U.S. patent application number 11/266625 was filed with the patent office on 2007-11-01 for methods and apparatus for facilitating a flat rate play session including surrender and / or session strategy features.
Invention is credited to Magdalena M. Fincham, Geoffrey M. Gelman, Norman C. Gilman, James A. Jorasch, Steven M. Santisi, Thomas M. Sparico, Robert C. Tedesco, Jay S. Walker.
Application Number | 20070254732 11/266625 |
Document ID | / |
Family ID | 38648996 |
Filed Date | 2007-11-01 |
United States Patent
Application |
20070254732 |
Kind Code |
A1 |
Walker; Jay S. ; et
al. |
November 1, 2007 |
Methods and apparatus for facilitating a flat rate play session
including surrender and / or session strategy features
Abstract
The present invention is directed generally to a method and
apparatus for operating a gaming device having a flat rate play
session costing a flat rate price. The flat rate play session spans
multiple plays on the gaming device over a preestablished duration
that may span, for example, a predetermined period of time or a
period of time that ends upon the occurrence of a predetermined
number of game plays or handle pulls, or upon the occurrence of
another event. In one or more embodiments, a player is offered a
surrender payout and fractional surrender payouts are accumulated
for a player until an end of a flat rate play session. In one
embodiment, a session strategy may be determined and implemented
for a game play of the flat rate play session. The session strategy
may be determined, for example, based on a current value of a
parameter associated with the flat rate play session (e.g., a value
of a credit meter balance and/or a remaining duration of the flat
rate play session).
Inventors: |
Walker; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (New York, NY) ;
Gelman; Geoffrey M.; (Boston, MA) ; Fincham;
Magdalena M.; (Ridgefield, CT) ; Santisi; Steven
M.; (Ridgefield, CT) ; Tedesco; Robert C.;
(Fairfield, CT) ; Gilman; Norman C.; (North
Haledon, NJ) ; Sparico; Thomas M.; (New York,
NY) |
Correspondence
Address: |
WALKER DIGITAL MANAGEMENT, LLC
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
38648996 |
Appl. No.: |
11/266625 |
Filed: |
November 3, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60627670 |
Nov 12, 2004 |
|
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60637338 |
Dec 17, 2004 |
|
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60679138 |
May 9, 2005 |
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3244 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/00 20060101
A63F009/00 |
Claims
1. A method, comprising: determining, during play of a flat rate
play session, an initial set of indicia output to a player, wherein
a final set of indicia is determined based on a player selection
and a payout corresponding to the final set of indicia is
determined; determining a forfeit payout to offer the player in
exchange for the player forfeiting a right to a payout that
corresponds to a final set of indicia that may be determined based
on the initial set of indicia; outputting an offer for the forfeit
payout prior to the final set of indicia being determined;
receiving an acceptance of the offer; determining that the forfeit
payout is a fractional amount; and adding the forfeit payout that
is the fractional amount to a sum of fractional forfeit payouts
accepted by the player.
2. The method of claim 1, wherein the initial set of indicia
comprises an initial set of cards dealt in a video poker game.
3. The method of claim 1, further comprising: determining the
forfeit payout based on the initial set of indicia and a
probability of obtaining the final set of indicia.
4. The method of claim 1, further comprising: determining an end of
the flat rate play session; and adding the sum of fractional
forfeit payouts to a credit balance associated with the player.
5. The method of claim 4, further comprising: rounding the sum of
fractional forfeit payouts to the next highest number prior to
adding the sum of fractional forfeit payouts to the credit
balance.
6. The method of claim 4, further comprising: determining whether
the credit balance, after the addition of the sum of the fractional
forfeit payouts, is an amount greater than zero; and outputting
monetary value to the player in the amount only if the amount is
greater than zero.
7. A method, comprising: determining that a flat rate play session
has been initiated; determining an initial set of indicia for a
game play of the flat rate play session; determining a session
strategy for the game play; determining, based on the session
strategy, a draw strategy for the game play; and implementing the
draw strategy for the initial set of indicia.
8. The method of claim 7, wherein the flat rate play session is for
a video poker game and wherein the initial set of indicia comprises
an initial set of dealt cards.
9. The method of claim 7, wherein the step of determining that a
flat rate play session has been initiated is performed by a gaming
device and in response to an indication from a player associated
with the flat rate play session.
10. The method of claim 7, wherein at least one of the session
strategy and the draw strategy is determined based on an indication
from a player associated with the flat rate play session.
11. The method of claim 10, wherein the indication comprises an
indication of at least one goal for the flat rate play session.
12. The method of claim 11, wherein the at least one goal specifies
a desired credit meter balance to be achieved at an end of the flat
rate play session.
13. The method of claim 12, wherein the desired credit meter
balance is based on a price paid for the flat rate play
session.
14. The method of claim 10, wherein the indication comprises an
indication of a condition to be satisfied prior to implementing at
least one of the determined session strategy and the draw
strategy.
15. The method of claim 14, wherein the condition is a combination
of a specified value of a credit meter balance associated with the
flat rate play session and a specified remaining duration of the
flat rate play session, such that the session strategy is
determined if it is determined that at a time the game play is
conducted the credit meter balance associated with the flat rate
play session is not greater than the specified value and the
remaining duration of the flat rate play session is not greater
than the specified duration.
16. The method of claim 7, further comprising: receiving an
indication of a goal for the flat rate play session; and
determining at least one condition which, if satisfied, corresponds
to a session strategy that maximizes the likelihood of achieving
the goal.
17. The method of claim 16, wherein determining the at least one
condition is performed by a device.
18. The method of claim 17, wherein the at least one condition is
selected by a gaming device during the flat rate play session.
19. The method of claim 7, wherein determining the session strategy
comprises determining the session strategy based on a current value
of a parameter associated with the flat rate play session.
20. The method of claim 19, wherein the current value of the
parameter comprises a current value of a credit meter balance
associated with the flat rate play session.
21. The method of claim 19, wherein the current value of the
parameter comprises a remaining duration of the flat rate play
session.
22. The method of claim 7, further comprising: determining that a
gaming device on which the flat rate play session is being
conducted is operating in an automatic play mode; and wherein
implementing the draw strategy comprises drawing, on behalf of a
player associated with the flat rate play session, replacement
indicia for the initial set of indicia in accordance with the
determined draw strategy.
23. The method of claim 7, wherein implementing the draw strategy
comprises outputting a recommendation of the determined draw
strategy, thereby determining a recommended draw strategy.
24. The method of claim 23, further comprising: receiving, from a
player associated with the flat rate play session, an indication of
an acceptance of the recommended draw strategy; and causing
replacement indicia for the initial set of indicia to be determined
in accordance with the recommended draw strategy.
25. The method of claim 7, further comprising: causing replacement
indicia for the initial set of indicia to be determined in
accordance with the determined draw strategy, thereby causing a
final set of indicia to be determined; determining whether the
final set of indicia corresponds to a payout; and causing, if the
final set of indicia corresponds to a payout, the payout to be
added to the credit meter balance associated with the flat rate
play session.
26. The method of claim 7, further comprising: determining that a
request for a cash out of the credit meter balance associated with
the flat rate play session has been received from a player
associated with the flat rate play session; and authorizing a value
of the credit meter balance to be dispensed to a player only if the
value is greater than zero.
27. A gaming device, comprising: a display for displaying game
indicia; a processor for facilitating a wagering game; and a memory
storing a program, the program for directing the processor to:
determine that a flat rate play session has been initiated;
determine an initial set of indicia for a game play of the flat
rate play session; determine a session strategy for the game play;
determine, based on the session strategy, a draw strategy for the
game play; and implement the draw strategy for the initial set of
indicia.
28. The gaming device of claim 27, wherein the gaming device is a
video poker machine and wherein the initial set of indicia is an
initial set of cards dealt for a video poker hand.
Description
CLAIM OF PRIORITY
[0001] The present application claims the benefit of the following
three provisional applications: [0002] (i) U.S. Provisional
Application 60/627,670, filed on Nov. 12, 2004 and entitled GAMING
DEVICE OFFERING A FLAT RATE PLAY SESSION AND METHODS THEREOF;
[0003] (ii) U.S. Provisional Application 60/637,338, filed on Dec.
17, 2004 and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY
SESSION AND METHODS THEREOF; and [0004] (iii) U.S. Provisional
Application 60/679,138, filed on May 09, 2005 and entitled SYSTEMS,
METHODS AND APPARATUS FOR FACILITATING A FLAT RATE PLAY SESSION ON
A GAMING DEVICE.
[0005] The entirety of each of the above provisional applications
is incorporated by reference herein for all purposes.
BACKGROUND
[0006] Applicants have previously invented methods and apparatus
for facilitating a flat rate play session. Commonly-owned U.S.
application Ser. No. 10/001,089, filed Nov. 02, 2001 and entitled
GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OF
OPERATING SAME, for example, describes various methods and systems
for facilitating a flat rate play session. However, such flat rate
play session methods and systems may be further enhanced and
augmented, for the benefit of players, gaming system manufacturers,
and casinos.
SUMMARY
[0007] In accordance with one or more embodiments, methods and
systems for facilitating a flat rate play session are provided. In
accordance with some embodiments, a method provides for
determining, during play of a flat rate play session, an initial
set of indicia output to a player, wherein a final set of indicia
is determined based on a player selection and a payout
corresponding to the final set of indicia is determined. The method
further provides for determining a surrender payout to offer the
player in exchange for the player surrendering a right to a payout
that corresponds to a final set of indicia that may be determined
based on the initial set of indicia. The method still further
provides for outputting an offer for the surrender payout prior to
the final set of indicia being determined and receiving an
acceptance of the offer. The method still further provides for
determining that the surrender payout is a fractional amount and
adding the surrender payout that is the fractional amount to a sum
of fractional surrender payouts accepted by the player.
[0008] In accordance with one or more embodiments, a method
provides for initiating a flat rate play session, determining an
initial set of indicia for a game play of the flat rate play
session and determining a session strategy for the game play. The
session strategy may be determined, for example, based on a current
value of one or more parameters of the flat rate play session.
Examples of such parameters and corresponding values include a
current value of a credit meter balance associated with the flat
rate play session and/or a remaining duration of a flat rate play
session. In some embodiments, the session strategy may be
determined based on (i) the satisfaction of one or more conditions;
and/or (ii) one or more goals to be achieved for the flat rate play
session. The conditions and/or goals may be specified, in some
embodiments, by a player associated with the flat rate play
session. Once the session strategy is determined, the method
provides for determining a draw strategy for the initial set of
indicia, the draw strategy being determined based on the determined
session strategy. The method further provides for implementing the
determined draw strategy. In some embodiments, implementing the
determined draw strategy may comprise outputting a recommendation
or hint of the determined session strategy and/or draw strategy. In
some embodiments, implementing the determined draw strategy may
comprise holding, on behalf of the player, at least zero of the
initial set of indicia based on the draw strategy and causing
replacement indicia to be randomly selected for the indicia of the
initial set of indicia that has not been held.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 is an overall schematic view of a system according to
one embodiment of the present invention, including a slot machine
and a slot network server;
[0010] FIG. 2a is a schematic view of the slot machine of FIG.
1;
[0011] FIG. 2b is a plan view of the slot machine of FIG. 1;
[0012] FIG. 3 is a schematic view of the slot network server of
FIG. 1;
[0013] FIG. 4 is a schematic view of a casino player database of
the server of FIG. 3;
[0014] FIG. 5 is a schematic view of the flat rate database of the
slot machine of FIG. 2;
[0015] FIG. 6 is a schematic view of the payout table of the slot
machine of FIG. 2;
[0016] FIG. 7 is a schematic view of the calculation table of the
slot machine of FIG. 2;
[0017] FIGS. 8a and 8b are overall flow diagrams of the operation
of the system of FIG. 1;
[0018] FIG. 9 is a detailed flow diagram of the operation of the
system of FIG. 1;
[0019] FIG. 10 is a flow diagram of the process of terminating play
of the system of FIG. 1;
[0020] FIGS. 11a and 11b are flow diagrams of the process of
resuming play of the system of FIG. 1;
[0021] FIGS. 12a and 12b are overall flow diagrams of the operation
of another embodiment of the present invention;
[0022] FIG. 13 is a flow diagram of the process of receiving a
payout in the embodiment of FIG. 12;
[0023] FIG. 14 is a schematic view of the flat rate price package
database of the slot machine of FIG. 2; and
[0024] FIG. 15 is an overall flow diagram of the operation of
another embodiment of the present invention.
[0025] FIG. 16 is an overall schematic view of a system according
to another embodiment of the present invention.
[0026] FIG. 17 is a schematic view of the casino server of FIG.
16.
[0027] FIG. 18 is a schematic view of the insurer device of FIG.
16.
[0028] FIG. 19 is schematic view of the gaming device of FIG.
16.
[0029] FIG. 20 is a schematic view of the player device of FIG.
16.
[0030] FIG. 21 is a table illustrating an embodiment of the player
database stored in the casino server of FIG. 17.
[0031] FIG. 22 is a table illustrating an embodiment of the gaming
device database stored in the casino server of FIG. 17.
[0032] FIG. 23 is a table illustrating an embodiment of the
contract database stored in the casino server of FIG. 17.
[0033] FIG. 24 is a flowchart illustrating a process in accordance
with one embodiment of the present invention, the process
corresponding to the system illustrated in FIG. 16.
[0034] FIG. 25 is an example screen of information that may be
output to a player participating in a flat rate play session of a
video poker game, in accordance with one or more embodiments.
[0035] FIG. 26 is a flowchart illustrating a process for
determining a strategy, in accordance with one or more
embodiments.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
[0036] Certain preferred embodiments of the present invention will
now be described in greater detail with reference to the drawings.
Although the embodiments discussed herein are directed to reel slot
machines, it should be understood that the present invention is
equally applicable to other gaming devices, such as video poker
machines, video blackjack machines, video roulette, video keno and
the like.
[0037] In accordance with some embodiments, described are methods
and apparatus for operating a gaming device operable to facilitate
a flat rate play session. As used herein, flat rate play session is
defined as a period of play wherein the player need not make funds
available for any play during the play session. The flat rate play
session spans multiple plays of the gaming device. These multiple
plays are aggregated into intervals or segments of play. It is to
be understood that the term interval as used herein could be time,
handle pulls, and any other segment in which slot machine play
could be divided. For example, two hours, one hundred spins, fifty
winning spins, etc. A player enters player identifying information
and player selected price parameters at a gaming device. The price
parameters define the flat rate play session, describing the
duration of play, machine denomination, jackpots active, etc. The
gaming device stores the player selected price parameters and
proceeds to retrieve the flat rate price of playing the gaming
device for the flat rate play session. The player selected price
parameters, in combination with operator price parameters,
determine the flat rate price. Should the player decide to pay the
flat rate price, the player simply deposits that amount into the
gaming device or makes a credit account available for the gaming
device to debit. For example, it might cost twenty-five dollars to
play for half an hour.
[0038] Once the player initiates play, the gaming device tracks the
flat rate play session and stops the play when the session is
completed, usually when a time limit has expired. During the play
session, the player is not required to deposit any coins. Payouts
are made either directly to the player in the form of coins or
indirectly in the form of credits to the credit balance stored in
the machine. It should be understood that the player balance could
be stored in a number of mediums, such as smart cards, credit card
accounts, debit cards, and hotel credit accounts.
[0039] With reference to FIG. 1, a system 100 according to one
embodiment of the present invention is shown. In general, the
system 100 comprises multiple slot machines 102 and a slot network
server 106. As used herein, a slot machine may comprise, for
example, a reeled slot machine (e.g., a video reeled slot machine
or a mechanical reeled slot machine), a video poker machine, a
blackjack machine, or any other wagering device. In the present
embodiment, each slot machine 102, which is uniquely identified by
a machine identification (ID) number, communicates with the slot
network server 106 via a slot network 104. The slot network 104 is
preferably a conventional local area network controlled by the
server 106. It is to be understood, however, that other
arrangements in which the slot machines 102 communicate with the
server 106 are within the scope of the present invention.
[0040] As will be described in greater detail below, in one
embodiment, the slot machine 102 communicates player identifying
information to the slot network server 106. The slot network server
106, in turn, verifies the player identifying information. The slot
machine 102 also calculates a flat rate price based on both player
selected and casino determined price parameters and displays the
flat rate price to the player. The player may then accept the flat
rate price and initiate play. In another embodiment, the present
invention may be practiced without server 106, in an arrangement in
which the slot machine 102 calculates the flat rate price.
[0041] With reference to FIG. 2a, the slot machine 102 will now be
described in greater detail. It should be noted that the slot
machine 102 is illustrated in FIG. 2a as a video poker machine, in
accordance with some embodiments. The slot machine 102 contains a
Central Processing Unit (CPU) 210, a clock 212, and an operating
system 214 (typically stored in memory as software). The CPU 210
executes instructions of a program stored in Read Only Memory (ROM)
216 for playing the slot machine 102. The Random Access Memory
(RAM) 218 temporarily stores information passed to it by the CPU
210 during play. Also in communication with the CPU 210 is a Random
Number Generator (RNG) 220.
[0042] With respect to gaming operations, an example operation of
the slot machine 102 is now described. A player may start the slot
machine 102 by inserting a coin into coin acceptor 248, using
electronic credit, a cashless gaming receipt or other form of
payment, and pressing the starting controller 222. Under control of
a program stored, for example in a data storage device 224 or ROM
216, the CPU 210 initiates the RNG 220 to generate a number. The
CPU 210 looks up the generated random number in a stored
probability table 226, which contains a list which matches random
numbers to corresponding outcomes, and finds the appropriate
outcome. Based on the identified outcome, the CPU 210 locates the
appropriate payout in a stored payout table 228. The CPU 210 is
also operable to determine which hold/discard buttons 232, 234, 236
have been actuated by a player to indicate which cards are to be
replaced. When the player wins, the machine stores the credits in
RAM 218 and displays the current balance in video display area 238.
It should be noted that video display area 238 may comprise a
plurality of display areas and/or a plurality of display devices.
In an alternate embodiment, the slot machine 102 dispenses the
coins to a payout tray (not shown), and in another embodiment, the
slot network server 106 stores the player credits.
[0043] A hopper controller 240 is connected to a hopper 242 for
dispensing coins. When the player requests to cash out by pushing a
cashout button (not shown) on the slot machine 102, 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). A coin acceptor 248 is
also coupled to the CPU 210. Each coin received by the coin
acceptor 248 is registered by the CPU 210.
[0044] In one embodiment, video display area 238 or another video
display area graphically displays representations of objects
contained in the selected game, such as graphical reels or playing
cards. In some embodiments, these representations may be animated
to display playing of the selected game.
[0045] Also in communication with the CPU 210 is a player tracking
device 260. The tracking device 260 comprises a card reader 266 for
reading player identifying information stored on a player tracking
card. As used herein, the term player identifying information
denotes any information or compilation of information that uniquely
identifies a player. In the present embodiment, the identifying
information is 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. Such a magnetic
strip and device to read the information stored on the magnetic
strip are well known.
[0046] The player tracking device 260 also includes a display 262
and a player interface 264. The player interface 264 may include a
keypad and/or a touchscreen display. In operation, as discussed
below, the slot machine 102 displays a message prompting the player
to enter player selected price parameters. In the present
embodiment, a player may enter the player selected price parameters
via the player interface 264. Because the player interface 264 is
part of the tracking device 260, it is, therefore, in communication
with the CPU 210. Alternatively, input of selected price parameters
may be accomplished through video display area 238 if it is
configured with touch screen capabilities. It should be noted that
in some embodiments a player may make selections and/or enter price
parameters, preferences (e.g., goals for a flat rate play session,
a selection of a session strategy, etc.) using another player
interface, such as a touchscreen that may be a component of slot
machine 102.
[0047] The slot machine 102 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, 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, if the slot machine is not engaged in flat rate play.
[0048] The databases stored in the data storage device 224 include
a probability table 226, a calculation table 227, a payout table
228, a flat rate price package database 229, and a flat rate
database 246. As discussed in greater detail below, the flat rate
database 246 and the calculation table 227 store information
related to the flat rate play session and calculation of the flat
rate price, respectively. The flat rate price package database 229
stores information describing different pre-established flat rate
packages as custom designed by the casino.
[0049] Also connected to the CPU 210 is a slot network interface
250. The slot network interface 250 provides a communication path
from the slot machine 102 to slot network server 106 through the
slot network 104. Thus, as discussed in greater detail below,
information is communicated among the player tracking card, player
tracking device 260, slot machine 102, and slot network server
106.
