U.S. patent application number 11/765149 was filed with the patent office on 2007-12-20 for apparatus, systems and methods for gaming device featuring negative credit balance.
Invention is credited to Taylor M. Davenport, Patrick W. Nee.
Application Number | 20070293306 11/765149 |
Document ID | / |
Family ID | 39402364 |
Filed Date | 2007-12-20 |
United States Patent
Application |
20070293306 |
Kind Code |
A1 |
Nee; Patrick W. ; et
al. |
December 20, 2007 |
APPARATUS, SYSTEMS AND METHODS FOR GAMING DEVICE FEATURING NEGATIVE
CREDIT BALANCE
Abstract
A gaming device may be configured to: (i) determine a current
credit balance, (ii) determine a wager amount, (iii) determine
whether the wager amount would result in a negative balance of
credits, (iv) determine if it is permissible to allow a negative
balance of credits, and if so (v) adjust a current balance such
that is equal to the negative balance, and (vi) display an
indication of the negative balance. Further embodiments describe
methods for operating a gaming device when a credit balance is in a
negative or positive state.
Inventors: |
Nee; Patrick W.; (New York,
NY) ; Davenport; Taylor M.; (Stamford, CT) |
Correspondence
Address: |
Walker Digital Management, LLC
2 High Ridge Park
Stamford
CT
06905
US
|
Family ID: |
39402364 |
Appl. No.: |
11/765149 |
Filed: |
June 19, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60805106 |
Jun 19, 2006 |
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|
60865234 |
Nov 10, 2006 |
|
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60895693 |
Mar 19, 2007 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method, comprising: determining an initiation of a game start
at a gaming device; resolving the game start by determining a game
outcome; determining whether a session balance associated with the
gaming device is negative; if the session balance is negative after
resolving the game start, not incrementing a coin-out meter of the
gaming device; and if the session balance is positive after
resolving the game start, incrementing the coin-out meter of the
gaming device.
2. A method comprising: providing session play comprising a session
of a plurality of game starts on a gaming device; calculating an
amortized value for a game start within the session; incrementing a
coin-in meter of the gaming device by at least the amortized
value.
3. The method of claim 2 further comprising determining whether the
session has ended.
4. The method of claim 3 further comprising determining whether a
player is due a payout after the session has ended.
5. The method of claim 4 further comprising incrementing a
credit-out meter by the payout.
6. A method comprising: determining an initiation of a game start
at a gaming device; determining whether a session balance
associated with the gaming device satisfies a condition; if the
session balance satisfies the condition, adjusting a coin tracking
meter by a first amount and if the session balance does not satisfy
the condition, adjusting the coin tracking meter by a second amount
different than the first amount.
Description
RELATED APPLICATIONS
Priority Chain
[0001] The present disclosure claims priority to and the benefit of
U.S. Provisional Patent Application Ser. No. 60/805106 filed Jun.
19, 2006.
[0002] The present disclosure also claims priority to and the
benefit of U.S. Provisional Patent Application Ser. No. 60/865234
filed Nov. 10, 2006.
[0003] The present disclosure also claims priority to and the
benefit of U.S. Provisional Patent Application Ser. No. 60/895693
filed Mar. 19, 2007.
[0004] The disclosures of each these three provisional applications
is hereby incorporated by reference in its entirety.
Also Related
[0005] The present disclosure is also related to commonly
owned:
[0006] U.S. Pat. No. 6,077,163, filed Jun. 23, 1997, entitled
"GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OF
OPERATING SAME";
[0007] U.S. Pat. No. 7,140,964, filed Nov. 2, 2001, entitled "GAME
MACHINE FOR A FLAT RATE PLAY SESSION AND METHOD OF OPERATING
SAME";
[0008] U.S. Patent Application Publication No. 20030220138, filed
Apr. 21, 2003, entitled "METHOD AND APPARATUS FOR EMPLOYING FLAT
RATE PLAY";
[0009] U.S. Patent Application Publication No. 20040147308, filed
Aug. 7, 2003, entitled "SYSTEM AND METHOD FOR COMMUNICATING GAME
SESSION INFORMATION";
[0010] U.S. Provisional Application No. 60/600,211, filed Aug. 10,
2004, entitled "SYSTEMS, METHODS AND APPARATUS FOR ADMINISTERING
GAMING CONTRACTS"; and
[0011] U.S. Provisional Application No. 60/637,338, filed Dec. 17,
2004, entitled "GAMING DEVICE OFFERING A FLAT RATE PLAY SESSION AND
METHODS THEREOF"; the entirety of each of these related patents and
applications is incorporated herein by reference for all
purposes.
