manner, a player's preferences or
condition/instructions may follow the player from gaming machine to
gaming machine as a player moves through the gaming establishment
to play different games, or play in different locations within the
gaming establishment.
[0229] Reminders may be displayed on the gaming device 102 to
remind players of the instructions/conditions that have been set
that may affect game play. In addition, the parameters that
determine whether these conditions are met may also be displayed
with their current values and with the triggering points that
satisfy the condition. For example, if a player is playing Game A
and an instruction is to switch to Game B upon the condition of 10
consecutive winning outcomes of Game B, an indication of the
"current number of consecutive winning outcomes for Game B" might
be presented to the player. For example, the reminder might be
providing the message "switching to Game B in nine more
losses".
[0230] The player may decide to change conditions or instructions
during game play. These instructions/conditions may be deactivated
or adjusted, for example, using the touch screen and touching the
condition the player wishes to deactivate or adjust. For example,
as conditions are toggled off, a red "X" (or the international
"prohibited" symbol) may appear above the indication of the
condition. The player may also cancel an instruction during a
window of opportunity immediately after a condition has been
satisfied to prevent the reconfiguration. for example, "switching
to player B in five . . . four . . . three . . . --touch here to
cancel switch."
[0231] Methods for customizing gaming devices are described in
Applicant's U.S. Pat. No. 6,068,552, filed Mar. 31, 1998, entitled
"A GAMING DEVICE AND METHOD OF OPERATION THEREOF"; U.S. Pat. No.
6,110,041, filed Dec. 30, 1996, entitled "METHOD AND SYSTEM FOR
ADAPTING GAMING DEVICES TO PLAYING PREFERENCES"; and U.S.
application Ser. No. 10/361,201, filed Feb. 7, 2003, entitled "A
GAMING DEVICE AND METHOD OF OPERATION THEREOF"; the entirety of
each are incorporated herein by reference for all purposes.
[0232] Operator Specified Instructions/Conditions
[0233] Turning to FIG. 1, in still another embodiment, the operator
of the gaming establishment may determine criterion under which
game play may be switched to a different type game with the gaming
network 101. This criterion may be related to special promotions,
availability of gaming devices, and competitive/collaborative game
play. The gaming establishment may, for example, in some
embodiments, predetermine the instruction/conditions that
automatically reconfigure a gaming device to alter game play.
[0234] An example of an operator specified instruction includes a
player that has wagered more than a threshold dollar amount, or a
player that has lost more than a threshold dollar amount may be
rewarded by automatically changing game play to offer a player free
spins on a game. Game play may also change to reward player for
inserting additional currency or otherwise providing additional
credits to the gaming device, for length of time spent at the
gaming establishment, for purchasing goods and services at the
gaming establishment, etc.
[0235] Alternatively, the new game may provide an opportunity to
win player loyalty points, as part of the gaming establishment's
player loyalty program--typically tracked by the player database
144. This opportunity to win additional player loyalty points may
be triggered when the gaming device 102 detects boredom (e.g.,
based on the player win/loss game history, directional player's
gaze, etc.). Boredom may be detected based on speed of play,
wagering size, playing pattern, consecutive losses, the player's
overall win to loss ratio, etc. When such an event is detected, the
player may be offered or automatically switched into the loyalty
points game.
[0236] The loyalty points game does not require any further wager,
but determines a game outcome that provides a player with some
number of loyalty points, which is then accrued to the player's
account. The number of player loyalty points may be predetermined
or may be randomly selected by the loyalty game outcome. The player
may be given one game outcome or several game outcomes to accrue
player loyalty points. When the final game outcome has been
determined, the player is automatically returned to the previous
game. Consequently, the player loyalty game may be an interlude or
break for the player, from the gaming session.
[0237] In an alternative embodiment, the game play may
automatically shift from a first wagering game to another game
based on the game outcome of the first wagering game. The specific
game outcome on the first wagering game may be randomly determined.
Alternatively, the specific game outcome on the second wagering may
be intentionally produced when a condition is satisfied.