[0050] With reference to FIG. 2b, the plan view of slot machine
102, will now be described below. The slot machine 102 is depicted
as a video poker machine in FIG. 2b. FIG. 2b depicts slot machine
102 displaying player selected price parameter options on video
display area 238. Included in the displayed parameters is amount
wagered per play 712, interval 714, duration of interval 722, and
active pay combinations 720. As will be described further below,
after the player has selected the desired price parameters, the
slot machine 102 displays a flat rate price 724. Once the player
has accepted the flat rate price and made the appropriate funds
available, play may commence.
[0051] The slot network server 106 will now be described in greater
detail with reference to FIG. 3. Like the slot machine 102 of FIG.
2, the slot network server 106 has a Central Processing Unit (CPU)
310. The CPU 310, which has a clock 312 associated therewith,
executes instructions of a program stored in Read Only Memory (ROM)
320. During execution of the program instructions, the CPU 310
temporarily stores information in the Random Access Memory (RAM)
330.
[0052] Additionally, the CPU 310 is coupled to a data storage
device 340, having a flat rate database 246, transaction processor
342 and a casino player database 344. In general, the transaction
processor 342 manages the contents of the data storage devices 340.
As discussed in detail below, the casino player database 344 stores
information specific to each player, including player identifying
information.
[0053] In order to communicate with the slot machines 102, the slot
network server 106 also includes a communication port 350. The
communication port 350 is coupled to the CPU 310 and a slot machine
interface 360. Thus, the CPU 310 can control the communication port
350 to receive information from the data storage device 340 and RAM
330 and transmit the information to the slot machines 102 and vice
versa.
[0054] It is to be understood that because the slot machines 102
are in communication with the slot network server 106, information
stored in a slot machine 102 may be stored in the server 106 and
vice versa. Thus, for example, in an alternate embodiment, the
server 106 rather than the slot machine 102 includes the payout
table 228, flat rate database 246, and/or calculation table
227.
[0055] The casino player database 344 of the present embodiment, as
shown in FIG. 4, includes multiple records having multiple fields
of information. Specifically, the casino player database 344
comprises multiple records, each record being associated with a
particular player, as identified by a player identification (ID)
number. The fields within each record include: player
identification (ID) number 410, social security number 412, name
414, address 416, telephone number 418, credit card number 420,
credit balance 422, complimentary information, such as total
accumulated complimentary points 424, whether the player is a hotel
guest 426, player status rating 428, and value of interval
remaining 430. Having information related to one field, such as
player ID 410, allows the slot network server 106 to retrieve all
information stored in corresponding fields of that player
record.
[0056] It is to be understood that not all of these identifying
fields are necessary for operation of the present embodiment. For
example, the name 414, social security number 412, address 416,
telephone number 418, credit card number 420, and hotel guest 426
fields are merely representative of additional information that may
be stored and used for other purposes. In one embodiment, credit
card number 420 and hotel guest 426 are used for billing purposes
and social security number 412 is used to generate tax forms when a
player wins a jackpot over a given amount.
[0057] Complimentary points awarded 424 is further illustrative of
additional information a casino may store in a player's record. As
described below, a player's complimentary points are displayed to
the player when a player tracking card is inserted into the slot
machine 102. In an alternate embodiment, such points may be used in
addition, or as an alternative to the credit balance 422 stored in
RAM 218 of slot machine 102.
[0058] The player status rating 428 contains information
representative of the particular player's relative importance to
the casino, as based upon the frequency and duration of the
player's visits, the amount of money wagered, and the like.
[0059] The value of interval remaining field 430 stores the value
of interval remaining in a flat rate play session when a player
terminates the play session prior to its expiration. This field
will be described in greater detail below.
[0060] The flat rate database 246 will now be described in greater
detail with reference to FIG. 5. The flat rate database 246
comprises multiple records, each record pertaining to the flat rate
play session of a particular player, as identified by that player's
ID number. Consequently, one field in flat rate database 246 is the
player ID number field 510. Other fields include: player selected
price parameters 512, flat rate price 514, interval remaining 516,
time audit data 518, and machine identification (ID) number field
520. The machine ID number field 520 contains the machine ID number
that uniquely identifies the slot machine 102. It is to be
understood that since both the casino player database 244 and the
flat rate database 246 include a player ID field, 410 and 510,
respectively, the system 100 can correlate any player information
stored in the casino player database 344, with any player
information stored in the flat rate database 246.
[0061] The payout table 228 will now be described in greater detail
with reference to FIG. 6. As shown in FIG. 6, the payout table 228
of the present embodiment can be logically represented by five
fields of related information. The first field, a pay combination
field 610, identifies the set of possible pay combinations for a
given slot machine 102. Such possible pay combinations include
winning pay combinations, or those in which a payout results, and
non-winning pay combinations, in which the player receives no
payout and consequently loses the amount wagered. Winning pay
combinations include, for example, "DOUBLE JACKPOT-DOUBLE
JACKPOT-DOUBLE JACKPOT" and "BAR-BAR-BAR." The pay combinations
field 610 also includes a "NON-WINNING OUTCOMES" record, an entry
representing the outcomes which result in no payout to the player,
such as "PLUM-BELL-ORANGE."
[0062] The payout table 228 also includes three payout fields 620,
630, 640. Such payout fields 620, 630, 640 contain the payout
information for each of the possible pay combinations identified in
the pay combinations field 610. Each of the payout fields 620, 630,
640 is identified by the number of coins wagered on a particular
play, as selected via the bet buttons 272, 274, 276. In the present
embodiment, payout table 228 contains a "1 coin" payout field 620,
which is accessed when one coin is wagered, a "2 coins" payout
field 630, which is accessed when two coins are wagered, and a "3
coins" payout field 640, which is accessed when three coins are
wagered. In other words, each field 620, 630, 640 corresponds to a
bet button 272, 274, 276, respectively. The payout information
provides the number of coins won upon the occurrence of a
particular pay combination. Thus, "CHERRY-CHERRY-CHERRY" pays out
ten coins when one coin is wagered.
[0063] Finally, the payout table 228 of the present embodiment
includes a pay combination status field 650. The pay combination
status field 650 includes an indication for each winning pay
combination, identified in the pay combination field 610, of
whether the player is eligible to win the payout for each outcome.
As will be described below, the determination of whether a player
is eligible to win a payout for a given outcome is made by the
player as part of the player selected price parameters.
[0064] The calculation table 227 will now be described in greater
detail with reference to FIG. 7. The calculation table 227 is used
by the system 100 in determining the flat rate price 724 (field 514
in the flat rate database 246) charged to the player. Specifically,
the calculation table 227 contains multiple price parameters which
are correlated to a flat rate price 724. More specifically, these
price parameters include player selected price parameters and
operator selected price parameters. In general, player selected
price parameters include any game related variable that defines the
flat rate play session. Furthermore, operator selected price
parameters are parameters which the operator of the slot machines
102 selects as affecting the flat rate price 724. Thus, in the
present embodiment, the player selected price parameters in the
calculation table 227 include machine type 710, amount wagered per
play 712, active pay combinations 720, and length of the flat rate
play session 722. The operator selected price parameters in the
calculation table 227 include player status rating 714, time of day
716, day of the week 718, and machine usage 719. In the present
embodiment the flat rate price 724 is predetermined based upon the
aforementioned price parameters and stored in the calculation table
227, as will be described later in FIGS. 14 and 15. In an alternate
embodiment the flat rate price 724 is calculated based upon these
parameters as needed according to a price algorithm stored in
memory. For example, the price algorithm may operate as
follows:
Algorithm for Calculating a Flat Rate Price
[0065] The are any number of algorithms that could be used to
calculate a flat rate price, and they can be generally described as
calculating an expected value to the customer and then adding in a
margin for the casino or adjusting the price to reflect the time of
day, value of the customer, etc.
[0066] The first step is to determine a "base" flat rate price.
This would be calculated as follows: Base Price=[(amount
wagered).times.(interval)].times.[(expected coins awarded for all
active pay combinations over a cycle/expected coin-in over a
cycle)].
[0067] For example, the following Base Price calculation represents
a player selecting three dollar coins per handle pull, an interval
of 500 handle pulls, and the top three pay combinations active. For
this example we will assume that a complete cycle of the slot
machine is 10,648 unique outcomes and that the top three pay
combinations would pay 2,160 coins over that cycle. Note also that
the expected coins awarded for all active pay combinations over a
cycle and the expected coin-in over the cycle should both reflect
the same number of coins wagered. Essentially, this ratio reflects
the expected monetary return to the payer on a per coin wagered
basis. When multiplied by the amount wagered and the number of
handle pulls the number reflects the amount of money that the
player would be expected to receive from the machine over the
interval specified. It should be notes that this amount of money is
not necessarily the number of coins entered by the player but
rather is the theoretical number of coins of play allowed by the
flat rate session. Continuing with the calculation: Base .times.
.times. Price = [ ( $3 ) .times. ( 500 ) ] .times. [ ( 2 , 160 / 10
, 648 ) ] = $1 , 500 .times. .202855 = $304 .times. .28
##EQU1##
[0068] Note that if the player were to pay this Base Price he would
be essentially getting a fair bet for his money. He would pay
$304.28 for the session and expect (over the long run) to get
$304.28 back in prize money from the top three active pay
combinations. Of course in the short run his results could range
from receiving no payouts over the interval to receiving thousands
of dollars. Because this base price is a fair bet for the player
the casino may want to add in margin for the house, perhaps by
multiplying the base price by a predetermined margin factor such as
50%. In this example the Profit Adjusted Price would thus be:
Profit .times. .times. Adjusted .times. .times. Price = $304
.times. .28 .times. 150 .times. % = $456 .times. .42 ##EQU2##
[0069] Of course the casino might want to offer flat rate sessions
to players without a casino markup under some circumstances, such
as part of a promotional package or to reward a particularly loyal
customer. In fact the casino might even decrease the base price in
some circumstances.
[0070] The Base Price or (Profit Adjusted Price) could be further
modified by various other operator price parameters such as the
following:
1. Time of Day (TD).
[0071] Times of the day in which the casino traffic tends to be
heavy should result in the player paying a premium for the flat
rate session, while quiet times in the casino should offer the
player a discount over normal rates. TABLE-US-00001 Midnight to 4am
70% 4am to 8am 80% 8am to 12pm 90% 12pm to 4pm 100% 4pm to 8pm 120%
8pm to Midnight 140%
2. Day of Week (DW).
[0072] With the heaviest volume of visitors falling on Fridays and
Saturdays, these days will necessitate higher flat rate session
costs. For example: TABLE-US-00002 Monday to Thursday 80% Friday
120% Saturday 140% Sunday 100%
3. Player Status Rating (PSR).
[0073] For top customers such as high rollers, the cost of a flat
rate session may be reduced as a customer retention tool. For
example: TABLE-US-00003 1 (High Roller) 80% 2 (Good customer) 90% 3
(Average) 100% 4 (Low) 120%
4. Slot Machine Usage (SMU).
[0074] When the majority of slot machines in the casino are being
used, a premium is applied to the cost of the flat rate play
session in order to more evenly distribute play. For example:
TABLE-US-00004 Heavy 120% Moderate 100% Light 80%
Sample Calculation.
[0075] In addition to the above player selected price parameters,
the following operator selected parameters are incorporated into
the price: The player is in the casino at 2 am on a Wednesday,
there is low slot machine usage, and the player has an average
rating. The calculations below reflect these conditions: Base
.times. .times. Price = $304 .times. .28 Final .times. .times. flat
.times. .times. rate .times. .times. price = ( Base .times. .times.
Price ) .times. TD .times. DW .times. PSR .times. SMU = $304
.times. .28 .times. 70 .times. % .times. 80 .times. % .times. 100
.times. % .times. 80 .times. % = $304 .times. .28 .times. 44.8
.times. % = $136 .times. .32 ##EQU3##
[0076] The casino may round up this price to $137 to avoid the need
for small change. In the above calculations, the casino might also
incorporate floors which prevent the Base Price from going below a
level that would be profitable for the house, regardless of the
number of positive criterion that were applied to the base
price.
[0077] Those of ordinary skill in the art will appreciate that
modifications could be made to the formula to reflect different
kinds of flat rate sessions. For a session with an interval of one
hour (instead of a fixed number of handle pulls) the formula might
reflect an expected number of handle pulls per hour for that
particular game, perhaps even adjusted to reflect the type of
player purchasing the flat rate session. For example, an
experienced video poker player might be expected to reach 700 hands
per hour while a beginner might only be expected to reach 300 hands
per hour.
[0078] As will also be understood by those skilled in the art, the
ultimate goal of many slot machine players is to hit a jackpot
payout. The enjoyment of the play, as well as the ability to
maximize the chance of hitting a large jackpot, is increased by
more play. Play can be increased both by playing longer, and by
playing faster. As will be appreciated from a consideration of the
process described below, the present invention permits both
increased duration, by providing for play at discounted prices, and
speed of play, by providing for minimal time delays between
plays.
[0079] The flat rate price package database 229 will now be
described in greater detail with reference to FIG. 14. The flat
rate price package database 229 is used by the system 100 in
providing the player with different price package options for flat
rate play of the slot machine 102. Specifically, the flat rate
price package database 229 contains multiple combinations, or
packages 1410, of price parameters which correspond to
pre-established flat rate prices. More specifically, these price
parameters include but are not limited to, interval 1412, duration
of flat rate play 1414, amount wagered per play 1416, and pay
combination status 1418. Each combination of price parameters has
corresponding flat rate play session prices 1420. As will be
described later in FIG. 15, the flat rate price package database
229 is accessed when the player determines he wishes to initiate a
flat rate play session. Rather than let the player choose the price
parameters, the slot machine 102 lists the different packages
stored in the flat rate price package database 229. The player then
chooses the package he likes the most and play commences.
[0080] Having thus described the components of the present
embodiment, the operation of the system 100 will now be described
in greater detail with reference to FIGS. 8-11, and continuing
reference to FIGS. 1-7. It is to be understood that the programs
stored in ROM 320 of the slot network server 106 and ROM 216 of the
slot machine 102 provide the function described below.
[0081] Turning first to FIGS. 8a and 8b, the general operation of
the system 100 will be described. As shown in step 810, the slot
machine player first inserts the player tracking card into the card
reader 266. The card reader 266 then proceeds to read player
identifying information from the tracking card. The player
identifying information, namely the player ID number, is
communicated from the slot machine 102 to the slot server 106 in
step 812.
[0082] Upon receiving the player identifying information, the slot
network server 106 verifies the information in step 814. Such
verification includes the slot network server 106 searching the
casino player database 344 for a record containing the received
player ID number in the appropriate field 410. Once the slot
network server 106 verifies the player identifying information, the
server 106 transmits a signal to the slot machine 102 acknowledging
such verification in step 816. In alternate embodiments, other
information, such as the player's name 414, complimentary point
total 424, and player status rating 428 are transmitted to the slot
machine 102 for display.
[0083] In step 818, the player selects flat rate play via the
player interface 264. The CPU 210 of slot machine 102, in step 820,
then receives a signal from the player interface 264, indicating
that the player has selected flat rate play. For example, there
could be a button specifically for triggering a flat rate play
session. The CPU 210, in response, accesses memory to retrieve
player selectable price parameters. Player selectable price
parameters are the choices available to a player for entering the
player selected price parameters. These player selectable price
parameters are controlled by a program stored in ROM 216. Such
player selectable price parameters, in the present embodiment,
include the amount wagered per play, (e.g. one, two, or three
coins), the length of the flat rate play session, and possible
jackpot structures, such as having only the "DOUBLE JACKPOT" and "5
BAR" jackpots active (as illustrated in the payout table 228 of
FIG. 6). In an alternate embodiment, the player selectable price
parameters are stored as part of the calculation table 227.
[0084] Then, as shown in step 822, the slot machine 102 displays
the player selectable price parameters to the player. For example,
the parameters could be listed on the video display area 238 for
the player, as described previously in FIG. 2b. Once the parameters
appear, the player simply selects his desired settings.
Alternatively, the player may accept one or more default settings.
Once the player selectable price parameters are displayed on the
display 238, the player proceeds, in step 824, to enter player
selected price parameters via the player interface 264. The player
selected price parameters also include data which, although not
directly inputted by the player, is selected by the player and
identified by the slot machine 102. In the present embodiment, such
additional player selected price parameters include type of
machine, time of day, and day of the week.
[0085] It is to be understood that the casino operator of the slot
machines 102 may define the scope of the player selectable price
parameters, and therefore limit the player selected price
parameters in any manner. For example, the length of flat rate play
may be limited to periods above a minimum time or to periods that
are multiples of thirty minute intervals. The jackpot structure may
require that some jackpots remain active.
[0086] Referring now to FIG. 8b, the slot machine 102 CPU 210
receives the player selected price parameters in step 826. Having
received the player selected parameters, the CPU 210 then stores
the player selected price parameters, the player identifying
information, and the slot machine's machine ID number in a record
in the flat rate database 246. Specifically, the player ID number
is stored in field 510, the machine ID number is stored in field
520, and the player selected price parameters are stored in field
512. Although the player selected price parameters are illustrated
as being stored in a single field (512), it is to be understood
that each player selected price parameter may be stored in a
separate field. It is also to be understood that in alternate
embodiments the player selected price parameters need not be stored
in a database, but could be stored in RAM 218.
[0087] The slot machine 102 CPU 210 uses the player selected price
parameters to determine the flat rate prices. Specifically, in step
828, the CPU 210 accesses the calculation table 227 and searches
for the flat rate price 724 corresponding to the received player
selected price parameters 512, which, in the present embodiment,
include machine type 710, amount wagered per play 712, time of day
716, day of the week 718, active jackpots 720, and the length of
the flat rate play session 722. The CPU 210 also incorporates
operator selected price parameters for the flat rate price 724 such
as player status rating 714 and machine availability 719. As will
be appreciated by one skilled in the art, the player status rating
714 is received from the casino player database 344 at any time
prior to determination of the flat rate price 724. Thus, in a
preferred embodiment, the slot network server 106 transmits the
player status rating 428 to the slot machine 102 along with the
verification signal in step 816.
[0088] By including the player status rating 714 in the calculation
table 277, a casino may reward frequent players who wager
relatively large amounts of money with a lower flat rate price 724.
Thus, the system 100 rewards and encourages frequent play. By
including active jackpots 720 in the calculation table 348, the
system 100 allows a casino to discount the flat rate price 724 for
those players who choose to enable relatively few winning outcomes
in the payout table 228. Furthermore, by including the price
parameters relating to time of day and day of the week in the
calculation table 227, a casino may charge a lower flat rate price
724 for sessions during weekday afternoons or between 2:00 a.m. and
8:00 a.m. in the mornings, thereby encouraging play of the slot
machines 102 when they are typically idle.
[0089] It is to be understood that the aforementioned price
parameters in the calculation table 227 are merely representative
of the type of variables that may be considered in determining a
flat rate price. Thus, it is within the scope of the present
invention to include only some of the price parameters, all of the
parameters, or additional parameters in the calculation table
227.
[0090] As mentioned above, the flat rate price may be based partly
upon the availability of slot machines 102. In such an embodiment,
the server 106 tracks whether each slot machine 102 is being used
by noting whether outcomes are currently being received from a
given slot machine 102. In another embodiment, the server 106
tracks slot machine availability by tabulating the number of slot
machines 102 for which flat rate play is currently enabled. In yet
another embodiment, the server 106 tracks slot machine availability
by identifying how many slot machines 102 have a player tracking
card inserted therein.
[0091] Another price parameter which may be used is predicted or
forecasted slot machine availability. Specifically, such a
parameter accounts for anticipated availability of slot machines
102 based upon events at the casino. For example, the calculation
table 227 correlates a lower flat rate price 724 to the time of day
716 corresponding to an event, such as a show which many casino
players attend. On the other hand, the calculation table 227
correlates a higher flat rate price to the time of day 716
corresponding to the end of the event or heavier casino traffic.
This enables a casino to effectively revenue manage their slot
machines without resorting to a change in hold percentage which
requires regulatory approval.
[0092] It is to be understood that accounting for slot machine
availability need not be accomplished in the calculation table 227.
Rather, in an alternate embodiment, a schedule of events is stored
in RAM 218 which is accessed prior to transmitting the flat rate
price 724 to the player. If the event schedule indicates that an
event is ending during the requested flat rate play session, then
the flat rate price 724 will be incremented accordingly.
[0093] In another embodiment, the flat rate price is based only on
operator selected price parameters. A slot machine 102 according to
such an embodiment could, for example, provide discounted flat rate
play sessions based on player status rating, thereby offering 100
plays for the price of 90 or discounted timed sessions. To
encourage repeat, high stakes play, higher player status ratings
result in greater discounts.