FIELD OF THE INVENTION
[0012] The present invention relates to a gaming device and more
particularly to a gaming device adapted to provide game play
through the sale of a session.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG. 1 is a diagram illustrating an example network
environment according to some embodiments of the present
disclosure.
[0014] FIG. 2 is a diagram illustrating an example server according
to some embodiments of the present invention.
[0015] FIG. 3 is a diagram illustrating an example gaming device
according to some embodiments of the present disclosure.
[0016] FIG. 4 is a table illustrating an example data structure of
a probability database for use in some embodiments of the present
invention.
[0017] FIG. 5 is a table illustrating an example data structure of
a payout database for use in some embodiments of the present
disclosure.
[0018] FIG. 6 is a table illustrating an example data structure of
a player database for use in some embodiments of the present
invention.
[0019] FIGS. 7A-B are tables illustrating example data structures
of an allowable negative balance database according to some
embodiments of the present disclosure.
[0020] FIG. 8 is a table illustrating an example data structure of
a negative play database for use in some embodiments of the present
invention.
[0021] FIG. 9 is an illustration of an exemplary gaming device
display screen output.
[0022] FIG. 10 is an illustration of an exemplary gaming device
display screen output.
[0023] FIGS. 11A-11B are illustrations of exemplary gaming device
display screen outputs.
[0024] FIG. 12 is an illustration of an exemplary gaming device
display screen output.
[0025] FIG. 13 is a flow chart illustrating a process for adjusting
a balance such that it results in a negative balance according to
some embodiments of the present disclosure.
[0026] FIG. 14 is an exemplary method for controlling coin-in and
coin-out meters.
[0027] FIG. 15 is an alternate exemplary method for controlling
coin-in and coin-out meters.
[0028] FIG. 16 is an exemplary structure for a gaming device with a
condition comparator used with the coin-in and coin-out meters.
[0029] FIG. 17 is another exemplary method for controlling coin-in
and coin-out meters.
DETAILED DESCRIPTION OF THE INVENTION
[0030] Gaming devices (e.g., reeled slot machines or video poker
machines) generate more than $15 billion per year in revenue for
casinos in the United States alone. Increased playing duration,
average wager and rates of play are key factors contributing to the
profitability of the slot floor of a casino--the more patrons play
gaming devices, the more profit a casino stands to generate.
Accordingly, an ongoing need exists for methods that increase a
sense of excitement players may feel in association with gaming
devices, such as by introducing new or improved features or methods
of play.
[0031] The present disclosure contemplates allowing players to
operate a gaming device while having what is effectively negative
equity in the gaming device. In particular, the player may have
negative credits (or the equivalent). Use of such negative credits
raises the question as to how the gaming device should account for
wagers that use these negative credits and how winning awards that
offset such negative credits should be accounted. The present
disclosure introduces the concept of a conditional coin-in meter
and a conditional coin-out meter to the gaming device where the
meter counts coin-in at a first value if the player is wagering
using normal credits and at a second value if the player is
wagering using negative credits (i.e., the condition of the meter
is the current credit balance for the player). Likewise, the
present disclosure introduces a conditional coin-out meter that
counts coin-out at a first value if the player has a negative
balance before the winning award and a second value if the player
has a positive balance before the winning award.
[0032] Before addressing specific methods of implementing
embodiments of the present disclosure, an overview of the hardware
and methodologies associated with negative balances is provided.
Equipped with this information, the reader will be better able to
understand use and operation of the conditional meters introduced
by the present disclosure. The conditional meters and their use are
presented beginning with reference to FIG. 14.
[0033] Embodiments of the present disclosure may be configured to
work in a network environment 10 (e.g., see FIG. 1) including a
computer such as a casino server 12 (e.g., see FIG. 2) that is in
communication, via a communications network 14, with one or more
devices, such as gaming devices 16 (e.g., slot machines, video
poker machines), kiosks, casino personnel devices, merchant
point-of-sale (POS) terminals, component devices (e.g., display
screens), peripheral devices (e.g., card readers) and so on. The
casino server 12 may be a control system as that term is defined in
the Rules of Interpretation set forth below. The communications
network 14 may be a network as that term is defined in the Rules of
Interpretation below. Each of the devices may include its own
control system or be operated from a remote control system. Any
number and type of devices 16 may be in communication with the
casino server 12.