[0238] Players may also be switched to other games as part of
promotional activities to advertise new games as well as games that
are underutilized. Promotional activities may include offers of
free game plays, etc. By switching players into such games, players
may experience the game for free or at greatly reduced cost,
allowing the gaming establishment to promote the game. Because the
gaming establishment is controlling the switch (or at least the
offer) from the current game into the promotional game, the gaming
establishment can also control the timing of the promotion's
termination and return the player to standard wagering games. This
allows the gaming establishment to control losses incurred with
special promotional game offers.
[0239] The games and gaming devices promoted may be selected based
on any number of different criteria. Furthermore, the number of
games that are promoted simultaneously may also be based on
specific criterion. For example, the number of games promoted
(e.g., on a scroll bar on the game display) may be determined by
the player's rate of play, payback percentage, etc. Alternately,
the games promoted may be based on a strategic marketing mix that
includes a relatively new game, a "hot" machine, and an
"underutilized" game. Such mix is designed to provide a limited
selection that is broad enough to satisfy the player, yet still
achieved the objectives of the gaming establishment.
[0240] Certain games may be promoted more heavily by providing
larger icons or display space to promote the game in the game
display. Alternatively, certain games may be promoted more heavily
simply by displaying the promoted game longer on the game
display.
[0241] Underutilized games may also be identified and promoted for
player use. For example, a player receiving game outcomes on a
handheld gaming device 120 may receive an offer to receive game
outcomes from one of these underutilized gaming devices 120.
Similarly, a player accessing the gaming network 100 through an
Internet linked personal computer 121 might also be offered to
receive game outcomes from an underutilized gaming device 120.
[0242] Another example of a gaming establishment specified
instruction is, to some extent, an incomplete player specified
instruction. For example, the player may not have any preference
regarding the instructions/conditions for switching games or the
games to which the player is switched. For example, the player may
specify, "Let the casino control my fate". The player may register
this as a preference for a period of time or number of game plays
(e.g., "Let the casino control what games I play for next 10
spins").
[0243] Another example of a gaming establishment specified
condition is the establishment of a failsafe system for the gaming
network 100 in the event of a networked device 101 failure. This is
particularly important in a thin-client network, where game
outcomes are heavily dependent upon a central server and other
ancillary network devices 101 required to support potentially
hundreds of thin-client gaming devices 102. Any disruption in a key
support network device 101 could disrupt the operation of many
gaming devices 102.
[0244] Conditions and instructions may be specified by the operator
to switch to alternate gaming servers or gaming devices that
provide the same game (or any game) that can be played by the
player during the network disruption. The gaming operator may
establish a database that correlates each game to a similar game
having similar denomination, available pay lines, payback
percentages, game type, etc. to minimize the effect of the
disruption on the player by substituting the most similar game
possible.
[0245] Instructions and conditions for gaming establishment
specified conditions and instructions may be coded in the gaming
device's 102 game program 214 or in the software of the gaming
server 106 (e.g., game program 117). These instructions may also be
stored in the reconfiguration database 229 of the gaming device 200
shown in FIG. 2 or in the reconfiguration database 148 located in
the data storage device 124 shown in FIG. 1. In some embodiments, a
gaming device or a gaming device identifier may be hardwired with
conditions and reconfiguration rules to automatically affect
changes in game play.
[0246] The operator of the gaming establishment may, in one
embodiment, also include in a reconfiguration database an
additional field that determines when a condition/instruction is
active or inactive (in some embodiments, the player may also have
this capability to determine whether or not the reconfiguration
condition is active).
[0247] For example, turning to FIG. 1, in a situation wherein
separate instances of the same game is downloaded from server 106
to two different gaming devices 102, two different games on these
gaming devices may result dependent upon whether or not the
condition/instruction associated with these two separate game
instances is active or inactive for each of these gaming devices.
For example, if one gaming device has an active reconfiguration
field, the game play may be altered. Conversely, the second gaming
device may have an inactive reconfiguration field keeping the same
game on the gaming device. Consequently, two players playing the
same game, as separate instances of that game as provided by the
server 106, may experience different games and game play. In an
alternate embodiment, the player may also specify whether or not
the instruction is active or inactive.