[0094] Having determined the flat rate price 724, the slot machine
102, in step 830, displays the duration of the flat rate play
session 722 and the flat rate price 724 and requests approval from
the player. Once the player accepts the terms of the flat rate play
session, flat rate play commences.
[0095] If the player does not approve the flat rate price 724, then
the player indicates so via the player interface 264. As indicated
by path A in FIGS. 8a and 8b, the slot machine 102 repeats its
operation from step 822. On the other hand, if the player approves
the flat rate price 724, the player indicates such approval via the
player interface 264 in step 832. Following such approval, the slot
machine 102 prompts the player to enter an appropriate amount of
money in step 834. In the present embodiment, the player deposits
coins into the coin acceptor 248. In one embodiment, the player
deposits a casino token as payment for the flat rate session. Such
tokens may be denominated in dollars, or represent a number of
handle pulls. A casino could thus sell a fifty handle pull token,
usable on a particular denomination and/or type of machine. Such a
token may additionally serve to activate the flat rate session,
eliminating the need for the player to select flat rate play via
player interface 264. Alternatively, the player's credit balance
422 may be debited to pay for the flat rate play session.
[0096] In some embodiments a casino token may be associated with a
particular set of pay combinations which are to be active during a
flat rate play session activated via the token. In yet other
embodiments a casino token may be associated with (i) a specified
duration of time, (ii) a specified number of handle pulls or
outcomes, (iii) a specified number of winning handle pulls or
outcomes, and/or (iv) a flat rate price package as, for example,
described with reference to the flat rate price package database
299 of FIG. 14. A gaming device may identify such a token and enter
the appropriate flat rate play session by, for example, the size
and/or weight of the token or by reading or receiving information
from the token (e.g. via a computer chip embedded in the token or
special markings on the token). Such a casino token may be, for
example, purchased by a person and given to another person as a
gift. The recipient may subsequently use the token by inserting it
into an appropriate gaming device and essentially playing for
"free" (since the person that gave the gift had prepaid for the
token) for a specified duration.
[0097] Once the CPU 210 registers the receipt of money, the CPU 210
reconfigures the slot machine 201 for the flat rate play session in
step 836. Specifically, the CPU 210 generates a signal, or a flag
in memory, indicating that there is no need to accept the coins
between plays. CPU 210 further sets the active field 650 in the
payout table 228 according to the jackpot structure entered by the
player.
[0098] The operation of the slot machine 102 during the flat rate
play session will now be described with reference to FIG. 9 and
continuing reference to FIGS. 1-7. During the flat rate play
session, a slot machine 102 operates generally as described above
with reference to FIG. 2. However, the slot machine 102 is
reconfigured to operate according to the player selected price
parameters, if such parameters affect play, and to operate
continuously, without requiring payment between each play.
Specifically, the flat rate play session begins when the player
presses the starting controller 222 in step 910. The CPU 210 also
initiates a countdown of the length of the flat rate play session
as stored in the player selected parameters field 512 of the flat
rate database 246.
[0099] With the start of the session, the CPU 210 stores the start
time of the flat rate play session in the flat rate database 246.
Specifically, the start time is stored in the time audit data field
520 in step 912. In step 914, the CPU 210 begins to count down the
duration of the flat rate play session. Next, in step 916, the slot
machine 102 generates an outcome and accesses payout table 228 to
determine the appropriate corresponding number of coins to be paid
out.
[0100] Furthermore, in step 918, after each outcome is generated,
the slot machine 102 determines whether the countdown of the
interval remaining 516 has reached zero. It is to be understood
that the countdown may be implemented in either software or
hardware. Additionally, it is understood that the countdown process
discussed herein may be replaced with any suitable means for
tracking the duration of the flat rate play session. Interval
remaining 516 may also represent the number of handle pulls
remaining.
[0101] In the event that the countdown has not reached zero, the
player presses the starting controller 222 in step 920, thereby
initiating another play of the slot machine 102. In the event that
the countdown has reached zero, the CPU 210 generates a signal
indicating that the flat rate play session has concluded. The slot
machine 102 displays a message indicating this to the player and,
in step 922, stores the end time of the session in the time audit
data field 518 of the flat rate database.
[0102] In an alternate embodiment, the player selected price
parameters include the "time between plays." In this embodiment,
the CPU 210 of slot machine 102 controls the time between
generating outcomes of successive plays in the slot machine 102 to
equal the received "time between plays" player selected price
parameter. In another alternate embodiment, the slot machine 102
tracks the number of plays during the flat rate play session. If
the number of plays exceeds a predetermined limit, the slot machine
102 automatically terminates the flat rate play session, regardless
of the duration of the flat rate play session.
[0103] Turning now to FIG. 10, the operation of the system 100 when
the player terminates the flat rate play session prior to the
expiration of the session will be described. In step 1010, the
player indicates a desire to terminate the flat rate play session
via the player interface 264. Consequently, the slot machine 102
CPU 210 receives a termination signal and, in step 1012, displays a
message to the player, asking the player to verify termination of
the flat rate play session. If the player does not verify
termination, then the session continues as described above with
reference to FIG. 9. On the other hand, if the player verifies
termination, shown as step 1014, the CPU 210 proceeds to store the
stop time in the time audit data field 518 of the flat rate
database 246 in step 1016.
[0104] It is to be understood that having both the start time and
the stop time of the flat rate play sessions stored in the flat
rate database 246 allows the casino to perform an audit of the
session. Specifically, should a player allege that the flat rate
play session was shorter than that which was paid for, the casino
may access the flat rate database 246 and retrieve the actual start
and stop time from the time audit data field 520. In the present
embodiment, this time includes an indication of the day, hour, and
minute of the play session.
[0105] Next, in step 1018, CPU 210 determines the value of the
interval remaining in the flat rate play session and transmits the
value to the server 106. In order to determine the value of the
interval remaining, the CPU 210 accesses the calculation table 227.
The value of interval remaining will equal the flat rate price 724
corresponding to the price parameters (i.e., the machine type 710,
amount wagered per play 712, player status rating 714, time of day
716, etc.) used to determine the original flat rate price charged
to the player. When determining the value of the interval
remaining, however, the value in the length of flat rate play
session field 722 is not the original length of the session, but
rather is equal to the actual interval remaining in the flat rate
play session. Stated succinctly, the slot machine 102 identifies
the flat rate price 724 corresponding to the actual interval
remaining in the flat rate play session.
[0106] Once the value of interval remaining is determined, the slot
machine 102 transmits the value to the slot network server 106.
Upon receiving the value of interval remaining, the server 106
stores the value in field 430 of the casino player database 344 in
the player's record, as identified by the player ID number 410.
Storing the value is shown as step 1020. Finally, in step 1022, the
player removes the player tracking card.
[0107] The process of resuming play at another slot machine 102
will now be described with reference to FIGS. 11a and 11b. The
initial operation of the system 100, as indicated by steps
1110-1128, proceeds generally as described above with reference to
steps 810-828 of FIGS. 8a and 8b.
[0108] However, once the CPU 210 of slot machine 102 determines a
new flat rate price based on the relevant price parameters, the CPU
210 determines whether the player must deposit additional
funds.
[0109] Specifically, in step 1130, the CPU 210 compares the new
flat rate price 724 with the value of interval remaining 430. The
server 106 transmits the value of interval remaining 430, as stored
in the casino player database 344, to the slot machine 102 in step
1116 so that the comparison may be performed. As indicated by step
1132, the comparison involves determining whether the new flat rate
price 724 is higher than the value of interval remaining 430.
[0110] If the new price 724 is not higher than the value of
interval remaining 430, then, in step 1134, the slot machine allows
the player to play the flat rate session at no cost. However, if
the new flat rate price 724 is higher than the value of interval
remaining 430, then, in step 1136, the CPU 210 assigns the
difference in the two values as the new flat rate price. Thus, in
step 1138, the CPU 210 displays the new flat rate price on the
video display area 238 of the slot machine 102. Thereafter,
operation of the system continues as described above with reference
to steps 832-836 of FIG. 8b.
[0111] In an alternate embodiment, when a player terminates the
flat rate session early, the value of the interval remaining is
added to the player's credit balance, as stored in field 422 of the
casino player database 344.
[0112] It is to be understood that an embodiment of the present
invention need not include both a slot machine and slot network
server. For example, an embodiment employing only a slot machine
102 is within the scope of the present invention. Such an
embodiment will now be described with reference to FIGS. 12a, 12b,
and 13, and continuing reference to FIGS. 2, 5, and 7. Such an
embodiment utilizes the slot machine 102 of FIG. 2.
[0113] Initially, the player selects flat rate play on the slot
machine 102 in step 1210. Once the player selects flat rate play,
the flat rate play signal is transmitted from the player interface
264 to the CPU 210 in step 1212. The CPU 210 then proceeds, in step
1214, to retrieve the player options for selectable price
parameters. Then, in step 1216, the CPU 210 transmits the player
selectable price parameter options to the video display area 238
for viewing.
[0114] Once the player selectable price parameter options have been
displayed to the player, the player inputs the player selected
price parameters through the player interface 264. Then, in step
1220, the CPU 210 receives the player selected price parameters
from the player interface 264.
[0115] Once the CPU 210 receives the player selected price
parameters, the CPU 210 reconfigures the slot machine 102.
Specifically, the CPU 210 generates a signal, or a flag in memory,
indicating that there is no need to accept the coins between plays.
CPU 210 further sets the pay combination status field 650 in the
payout table 228 according to the jackpot structure entered by the
player. In an alternate embodiment in which the player selectable
price parameters include the time between the handle pulls, the CPU
210 sets an internal timer.
[0116] Furthermore, once the slot machine 102 CPU 210 receives the
player selected price parameters, it proceeds to access the
calculation table 227. By accessing the calculation table 227, the
CPU 210 retrieves the flat rate price for the flat rate play
session. Retrieving the flat rate price is shown as step 1224. Once
the CPU 210 retrieves the flat rate price, it proceeds to transmit
the price, the length of the flat rate play session, and payment
instructions to the video display area 238 for player viewing in
step 1226.
[0117] In step 1228, the player reads the data and instructions on
the video display area 238 and inserts money into the coin acceptor
248 or a bill acceptor (not shown) in order to initiate play of the
slot machine 102. In an alternate embodiment, the player enters a
stored value card such as a "smart card" into the card reader 266.
Such a smart card has the players credit balance stored thereon.
Payment using a smart card further entails the CPU 210 debiting the
player's balance on the smart card by the amount of the flat rate
price. Further, the player may enter a credit card into the card
reader 266.
[0118] In step 1230, the CPU 210 generates a confirmed payment
message indicating that the player has deposited sufficient funds
to cover the flat rate price. Consequently, the CPU 210, in step
1232, sends the current time to both the video display area 238 and
the time audit field 518 of flat rate database 246. Next, in step
1234, the CPU 210 initiates the countdown of the interval remaining
in the flat rate play session as stored in field 516. The length of
the flat rate play session received from the player is initially
stored in field 516. The slot machine 102 decrements, or counts
down, this value as the flat rate play session begins.
[0119] As shown in step 1236, the flat rate play session continues
in accordance with the player selected price parameters, if such
parameters affect play, in step 1236. During such play, the CPU 210
stores and updates the player's accumulated credits in RAM 218. In
an alternate embodiment, the slot machine pays out jackpots as they
occur. Finally, in step 1238, the CPU 210 terminates the flat rate
play session when the countdown ends.
[0120] In an alternate embodiment, the interval of the flat rate
play session is not a time period, but rather is a maximum number
of plays. In such an embodiment, the slot machine 102 stores the
number of plays in the flat rate database 246, as described
previously in FIG. 9, and, in step 916, increments a counter for
each outcome generated. The counter may be implemented in either
software or hardware. Furthermore, in step 918, the slot machine
102 compares the number of plays stored in the flat rate database
246 to the value of the counter. If the value of the counter equals
the stored number of plays, then the flat rate play session is
terminated.
[0121] Turning now to FIG. 13, the process of receiving a payout
from the present embodiment will be described. As shown as step
1310, the flat rate play session ends upon the termination of the
countdown. Specifically, as shown in step 1312, the slot machine
102 CPU 210 terminates the flat rate play session by reconfiguring
the slot machine 102 to its default values. For example, the CPU
210 resets the pay combination status field 650 in the payout table
228 to reflect the original jackpot structure. The CPU 210 also
generates a signal indicating that coins must be received for each
play. In short, the player selected price parameters are no longer
in effect.
[0122] In step 1314, the CPU 210 checks the total credits
accumulated, as stored in the RAM 218, and transmits a payout
command to the hopper controller 240. Consequently, in step 1316,
the slot machine 102 pays out the total number of credits to the
player.
[0123] An alternate embodiment of the present invention will now be
described with reference to FIG. 15. The operation of slot machine
102, as indicated by steps 1510-1524 below, proceeds generally as
described with reference to FIG. 14. In this embodiment, the player
selects from a list of casino determined price packages, rather
than choosing individual price parameters. Each price package, as
stored in the flat rate price package database 229 described above,
is a combination of different price parameters which correspond to
a flat rate play session price.
[0124] In step 1510, the player presses a "flat rate play" button
on the slot machine 102. The slot machine 102 CPU 210 receives flat
rate play signal from the player interface 264 in step 1512. In
this case, the player interface is an actual "flat rate play"
button located on the outside of the slot machine 102. Next, in
step 1514, the CPU 210 access flat rate price package database 229
from data storage device 224. The CPU 210 then displays the player
selectable price packages on video display area 238 in step 1516.
It is to be understood that the CPU 210 need not display the
packages on the video display area 238, as those package options
could be displayed elsewhere on the body of the slot machine 102.
Alternatively, player interface 264 could incorporate several "flat
rate play" buttons, each representing a different flat rate price
package.
[0125] Next, in step 1518, the player selects the desired price
package via the player interface 264. Having already seen what the
price of the selected package is, the player then deposits the
appropriate amount of money into coin acceptor 248 in step 1520.
For example, the player may have chosen price package four which
costs fifty dollars. In return for fifty dollars deposited into the
slot machine, the player receives two hundred and fifty handle
pulls, with three coins wagered per pull, and with the top three
jackpots active in his flat rate play session. These parameters are
specified in the flat rate price package database 229.
[0126] In step 1522, the CPU 210 receives an indication of payment
from the coin acceptor 248 and reconfigures the parameters of slot
machine 102 to meet the specifications of the flat rate price
package selected by the player. Finally, in step 1524, flat rate
play begins.
[0127] It is noted that the flat rate price package database 229
could be located at the slot network server 106 and not at each
individual slot machine 102. When it is located at the server,
certain casino or operator selected parameters could be used to
determine the price. For example, there could be different flat
rate price packages for different times during the day which are
based on projected or actual casino traffic and/or slot machine
usage.
[0128] As will be appreciated by one of ordinary skill in the art,
the key step in getting players to wager money on gaming devices,
such as slot machines, is to bring the players to the casino floor.
One way in which casinos can bring additional players to the casino
floor, and thereby increase total revenues, is by giving away free
samples or rewards with a minimum displacement of traditional
pay-per-play players. The present invention may be employed for
such a purpose.
[0129] In one embodiment, for example, the casino could declare a
free-play period. During the free-play period, likely chosen by the
casino to correspond to down time, when most gaming devices are
idle, players insert their player tracking cards into the gaming
devices and initiate play without being charged. Specifically, the
casino programs the calculation table 227 so that the flat rate
price 724 is zero for a given time of day 716 and day of the week
718. It is anticipated that during such a free-play period, the
casino will alter the jackpot structure, causing only a selected
jackpot to be active. Thus, the lure of free jackpots will bring
additional players to the casino floor who will likely continue
playing after the free-play period ends. A further benefit of this
embodiment is that it would encourage players to become slot club
members. This would result in an increase of players who return to
the casino and the customer base which the casino markets to
through mailings.
[0130] It is also to be understood that play of the slot machines
during the free-play period need not occur as described above.
Thus, in an alternate embodiment, the reels 232, 234, 236 of the
slot machines 102 continuously spin, regardless of whether a player
has inserted a tracking card, with the server 106 periodically
signaling a jackpot on a random machine. Only when a player has
inserted a player tracking card is the jackpot awarded. The server
106 randomly selects a machine ID number and, if the machine 102 is
not being played by a pay-per-play player, the server 106 transmits
a signal to that slot machine 102 directing it to produce a winning
outcome.
[0131] In an alternate embodiment that achieves substantially the
same result of attracting additional players to the floor during
down times, the casino issues guests a player tracking card or a
smart card having a predetermined free credit balance associated
therewith. The casino could then restrict the day and time in which
the players could use the free card in a flat rate play session. In
another embodiment, the cards provided to guests contain an
indication of time, rather than money, for use during a flat rate
play session.
[0132] Although the foregoing embodiments employ static jackpot
structure, which stay the same throughout the flat rate play
session, it is within the scope of the present invention to employ
dynamic jackpot structures, which change during the flat rate play
session. In one such embodiment, the dynamic jackpot structure
starts with a given number of active jackpots, as indicated in the
pay combination status field 650 of the payout table 228. As the
flat rate play session progresses, the number of active jackpots
changes. Specifically, as the interval remaining in the flat rate
play session decreases, fewer pay combinations are made active. In
other words, the slot machine 102 CPU 210 monitors the time and,
every fifteen minutes, for example, causes the pay combination
status field 650 to change from "active" to "inactive" for a given
pay combination 610. Alternatively, the CPU 210 changes the pay
combination status field 650 after a predetermined number of plays.
In a further variation of this embodiment, individual jackpots may
be decreased instead of or in addition to being eliminated (e.g.
the jackpot for a particular outcome may decrease from 10 coins to
8 coins as the play session progresses).
[0133] As will be appreciated by those skilled in the art, a
dynamic jackpot structure based on the time progression of the flat
rate play session can increase the revenue generated by the slot
machines 102. Specifically, such a dynamic jackpot structure could
be used with a flat rate play session whose duration is not a fixed
time, but rather a given number of plays. Because fewer jackpots
will be active as time progresses, players have an incentive to use
their fixed number of plays within a short time period. Stated
succinctly, the present invention increases speed of play.
[0134] In another embodiment, the jackpot structure is dynamic
based not on the progression of the flat rate play session, but
rather on the outcomes generated by the slot machine 102. One such
embodiment involves changing a particular jackpot from "active" to
"inactive" upon a player hitting the outcome corresponding to that
pay combination. For example, a player may begin the flat rate play
session with all jackpots active. On one play, the slot machine 102
generates a "CHERRY-CHERRY-CHERRY" outcome 610. Upon accessing the
payout table 228, the CPU 210 determines that ten coins are to be
paid out, credits the player's accumulated credits accordingly, and
causes the pay combination status field 650 corresponding to the
"CHERRY-CHERRY-CHERRY" outcome 610 to change from "active" to
"inactive". Thus, a player can only hit a given jackpot once. As
will be appreciated by those skilled in the art, such a dynamic
jackpot structure will allow slot machine operators to further
discount the flat rate price to attract additional players.
Furthermore, it is anticipated that players will be willing to
forego hitting the same jackpot multiple times because their focus
is typically on hitting the highest jackpot once.
[0135] These and other dynamic jackpot structures may be
implemented as either a player selected price parameter or an
operator selected price parameter. When implemented as a player
selected price parameter, the dynamic jackpot structure is
displayed to the player as a player selectable price parameter
option. The player, in turn, selects it via the player interface
264. When implemented as an operator selected price parameter, the
dynamic jackpot structure is displayed for player viewing prior to
player approval of the flat rate price. Whether the price
parameters are selected by the player or the casino operator, the
dynamic jackpot structure affects the flat rate price generally as
described above, namely, as a field in the calculation table 227 or
as a variable in the price algorithm.
[0136] In some embodiments of the present invention, an individual
may purchase a flat rate play session as a gift for another person.
For example, an individual may purchase one of the available flat
rate price packages of FIG. 14. In such an embodiment the
individual purchasing a flat rate play session may be provided with
a flat rate play session identifier, which the purchase in turn
provides to the gift recipient. The flat rate play session
identifier may be stored by the casino in association with the
price parameters defining the flat rate play session. Thus, when
the gift recipient inserts the flat rate play session identifier
into a gaming device, the gaming device may communicate with the
casino server to determine the parameters of the flat rate play
session and set itself to such parameters. A flat rate play session
identifier may be provided on, for example, a gift card that is
magnetically or optically encoded with the flat rate play session
identifier such that it may be read by a gaming device.
Contract Embodiment
[0137] In accordance with some embodiments of the present invention
a flat rate play session may be purchased by means of a contract.