[0034] The casino server 12, better illustrated in FIG. 2 may
include a processor 18, one or more input and output devices 20, a
timer 22, memory 24, with programs 26 and databases 28 therein.
Additionally, the casino server 12 may be connected to the network
14 through a communication port 30 as is well understood. The
processor 18 may be a processor as that term is defined in the
Rules of Interpretation set forth below. The input and output
devices 20 may be elements such as a keyboard, display, mouse, or
the like as is well understood. The timer 22 may be a clock or
other device as is well understood.
[0035] The gaming device 16 (e.g., see FIG. 3) may be implemented
as a system controller, a dedicated hardware circuit, an
appropriately programmed general-purpose computer, or any other
equivalent electronic, mechanical or electromechanical device. In
various embodiments, a gaming device 16 may comprise, for example,
a personal computer (e.g., which communicates with an online casino
Web site), a telephone (e.g., to communicate with an automated
sports book that provides gaming services), or a portable handheld
gaming device (e.g., a cellular telephone, a mobile terminal, or
other device similar to a personal digital assistant (PDA)). The
gaming device 16 may comprise any or all of the gaming devices of
the aforementioned systems. For example, in some embodiments, a
gaming device may comprise a wireless handheld device similar to
the WifiCasino GS offered by Diamond I Technologies of Baton Rouge,
La. In some embodiments, a user device such as a PDA or cell phone
may be used in place of, or in addition to, some or all of the
components of the gaming device 16 rather than be the entirety of
the gaming device 16.
[0036] The gaming device 16 comprises a processor 32, which may be
a processor as defined in the Rules of Interpretation. The
processor 32 is operable to communicate with a random number
generator 38, which may be a component of the gaming device 16. The
random number generator 38, in accordance with at least one
embodiment of the present invention, may generate data representing
random or pseudo-random values (referred to as "random numbers"
herein). The random number generator 38 may generate a random
number, for example, every predetermined unit of time (e.g., every
thousandth of a second) or in response to an initiation of a game
on the gaming device. In the former embodiment, the generated
random numbers may be used as they are generated (e.g., the random
number generated at substantially the time of game initiation is
used for that game) and/or stored for future use. A random number
generated by the random number generator 38 may be used by the
processor to determine, for example, at least one of an outcome and
payout. A random number generator 38, as used herein, may be
embodied as a processor separate from but working in cooperation
with the processor 32. Alternatively, the random number generator
38 may be embodied as an algorithm, program component 44, or
software stored in the memory 40 of the gaming device 16 and used
to generate a random number. Note that, although the generation or
obtainment of a random number is described herein as involving a
random number generator 38 of a gaming device 16, other methods of
determining a random number may be employed. For example, a gaming
device owner or operator may obtain sets of random numbers that
have been generated by another entity. HotBitS.TM., for example, is
a service that provides random numbers that have been generated by
timing successive pairs of radioactive decays detected by a
Geiger-Muller tube interfaced to a computer. A blower mechanism
that uses physical balls with numbers thereon may be used to
determine a random number by randomly selecting one of the balls
and determining the number thereof.
[0037] Of course, as would be understood by one of ordinary skill
in the art, a random number generator 38 may be stored in a device
other than a gaming device 16. For example, in some embodiments, a
gaming device 16 may receive random numbers and/or any other data
related to the random or pseudo-random determination of an outcome
from a separate device, such as the casino server 12. It should be
noted that such embodiments may be advantageous in environments or
jurisdictions wherein the "central determination" of outcomes is
required by regulation or otherwise preferred.
[0038] The processor 32 may also be operable to communicate (e.g.,
via a protocol such as GDS) with various component devices
associated with the gaming device 16, including but not limited to
benefit output devices (not illustrated), output devices 36, input
devices 34 and/or input/output devices (such as a touch screen
display).
[0039] In some embodiments, a benefit output device may be a
component of gaming device 16. The benefit output device may
comprise one or more devices for outputting a benefit to a player
of the gaming device 16. For example, in one embodiment the gaming
device 16 may provide coins and/or tokens as a benefit. In such an
embodiment the benefit output device may comprise a hopper and
hopper controller, for dispensing coins and/or tokens into a coin
tray of the gaming device 16. In another example, the gaming device
16 may provide a receipt or other document on which there is
printed an indication of one or more benefits (e.g., a cashless
gaming ticket as is known in the art). In such an embodiment, the
benefit output device may comprise a printing and document
dispensing mechanism. In yet another example, the gaming device 16
may provide electronic credits as a benefit (which, e.g., may be
subsequently converted to coins and/or tokens and dispensed from a
hopper into a coin tray). In such an embodiment, the benefit output
device may comprise a credit meter balance and/or a processor that
manages the amount of electronic credits that is indicated on a
display of a credit meter balance. In yet another example, the
gaming device 16 may credit a monetary amount to a financial
account associated with a player as a benefit provided to a player.