[0248] Offer
[0249] In some embodiments, players may be presented with offers to
switch to different games, giving devices, or players--rather then
automatically implementing reconfiguration of the gaming device.
Consequently, although an automatic change in game play may occur
once a condition is satisfied, alternatively, a game play change
may be made optional to a player. For example, when the condition
specified is satisfied, rather than implementing the instruction,
an offer can be made to the player to implement the instruction.
The player may then decline or accept the offer. The player may
accept offers through the touch screen display or potentially
through the pushbutton panel.
[0250] An offer may be any type of game play alteration that can
potentially be implemented through the reconfiguration of the
gaming device. This includes all the example game play alterations
is discussed above including: changing the game, changing the type
of game, changing the payback percentage of the game, receiving
game outcomes from other gaming devices, specifying receiving a
particular player's game outcomes, etc.
[0251] Offers may be permanent or transitory on the gaming device
display. Transitory offers may last for a predetermined number of
game plays, for a predetermined period of time, etc. Offers for
"hotter" games may be promoted for longer periods of time. For
example, if a payback percentage is between 100 and 110%, the game
may be promoted for three minutes. Alternatively, if the payback
percentage is between 110 percent and 120 percent, the game maybe
promoted for four minutes.
[0252] Multiple offers may be made to the player. The number of
games offered, or promoted, may be related to the speed of game
play. For example, a player may be offered five different games
when playing at 10 spins per minute or six games when playing at
nine spins per minute. Rules may be set for offering a minimum or
maximum number of games. For example, a rule might be "pick the top
five games in terms of payback percentage in the past hour and
promote them".
[0253] In some embodiments, the number of games, gaming devices, or
players that are promoted simultaneously may also be based on
specific criteria. The actual number of multiple offers that are
selected for display and offered to the player may be composed in
accordance with any number of different rules. For example, as
shown in FIG. 11, one rule may indicate to always promote the "top
three" games in a sidebar 1110 as shown in the sidebar video
display 1100. The sidebar 1110 may be scrolled to present a
continuous stream of information. These top three games may change
over time and the sidebar may automatically be updated as these
games change. In another embodiment, the sidebar may be scrolled
(i.e., scrolling sidebar) which shows promoted games changing over
time as the scroll moves. Alternatively, another rule, for example,
might be "promote three gaming devices including one "new" gaming
device, one "hot" gaming device, and one "underutilized" gaming
device. Such a mix is designed to provide a limited selection that
is broad enough to satisfy the player, yet still achieve the
objectives of the gaming establishment.
[0254] The offer may be presented to the player as a
picture-in-a-picture on the primary video display 234, on a
separate secondary video display 238, as a sidebar or scroll bar
longitudinally placed along the edge of the video display, etc.
Offers may be represented by icons that may be larger for "hotter"
games.
[0255] Gaming devices or players that are unavailable may be
"ghosted" or grayed" out or otherwise indicated as unavailable.
Offers may be deleted or minimized by the player to provide the
player with a fill, unobstructed view the gaming display. Deleted
offers may cause the gaming device to generate new offers for
display to the player.
[0256] Even if the player does not accept the offer, the game
outcomes from another machine may be displayed to the player. For
example, a player playing a first game might be shown a promotional
video depicting a bonus round recently occurred on another gaming
device (e.g., "look at how well Player X did in a bonus round of
Game B"). In lieu of displaying actual game play from another
gaming device, video clips of typical game outcomes and game play
(e.g., from actual archived historical game play) can be displayed.
Any of these displays can be either static are provided in video
format. Furthermore, the presentation of these video clips or
pictures may occur in the form of a scroll bar on the side of the
video display or in a "picture-in-picture" type display on the
video display.
[0257] The presentation of these offers may be "collapsible" or
"minimizable" at any time, or may be collapsed or minimized upon
expiration of the offer. Collapsed or minimized offers may still be
available, although they may take up a smaller portion of the
display area and/or may require accessing a separate screen before
they may be accepted.