According to such embodiments a player at a casino may purchase a
contract (e.g. from an insurer, such as the casino or another
entity) or similar agreement to use a gaming device, such as a slot
machine. Costing a fixed amount, the contract insures the player
against the possibility of potentially large losses at the slot
machine. In accordance with one such embodiment, upon purchasing
the contract, a player credit account is set up at the slot
machine. The account may begin with zero credits but may begin with
another balance in other embodiments. The player is then allowed a
fixed number of handle pulls at the slot machine without requiring
the player to insert any money. Each handle pull decreases the
player account, typically by decreasing the player account by a
predetermined amount (e.g. one credit) for each handle pull. This
may cause the number of credits to be negative, but play may still
continue. If the player achieves a winning outcome, credits can be
added to the player account in accordance with the payout for the
winning outcome. If, after the fixed number of handle pulls, there
are a positive number of credits in the player account, then these
may be paid out to the player in the form of cash. If, however,
there are less than a predetermined amount of credits (e.g. zero
credits) in the player account, then the player receives nothing.
The insurer, however, could compensate the casino for, e.g., an
amount in the player's account that is less than a predetermined
number.
[0138] In such an embodiment, the player enjoys the fixed number of
pulls without the risk of any loss. The only loss for the player
comes from the cost of the contract.
[0139] One aspect of this invention is a way to price a contract
for a block of pulls to be sold to a player. Pricing a contract may
involve calculating the expected amount that would have to be paid
a player upon the completion of the pulls. The price of the
contract would then typically be greater than this expected amount
so as to result in an expected profit possibly to be divided
amongst the casino and, if it is a separate entity, an insurer. For
example, if a player could be expected to receive $30 upon the
completion of 1000 pulls, then the contract for the block of 1000
pulls could by sold for $35.
[0140] The following definitions define the terms used to describe
the contract embodiments of the present invention:
[0141] Contract indicator--an object or information by which a
gaming device may recognize a contract in order to execute the
contract. For example, a player purchases a contract at casino desk
and receives a token that serves as a contract indicator. When the
player deposits the token in a gaming device, the gaming device
recognizes the contract the player has signed up for and executes
the contract accordingly.
[0142] Execute a contract--to carry out the terms of a contract. A
gaming device executes a contract for 200 pulls by generating the
200 outcomes, incrementing and decrementing player credits in
accordance with the outcomes, and paying the player, if necessary,
at the end of the contract.
[0143] Gambling contract--An agreement between a player, an
insurer, and sometimes a casino (e.g. if different than the
insurer) with the following exemplary provisions: [0144] The player
pays the insurer a fixed amount up front. [0145] The player must
make a predetermined number of handle pulls, no more and no less.
[0146] The player need not pay any additional money after
purchasing the contract. [0147] The player keeps any net winnings
after all handle pulls have been completed. [0148] If the player
has a net loss after the handle pulls have been completed, then the
loss is paid to the casino by the insurer.
[0149] There are many variants of these provisions, and additional
provisions are possible. As can be seen, the contract insures a
player against excessive losses, and may give the player more
handle pulls than would otherwise be possible for the price of the
contract. Also, since there may be no additional player decisions
required after the player has purchased the contract, the player
need not be present for the execution of the contract and may
therefore experience the feeling of remote gambling.
[0150] Gaming Device--Any electrical, mechanical, or
electromechanical device that accepts wagers, steps through a
process to determine an outcome, and pays winnings based on the
outcome. The outcome may be randomly generated, as with a slot
machine; may be generated through a combination of randomness and
player skill, as with video poker; or may be generated entirely
through player skill. Gaming devices may include slot machines,
video poker machines, video blackjack machines, video roulette
machines, video keno machines, video bingo machines, and the
like.
[0151] Gross winnings--the total of a player's winnings during the
execution of a contract without regard to wagers made by the
player. For example, if, after five pulls of a contract, a player
has attained one winning outcome with a payout of 4 coins, and one
winning outcome with a payout of 20 coins, then the player's gross
winnings thus far are 24 coins. Since gross winnings does not
account for wagers a player makes, gross winnings will always be
larger than or equal to net winnings.
[0152] Handle pull--a single play at a gaming device, including
video poker, video blackjack, video roulette, video keno, video
bingo, and other devices. The definition is intended to be flexible
in that a single play might constitute a single complete game, or a
single wager. For example, in video blackjack, a player might play
a single game in which he splits a pair of sevens, requiring an
additional wager. This one game might thereby constitute either one
or two handle pulls.
[0153] Net winnings--the total of a player's winnings during the
execution of a contract minus the amount spent by the player on
wagers. In the example cited under the definition of "gross
winnings," the net winnings are 19 coins since the player has won
24 coins but used one coin as a wager on each of the five
pulls.
[0154] Turning now to a detailed description of the contract
embodiments of the present invention, 2 5 various aspects of such
embodiments are set forth below.
Description of the Contract
[0155] A typical contract is an agreement between the insurer and a
player. The player agrees to pay a fixed amount of money up front.
In return, the player may (or must) gamble at a gaming device for a
designated amount of time or for a designated number of outcomes.
After the player has gambled the requisite amount, the player has
the right to keep any winnings that exceed a certain threshold. The
player does not, however, pay any losses. Thus, one function of the
contract is to insure the player against losses at a gaming device.
There are many variations of the contract and a portion of these
are described below.
[0156] Another function of the contract is to allow a player to
play a large number of handle pulls without the need of a large
bankroll. For example, a player wishing to make 600 pulls at a
quarter slot machine would ordinarily require $150 (25
cents.times.600) in order to assure himself the ability of
completing the 600 pulls. However, a contract might allow a player
to make 600 pulls by paying only $20.
[0157] In some embodiments, the contract does not involve an
insurer. The function of the contract may be to allow outcomes to
be generated for the player while the player is not physically
present at the gaming device. In these embodiments, the contract
may consist mainly of instructions from the player as to how the
slot machine should gamble on the player's behalf. For example, the
instructions will tell the machine how fast to gamble, when to
quit, and then where to send winnings.
Amount of Play
[0158] A contract may place one or more of the following exemplary
restrictions on play covered by the contract: [0159] The player
must make a minimum number of handle pulls. [0160] The player may
not make more than a maximum number of handle pulls. [0161] The
player must play for a certain minimum time period. [0162] The
player must play for less than a certain maximum time period.
[0163] The player must maintain a minimum rate of play. [0164] The
player may not exceed a maximum rate of play. [0165] The total coin
in over the course of the contract must exceed a certain minimum
amount. [0166] The total coin in over the course of the contract
must not exceed a certain amount. [0167] The player must play until
obtaining a specified outcome. Coin Denomination
[0168] A contract may specify the size of the wager for each pull.
The wager size may be the same as that typically used by the gaming
device. For example, if a player signs up for a contract at a
quarter slot machine, the wager for each pull of the contract might
be a quarter. If the slot machine offers multiple coin bets, the
wager for each pull might be a quarter, 50 cents, 75 cents etc. The
contract may allow or may force the player to vary the wager from
pull to pull.
[0169] One aspect of a contract may allow all play to occur in
"credit mode." That is, the player need not physically insert money
into the gaming device prior to each pull, and money needn't come
out of the gaming device after a player win. Rather, a player's
credit balance may be stored in a player database either in the
gaming device or at the casino server. Every time the player then
makes a handle pull, credits are deducted from the player's
balance. Every time the player wins, credits are added to the
player's balance. The player's credit balance can be displayed on
the device so that the player may track his progress.
[0170] Since play may occur in credit mode, each wager might
consist of coin denominations that are not standard for the gaming
device. For example, a device that typically handles quarters may
accept wagers of a nickel, of 40 cents, or even of 121/2 cents.
Winnings Threshold
[0171] A contract may describe some threshold of gross winnings,
net winnings, or accumulated player credits above which the player
keeps any excess. Gross winnings describes the accumulated player
wins from each pull of the contract. Thus, a player who makes 600
pulls on a $1 slot machine as part of a contract and wins $3 on
each of 100 pulls has gross winnings of $300 ($3/pull.times.100
pulls). Net winnings are the gross winnings less the accumulated
costs of wagering. In the above example, the accumulated costs of
wagering are $600 ($1/pull.times.600 pulls). Thus, in the above
example, the player's net winnings would be negative $300
($300-$600). Accumulated player credits may mirror a running tally
of a player's net winnings. For example, a player may begin with
zero credits, with credits deducted in the amount of any wager, and
added in the amount of any winnings. Accumulated player credits may
also mirror a running tally of gross winnings, or any other
statistic about a player's performance.
[0172] At the end of a contract, a player's accumulated credits may
be compared to a threshold.
[0173] The player may then receive a payout of any excess
accumulated credits above the threshold. For example, if the
threshold is zero, and the player has 44 credits, each credit
representing 25 cents, then the player receives a payout of $11 (44
credits.times.25 cents/credit). If the player had -12 credits,
indicating a net loss of 12 credits, then the player receives
nothing. The player does not owe $3 because the contract does not
make the player responsible for any losses.
[0174] The threshold might be at 10 credits, in which case a player
with accumulated credits of 30 would receive a payout equivalent to
20 credits at the end of a contract, and a player with 6 credits
would receive nothing. A threshold might be at -10 credits, in
which case a player with accumulated credits of -6 would receive
the equivalent of 4 credits, while a player with -100 credits would
receive nothing.
[0175] Rather than insuring against all of a player's losses, a
contract might insure all losses up to a point and not beyond.
Therefore, a contract may have multiple thresholds, each with
different functions. A player may, for example, be responsible for
any losses beyond a threshold loss of 100 credits. The same player
might receive any winnings beyond a threshold of 10 accumulated
credits. Thus, if, at the end of the contract, the player has
accumulated -125 credits, then the player must pay 25 credits. If
the player has accumulated 33 credits, then the player receives a
23 credit payout. If the player has accumulated 49 credits, then
the player neither owes nor receives anything.
[0176] In some embodiments, a threshold delineates a change in the
percentage of a player's winnings or losses between credit tallies
above and below the threshold. For example, a player might keep any
credits won beyond a threshold of 50. Below 50 credits, the player
only keeps 80% of his winnings. Therefore, if a player has 70
credits remaining at the end of a contract, he keeps all 20 credits
above 50, and he keeps an additional 40 credits, representing 80%
of the first 50 credits. Therefore, the player keeps 60 credits in
total.
[0177] A player may also be responsible for a percentage of losses
above or below a certain threshold. For example, a player may be
responsible for 50% of losses over 10 credits. Thus, a player who
finishes a contract with minus 20 credits owes nothing for the
first 10 credits of loss, but owes 5 credits for the next 10
credits of loss. The player therefore owes 5 credits.
[0178] In the most general sense, a contract specifies a functional
relationship between what a player's accumulated credits are at the
end of the contracted number of pulls, and what the player either
owes or is due. The function may be piece-wise linear, or may be
rather non-linear and convoluted.
[0179] Where there is potential for a player to owe money at the
end of a contract, the player may be required to deposit money into
the gaming device in advance so as to prevent the player from
walking away when he owes money. The advance payment may later be
returned if the player turns out to owe nothing at the end of the
contract.
[0180] In many embodiments, a contract is transparent to the
casino. In other words, if the player makes a certain number of
pulls, the casino makes the same amount of money whether or not the
player happened to be involved in a contract. In these embodiments,
however, a casino may collect money that it makes (and the player
has lost) from the insurer, rather than from the player. The casino
may also act as an intermediary in transactions between the player
and the insurer. For example, the casino may collect from the
player money that is meant to pay for a contract. The casino may
then transfer an equivalent amount of money to the insurer.
[0181] In other embodiments, a contract is not completely
transparent to the casino. That is, the amount of money a casino
receives after a certain number of the player's handle pulls may
depend on whether or not the player was in a contract. In one
example, a casino agrees that if a player's accumulated credits at
the end of a contract are less than -200, then the casino will only
collect 200 credits for the contract's handle pulls. This example
may benefit the insurer, since the insurer doesn't have to worry
about covering player losses in excess of 200 credits. In another
example, the casino configures a gaming device to give different
odds to a player in contract play versus a player not in contract
play.
Player Decisions
[0182] As mentioned previously, players may have some restrictions
on the play covered by the contract. For example, a contract may
cover an hour's play at a gaming device, but require the player to
make between 600 and 800 pulls in that hour. In some embodiments,
however, contracts may allow players to quit early or to play more
than is otherwise covered by the contract. For example, a contract
might cover an hour's worth of play. After the first half-hour, the
player may be ahead by $100 and wish to quit without risking the
loss of the $100 in the subsequent half-hour. He may therefore opt
to pay $20 in order to be released from the obligation of
continuing the contract. He may then collect his $100 in
winnings.
[0183] A player at a gaming device may reach the end of a contract
with accumulated credits just short of an amount necessary to
collect winnings. However, the last 17 out of 20 pulls may have
been wins for the player. The player may feel as if he has some
momentum going for him and therefore may not wish that the contract
be finished. In some embodiments, the player may extend the
contract. For example, the gaming device might prompt the player,
saying, "For only $5 more, we'll give you another 200 spins added
to your contract." If the player accepts, then the casino or
insurer has made a new sale with potential profitability. In some
embodiments, the player may be allowed to extend a contract for
free, or may even be paid to extend the contract. For example, the
player may have winnings of $100 at the end of a contract. The
casino, or insurer, may figure that if the player were to keep
pulling, he would be likely to lose some of that $100. So the
casino may pay the player $5 to take another 200 pulls.
[0184] In a related embodiment, a player may carry over the
accumulated credits from a first contract to a second contract.
Thus, a player with 40 accumulated credits at the end of a first
contract may begin a second contract with 40 accumulated credits.
The player may pay or be paid for carrying over credits.
Price
[0185] In many embodiments, the player pays a fixed sum to buy the
contract. In exchange for that fixed sum, the player can then
gamble a significant amount with little or no risk of losses. In
many embodiments, the insurer takes the risk of the player's loss.
The insurer must therefore price the contract so as to be
compensated for the risk it takes. In other embodiments, the casino
and the insurer share the profits and losses associated with a
contract. To ensure a profit to be divided amongst the two, a
contract may be priced in excess of a player's average win. Note
that a player's loss would count as zero in figuring out the
player's average win, since the player does not have to pay for
losses.
[0186] One method of pricing the contract involves first figuring
out what the insurer might expect to pay, on average, to cover a
player's losses. Another method of pricing a contract involves
first figuring out what the casino/insurer combination might expect
to pay, on average, to compensate a player for his winnings. Both
methods involve similar computations. Therefore, computations will
be described below with respect to only one or the other method of
pricing a contract.
Exemplary Price Computations
[0187] 1) The insurer obtains the gaming device or a component of
the gaming device containing significant information about the
operation of the gaming device (e.g. the CPU). The insurer then
operates the gaming device as a player would when under contract.
For example, if the insurer is to sell contracts for 600 pulls, the
insurer would make 600 handle pulls at the gaming device and record
the number of accumulated credits at the end of the 600 pulls. The
insurer may repeat this process of testing contracts at the device
for a large number of trials. The insurer may then average what its
payments would be over all the trials. Note that while it might
take a player days or years to complete, say, 100,000 contracts at
a gaming device; the process may be sped up for the insurer by
giving the gaming device special instructions to generate outcomes
more rapidly. The performance of large number of trials in the
manner described above is often called a Monte-Carlo
simulation.
[0188] The following is an example of pricing a contract. Using the
method of pricing described above, an insurer simulates the
execution of a 600-pull contract. The insurer repeats the
simulation four more times. After the first simulation, the player
has won $10. After the second, the player has lost $5. After the
third, the player has lost $17. After the fourth, the player has
lost $8. After the fifth, the player has won $3. To figure out what
the insurer must pay, on average, the insurer adds the three losses
to get: $5+$17+$8=$30. The insurer then divides by five, the number
of simulations, to get: $30/5=$6. The insurer doesn't care, for the
purposes of this calculation, how much the player won when he did
win, since the casino is the one paying the player his winnings.
Now, in order to obtain an average $4 profit, the insurer might
charge $10 for each contract.
[0189] 2) The insurer obtains or creates software that mirrors or
models the operation of the gaming device. For example, the
software is configured to generate the same outcomes as does the
gaming device with the same frequency as the gaming device. For
each outcome generated, the software tracks what a player's
accumulated credits would be. As before, the insurer may simulate
many contracts and average what its payments would be over all the
trials.
[0190] 3) The insurer mathematically models potential outcomes of
one handle pull of the gaming device using a random variable with a
probability mass function (PMF) or probability density function
(PDF). With these functions, the x-axis may represent potential
winnings, such as -$1 or $3, which can occur from a single handle
pull. The example of -$1 indicates the player has paid $1 for the
pull but has won nothing. The example of $3 indicates that the
player has paid $1 for the pull and won $4. The y-axis of these
functions represents the probability or probability density of each
outcome occurring. The probability of the player getting -$1 on a
pull might be 0.8, while the probability of the player getting $3
might be 0.2. A PMF for the number of accumulated credits at the
end of a contract can then be created by summing the random
variables representing individual handle pulls. If each pull is
independent with an identical PMF, as is common with slot machines,
then the PMF for the results of the entire contract can be created
using repeated convolutions of the PMF's for individual handle
pulls. If, for example, 600 pulls are involved, then the PMF for
single a handle pull may be convolved with itself 599 times to
generate a PMF for the entire contract. Using this resultant PMF,
the insurer can easily calculate how much it would expect to pay to
cover a player's losses on each contract. If the resultant random
variable is denoted by w, and the insurer would by required to pay
for any player losses, then the insurer's expected payment is given
by .SIGMA.-.infin..sup.0w*probability (w).
[0191] 4) In the method described above, Fourier Transforms, Z
transforms, Laplace Transforms, or other transforms can be used to
aid in the calculation of the repeated convolutions. Such a use of
transforms is well known in the art.
[0192] 5) As is well known in the art, with many classes of random
variables, repeated summation results in a Gaussian probability
distribution. This distribution has the shape of the familiar bell
curve. The Gaussian distribution has the advantage of being fully
described by only two parameters, a mean and a standard deviation.
If a Gaussian probability distribution is used to approximate the
sum of a large number of independent, identically distributed
random variables, such as those that often describe handle pulls,
then the mean and standard deviation of the Gaussian distribution
is very easily calculated based on the mean and standard deviation
of a random variable describing an individual pull. Such
calculations are well known in the art. Thus, a Gaussian
distribution can easily be generated to approximate the PMF of a
player's accumulated credits at the end of a contract. Using this
distribution, the insurer can calculate the amount it would be
required to pay, on average, to cover a players losses. The method
of calculation is similar to that described in 3). If a Gaussian
PDF is used as an approximation, then an integral sign replaces the
summation sign, and "probability" is replaced by "probability
density."
[0193] The following is an example of using a Gaussian probability
density function to approximate the amount a casino would be
required to pay, on average to, to compensate a player for his
winnings at the end of a contract. The contract may then be priced
in excess of this amount to ensure an average profit for the
casino/insurer combination. A Gaussian function is given by the
formula, f(x)=1/
(2.pi..sigma.)exp(-(x-.mu.).sup.2/(2.sigma..sup.2)). In this
formula, .sigma. is the standard deviation, and .mu. is the mean.
Now, let us suppose that a single handle pull of a slot machine
results in a required payout to the player described by a
probability mass function with mean .mu..sub.0 and standard
deviation .sigma..sub.0. Then, assuming each handle pull is
independent, n handle pulls of the slot machine may be described by
a function with mean .mu.=.mu..sub.0n and standard deviation
.sigma.=.sigma..sub.0 n. Furthermore, if n is large, then the
function describing a casino's aggregate payout after n handle
pulls may be approximated by the Gaussian function f(x), whose
formula is given above.
[0194] To calculate what a casino would have to pay to compensate a
player for his winnings, on average, we note that the casino pays
when the player wins, but receives nothing when a player loses.
Therefore, the expected payment of the casino is given by:
.intg..sub.-.infin..sup.00*f(x)dx+.intg..sub.0.sup..infin.x*f(x)dx=.intg.-
.sub.0.sup..infin.x*f(x)dx. We proceed to solve the integral:
.intg. 0 .infin. .times. x * .times. f .function. ( x ) .times. d x
= .times. .intg. 0 .infin. .times. x * .times. 1 / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) .times. exp .function. ( - (
x - .mu. ) 2 / ( 2 .times. .times. .sigma. 2 ) ) .times. d x =
.times. 1 / ( 2 .times. .times. .pi..sigma. ) .times. .intg. 0
.infin. .times. x * .times. exp .function. ( - ( x - .mu. ) 2 / ( 2
.times. .times. .sigma. 2 ) ) .times. d x = .times. 1 / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) .times. .intg. 0 .infin.