The financial account may be, for example, a credit card account, a
debit account, a charge account, a checking account, or a casino
account (e.g., an account from which the player may access cashable
and/or non-cashable funds using a player tracking card or smart
card). In such an embodiment the benefit output device may comprise
a device for communicating with a server on which the account is
maintained. Note that, in one or more embodiments, the gaming
device 16 may include more than one benefit output device. For
example, the gaming device 16 may include both a hopper and hopper
controller combination and a credit meter balance. Such a gaming
device 16 may be operable to provide more than one type of benefit
to a player of the gaming device 16. A single benefit output device
may be operable to output more than one type of benefit. For
example, a benefit output device may be operable to increase the
balance of credits in a credit meter and communicate with a remote
device in order to increase the balance of an electronic financial
account associated with a player.
[0040] The processor 32 may also be operable to communicate with
various output devices 36. In some embodiments, an output device 36
comprises a display as that term is defined in the Rules of
Interpretation set forth below. In one or more embodiments, a
gaming device 16 may comprise more than one display device. For
example, a gaming device 16 may comprise an LCD display for
displaying electronic reels and a display area that displays
rotating mechanical reels. The display device may comprise, for
example, one or more display areas. For example, one of the display
areas (e.g., a primary game screen) may display outcomes of games
played on the gaming device (e.g., electronic reels of a gaming
device). Another of the display areas (e.g., a secondary game
screen) may display rules for playing a game of the gaming device
16, or activity related to a secondary or bonus game. Yet another
of the display areas may display the benefits obtainable by playing
a game of the gaming device 16 (e.g., in the form of a payout
table). As described further herein, in some embodiments, a
property (e.g., color, level of brightness, orientation, etc.)
associated with such a display area may be altered if a credit
balance is in a particular state (e.g., a negative state).
[0041] The processor 32 may also be in communication with one or
more other output devices 36 besides the display device (e.g., for
outputting information to a person or another device). Such other
one or more output devices 36 may also be components of a gaming
device 16. Such other one or more output devices may comprise, for
example, an audio speaker (e.g., for outputting an outcome or
information related thereto, in addition to or in lieu of such
information being output via a display device); headphones; an
infra-red transmitter; a radio transmitter; an electric motor; a
printer (e.g., such as for printing cashless gaming tickets); a
dispenser for outputting pre-printed coupons, tickets or vouchers;
an infrared port (e.g., for communicating with a second gaming
device or a portable device of a player); one or more universal
serial bus (USB) ports; a Braille computer monitor; and a coin or
bill dispenser. For gaming devices 16, common output devices
include a cathode ray tube (CRT) monitor on a video poker machine,
a bell on a gaming device (e.g., rings when a player wins), one or
more LED displays of a player's credit balance on a gaming device,
an LCD display of a personal digital assistant (PDA) for displaying
keno numbers.
[0042] The processor 32 may also be in communication with one or
more input devices 34, which may be capable of receiving an input
(e.g., from a player or another device) and which may be a
component of gaming device 16. Alternately or additionally, an
input device 34 may communicate with or be part of another device
(e.g., a server, a gaming device, etc.). Some examples of input
devices include: a bar-code scanner, an optical scanner configured
to read other indicia of a voucher or cashless gaming ticket, a CCD
camera, a magnetic stripe reader (e.g., for reading data encoded
upon a player tracking card), a smart card reader (e.g., for
reading data stored upon a smart card), a computer keyboard or
keypad, a button, a handle, a lever, a keypad, a touch-screen, a
microphone, an infrared sensor, a voice recognition module, a coin
or bill acceptor, a sonic ranger, a computer port, a video camera,
a motion detector, a digital camera, a network card, a universal
serial bus (USB) port, a GPS receiver, a radio frequency
identification (RFID) receiver, an RF receiver, a thermometer, a
pressure sensor, an infrared port (e.g., for receiving
communications from a second gaming device or from a another device
such as a smart card or PDA of a player), and a weight scale. For
gaming devices 16, common input devices include a button or touch
screen on a video poker machine, a lever or handle connected to the
gaming device, a magnetic stripe reader to read a player tracking
card inserted into a gaming device, a touch screen for input of
player selections during game play, and a coin and bill/ticket
acceptor.