[0258] Offers may include statistical analysis of the game
outcomes, the player's, or the gaming device to demonstrate to the
player what would have happened if the player had selected a
specific gaming device. For example, a number of coins recently
paid by machine B, a number of players currently playing Game B, a
number of consecutive wins achieved by player B. In some
embodiments, parameters that are output are the same parameters
that satisfied a condition such that the game, machine, or a
piggyback player is offered in the first place. For example, if an
instruction is to offer Game B when 35 or more players are
currently playing game B, Game B may be offered, and the number of
players (35+) may be additionally output.
[0259] In some cases, offers may not be available until the player
has earned or qualified for the offer. These offers may be
conditioned on certain types of game play, wagering amounts, amount
wagered losses, etc. Once the condition requirements are met, the
player may be eligible, in some embodiments, to play previously
unavailable games, gaming machines, or piggyback on the play of
other players.
[0260] To accept an offer, players may provide input via the touch
screen, pushbutton on the pushbutton panel, or through the
player-tracking device. Accepting the offer has the effect of
altering the game play for the offers instructions.
[0261] Reconfiguration Timing
[0262] Whether an offer is accepted or there is an automatic
triggering of the reconfiguration, the reconfiguration may take
place immediately or at some predetermined time. For example, once
the condition is satisfied the reconfiguration may take place at a
future time, after a number of game outcomes are received, after a
specified number of winning game outcomes are received, after a
specified type of game outcome is received, or immediately after a
game outcome is received.
[0263] In certain situations, the reconfiguration may be triggered
while game play is still occurring on the gaming device. In this
case, the timing of the reconfiguration may be delayed until the
game outcome of the previous game has been fully played out. In
certain circumstances for example, a player may have a number of
free spins remaining on the first game while triggering the
reconfiguration of the game. The reconfiguration would then be
delayed until the player has finished the game play (free spins)
before the reconfiguration of the gaming device. Other examples of
the gaming device operation that may be completed prior to
reconfiguration include: waiting until the reels of the first game
stopped spinning, until all credits have been added to the credit
meter, and until all sound effects and visual presentations have
been completed.
[0264] Although the above delay in reconfiguration is described in
the context of changing games at a gaming device, it is equally
applicable to changing games to procure game outcomes on different
gaming devices. The reconfiguration to receive a game outcome from
a second gaming device is delayed until the game on the first
gaming device is fully played. Furthermore, the reconfiguration to
the second gaming device may be delayed until the second gaming
device has fully played out a game outcome that is in the process
of occurring at the time the condition for reconfiguration was
satisfied.
[0265] Alternatively, in some embodiments, game play could be
immediately interrupted, the game device reconfigured for altered
game play, the altered game play completed, and the player returned
to the original first game for completion of the first game.
[0266] The fact that the player has achieved the condition allowing
reconfiguration may be displayed on the gaming device as an
incentive for the player to continue game play. Once the
reconfiguration occurs, in some embodiments, the altered game play
may exist for only a predetermined time before the player is
switched back to the original game play.
[0267] A special situation exists, where a player desires to
receive the game outcomes from another gaming device. Even in a
situation where all the conditions are satisfied, if the gaming
device is not available (i.e., another player wagering on a gaming
device) the instruction cannot be satisfied and the player may wait
until that specified gaming device is again available.
[0268] For example, a player may register for a tournament and once
that tournament begins, the player's gaming device may shift game
play mode, exit the current wagering game, and enter the tournament
(or any competitive, collaborative, otherwise multiplayer gaming
function. This capability allows a player to wager in an
independent mode and as opportunities become available, shift
seamlessly to a competitive/collaborative mode of group gaming
wherein a single game outcome may affect a number of players
simultaneously. This customization feature allows a player to
select the type of game play the player want to participate in and
reject those that are not desired without bothering a player for
each potential gaming opportunity that may be available.
[0269] Controlling Network Configuration
[0270] Turning to FIG. 6, an example of a network configuration
database 600 with exemplary data records is presented, in
accordance with one example embodiment. The network configuration
database 600 may comprise, for example, the network configuration
database 147 (FIG. 1). The network configuration database 147 may
be present in some embodiments to facilitate network communications
to assist the gaming server 106 to perform its communication,
accounting, player tracking, and other similar functions. The
complexity of network communications is a result of the
reconfiguration of the gaming devices 102 occurring in the gaming
network 100.