.times. [ ( x - .mu. ) * .times. exp .function. ( - ( x - .mu. ) 2
/ ( 2 .times. .times. .sigma. 2 ) ) + .times. .mu. * .times. exp
.function. ( - ( x - .mu. ) 2 / ( 2 .times. .times. .sigma. 2 ) ) ]
.times. d x = .times. 2 .times. .times. .sigma. 2 / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) * .times. ( - 1 / 2 ) * [
exp ( - ( x - .mu. ) 2 / .times. ( 2 .times. .times. .sigma. 2 ) )
] 0 .infin. + .mu. .times. .intg. 0 .infin. .times. 1 / ( 2 .times.
.times. .pi. .times. .times. .sigma. ) .times. exp ( - ( x - .mu. )
2 / .times. ( 2 .times. .times. .sigma. 2 ) ) .times. d x
##EQU4##
[0195] We deal with the two terms separately: 2 .times. .times.
.sigma. 2 / ( 2 .times. .pi. .times. .times. .sigma. ) * .times. (
- 1 / 2 ) * [ exp .function. ( - ( x - .mu. ) 2 / ( 2 .times.
.times. .sigma. 2 ) ) ] 0 .infin. = .times. - .sigma. 2 / ( 2
.times. .pi. .times. .times. .sigma. ) * .function. [ 0 - exp
.function. ( - .mu. 2 / ( 2 .times. .times. .sigma. 2 ) ) ] =
.times. .sigma. 2 .times. exp .function. ( - .mu. 2 / ( 2 .times.
.times. .sigma. 2 ) ) / ( 2 .times. .times. .pi. .times. .times.
.sigma. ) = .times. n .times. .times. .sigma. 0 2 .times. exp
.function. ( - n 2 .times. .mu. 0 2 / ( 2 .times. n .times. .times.
.sigma. 0 2 ) ) / .times. ( 2 .times. .times. .pi. .times. n
.times. .times. .sigma. 0 ) = .times. n 3 / 4 .times. .sigma. 0 3 /
2 .times. exp .function. ( - n .times. .times. .mu. 0 2 / ( 2
.times. .times. .sigma. 0 2 ) ) / .times. ( 2 .times. .times. .pi.
) ##EQU5## and ##EQU5.2## .mu. .times. .intg. 0 .infin. .times. 1 /
( 2 .times. .pi. .times. .times. .sigma. ) exp .function. ( - ( x -
.mu. ) 2 / ( 2 .times. .times. .sigma. 2 ) ) .times. d x = .times.
.mu. .times. .intg. - .mu. / .sigma. .infin. .times. 1 / ( 2
.times. .pi. .times. .times. .sigma. ) .times. exp .function. ( - y
2 / 2 ) .times. .sigma. .times. d y .times. ( where .times. .times.
y = ( x - .mu. ) / .sigma. ) = .times. .mu. .times. .sigma. .times.
.intg. - .mu. / .sigma. .infin. .times. 1 / ( 2 .times. .pi. )
.times. exp .function. ( - y 2 / 2 ) .times. d y = .times. .mu.
.times. .sigma. [ 1 - .intg. - .infin. - .mu. / .sigma. .times. 1 /
( 2 .times. .times. .pi. ) .times. exp .function. ( - y 2 / 2 )
.times. d y ] ##EQU5.3##
[0196] The integral is the cumulative distribution function for a
zero mean, unit standard deviation Gaussian, for which tables
exist. We denote it by N(-.mu./.sigma.). Continuing: .mu. .times.
.intg. 0 .infin. .times. 1 / ( 2 .times. .times. .pi. .times.
.times. .sigma. ) exp .function. ( - ( x - .mu. ) 2 / ( 2 .times.
.times. .sigma. 2 ) ) .times. d x = .times. .mu. .times. .sigma.
.function. [ 1 - N .function. ( - .mu. / .sigma. ) ] = .times. n
.times. .times. .mu. 0 .times. n 1 / 4 .times. .sigma. 0 .function.
[ 1 - N .function. ( - n .times. .times. .mu. 0 / ( n .times.
.times. .sigma. 0 ) ) ] = .times. n 5 / 4 .times. .mu. 0 .times.
.sigma. 0 .function. [ 1 - N .function. ( - n .times. .times. .mu.
0 / .sigma. 0 ) ] ##EQU6##
[0197] Recombining the two terms we get:
.intg..sub.0.sup..infin.x*f(x)dx=n.sup.3/4.sigma..sub.0.sup.3/2
exp(-n.mu..sub.0.sup.2/(2.sigma..sub.0.sup.2))/
(2.pi.)+n.sup.5/4.mu..sub.0 .sigma..sub.0[1-N(-
n.mu..sub.0/.sigma..sub.0)]
[0198] If we were to graph the above as a function of n, the number
of pulls, we would see that initially, as the number of pulls in a
contract gets larger, a casino could expect to pay more money to
compensate a player for his winnings. However, there would reach a
point, beyond which more pulls in a contract would actually
decrease the amount a casino could expect to pay to compensate a
player for his winnings. This illustrates an important feature of
contracts. Having more pulls in a contract is not necessarily an
advantage for a player.
[0199] 6) A casino or insurer may start with a first price for a
contract, and then evolve the price as more and more of the
contracts are purchased and executed. For example, if an insurer
loses money on the first few contracts it sells, then it may
increase the price of the contract. If the insurer makes large
profits on its first few contracts, then it may reduce the
price.
[0200] Once the insurer has determined what it can expect to pay,
on average, to cover a player's losses, the insurer may price the
contract so as to give itself a desired profit margin. For example,
if the insurer can expect to pay, on average, $15 to cover a
player's losses, then the insurer might price the contract at $20
to insure itself a $5 average profit.
Automatic Play
[0201] A contract may require certain behaviors of the player. As
mentioned, these behaviors may include maintaining a certain rate
of play, or performing a minimum number of handle pulls. The gaming
device on which a contract is executed may take various steps to
ensure that the behaviors are performed. To this end, the gaming
device may initiate handle pulls automatically or may fail to
register handle pulls that the player attempts to initiate. For
example, if the player must make at least one handle pull every 10
seconds, and the player has failed to make any handle pulls in 9
seconds, then the gaming device may automatically initiate a handle
pull for the player on the tenth second. As another example, a
player may be restricted from making more than one pull every 10
seconds. If in the same 10-second interval, the player attempts to
make more than one handle pull, the second handle pull may not be
initiated, at least until the next 10-second interval.
[0202] As can be seen from the above two examples, the player may
maintain some control over his gambling behavior even while the
gaming device forces him to comply with the contract. So a player
who must make a pull every 10 seconds still has control over
whether the pull occurs on the first second of an interval or the
eighth second of an interval. Such control can be psychologically
important, because many players feel that the exact moment at which
the handle pull is initiated has an important effect on the
ultimate outcome.
[0203] In some cases, a player may not desire to make any active
decisions once a contract has been initiated and may simply put a
gaming device into "automatic play." The player may later have the
option of taking the gaming device out of automatic play and of
manually initiating handle pulls.
Offering the Contract
[0204] A contract may be offered to a player in a number of ways. A
gaming device may use text or synthesized voice to ask a person
whether or not he would like to sign up for a contract. A casino
attendant may offer a contract to a player, or signs at a casino
may point a player towards a casino desk where he may then purchase
a contract.
[0205] A number of circumstances may trigger the casino or an
insurer to offer a contract to the player. For example, the player
may have lost most of an initial stake deposited into a gaming
device. A player may be slowing his play, or may no longer be
inserting coins into the machine. The time of day may be a player's
typical lunch time or departure time. A player may have the
opportunity to enter into a contract only if he also agrees to do
business with a particular merchant or group of merchants. The
player may have the opportunity to enter into a contract if the
casino or insurer deems him a good, valuable, or loyal
customer.
Agreeing to the Contract
[0206] A player may specify a desired contract in a number of ways.
At a gaming device, a player may use a touch screen to indicate his
desire to enter into a specific contract. Using the touch screen,
the player may select from a menu of possible contracts. For
example, the menu might list several contracts with different time
durations or different prices. The player could then select a
contract by touching an area of the screen next to his desired
contract.
[0207] The player might use menus to customize a contract for
himself. The player might use a first menu to select a duration of
the contract (e.g. 600 pulls, or 1/2 hour). A second menu might be
used to select a rate of play. A third menu might be used for coin
denomination. Many other menus are possible for other contract
features. Once the player has selected several contract features,
the gaming device may select the remaining feature so as to make
the contract profitable for the insurer. For example, once the
player has chosen a number of pulls and a coin denomination, the
gaming device might choose the price of the contract.
[0208] Rather than a touch screen, a player may use special
buttons, keys, or voice input to specify a desired contract or
contract terms.
[0209] In some embodiments, a player chooses a contract prior to
approaching the gaming device or even the casino. A player might
select a contract on the Internet. On the Internet, the player
might specify terms of the contract, such as the number of pulls,
the rate of play, the cost, the payout tables, the winning symbol
combinations, etc. The player may then print out a code or a
document describing the terms of the contract. The player then
brings the code or document to a gaming device that then recognizes
what contract the player has chosen. When the player signs up for a
contract, a description of the contract might be sent
electronically directly to the gaming device. The player might then
only identify himself at the gaming device in order to initiate
contract play.
[0210] Other terms of a contract a player may agree to or specify
include: the font size of the machine, the noise level of the
machine's sound effects, the particular game (e.g. number of reels,
number of pay lines), the brightness of the display, etc.
Signature
[0211] To confirm entry into a contract, a player might sign a
document that may contain the terms of the contract. The document
may be printed from a gaming device or from the Internet, or may be
obtained from a counter at a casino. The signed document may then
be deposited into an opening in the gaming device, may be returned
to a casino counter, or may be kept by the player. The player might
also sign an area on a touch screen or other sensing device.
[0212] A player might also confirm entry into a contract simply by
paying for it. The player might pay be depositing tokens, coins or
other currency into the gaming device. The player might pay using a
credit or debit card. The player might also pay from a player
credit account established with the casino. The player might pay at
a counter of the casino and might receive a contract or a contract
indicator to bring to a gaming device. The gaming device might then
recognize the contract indicator by, for example, a bar code, and
then execute the contract.
Instruction Sets
[0213] A typical contract may cover and/or require a large number
of handle pulls by the player. Now ordinarily, when a player is
gambling at a gaming device for a long period of time, the player
makes a number of decisions related to his gambling. Should the
player play more quickly or more slowly? Should the player double
his bet after a loss? Should the player quit after a sizable win?
Should the player take a short break to use the restroom?
[0214] Since the contract covers a large number of pulls, it is
possible for the some player decisions to be made beforehand and
included in the contract. A gaming device may then act on the
decisions specified in the contract without further input from the
player. For example, while negotiating a contract for an hour of
play at 10 pulls per minute, a player might decide he'd like a 15
minute break between the first 1/2 hour and the second 1/2 hour of
pulls. The gaming device might then execute the contract for the
first half hour by automatically spinning and generating outcomes
for the first 1/2 hour. The gaming device might then freeze for 15
minutes, preventing other players from stepping in and allowing the
contract holding player to take his 15 minute break. The device can
then unlock after 15 minutes, perhaps with the entry of a password,
and resume the generation of outcomes.
[0215] One important aspect of having a player's decisions spelled
out before hand in the contract is that the player need not even be
present at the gaming device. A player can sign up for a contract
at a casino in Las Vegas, and then have the contract executed
automatically by a gaming device. The player can then view a
running tally of his accumulated credits over the Internet while in
Virginia, for example.
[0216] In general, player instructions built into a contract will
include some action to be performed as well as some triggering
condition for the action. As an example, a player instruction may
be to increase the rate of handle pulls provided accumulated player
credits exceed 100. In this example, the action is to increase the
rate of handle pulls, and the triggering condition is whether
accumulated player credits exceed 100. The following player actions
may be part of a player's instructions: [0217] Increase or decrease
a wager amount on one or more handle pulls. [0218] Increase or
decrease a rate of wagering. [0219] Cease gambling. [0220] Change
the way outcomes are displayed.
[0221] The following conditions may trigger the above actions
[0222] The player has just won or lost on one or more handle pulls.
[0223] The player has just won a certain amount on one or more
handle pulls. [0224] Any player defined sequence of wins and losses
has occurred on prior handle pulls. [0225] The player has
approached or left the vicinity of the gaming device. [0226] The
current time has reached a particular time of day.
[0227] One advantage of contracts executed by the gaming device is
that a gaming device can gamble at speeds a human is incapable of
achieving. For example a player is on a winning streak, but must
soon join his family for lunch. Rather than cash out and leave, he
decides to accelerate his play to 2 pulls per second. He therefore
enters a into a contract which is to be executed by the machine at
2 pulls per second for the next 8 minutes. In this contract, an
insurer is not involved. The contract simply serves as a means of
increasing the rate of play. As it happens, the player loses all
his money in 6 minutes, and so the contract ends.
[0228] Player instructions may tell the slot machine to play faster
when the player is present or is observing in some way, and to play
more slowly while the player is asleep. For example, the rate of
pulls may be twice as fast during the day as at night. The rate of
play may likewise be faster when an infrared detector in the slot
machine senses the heat of the player's presence.
[0229] Player instructions may also tell a gaming device how to
play certain games involving player decisions. For example, a
player may leave instructions to use basic strategy in a game of
video blackjack, or to play according to published theory in a game
of video poker. The player may add instructions to always draw to a
four card open-ended straight flush.
Times of Execution
[0230] A contract may be executed over a range of different time
periods. The outcomes, the accumulated player credits, and the
player winnings may or may not be displayed to the player at the
same time at which the outcomes are being generated.
[0231] In one embodiment, all the outcomes needed for a contract
are generated very rapidly by a gaming device, perhaps all in less
than a second. The outcomes may then be displayed to the player
over a much longer time frame so as to give the player a more
exciting gaming experience.
[0232] In another embodiment, outcomes may be continuously
generated at a rate comparable to that with which a player might
make handle pulls on his own. This embodiment might be entertaining
for a player if the player is sifting at the gaming device or
watching the outcomes being generated from a home computer.
[0233] In another embodiment, outcomes are generated on a periodic
basis at fixed times every day, week, hour, etc. For example,
outcomes for a 600-pull contract may be generated 100 outcomes at a
time, each block being generated from 8 pm-9 pm on Sunday. Thus, it
would take just under six weeks for the entire contract to be
executed. This method of execution may be ideal if a player has a
schedule as to when he enjoys watching outcomes being generated.
For example, the player might enjoy seeing outcomes generated while
he watches his favorite show on Sundays from 8 pm to 9 pm. This
method of execution might also be ideal for the casino if slow
business periods occur on a periodic basis where the entire
contract cannot be executed in a single period.
[0234] In still another embodiment, outcomes are generated on a
flexible basis, either when it is convenient for the casino or for
the player. In this embodiment, the casino may wait for a gaming
device to be free of use before using it to generate the next
couple of outcomes of a contract. Alternatively, the player may
signal the gaming device any time he is ready to have the next few
outcomes generated
Viewing the Contract's Execution
[0235] As discussed, a player may enjoy watching from a remote
location as the outcomes of his contracts are generated. Since the
player is not physically at the slot machine, the outcomes must be
presented to the player via some graphical representation. In one
embodiment, a camera simply films the gaming device generating the
player's outcomes. The image from the camera is transmitted to the
player device via the Internet, the cable system, satellite, etc.
The player device might be, for example, a TV or a personal
computer. In another embodiment, the generated outcomes are
recorded either by the gaming device, by a camera watching the
device, or by a casino employee. The generation of the outcomes is
then graphically recreated for the player in a manner not
necessarily consistent with the physical appearance of the gaming
device that generated the outcomes. For example, a gaming device
generates the outcome: cherry-orange-lemon. The gaming device then
transmits, via the casino server and the Internet, a bit sequence
indicating the outcomes cherry-orange-lemon. Perhaps the bits
"0000" represent cherry, "0011" represent orange, and "1111"
represent lemon. The bit sequence is transmitted to a player's home
computer, where a software program displays a cartoon
representation of a slot machine. The cartoon shows the reels
spinning and stopping with the outcome: cherry-orange-lemon. The
cartoon representation of the slot machine may not look anything
like the slot machine that originally generated the outcomes. In
some embodiments, a player views a combination of the actual image
of his gaming device, and a computer-rendered version of a gaming
device. For example, a cartoon of the reels spinning might be
displayed within the frame of an actual image of the slot machine,
without the reels.
[0236] In some embodiments, the player does not view a graphical
representation of the outcomes, but sees the outcomes as text, such
as "seven-bar-bar," "s-b-b," "7-b-b," etc. The player may not even
see the outcomes, just how much he has won or lost on every pull.
Thus, the player may view a periodically updated tally of his
accumulated credits. He may only view his total accumulated
credits, or his take home winnings, after all outcomes have been
generated.
[0237] Any graphical or textual representation of the player's
outcomes, accumulated credits, or other contract information may be
displayed either on an entire portion of a computer or TV screen,
or on a smaller portion of the screen. For example, a small cartoon
slot machine may reside in a box in the upper right hand corner of
a TV screen that simultaneously displays a regular TV show. A
player watching television need then only glance up at the corner
of his screen to follow the progress of his contract.
Representation of outcomes may also be place in an email message to
the player.
[0238] Of course, the various representations of outcomes may be
used just as well with a player physically present at the gaming
device or at the casino.
[0239] In some embodiments, the player calls up a number to monitor
the progress of his contract. He may enter a code or password when
prompted by a voice response unit (VRU) and thereby access the
outcomes from his particular contract.
[0240] A player may be sent updates on his contract only when
certain triggering conditions are met. For example, a player may
only wish for updates when he wins more than 100 credits on a spin,
or when the contract terminates.
Revenue Management
[0241] As discussed previously, the pricing of a contract will
often take into account the expected amount an insurer must pay to
a casino to cover a player's losses, or the expected amount that a
casino and insurer in combination can expect to pay to compensate
the player for his winnings. Pricing of contracts may account for
additional factors such as, for example:
[0242] Times or dates on which the contract is to be executed.
[0243] The gaming device on which the contract is to be
executed
[0244] Flexibility in the contract's execution.
[0245] A player's playing history.
[0246] The importance of the player as a customer of the
casino.
[0247] For example, a contract which is to be executed during a
period of low customer activity at a casino may be priced at a
discount. This is because a casino would like to encourage the use
of gaming devices that are otherwise empty. Alternatively, a casino
may want to discourage the purchase of contracts during times of
high customer traffic, and so contracts may be higher priced at
such times.
[0248] If a contract has flexibility as to when it may be executed,
then this allows the casino to execute contracts only during times
when gaming devices would not otherwise be in use. Therefore, such
a contract might be priced more favorably.
[0249] A contract that is executed at an unpopular gaming device,
for example, might be priced more favorably for the player so as to
encourage the use of that device.
[0250] If a player shows signs of nearing the end of his gambling
session, a contract might be priced at a discount for that player.
For example, a player might be slowing his rate of play, indicating
boredom. A player might be lowering his wager size, indicating a
decreasing bankroll. A player might simply have been at a gaming
device for such a long time that he would almost necessarily be
hungry enough to leave at any moment. Providing a discount on a
contract to such players would encourage them to remain gambling
for at least the time it takes to execute the contract.
Settlement
[0251] In some embodiments, the casino acts as the intermediary in
transactions between a player and the insurer. The casino is an
intermediary, for example, when its gaming devices collect a
player's payment for a contract, even though that payment is meant
to go to the insurer. The casino is also an intermediary when it
does not collect losses from a player, but from an insurer.
[0252] Since the casino may engage in many transactions with the
insurer, it would potentially be inefficient for the casino to
transfer money to the insurer, or vice versa, after every
transaction. Therefore, the casino or the insurer may maintain
records of how much one owes the other. The casino and the insurer
may then settle their accounts periodically. If the casino owes the
insurer money, then the casino may wire money to the insurer. If
the insurer owes the casino, then the insurer may wire money. Of
course, many other methods of settlement are possible.
[0253] In cases where a contract has resulted in a net win for the
player, the player must be paid. If the player is at the casino, he
may enter into a gaming device a password or other identifier of
himself or of his contract. The gaming device may then access a
database in the casino server containing the details of the
contract, including the amount owed to the player. The gaming
device may then payout the amount owed in the form of cash, tokens,
paper receipts or vouchers, digital cash, digital receipts, etc.
The player may also collect his winnings at a casino desk, perhaps
after presenting identification.