[0271] For example, in one embodiment, as discussed above, a gaming
device may receive and display game outcomes obtained from another
gaming device. This presents a number of difficulties associated
with communicating game outcomes over the gaming network 100 from
the selected gaming device to the receiving gaming device.
[0272] In addition, further difficulties are associated with
insuring that winning game outcomes are paid to the appropriate
gaming device and player. Furthermore, even before game outcomes
are received, the gaming network 100 may constantly determine the
gaming device 102 that satisfies a specified parameter and
appropriately configure the network to provide the game outcomes
from the correct machine to the player that requested the specified
gaming device's game outcomes.
[0273] In order to track the configuration of the gaming network
100 and provide the functions required for reconfiguration, a
network configuration database 147 as shown in FIG. 1 can be
established to track and maintain the current configuration status
of the gaming network 100. The network configuration database 147
maybe maintained, in one embodiment, in a data storage device 124
or in the memory of gaming server 106.
[0274] The exemplary network configuration database 600 shown in
FIG. 6 is for three players 602 (P-1, P-2, and P-3). The database
600 includes the gaming device 604 the player may be operating, the
game type 606, whether the gaming device is operated as a
"piggyback" machine 608, whether a player is a piggyback player
610, and whether the player is offered alternate games 612. FIG.
600 can be interpreted as follows. [0275] Player 1 is playing
Gaming Device 1. Gaming Device 1 is running Game Type 1. The player
is also being presented with offers to play Game Type 2 and Gaming
Device 5. [0276] Player 2 is playing Handheld Gaming Device 1.
Handheld Gaming Device 1 is being used to view outcomes generated
by Gaming Device 4. Gaming Device 4 is running Game Type 4. [0277]
Player 3 is playing remotely from his home PC via the Internet.
Player 3 is "piggybacking" on Player 1. Since Player 1 is playing
Game Type 1 on Gaming Device 1, Player 3 is indirectly playing
these (indirect nature of play denoted by parenthesis).
[0278] The network configuration database 147 may be constantly
updated as reconfigurations occur, and assist the gaming network
100 to maintain communication and proper accounting for each gaming
device 102.
[0279] Examples of Supported Games
[0280] Turning to FIG. 1, all different types of games, including
all standard slot type games and video games may use conditions to
trigger the reconfiguration of the gaming devices 102, whether the
reconfiguration is isolated to features provided only by the gaming
device or whether additional features are provided from the gaming
network 100 and its network devices 101. General game categories
are discussed below to provide examples of how conditional
reconfiguration may be applied.
[0281] Competitive/Collaborative Games
[0282] In addition to the standard types and games, reconfiguration
can be applied to competitive and collaborative type gaming. For
example, players on a gaming network 100 may receive bonuses for
having the highest score or any other success related parameter.
Consequently, the gaming network 100 may have a condition that
identifies such a player, and provides that player a bonus. This
bonus may relate to receiving a higher payback percentage,
receiving a percentage from all other players wagering on the
gaming network 100, or identification and recognition as the best
player.
[0283] Conditions may be used to match players in competitive game
play. For example, the two best players may be selected for a
playoff Conditions and instructions may also be implemented that
facilitate the forming of competitive and collaborative teams.
These teams may be formed from players based on satisfying any
number of conditions. Conversely, the reconfiguration may monitor
game play and determine when a player should be removed from a team
or the competitive/collaborative game.
[0284] Tournament Games
[0285] Many gaming establishments offer tournaments to players.
These tournaments's often use slot-type games and a point or credit
system to identify the player with the highest score in a
predetermined time and provide a tournament award. The gaming
network 100 may be programmed to identify the start and end of the
tournament, as well as the players desiring to participate in the
tournament and provide appropriate notification through the gaming
network 100 to each of the appropriate players when the tournament
commences. In addition, the gaming network 100 may reconfigure the
gaming device 102 to provide participating players with the
appropriate game. The tournament may comprise a number of different
games in which the player may compete. The gaming device 102 may be
reconfigured to provide each subsequent game on the condition that
the player completes the previous required game.
[0286] Flat Rate Gaming
[0287] Flat rate gaming sessions offer the opportunity to purchase
a bundle of game plays for a specified price or, alternatively, to
buy a predetermined time period for unlimited plays of the gaming
device. In one embodiment, multiple flat rate gaming sessions may
be purchased. One flat rate session may be played by the player on
the gaming device 102 while a second flat rate gaming session is
automatically executed on the player's behalf. The second flat rate
gaming session may display limited game play data, such as icons or
indicia that indicate game outcome, credit balance, etc. This
second flat rate gaming session may be displayed on a separate
video display or in an area of a primary video display such as a
picture-in-picture type display or sidebar.
[0288] The second flat rate gaming session may only become
available for play if conditions are satisfied in the first flat
rate session and/or second flat rate session (e.g., a player may
desire to "shift control" from a first flat rate session to a
previously automated second flat rate session if the second session
becomes "hot" or if the first session becomes "cold"). A degree of
interactive action may exist between the first flat rate session
and the second flat rate session such that the second flat rate
session only executes based on the satisfaction of
conditions/parameters in the first flat rate gaming session.
[0289] In some embodiments, the game that is played may alternate
automatically between the games as conditions are satisfied. For
example, a first flat rate gaming session may act as a base game
and a second flat rate gaming session may act as a bonus game. If
the conditions for playing the second flat rate gaming session
bonus game are satisfied by the first flat rate gaming session, the
player is transported to the bonus game and allowed to play until a
game outcome or condition forces the player back into the first
flat rate gaming session.
[0290] The parameters database 145 may be used to time or record
game outcomes received by the player in the flat rate session and
act to terminate the flat rate gaming session by reconfiguring the
gaming device 102 back to its original configuration and end the
flat rate gaming session.
[0291] Methods for establishing flat rate playing sessions are
described in Applicant's U.S. Provisional Patent Application Ser.
No. 60/627,670, filed on Nov. 12, 2004 and entitled GAMING DEVICE
OFFERING A FLAT RATE PLAY SESSION AND METHODS THEREOF"; U.S.
Provisional Patent Application Ser. No. 60/679,138 filed on May 9,
2005 and entitled SYSTEMS, METHODS, AND APPARATUS FOR FACILITATING
A FLAT RATE PLAY SESSION ON A GAMING DEVICE; the content of each
application hereby incorporated by reference in their entirety.
[0292] Special Bonusing/Jackpot Games
[0293] Many gaming devices 102 have games that offer jackpots,
especially progressive jackpots. Many gaming devices do not have
any jackpots--despite the popularity of progressive jackpots among
players. Reconfiguration provides another method for reconfiguring
gaming devices that may not have a jackpot, or even gaming devices
that do have a jackpot, to be reconfigured upon some condition that
allows a player a chance to play for a jackpot game. In one
embodiment, this condition may be unrelated to the game outcomes
received by the player. For example, the player with the greatest
number of loyalty points on the network might be allowed a chance
to play the jackpot game. Alternatively, the player that has played
the longest may be given a chance to play for the jackpot. The
player may even be selected randomly to participate in the jackpot
game. The player may allowed to participate in the jackpot game, in
one embodiment, for a period or game plays and on the condition the
player loses, the gaming device is reconfigured and the player is
exited from the jackpot game.
Conclusion
[0294] Although the foregoing described only a few of the most
popular wagering games to which reconfiguration can be applied, it
should be appreciated that any type of wagering game implemented
with gaming devices can be reconfigured when a condition is
satisfied. Further, these gaming devices are not limited to the
embodiments described (i.e., video gaming devices, such as video
slot machines and video poker machines), but can also be applied to
other types of gaming devices, such as video roulette machines,
video blackjack machines and the like. Furthermore, it is also
possible to employ electromechanical gaming devices such as gaming
devices with mechanical reels that determine game outcomes as
another embodiment that may use the methods and apparatus discussed
herein.
[0295] Thus, while the present invention has been described in
terms of certain embodiments, other embodiments that are apparent
to those of skill in the art are also intended to be within the
scope of the present invention. Accordingly, the scope of the
present invention is intended to be limited only by the claims
appended hereto.
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