[0254] If a player is remote from a casino when his contract has
finished executing, then the player may be sent his winnings either
by the insurer or the casino. If the insurer provides the winnings,
then the casino may later reimburse the insurer in the amount of
the winnings. The winnings may be sent in the form of cash, check,
money order, etc. The winnings may be sent by postal mail, by wire
transfer, by direct deposit, by email as digital cash, etc.
[0255] In some embodiments, the casino may simply keep the player's
winnings in a player account at a casino, to be accessed by the
player next time he visits the casino. The winnings may, in the
meantime, accumulate interest. The casino (or insurer) may also
alert the player that his contract has finished executing and that
he has winnings. The player may be instructed to come to the casino
and pick them up.
[0256] In some embodiments, the player may have left instructions
to take any winnings from a first contract and purchase a second
contract. This allows for the notion of a meta-contract. Just as a
contract may specify how to allocate money for pulls, a
meta-contract would describe how to allocate money for contracts.
There could then be meta-meta-contracts, and so on.
[0257] Numerous variations on the above-described contract
embodiments of the present invention may be practiced without
departing from the spirit and scope of the present invention. For
example, a player may be halfway through a contract and have
negative 200 accumulated credits.
[0258] The player might therefore lose all hope of winning enough
to overcome the 200-credit deficit, and so lose interest in the
contract. Therefore, in one embodiment, a player who is well below
a threshold number of accumulated credits for winning may play for
an altered pay table. Low paying outcomes may be eliminated, while
the likelihood of achieving high paying outcomes may increase. This
is because a player with a 200-credit deficit probably doesn't care
about a win of ten credits, but does care about a win of 500
credits. The overall hold percentage of the machine may remain
constant. In some embodiments, the alteration of the pay tables is
an automatic function of the number of pulls remaining and the
credit deficit of the player. In other embodiments, the player must
request an alteration of the pay tables. As an example, a player
may select an option that says, "Let me play just for the jackpot.
Eliminate everything else and make the jackpot more likely." The
player may or may not have to pay for an alteration of the pay
tables. In a more general sense, the pay tables may change such
that the standard deviation of the payout for a particular handle
pull changes even as hold percentage may remain constant.
[0259] In another embodiment, a player might purchase a contract at
a casino desk and receive a token that indicates the type of
contract. The player might then deposit the token into a gaming
device. The gaming device would then recognize the token and be
able to execute the contract.
[0260] A player may have the privilege of entering into favorable
contracts after a fixed amount of initial betting. For example, if
the player wagers for an hour, he may be able to enter into a
contract where each pull is at true odds. That is each pull pays
back, on average, the same amount that was put in. Typically the
pull pays back less. In yet another embodiment, a player may
receive better odds on contract play when he is recommended to the
casino by a friend.
[0261] In some embodiments, certain results of a pull may terminate
a contract early. For example, if a player hits the jackpot, the
contract may terminate. In other embodiments a player's accumulated
credits can be displayed to a player as a function of time in the
form of a graph. The graph may look much like graphs used to plot
the price of a stock market index as a function of time. In some
embodiments, a player wins money or some other prize if the graph
takes on a certain shape. For example, if the line of the graph is
such that it slips between several sets of markers (much like a
skier on a slalom course), then the player may win a large
prize.
[0262] In some embodiments, a player's winnings on each pull of the
contract are reinvested into the contract, whereas in other
embodiments they are not. In one example, a player purchases a
contract for $100. The player instructs the gaming device to gamble
the $100 until it is all gone. However, any winnings are not to be
used to gamble, they are to be sent directly to the player. In a
second example, the player purchases a contract for $100 and
instructs the gaming device to gamble the $100 until it is gone or
until it has become $200. Here, the player elects to reinvest
winnings, using the winnings to pay for new handle pulls even after
$100 worth of handle pulls has been made already.
[0263] A contract may reward a player based on any second order
data, or meta-data about one or more outcomes. Examples include
rewarding the player if three like outcomes occur in a row, if 20
cherries come up in 10 sequential spins, if the players accumulated
credits ever reach 100, etc. An example previously mentioned is
rewarding a player based on the pattern of a graph of accumulated
winnings as a function of time. A player might choose the
"meta-outcomes" on which he desires to be rewarded, and the gaming
device may figure the corresponding odds and the size of the reward
should the meta-outcome occur.
[0264] A player may be rewarded with the downside of a sequence of
outcomes much as buying insurance gives him the upside. For
example, a player pays a fixed sum of money, and collects winnings
for every dollar in the negative the contract finishes at. Thus, if
a contract ends with the player having minus 20 accumulated
credits, then the player collects 20 credits.
[0265] A contract may apply to a "best 100" sequence of a larger
sequence of pulls. For example, the player pays $100 for a contract
of 1000 pulls. From those 1000 pulls, the player gets to choose any
100 consecutive outcomes to determine his winnings, and can
disregard the rest of the outcomes. Thus the player can say he
wants to use outcomes 506 through 605. Perhaps there was a hot
streak during that sequence. The player's winnings are then
determined solely based on what happened between pulls 506 and 605.
This might result in winnings of $200, whereas having counted all
1000 pulls would have resulted in a net loss for the player. Of
course, the gaming device may automatically choose the most
favorable sequence for the player.
[0266] A player may choose his favorite outcome and receive higher
payouts for that outcome, special privileges for receiving that
outcome (e.g. the ability to terminate a contract), etc.
[0267] Returning now to the figures, FIG. 16 is a schematic
representation of an embodiment of a system configured to carry out
the contract embodiments described above. The system 1600 comprises
a casino server 1605 in communication with insurer device 1610, a
gaming device 1615, and a player device 1620. As used herein, a
device (including the casino server 1605, the insurer device 1610,
the gaming device 1615 and/or the player device 1620) may
communicate, for example, through a communication network such as a
Local Area Network (LAN), a Wide Area Network (WAN), a Metropolitan
Area Network (MAN), a Public Switched Telephone Network (PSTN), a
proprietary network, a Wireless Access Protocol (WAP) network, or
an Internet Protocol (IP) network such as the Internet, an intranet
or an extranet. Moreover, as used herein, a communication network
includes those enabled by wired or wireless technology.
[0268] It should be understood that any number of gaming devices
and any number of player devices can be used in system 1600.
Although system 1600 includes both a casino server 1605 and an
insurer device 1610 as illustrated, one or the other of these
elements may be omitted (for example, the insurer device may be
omitted in embodiments that do not include an insurer or where the
casino acts as the insurer). Similarly, although system 1600
includes both a gaming device 1615 and a player device 1620 as
illustrated, one or more of these embodiments may be omitted (for
example, the player device may be omitted if the casino has not
implemented remote gaming). Further, some or all of the
functionality of a casino server 1605 may be carried out by insurer
device 1610 and vice versa. Similarly, some or all of the
functionality of casino server 1605 and/or insurer device 1610 may
be carried out by gaming device 1615 and vice versa. In one
embodiment, the casino server 1605 comprises one or more computers
that are connected to a remote database server.
[0269] Turning now to FIG. 17, therein depicted is schematic
illustration of a casino server 1605. Casino server 1605 is an
illustration of an embodiment of the casino server of the same
number in FIG. 16. Casino server 1605 comprises a processor 1705 in
communication with a communications port 1710 and storage device
1715. Contained in storage device 1715 is a program 1720, a player
database 1725, a gaming device database 1725, and a contracts
database 1730. Each of these databases will be described in detail
below. The processor 1705 performs instructions of the program
1720, and thereby operates in accordance with the present
invention. The program 1720 may be stored in a compressed,
uncompiled and/or encrypted format. The program 1720 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system, and "device
drivers" used by the processor 210 to interface with peripheral
devices. Appropriate program elements are known to those skilled in
the art.
[0270] Note that the processor 1705 and the storage device 1715 may
be, for example, located entirely within a single computer or other
computing device or located in separate devices coupled through a
communication channel.
[0271] Turning now to FIG. 18, therein depicted is a schematic
illustration of an insurer device 1610. Insurer device 1610 is an
illustration of an embodiment of the insurer device 1610 of the
same number in FIG. 16. Insurer device comprises a processor 1805
in communication with a communications port 1810 and a storage
device 1815. Storage device 1815 stores a program 1820. The
processor 1805 performs instructions of the program 1820, and
thereby operates in accordance with the present invention. The
program 1820 may be stored in a compressed, uncompiled and/or
encrypted format. The program 1820 furthermore includes program
elements that may be necessary, such as an operating system, a
database management system, and "device drivers" used by the
processor 1805 to interface with peripheral devices. Appropriate
program elements are known to those skilled in the art. Note that
the processor 1805 and the storage device 1815 may be, for example,
located entirely within a single computer or other computing device
or located in separate devices coupled through a communication
channel.
[0272] Turning now to FIG. 19, therein depicted is a schematic
illustration of a gaming device 1615. Gaming device 1615 is an
illustration of an embodiment of the gaming device of the same
number depicted in FIG. 16. Gaming device 1615 comprises a
processor 1905 in communication with a communications port 1910, an
input device 1915, an output device 1920, and a storage device
1925. Storage device 1925 stores a program 1930. The processor 1905
performs instructions of the program 1930, and thereby operates in
accordance with the present invention. The program 1930 may be
stored in a compressed, uncompiled and/or encrypted format. The
program 1930 furthermore includes program elements that may be
necessary, such as an operating system, a database management
system, and "device drivers" used by the processor 1905 to
interface with peripheral devices. Appropriate program elements are
known to those skilled in the art.
[0273] Note that the processor 1905 and the storage device 1925 may
be, for example, located entirely within a single computer or other
computing device or located in separate devices coupled through a
communication channel.
[0274] Input device 1915 may comprise, for example, a player slot
card interface, a keypad, a touch-screen, a microphone and/or any
other device which allows a player to input information into gaming
device 1615. Output device 1920 may comprise, for example, a
display area, a microphone, and/or any other device that allows
gaming device 1615 to output information to a player. Gaming device
1615 may comprise, for example, a slot machine, video poker
machine, video keno machine, or a video blackjack machine. A
combination of these type of machines may be used in embodiments
where casino server 1605 is in communication with more than one
gaming device 1615.
[0275] Turning now to FIG. 20, therein depicted is a schematic
illustration of a player device 1620. Player device 1620 is an
illustration of an embodiment of the player device of the same
number depicted in FIG. 16. Player device 1620 may be, for example,
a personal computer (PC), laptop, personal digital assistant, a
cellular telephone, a pager, and/or any other device that allows a
player to remotely monitor and participate in play of a gaming
device in accordance with the present invention. Player device 1620
comprises a processor 2005 in communication with a communications
port 2010 and a storage device 2015. Storage device 2015 stores a
program 2020. The processor 2005 performs instructions of the
program 2020, and thereby operates in accordance with the present
invention. The program 2020 may be stored in a compressed,
uncompiled and/or encrypted format. The program 2020 furthermore
includes program elements that may be necessary, such as an
operating system, a database management system, and "device
drivers" used by the processor 2005 to interface with peripheral
devices. Appropriate program elements are known to those skilled in
the art. Note that the processor 2005 and the storage device 2015
may be, for example, located entirely within a single computer or
other computing device or located in separate devices coupled
through a communication channel.
[0276] It should be noted that any and all of the processors 1705,
1805, 1905, and 2005 may comprise one or more microprocessors such
as one or more INTEL.RTM. Pentium.RTM. processors. Further, any and
all of the storage devices 1720, 1815, 1925, and 2015 may comprise
any appropriate storage device, including combinations of magnetic
storage devices (e.g., magnetic tape and hard disk drives), optical
storage devices and semiconductor memory devices, such as Random
Access Memory (RAM) devices and Read Only Memory (ROM) devices.
[0277] Examples of databases that may be used in connection with
the system 1600 will now be described in detail with respect to
FIGS. 21 through 23. Each figure depicts a database in which the
data is organized according to a data structure in accordance with
embodiments of the present invention. The data may be stored, for
example, on a computer readable medium and be accessible by a
program executed on a data processing system. The schematic
illustrations and accompanying descriptions of the databases
presented herein are exemplary, and any number of other database
arrangements could be employed besides those suggested by the
figures.
Player Database
[0278] Referring to FIG. 21, a table represents one embodiment of
the player database 1720 that may be stored at the casino server
1605 shown in FIG. 16 according to an embodiment of the present
invention. The table includes entries identifying players that may
be participating in contracts for flat rate play sessions with
system 1600. The table also defines fields 2105, 2110, 2115, 2120,
2125, 2130, and 2135 for each of the entries. The fields specify
(i) a player identifier 2105 that uniquely identifies a player;
(ii) a name 2110 associated with the player; (iii) an address 2115
that facilitates communications with the player; (iv) a financial
account identifier 2120, such as a credit or debit card account,
associated with the player through which payment may be obtained
and to which player winnings may be credited; (v) demographic
information 2125 that may be utilized to determine a price or other
terms for a contract; (vi) credits 2130 that represent the amount
of casino credits associated with the player; and (vii) a lifetime
coin in 2135 that represents the amount of coin in wagered by the
player over the course of his or her relationship with the casino
and/or insurer.
Gaming Device Database
[0279] Referring to FIG. 22, a table represents one embodiment of
the gaming device database 1725 that may be stored at the casino
server 1605 shown in FIG. 16 according to an embodiment of the
present invention. The table includes entries identifying gaming
devices operated by the casino. The table also defines fields 2205,
2210, and 2215 for each of the entries. The fields specify a (i) a
gaming device identifier 2205 that identifies a gaming device; (ii)
a name 2210 associated with the gaming devices, such as, for
example, Diamond Mine.RTM.; and (iii) a manufacturer 2215 of the
gaming device.
Contract Database
[0280] Referring to FIG. 23, a table represents one embodiment of
the contract database 1730 that may be stored at the casino server
1605 shown in FIG. 16 according to an embodiment of the present
invention. The table includes entries identifying contracts that
may or have been purchased via the system 1600. The table also
defines fields 2305, 2310, 2315, 2320, 2325, 2330, 2335, 2340, and
2345 for each of the entries. The fields specify (i) a contract
identifier 2305 that identifies a contract that has been purchased
or is available for purchase by a player; (ii) a player identifier
2310 that identifies a player, if any, that may be associated with
the contract; (iii) an initial bankroll 2315; (iv) a description
2320 that describes the terms of the contract; (v) a cost 2325 of
the contract; (vi) a result 2330 that indicates the current status
of the contract; (vii) an amount owed the player 2335; (viii) an
amount owed the insurer 2340; and (ix) a total amount owed the
insurer 2345.
[0281] A method that may be used in connection with the system 1600
according to an embodiment of the present invention will now be
described in detail with respect to FIG. 24. The method shown in
FIG. 24 may be performed, for example, by a casino server 1605 in
response to a player's request to purchase a contract and after
determining the price and terms of the contract the player wishes
to purchase. This flow chart does not imply a fixed order to the
steps, and embodiments of the present invention may be practiced in
other orders.
[0282] The method 2400 begins upon receipt of payment from a player
for a fixed number of pulls in step 2405. In other embodiments this
step may comprise receipt of payment for a fixed duration of time
during which the player may play. Receipt of payment may comprise,
for example, receipt of a monetary input into a gaming device 1615
or receipt of (and, e.g. approval of a charge on) a financial
account identifier. The received payment, or an indication of it,
is then transmitted to an insurer in step 2410. Outcomes are then
generated for a fixed number of pulls in step 2415. An adjustment
of a tally of the player's accumulated credits based on the
outcomes is performed in step 2420.
[0283] In step 2425 it is determined whether the adjusted tally
exceeds a predetermined threshold. If it does, the method 2400
proceeds to step 2435 where the player is paid the amount by which
the tally exceeds the threshold. Payment to the player may be
achieved by, for example, outputting a monetary amount comprising
the payment to the player at the gaming device or by crediting the
amount of the payment to a financial account identifier associated
with the player. If it is determined in step 2425 that the adjusted
tally does not exceed the predetermined threshold then the method
2400 proceeds to step 2430 in which the amount by which the tally
falls short of the threshold is collected from the insurer.
Additional Description of Various Embodiments
[0284] As further illustration of what has been described herein,
additional descriptions of some embodiments of the present
invention will now be set forth. Specifically, various examples of
embodiments comprising a video poker gaming device will now be
described. It should be noted that, as used herein, the terms
"contract," "gaming contract," "session," "gaming session," "play
session," "flat rate session" and "flat rate play session" may be
used interchangeably to describe flat rate session play of the
present invention, wherein players provide a flat price and in
exchange execute a plurality of game plays administered by a gaming
device. For example, if a gaming device is described as storing a
number of gaming contracts with operator-specified parameters, it
may be understood that such contracts are in essence pricing
arrangements that allow for players to execute one or more gaming
sessions by providing a flat rate price.
[0285] As described, prices of various flat rate sessions or
contracts may be determined based on a variety of associated
parameters, such as the duration of the contract, the wager amount
per game play, the starting balance of the contract, active payouts
associated with the contract, and so on.
[0286] For example, as described, in one or more embodiments, an
operator may calculate (e.g., by way of repeated mathematical
simulation) the average amount paid out to a player of a gaming
contract when the contract comprises various parameters. For
example, it may be determined that the average "contract cost"
(e.g., the average amount paid out to players upon resolution of a
gaming contract) is $10.03 for a draw video poker contract
characterized by the following parameters: [0287] Contract
duration/interval: 30 minutes or 250 hands of draw poker [0288]
Wager amount per hand: $0.25 [0289] Starting balance: 0 credits
(each wager deducts one credit, such that the player's balance can
be negative) [0290] Active pay combinations: Royal Flush pays 4,000
credits, Straight Flush pays 50 credits, Four of a Kind pays 25
credits, Full House pays 9 credits, Flush pays 6 credits, Straight
pays 4 credits, Three of a Kind pays 5 credits, Two Pair pays 2
credits, Jacks or Better pay 1 credit [0291] Threshold above which
player may collect winnings: 0 credits
[0292] Thus, after simulating play of a gaming contract with the
above parameters, it may be determined that the following
expression is true: ( Total .times. .times. number .times. .times.
of .times. .times. players .times. .times. finishing .times.
.times. with .times. a .times. .times. positive .times. .times.
balance Average .times. .times. amount .times. won .times. .times.
by .times. .times. players .times. .times. with .times. .times. a
.times. .times. positive .times. .times. balance ) Total .times.
.times. number .times. .times. of .times. .times. players = $10
.times. .03 ##EQU7##
[0293] Accordingly, as described, this contract cost (or base
price) may be used to calculate a price (e.g., a flat rate price to
be paid by players when purchasing a gaming session) for the
contract. For example, an operator may multiply the contract cost
by a desired margin to arrive at a retail price (e.g.,
$10.031.5=$15.05, establishing a 50% profit margin). In other
embodiments, an operator may calculate a retail price by adding a
fixed amount to a contract cost (e.g., each contract should be
priced $10 above the contract cost).
[0294] Thus, in some embodiments, an operator or other party may
set retail prices in association with a number of gaming contracts
before such contracts are made available to players, such that the
prices may remain fixed so long as the contracts are offered (e.g.,
before a video poker machine offering a "Play by the Hour" feature
is released to the public, it is determined that 30 minutes of
video poker play, wherein players wager $0.25 per hand, may cost
the player $20, yielding approximately $10 in profit per
contract).
[0295] In one or more embodiments, aspects of the present
invention, such as determining or otherwise offering contract
pricing, may be practiced by replacing and/or augmenting one or
more components (e.g., hardware and/or software components) of an
existing gaming device. Thus, in one or more embodiments, the
invention may be applied as a retrofit to existing gaming devices
currently available for play within various casinos.
[0296] For example, a memory (e.g., computer chip) of the gaming
device may be replaced or added, the replacement or additional
memory storing a program for instructing the processor of the
gaming device to operate in accordance with one or more embodiments
of the present invention. In another example, data output via the
gaming device (e.g., graphical and/or textual data displayed on the
gaming device) may be replaced or added, the replacement or
additional data indicating to a player information relevant to one
or more aspects of the present invention.
[0297] In a specific example, a gaming device may comprise various
electronic components mounted to one or more printed circuit boards
(PCBs). Such components may include various hardware described
herein, such as a communications port and various controllers of
peripheral devices (e.g., a display controller), as well as a
memory for storing programming instructions (software) and a
processor for carrying out such instructions. One form of memory
commonly found gaming devices is electronically erasable
programmable read-only memory (EEPROM or EPROM). Thus, in one or
more embodiments of the present invention, an EEPROM storing
contract pricing instructions (as well as instructions for carrying
out other functions performed by the gaming device) may replace an
EEPROM previously installed in a gaming device, such that the
gaming device may be configured to operate in accordance with
various processes of the present invention.
[0298] For example, "pricing module" may be made available for
purchase to various casino operators. The module, which may
comprise various hardware and software (e.g., an EEPROM storing
software instructions), may be installed in an existing gaming
device (e.g., a video-reel slot machine, a video poker machine,
etc.), such that when the module is installed, players of the
device may elect (i) to play a game offered by the gaming device
without purchasing a flat rate session or contract, or (ii) to play
a game offered by the gaming device by means of purchasing a flat
rate session or contract. Thus, players who are familiar with the
games offered by various gaming devices may elect to pay for them
in a different or similar manner as they are accustomed to. It
should be noted that one advantage of flat rate session play and
gaming contracts (which may be enabled by the installation of the
pricing module) lies in the ability to offer players discounts or
perceived discounts for agreeing to play and/or pre-paying for a
large number of game plays, for a long period of time, etc.
[0299] Accordingly, as described above, a gaming device may be
configured to allow a player to select one of two "modes" of the
gaming device, and to enable the selected mode. If a player selects
a "standard" mode in which a flat rate price will not be received
for a plurality of game plays, the gaming device may be configured
to operate in a manner similar to how it operated before the
installation of the pricing module (e.g., players make funds
available for each game play). If a player selects a "flat rate"
mode and a flat price is paid for the privilege of executing a
plurality of game plays, the gaming device may then be operable to
execute a gaming session or contract play as described herein.
[0300] In one example, a touch-sensitive display screen may be
configured to output a prompt asking a player to select a mode of
operation. Such a prompt may be output in occurrence to various
trigger conditions (e.g., coins, bills or tickets are inserted; a
credit balance increases from zero to some other number; a player
presses a "play" button; a motion, weight, infrared or other sensor
detects the presence of a player; etc.). Accordingly, a player may
select a mode of operation (e.g., by pressing an appropriately
labeled icon of a touch-sensitive display screen), and upon
receiving the player's selection, the gaming device may be
configured to operate in the selected mode.
[0301] In other embodiments, a peripheral device may be useful for
implementing one or more embodiments of the present invention into
the operation of a conventional gaming device. For example, in
order to avoid or minimize the necessity of modifying or replacing
a program already stored in a memory of a conventional gaming
device, an external or internal module that comprises a peripheral
device may be inserted in, connected to or otherwise associated
with the gaming device.
[0302] In still further embodiments, rather than configure existing
gaming devices to execute pricing logic by installing or connecting
new hardware and/or software, such pricing logic may be downloaded
into an existing memory of one or more gaming devices. U.S. Pat.
No. 6,805,634 to Wells et al. teaches methods for downloading data
to gaming devices in such a manner. The entirety of U.S. Pat. No.
6,805,634 is incorporated by reference herein for all purposes.
Thus, in some embodiments, an existing gaming device may be
reprogrammed to accommodate new pricing functionality of the
present invention without the need, or by minimizing the need, to
remove and replace hardware within the gaming device.
[0303] As described, in some embodiments, once prices have been
determined in association with various contracts, such contracts
may then be offered to players of gaming devices (e.g., players may
peruse, using a menu output via a touch-sensitive display screen of
a gaming device, various gaming contracts and prices associated
therewith). Thus, an operator may program a gaming device such that
players may review a variety of gaming contracts offered by the
device. In one such example, a gaming device may output or
otherwise display a "rate card," indicating various durations and
wager amounts associated with a price (e.g., 30 minutes of play,
wherein the customer wagers $0.25 per bet, has a retail price of
$30; an hour of play, wherein the player wagers $1 per game play,
has a retail price of $150; etc.).
[0304] In some embodiments, a player may enter into a contract or
otherwise participate in a flat rate play session to play a game
which comprises an initial set of indicia, based on which initial
set of indicia a final set of indicia is determined. In such a
game, a payout may be determined based on whether the final set of
indicia is a winning set of indicia (e.g., whether the final set of
indicia corresponds to a payout in a payout schedule). Further, in
such a game the player may be required or provided with an
opportunity to make a decision or selection based on the initial
set of indicia; the final set of indicia may be determined based on
the player decision or selection. For example, assuming a player is
participating in a flat rate play session of a video poker game,
during play of the game the player may be provided with an initial
set of cards and be provided an opportunity to discard at least
some of these cards. A final set of cards, based on which a payout
is determined, may be determined by replacing any cards that the
player has selected to be discarded. In another example, a reeled
slot machine game (e.g., either a video slot machine or a
mechanical reel slot machine) may output an initial outcome along a
payline as an initial outcome but may be programmed to adjust one
or more of the reels (e.g., by "nudging" a reel or allowing a
player to re-spin a reel) to determine a final outcome. A payout
may be provided based on the final outcome along the payline after
one or more of the reels is adjusted.
[0305] In accordance with some embodiments, a player participating
in a flat rate play session to play a game having such an initial
set of indicia and a final set of indicia may be provided with an
opportunity to accept a payout or prize based on the initial set of
indicia. This payout or prize may be offered to the player in
exchange for the player foregoing an opportunity to obtain a
winning final set of indicia. U.S. Pat. No. 5,511,781 to Wood et
al. entitled STOP PLAY AWARD WAGERING SYSTEM (referred to as the
"'781 Wood patent" herein) describes various methods for
determining a payout to be provided to a player playing a video
poker game, the payout being determined based on an initial set of
cards output to the player and being offered to the player in
exchange for the player surrendering the right to win an award
based on a final winning set of cards that may result from the
initial set of cards. The payout so offered to the player may be
based, for example, on a probability of the player obtaining a
winning set of cards as the final video poker hand. The entirety of
this patent is incorporated by reference herein for all purposes,
and in particular for the purpose of determining how a payout for
an initial set of indicia may be determined, the payout being
offered in exchange for the player forfeiting a right to winning a
prize in exchange for a final set of indicia that may be determined
based on the initial set of indicia.
[0306] An award that is offered to a player in exchange for the
player surrendering any right to a payout that may correspond to
any winning final set of indicia that my be determined based on the
initial set of indicia is referred to herein as a "surrender
payout" herein. It should be noted that a surrender payout may be
calculated based on an initial set of indicia and a probability of
obtaining a winning final set of indicia based on the initial set
of indicia (e.g., the surrender payout may be based on the highest
expected value corresponding to the initial set of indicia).
[0307] For example, a player participating in a flat rate play
session of a video poker game may be dealt an initial hand of
2h-2c-10d-2s-Kc. Thus, before drawing, the player knows that at
worst, by holding the 2h-2c-2s, he may be entitled to a payout for
3-of-a-Kind. However, the player also understands that by holding
the 2h-2c-2s and drawing two more cards, the player also has an
opportunity to attain 4-of-a-Kind or a Full House (which would
result in greater payout amounts than the 3-of-a-Kind). However,
there is also a chance that the player will draw two unhelpful
cards, leaving the player only the payout for the 3-of-a-Kind.
Accordingly, when the player is dealt the initial hand, the player
may be offered a surrender payout (the feature of offering such
forfeit payouts may be referred to as an "Instant Pay" feature).
Typically, the surrender payout associated with an initial hand
will be larger than any payout amount the player is guaranteed to
achieve in a final hand based on the initial hand (e.g., the
surrender payout is greater than the payout for 3-of-a-Kind in the
present example), but lesser than any payout amount the player
might achieve if the player holds the appropriate cards and deals
to obtain a final hand (e.g., the surrender payout is less than the
payout for 4-of-a-Kind or Full House in the present example). It
should be noted that one advantage of such an embodiment is that it
may allow players to rapidly surrender hands when they feel the
chances of improving the hand are unfavorable, and thereby play
more hands per unit time.
[0308] It is important to note that the '781 Wood patent does not
contemplate a flat rate play session. Accordingly, it does not
contemplate advantages that may be realized by practicing the
above-described embodiments of offering a surrender payout in the
context of a flat rate play session. One such advantage is realized
in situation wherein a formula is used to determine a surrender
payout, and the result of the formula is a fraction of a unit that
a gaming device is not operable to dispense or otherwise provide to
a player. For example, a surrender payout may be calculated to be
1.234 credits or $1.234 and the gaming device at which the player
is currently playing may only be operable to dispense whole credits
or cash in at least $0.01 denominations. The issue then becomes
what to do about the fractional amounts. The '781 Wood patent
contemplates several solutions to this problem of fractional
amounts. However, none of the solutions proposed take advantage of
a flat rate play session environment, as such an environment is not
contemplated by the '781 Wood patent. In many of the flat rate play
session embodiments described herein, it is typically determinable
as to how much longer (e.g., in terms of time or game plays) a
player will keep playing the current game or gaming device or at
least how much longer a flat rate play session will last (e.g., in
embodiments in which the flat rate play session may be played on
different gaming devices and in intervals). Additionally or
alternatively, it is typically determinable that a player has
ceased or is close to ceasing play of the game or gaming device
under the terms of the flat rate play session. Accordingly,
Applicants have recognized that any fractional payouts or portions
thereof may be accumulated for a player during the course of a flat
rate play session and only provided to the player at the end of a
flat rate play session. Thus, even if the sum of the fractional
payouts accumulated during a flat rate play session is likewise a
fractional amount, there may, in some embodiments, be only a single
point during the flat rate play session that a determination as to
how to deliver the fractional amount to the player arises. In one
embodiment, the fractional amount that is the sum of fractional
surrender payouts accepted by the player during the flat rate play
session is rounded up or down, and the rounded amount is provided
to the player.
[0309] It should be noted that should such a "rounding" event occur
only once after a plurality of such fractional-amount forfeit
payouts are received (e.g., and not in association with each
fractional-amount forfeit payout awarded), a more accurate total
payout amount for forfeiting hands may be provided. For example,
adding together five fractions and rounding their sum may provide a
more accurate payout than rounding each individual fraction before
adding them together. In a specific example, a player may receive
forfeit payouts of 0.789, 0.614, 0.234, 0.787 and 0.014 during a
flat rate session. Were these amounts to be first rounded to the
nearest hundredth (e.g., the nearest "cent" of a 1 denomination
machine), and added together thereafter, the result would be 2.43
(or 0.79+0.61+0.23+0.79+0.01). However, should the fractions be
first added together and then rounded to the nearest hundredth, the
result would be 2.438, which would result in a total amount of
2.44.
[0310] Thus, in one embodiment, Applicants have recognized a novel
and advantageous solution of tracking and summing any surrender
payouts that are fractional amounts in a separate meter over the
course of a plurality of game plays that comprise a flat rate play
session.
[0311] In one embodiment, only the amounts above and beyond a
denomination a gaming device is operable to provide are tracked and
summed in such a separate meter. For example, if a surrender payout
is determined to be 78 and the gaming device is operable to provide
monetary value in 25 denominations, 75 of the surrender payout may
be added directly to the credit meter balance of the gaming machine
while the remaining 3 is added to the separate meter that tracks
and sums any fractional amounts comprising surrender payouts
accepted by the player.
[0312] It should be understood that the separate meter for tracking
and summing fractional amounts may comprise a register or meter or
other memory means in the memory of a gaming device or server in
communication with the gaming device. A display for displaying to a
player an amount currently stored in such a meter is also
contemplated. For example, FIG. 25 illustrates a screen of a
display device of a gaming device in which a display area distinct
from a credit meter balance displays to a player the accumulated
fractional amounts comprising surrender payouts accepted by a
player over the course of a flat rate play session.
[0313] Referring now to FIG. 25, illustrated therein is an example
screen 2500 that may be output to a player participating in a flat
rate play session of a video poker game. Assume that the player is
playing a 9/6 Jacks or Better quarter-denomination video poker
machine with a return percentage of 99.54% and wagering max coin
which is five coins (each credit in the gaming machine
corresponding to one coin). Further assume that, as is typical in
such a machine, three-of-a-kind pays fifteen coins for a max bet, a
full house pays forty-five coins for a max bet and four of a kind
pays 125 coins for a max bet. The screen illustrates five initial
cards dealt to a player in area 2505. As can be seen, the initial
hand comprises three-of-a-kind. As is illustrated, the three twos
are indicated as cards to be held (either as selected by the player
or as suggested by the gaming device). The screen further
illustrates an offer for a surrender payout in area 2510. The
offered surrender payout is 25.15 coins (a fractional amount),
which is higher than the payout the player would otherwise receive
for three-of-a-kind (fifteen credits) but lower than the player
would receive if the player were to reject the offer of the
surrender payout, hold the three twos and attempt to obtain a full
house (which would correspond to a payout of forty-five coins) or a
four-of-a-kind (which would correspond to a payout of 125 coins).
The screen further displays the amount of the player's bet for the
current hand in area 2515 and, in area 2520, the number of hands
the player has remaining in the current flat rate play session. The
screen still further displays the sum of fractional surrender
payouts accepted by the player during the current flat rate play
session in area 2525. As explained on the screen, in one embodiment
the sum of the fractional surrender payouts may be rounded up and
added to the credit balance at the end of the flat rate play
session. The screen still further illustrates a current credit
meter balance 2530 which, in accordance with some embodiments,
displays an indication of the number of credits available to the
player for wagering. As described herein, in some embodiments a
credit meter balance may reflect a negative amount (e.g., an amount
that is less than zero).
[0314] As described herein, in one or more embodiments, a player
may enter into an agreement or purchase a flat rate play session
and during the flat rate play session the credit meter balance of a
gaming device (or the credit meter balance otherwise associated
with the flat rate play session) may be allowed to be a negative
number. As further described, in such embodiments a player may not
be held responsible for any losses incurred by the player but may
be allowed to cash out any credits greater than zero from the
credit meter balance. For example, in one embodiment a player may
purchase a flat rate play session of 200 video poker hands for
$40.00. Once the player pays the $40.00 price for the flat rate
play session and the flat rate play session is initiated on a
gaming device, the credit meter balance of the gaming device may be
set to zero. As the player participates in game plays of the video
poker game, the effective wager amount for each game play (even
though the player is not required to input any additional funds
beyond the $40.00 price for the flat rate play session, the gaming
device may still track effective wager amounts for each game play
for certain purposes, such as determining an appropriate payout for
a game play) is deducted from the credit meter balance. Similarly,
a payout won by the player as a result of a wager is added to the
credit meter balance. In such embodiments, at some point in a flat
rate play session a credit meter balance may be sufficiently
negative and the remaining duration of the flat rate play session
may be sufficiently short, such that a player may feel somewhat, if
not deeply, doubtful that the player will be able to obtain enough
high magnitude payouts to bring the credit meter balance above zero
by the end of the flat rate play session (e.g., the player may need
a credit balance greater than zero to receive a payout at the end
of the session).
[0315] As is known in the art of designing video poker games, each
initial hand dealt to a player may be played in one of a variety of
different manners. In other words, for a given set of initial
cards, a player may select one of many possible draw strategies,
wherein a draw strategy is a decision as to which cards to hold and
which cards to have replaced by random remaining cards from a deck.
For example, if a player were dealt 2c, Ks, Qh, 2d and 9d, the
player could attempt to obtain or maximize his chances of obtaining
a final hand that is a three-of-a-kind, four-of-a-kind or full
house by employing a draw strategy in which the 2c and the 2d are
held and the remaining cards are discarded and replaced with
randomly selected cards from the remaining deck. Alternatively, the
player could attempt to obtain a straight by employing a draw
strategy in which the Ks and the Qh are held and the remaining
cards are replaced with randomly selected cards from the remaining
deck. Of course, the player could always employ a third draw
strategy in which all cards are discarded and replaced with
randomly drawn cards from the remaining deck, and so on.
[0316] As is further known in the art of designing video poker
games, there is typically a single draw strategy for a given
initial set of cards that corresponds to the highest relative
expected value (EV). As is further known in the art of designing
video poker games, there is typically a single draw strategy for a
given initial set of cards that corresponds to the highest relative
expected value (EV). An EV is typically calculated for an initial
set of cards and a particular draw strategy for the initial set of
cards, given a particular paytable that correlates winning final
sets of hands to respective payout amounts, by (i) directly
calculating the number of possible poker hands of each type (i.e.,
nothing, 1 pair, 2 pair, flush, etc.) that can be made from the
held cards using a deck where the initial set of cards has been
removed (e.g., if 4 hearts are held and a single non-heart card is
discarded, a single card will be dealt from the remaining cards in
the deck; of the 47 remaining cards in the deck, 9 hearts remain
and so there are 9 possible flushes that can be achieved; using
similar logic, you can show that there are X possible pairs, no
possible 3-of-a-Kinds or 4-of-a-Kinds, Y possible straights, Z
possible hands that represent no paying outcome, etc.); (ii)
calculating the total number of final hands that can possibly be
achieved (e.g., in a 52-card deck where each hand consists of 5
cards, there are 52-5=47 cards remaining in the deck after the
initial deal; if the player discards a single card, one additional
card will be dealt from the remaining cards in the deck; there are
47 different ways that 1 card can be dealt from a set of 47 cards,
and so there are 47 different final hands that can be achieved);
this number will equal the sum of the hand frequencies for each
type of hand calculated above; (iii) calculating the probability of
achieving each type of hand by dividing the number of possible
hands of each type, as calculated in (i), with the total number of
possible hands, as calculated in (ii) (e.g., a 3-of-a-Kind is
achieved X% of the time, a flush is achieved Y% of the time, etc.;
the sum of the probabilities for all possible types of hands will
equal 1); (iv) multiplying the probability of achieving each type
of poker hand by the number of coins won for achieving that
particular type of hand, so as to determine the contribution to the
EV from each particular type of hand (e.g., a 3-of-a-Kind is
achieved X% of the time, and the payout for 3-of-a-Kind based on a
5-coin bet is 15 coins, making 15(X/100) the total EV contribution
for 3-of-a-Kind outcomes); (v) adding the EV contributions for each
possible winning hand type together, so as to determine the total
EV. It should be evident that the EV is dependent on (i) the
initially dealt cards; (ii) the discarded cards (which can be
considered the draw strategy); and (iii) the payout for each type
of poker hand achieved.
[0317] The table below illustrates, for a 9/6 Jacks-or-Better game,
an EV calculated using the above-described method for each of five
possible draw strategies that may be employed given an initial set
of cards consisting of 2h, 2c, 10d, 2s and Kc. It should be noted
that the five draw strategies are just five of the thirty-two
possible draw strategies that may be employed (i.e., there are
thirty-two different combinations of cards to hold that a player
may select given an initial set of five cards). In the table, each
column indicates the cards held. Each of the first 10 rows
indicates the designation or category of a winning set of final
cards that may be obtained, as well as the number of coins to be
provided if the category of winning set of cards is achieved. Each
cell that is the intersection of a column and one of the first ten
rows indicates the number of sets of cards that may be obtained in
the corresponding designation or category. The "Count" row
indicates the total number of sets of cards that may be achieved.
The EV row indicates the EV corresponding to each draw strategy.
TABLE-US-00005 2h, 2c, _, 2s, .sub.-- 2h, 2c, Td, 2s, .sub.-- 2h,
2c, _, 2s, Kc 2h, 2c, Td, 2s, Kc _, _, _, _, Kc 0 0 0 0 0 118574
Zilch 1 0 0 0 0 45054 Hi Pair 2 0 0 0 0 9369 2 Pair 3 969 43 43 1
4290 3 Kind 4 0 0 0 0 382 Straight 6 0 0 0 0 328 Flush 9 66 3 3 0
312 Full House 25 46 1 1 0 54 4 Kind 50 0 0 0 0 1 St. Flush 800 0 0
0 0 1 R Flush Count 1081 47 47 1 178365 EV 4.302498 3.851064
3.851064 3.000000 0.477482
[0318] As can be seen from the above table, the draw strategy
corresponding to the highest EV is to hold the three 2s and discard
the 10d and the Kc. As can further be seen, the draw strategy
corresponding to the lowest EV is to hold the Kc. While this
strategy will result in a lower average return to the player in the
long term, it affords the player the possibility of achieving a
Royal Flush, the highest possible payout. Typically, a player or
gaming device employing a strategy that may be referred to as a
"perfect play strategy" will employ, for each hand or initial set
of cards, the draw strategy corresponding to the highest EV for the
set of initial cards. This is to maximize the return over the long
term for the player.
[0319] Applicants have recognized, however, that embodiments in
which a player purchases a flat rate play session for a price and
is allowed to play such that a credit meter balance associated with
the flat rate play session may be less than zero and who only
collects any winnings at the end of the flat rate play session if
the credit meter balance is greater than zero introduces different
dynamics than are typically present in play of a video poker game.
Applicants have recognized that, whereas in a conventional video
poker game, maximizing the EV of each hand will maximize the EV of
the entire session of play, this is not necessarily true for flat
rate play. Thus, in certain circumstances of embodiments described
herein, a "perfect play" strategy for a flat rate play session may
involve deviating from what is considered conventional perfect play
that involves selecting the draw strategy with the highest EV for a
given hand or game play. For example, if a player has a
significantly negative credit meter balance for a flat rate play
session and a relatively short duration of the flat rate play
session remaining, it may behoove the player to implement a draw
strategy in which the player attempts to "Go for the Royal" (i.e.,
the player selects cards to hold with the goal of maximizing the
probability of receiving a Royal Flush as the final set of winning
hands), in an attempt to obtain a credit meter balance that is
greater than zero by the end of the flat rate play session.
Although such a strategy would typically be harmful to a player
engaging in conventional play in which the player is responsible
for any losses incurred, such a strategy may be best for the player
who has prepaid a flat price for a flat rate play session and is
not responsible for any losses beyond the flat rate price, but who
only obtains any winnings from the flat rate play session if the
credit meter balance associated with the flat rate play session is
greater than zero at the end of the flat rate play session.
[0320] The following two terms will be used to differentiate
related concepts herein: (i) draw strategy; and (ii) session
strategy. The term "draw strategy" is used herein to refer to a
determination and/or selection of the particular cards of an
initial hand of cards to hold for a given game play, and thus a
determination of which cards are to be discarded and replaced. The
term "session strategy" is used herein to refer to a selection
and/or determination of a more global decision as to a goal for a
flat rate play session. For example, a session strategy may be
based on the goal of maximizing the likelihood of achieving a
positive credit meter balance by the end of a flat rate play
session. In another example, another session strategy may be based
on the goal of achieving a credit meter balance that is equal to a
price paid for a flat rate play session. For example, a player may
find it desirable to "break even" at the end of the flat rate play
session, such that if a flat rate play session was purchased for
$40.00 and the flat rate play session is started with a beginning
credit meter balance of zero credits (each credit being equivalent
to $1.00), the player may select a session strategy based on the
goal of maximizing the likelihood of achieving a credit meter
balance of forty credits at the end of the flat rate play session.
In yet another example, a session strategy may be based on the goal
of maximizing the likelihood of achieving, at the end of the flat
rate play session, a credit meter balance that is equivalent to
twice the price paid for the flat rate play session. For example, a
player who purchases a flat rate play session for $25.00 and begins
a flat rate play session with a beginning balance of zero credits
(each credit being equivalent to $1.00) may select a session
strategy the goal of which is to achieve a credit meter balance of
fifty credits at the end of the flat rate play session, so that the
player "doubles his money" by participating in the flat rate play
session.
[0321] Applicants have further recognized that it may be beneficial
to a player to change the session strategy employed during a flat
rate play session during the course of the flat rate play session,
based on factors such as the current credit meter balance
associated with the flat rate play session and the remaining
duration of the flat rate play session. For example, at the onset
of a flat rate play session, it may be most beneficial to a player
to employ a session strategy that is based on the conventional goal
of selecting, for any given initial set of cards, the draw strategy
that corresponds to the highest EV calculated based on the
probability of achieving a winning final set of cards and the
corresponding payout, as illustrated in the table above. However,
as the flat rate play session goes on and the credit meter balance
becomes sufficiently negative and the duration of the remainder of
the flat rate play session becomes sufficiently short, it may be
most beneficial to the player to instead employ a session strategy
for which the goal is to attempt to achieve, for each initial set
of cards, a winning final set of cards corresponding to the highest
(or one of the highest available payouts). For example, a "Go for
the Royal" session strategy may be employed. Such a session
strategy may be selected in order to maximize the likelihood of
achieving a positive credit meter balance at the end of the flat
rate play session. The latter strategy may be most beneficial to
the player in the sense that it has the highest likelihood of the
player having a positive (i.e., greater than zero) credit meter
balance at the end of the flat rate play session.
[0322] It should be noted that a session strategy and/or a draw
strategy being determined, selected, employed and/or implemented by
a device (e.g., a gaming device) may include, for example, (i) a
draw strategy and/or session strategy being recommended to a player
(e.g., a gaming device recommends to a player which cards of an
initial set of cards should be held, a gaming device recommends to
a player to "Go for the Royal"), (ii) a selection of a draw
strategy and/or session strategy being received from a player,
(iii) a draw strategy and/or session strategy being selected for a
player, and/or (iv) a draw strategy and/or session strategy being
implemented on behalf of a player (e.g., by a device such as a
gaming device or by a casino employee) who has selected an
"Auto-Play" or "Walkaway" feature of a gaming device. Applicants
have described various "Auto-Play" and "Walkaway" methods and
systems in various commonly-owned applications, in which features a
device (e.g., gaming device) plays a game on a player's behalf and
may make decisions or selections (such as which cards to hold in a
video poker game) on behalf of a player. For example, the following
U.S. Patents and Patent Applications describe various methods and
systems which play a game on behalf of a player: (i) U.S. Pat. No.
6,012,983, filed Dec. 30, 1996, entitled "AUTOMATED PLAY GAMING
DEVICE"; (ii) U.S. Pat. No. 6,634,942, filed Jun. 12, 2002,
entitled "SYSTEM AND METHOD FOR AUTOMATED PLAY OF MULTIPLE GAMING
DEVICES"; (iii) U.S. application Ser. No. 10/635,986, filed Aug. 7,
2003, entitled "SYSTEM AND METHOD FOR REMOTE AUTOMATED PLAY OF
GAMING DEVICES"; and (iv) U.S. application Ser. No. 10/331,438,
filed Dec. 27, 2002, entitled "METHOD AND APPARATUS FOR
AUTOMATICALLY OPERATING A GAME MACHINE." The entirety of each of
the above patents and patent applications are incorporated herein
by reference for all purposes.
[0323] Thus, as described, in some embodiments, a session strategy
and/or draw strategy may be determined, selected, implemented
and/or employed based on factors associated with a flat rate play
session, rather than simply on EVs calculated solely on a per hand
or per game play basis. Such factors may include, for example, a
credit meter balance associated with the flat rate play session,
remaining duration of the flat rate play session and/or type of
game (e.g., Deuces Wild vs. Double Double Bonus). For example, if
the player has a sufficiently negative credit balance, and very
little time remaining in a session, the only session strategy that
may yield a positive credit balance may be to draw exclusively
toward a high-paying outcome, such as a Royal Flush or 4-of-a-Kind
(e.g., as only a substantial payout will bring the player's balance
above zero credits, whereby the player would be able to collect
some amount of currency at the end of the session). In a further
example, in a more volatile game such as Double Double Bonus, an
aggressive strategy, such as "Go For the Quads" or similar strategy
may be more effective at obtaining a significant boost in a credit
meter balance and may not need to be used as early in a flat rate
play session as it would be in a less volatile game such as a
Deuces Wild game. Thus, for a given initial set of cards, the
session strategy that may be determined and/or selected is one that
corresponds to a goal of maximizing a likelihood of maximizing the
return for the flat rate play session and/or in significantly
contributing to the obtainment of a positive credit meter balance
by the end of the flat rate play session. Since, in accordance with
some embodiments, the player may not be responsible for any losses
incurred during the flat rate play session (e.g., the player does
not have to repay any credits that are below zero on the credit
meter balance), the player may reasonably focus on increasing the
payouts for the flat rate play session without attempting to
minimize his losses due to effective wagers.
[0324] Thus, for example, in some embodiments in which a request is
received to execute a number of game plays in association with
automatic play, a routine carried out by a processor of a device
(e.g., a processor of a gaming device) may comprise executing
hold/discard decisions of a video poker game based on stored
strategy rules, each rule corresponding to at least one session
strategy. For example, such stored strategy rules may be accessed
and utilized for each game play. In some embodiments, only one
session strategy may be available (e.g., maximize expected value
for the flat rate play session). In other embodiments, a plurality
of session strategies may be available. For example, a player
and/or device (e.g., gaming device) may choose from a number of
strategy options for automated play (e.g., "maximize expected
value," "maximize my chances of getting a winning hand," or "draw
for the Royal Flush," "maximize likelihood of positive credit meter
balance at end of flat rate play session", "maximize likelihood of
achieving a final balance that effectively doubles the purchase
price of flat rate play session", etc.).
[0325] Accordingly, in some embodiments a device (e.g., a gaming
device) may execute a number of game plays (e.g., while a player
watches the machine perform strategy decisions) and select a draw
strategy for each game play, each draw strategy being selected
based on a session strategy. The gaming device may select a draw
strategy for a first game play that is based on a first session
strategy and select a draw strategy for a second game play that is
based on a second session strategy. This may involve the gaming
device determining the appropriate session strategy for each game
play. The session strategy may be selected, for example, based on
current parameter values of the flat rate play session at the time
of each game play. For example, for a first game play the gaming
device may select a draw strategy that is based on a session
strategy having the goal of selecting the draw strategy
corresponding to the highest EV for the initial set of cards.
Subsequently, after the credit meter balance associated with the
flat rate play session is sufficiently negative and the remaining
duration of the flat rate play session is sufficiently short, the
gaming device may select, for a second game play of the flat rate
play session, a draw strategy based on a session strategy of
holding cards in an attempt to get high value payouts even though
the probability of achieving the high value payouts may be
significantly low (e.g., even if the EV of the draw strategy is
low, the draw strategy may be selected based on the session
strategy). Such a session strategy may be based, for example, on a
goal of maximizing the likelihood of achieving a positive credit
balance by the end of the flat rate play session (e.g., a "Go For
the Royal" session strategy). As noted earlier, in some
embodiments, selecting a session strategy may be effectively the
same as selecting a draw strategy. For example, if a "Go for the
Royal" session strategy is selected or determined for a game play,
this may effectively indicate the particular cards to be held from
the initial set of cards dealt for the game play, without requiring
further decision-making as to a draw strategy.
[0326] In one or more embodiments, one or more goals may be defined
as available for a flat rate play session. For example, one goal
may be to maximize the EV for each particular game play,
irrespective of the impact this may have on the entirety of the
flat rate play session. Another goal may be to maximize the EV of
the flat rate play session, even if this means picking draw
strategies that have a relatively low EV for a given particular
game play. Another goal may be to attempt to end the flat rate play
session with a credit meter balance that is double the price paid
for the flat rate play session. In one or more embodiments, each
goal may correspond (e.g., in a database) to one or more session
strategies. For example, a goal of attempting to end a flat rate
play session with a credit balance equal to the price paid for the
flat rate play session may correspond to a session strategy that
entails going for high payout final sets of indicia, even if those
final sets of indicia are associated with relatively low
probabilities. In some embodiments, a goal may be associated with a
plurality of session strategies, each strategy corresponding to one
or more conditions to be satisfied in order for the corresponding
session strategy to be selected as the strategy to be employed in
meeting the corresponding goal. The following table illustrates one
possible relationship scheme that may be indicated via database and
employed by a device to determine a draw strategy for a particular
game play. TABLE-US-00006 Goal Session Strategy Maximize EV for
game For a given initial set of indicia, select draw play strategy
of highest EV End Flat Rate Play SESSION STRATEGY 1: Session with
Credit IF Balance 2.times. Price (credit meter balance) > X AND
0 < (remaining duration of session) < Y SESSION STRATEGY 2 IF
credit meter balance > X AND Z > (remaining duration of
session) > Y SESSION STRATEGY 3 IF credit meter balance < X
AND 0 < (remaining duration of session) < Z
[0327] It should be understood that any number of goals may be
utilized and any number of possible session strategies may
correspond to a given goal. It should further be understood that
rather than the generic term "Session Strategy 1" or "Session
Strategy 2" (which are used in the table above for purposes of
simplicity), a description (e.g., computer readable and
implementable description) of a strategy may be used. In some
embodiments, a session strategy may specify one or more draw
strategies to be employed. For example, the strategy corresponding
to the goal of maximizing the EV for a game play may specify a draw
strategy of "THEN select draw strategy corresponding to highest
EV."
[0328] In some embodiments, a table such as the one above may
simply include a code, instruction or identifier for each session
strategy, and another table may store the description of each
session strategy that corresponds to the respective code,
instruction or identifier. For example, Session Strategy 1 may
correspond to a description of "Draw towards any final set of
indicia that corresponds to a payout greater than X, unless the
probability of obtaining the final set of indicia is less than Y,
otherwise draw towards any final set of indicia that corresponds to
a Z<payout.ltoreq.X"; Session Strategy 2 may correspond to a
description of "Draw towards either the Flush or the Royal Flush,
whichever corresponds to a higher EV" while Session Strategy 3 may
correspond to a description of "Draw towards the Royal Flush Only."
It should be noted that, in some embodiments, a goal may be a
session strategy and there may not be a need to use the two
distinct terms.
[0329] To clarify the use of the terms "session strategy", "goal"
and "draw strategy", the following example is provided. Assume a
player initiates a flat rate play session and engages the gaming
device in auto-play mode, such that the gaming device is to execute
game plays on behalf of the player and make all decisions on behalf
of the player as needed during the game plays. Further assume that
the player selects a goal for the flat rate play session of "End
the flat rate play session with a credit meter balance 2.times. the
price of the flat rate play session." The gaming device may thus be
programmed to, upon the determining of an initial set of indicia
for a given game play, determine the appropriate session strategy
to employ based on this goal. As illustrated in the table above, a
session strategy may be selected based on the current respective
values of one or more parameters of the flat rate play session
(e.g., the credit meter balance and the remaining duration of the
flat rate play session). Assume a session strategy of "Go for
either the Flush or the Full House, whichever corresponds to the
highest EV" is selected. The gaming device may be programmed to
then determine a draw strategy based on the selected session
strategy. Determining the draw strategy may comprise determining
which particular indicia of the initial set of indicia to have
replaced with randomly determined indicia.
[0330] In one embodiment, a player may be provided an opportunity
(e.g., via a touch-screen menu or otherwise) to directly select a
session strategy (e.g., at a beginning of a flat rate play session,
during the execution of a flat rate play session) and/or change the
selection of the session strategy for a game play and/or for a flat
rate play session. Further, in some embodiments a player may be
provided an opportunity to change his selection of a session
strategy. Further still, in some embodiments a player may be
provided an opportunity to customize a session strategy (e.g., by
changing one or more conditions for selecting the session strategy,
such as be changing the credit meter balance and/or remaining
duration at which the session strategy is selected).
[0331] As described above, it should be understood that the
selection, determination, employment and/or implementation of a
session strategy may be performed in embodiments other than
embodiments in which an auto-play or walkaway feature is enabled.
For example, a device (e.g., a gaming device) determining,
selecting, employing and/or implementing a session strategy may
comprise the gaming device performing any or all of these functions
in order to offer session strategy and/or draw strategy hints to a
player, rather than to automatically decide on behalf of a player
which cards to hold and discard when automatic play is activated.
For example, various session strategy and/or draw strategy
recommendations, hints and/or options may be output to a player
when automatic play is not activated. Various methods of outputting
such recommendations, hints and /or options are contemplated,
including but not limited to written recommendations (e.g., text is
output via a display screen); auditory recommendations (e.g., a
voice recording is output via audio speakers); highlighting,
shading, outlining an other graphical alterations (e.g., the
recommended "hold" cards are automatically outlined for the
player); and so on.
[0332] In one or more embodiments, a player may be presented with
one or more goals that the player may select for a flat rate play
session or for at least a current segment of a flat rate play
session. For example, a menu of available goals may be output to
the player via a touchscreen or other display of a gaming device
and the player may select the desired goal.
[0333] Referring now to FIG. 26, illustrated therein is a process
2600 that may be carried out by a device (e.g., a gaming device) in
accordance with one or more embodiments. As with all processes
described herein, it should be noted that not all steps need by
performed by the same device. For example, a first step may be
performed by a gaming device while another step of the process may
be performed by a server. Further, the steps may be performed in an
order other than that described, as desired and/or appropriate.
Further still, additional steps and/or subroutines may be included
without departing from the spirit and scope of the invention.
[0334] In step 2605, a flat rate play session is initiated. A flat
rate play session may be initiated, for example, in response to a
player providing the appropriate payment for a flat rate play
session at a gaming device and indicating a desire to initiate the
flat rate play session. In another embodiment, initiating a flat
rate play session may be performed in response to a player
providing a card and/or identifier (e.g., a player tracking card,
wherein the player identifier of the player tracking card is
associated with a flat rate play session that the player has
previously purchased) to a gaming device and indicating a desire to
initiate a flat rate play session associated with the card. Other
methods of initiating a flat rate play session and/or triggering
events for initiating a flat rate play session would be understood
by one of ordinary skill in the art upon reading the present
disclosure.
[0335] In step 2610, an initial set of indicia is determined (e.g.,
from a finite set of indicia). For example, if the flat rate play
session is being carried out in the context of a video poker game,
step 2610 may comprise randomly dealing an initial set of cards
from a virtual deck of cards.
[0336] In step 2615, a session strategy is determined. The session
strategy may be determined, for example, based on one or more of
(i) a goal for the flat rate play session; (ii) a current value of
a parameter associated with the flat rate play session; and/or
(iii) a type of game being played (e.g., Deuces Wild vs. Double
Double Bonus). As described, a goal for a flat rate play session
may comprise, for example, (i) maximizing a return for the flat
rate play session being conducted; (ii) maximizing the likelihood
of obtaining a credit meter balance associated with the flat rate
play session that is greater than zero at the end of the flat rate
session; (iii) maximizing the likelihood of obtaining a credit
meter balance associated with the flat rate play session that is
equal to the price of the flat rate play session; or (iv)
maximizing the likelihood of obtaining a credit meter balance
associated with the flat rate play session that is equal to some
specified multiple of the price of the flat rate play session. If
the goal is one of the last two described, step 2605 may further
comprise determining the price paid for the flat rate play session.
Step 2605 may also comprise determining the goal.
[0337] The goal for a flat rate play session may be determined by a
device (e.g., a gaming device at which the flat rate play session
is being conducted). In some embodiments, a single goal may apply
to all flat rate play sessions and thus there may be no need to
determine the goal. For example, it may be the goal of all flat
rate play sessions to maximize the return to the player for the
flat rate play session (e.g., to achieve the highest possible
positive credit balance at the end of the flat rate play session).
However, in other embodiments, a plurality of goals may be
available and one goal may thus need to be determined. It should be
noted that a goal for a flat rate play session may be adjusted
(e.g., by a device, based on a program, and/or by a player) from
one segment or game play of the flat rate play session to
another.
[0338] Further, in some embodiments a goal may be determined based
on at a current value of at least one parameter associated with the
flat rate play session (e.g., the current credit meter balance
and/or the remaining duration of the flat rate play session). In
some embodiments, the goal may be determined based on one or more
preferences indicated by the player. A player may indicate such a
preference, for example, for the current game play, prior to
initiation the flat rate play session, upon initiating the flat
rate play session and/or upon initiating an auto-play mode of a
gaming device.
[0339] In some embodiments, a session strategy may be selected
based on one or more conditions. For example, each session strategy
of a plurality of available session strategies may correspond to a
respective threshold or range of values of a credit meter balance
associated with the flat rate play session. Each such available
session strategy may further correspond to a respective threshold
or range of values of a remaining duration of the flat rate play
session. Thus, the session strategy may be selected based on the
current respective value of at least one parameter of a flat rate
play session.
[0340] In step 2620, a draw strategy is determined for the initial
set of indicia. The draw strategy may be determined based on the
session strategy determined in step 2615. For example, if the
determined session strategy is to "Go for the Royal Flush" in a
video poker game, determining the draw strategy may comprise
determining which of the initially dealt cards to hold in order to
attempt to obtain a Royal Flush as a final set of cards.
[0341] In step 2625, the determined session strategy is
implemented. Implementing the determined session strategy may
comprise, for example, implementing the determined draw strategy by
causing the appropriate indicia of the initial set of indicia to be
replaced with randomly determined indicia. In other embodiments,
implementing the determined session strategy may comprise
outputting a recommendation to a player of which of the indicia of
the initial set of indicia should be replaced in accordance with
the determined draw strategy.
Conclusion
[0342] Although the foregoing preferred embodiments employ slot
machines and video poker machines, it is within the scope of the
present invention to employ other types of gaming devices, such as
video roulette machines, video blackjack machines and the like.
[0343] Thus, while the present invention has been described in
terms of certain preferred 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. For example, the present
invention may be practiced by an online casino utilizing only
software and not involving traditional slot machines. Accordingly,
the scope of the present invention is intended to be limited only
by the claims appended hereto.
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