[0043] The processor 32 may also be in communication with a payment
system, which may be a component of the gaming device 16. The
payment system is a device capable of accepting payment from a
player (e.g., a bet or initiation of a balance) and/or providing
payment to a player (e.g., a payout). Payment is not limited to
money, but may also include other types of consideration, including
products, services, and alternate currencies. Exemplary methods of
accepting payment by the payment system include (i) receiving hard
currency (i.e. coins or bills), and accordingly the payment system
may comprise a coin or bill acceptor; (ii) receiving an alternate
currency (e.g., a paper cashless gaming ticket, an electronic
credit, a coupon, a non-negotiable token), and accordingly the
payment system may comprise a bar code reader or other sensing
means; (iii) receiving a payment identifier (e.g., a credit card
number, a debit card number, a player tracking card number, a
financial account identifier) and debiting the account identified
by the payment identifier; and (iv) determining that a player has
performed a value-added activity (e.g., participating in surveys,
monitoring remote images for security purposes, referring friends
to the casino).
[0044] In some embodiments, a gaming device 16 may comprise
components capable of facilitating both input and output functions
(i.e., input/output devices). In one example, a touch-sensitive
display screen comprises an input/output device (e.g., the device
outputs graphics and receives selections from players). In another
example, the processor 32 may communicate with a
"ticket-in/ticket-out" device configured to dispense and receive
cashless gaming tickets as is known in the art. Such a device may
also assist in (e.g., provide data so as to facilitate) various
accounting functions (e.g., ticket validation and redemption). For
example, any or all of a gaming device 16, kiosk and casino
personnel device maintained at a cashier cage may (i) comprise such
a benefit input/output device, and/or (ii) communicate with the
casino server 12 that manages the accounting associated with such
ticket-in/ticket-out transactions (e.g., so as to track the
issuance, redemption and expiration of such vouchers). One example
of such ticket-in/ticket-out technology, the EZ Pay.TM. system, is
manufactured by International Gaming Technology, headquartered in
Reno, Nev.
[0045] It should be appreciated that one or more embodiments may
include storing graphic and/or sound elements that are used to
construct a menu of options available for a player's selection via
a touch screen. These elements may be stored in any memory unit as
described in the Rules of Interpretation. The menu may be displayed
via any suitable display. In one embodiment, the menu may be
implemented using only dedicated electromechanical switches. In one
embodiment, a player operates an input device 34 of the gaming
device 16 to cause such a menu to be displayed. In one embodiment,
a gaming device 16 includes a touch screen and a touch screen
controller (not shown) associated with a video monitor display
device. The touch screen and touch screen controller may be
operable to communicate with a video controller of the video
monitor display device and a processor (e.g., processor of gaming
device). Thus, a player may be enabled to indicate decisions by
touching the touch screen in the appropriate places. In some
embodiments, display of the menu of player options may preempt
display of other information. For example, in one embodiment the
same display device or screen used to display game play elements
(e.g., video reels of a slot machine) during active game play may
be used to provide a menu of available options. In another
embodiment, a dedicated display device or screen may be used to
display a menu of available options on a continuous, periodic, or
other basis.
[0046] Of course, as would be understood by one of ordinary skill
in the art, a gaming device 16 may comprise various combinations of
such component devices. For example, in one or more embodiments,
the gaming device 16 may include more than one display device, one
or more other output devices, several input devices, and so on
(e.g., two display screens, two audio speakers, a
ticket-in/ticket-out device and several buttons).
[0047] The processor 32 may also communicate with a memory 40 and a
communications port 48 (e.g., so as to communicate with one or more
other devices). The memory 40 may be a computer readable memory as
that term is defined in the Rules of Interpretation. The processor
32 and the memory 40 may each be, for example: (i) located entirely
within a single computer or other device; or (ii) connected to each
other by a remote communication medium, such as a serial port
cable, telephone line or radio frequency transceiver. In one
embodiment, the gaming device 16 may comprise one or more devices
that are connected to a remote server computer for maintaining
databases.
[0048] The memory 40 stores a program 42 for controlling the
processor 32. The processor 32 performs instructions of the program
42, and thereby operates in accordance with the present disclosure,
and particularly in accordance with the methods described in detail
herein. The program 42 may be stored in a compressed, uncompiled
and/or encrypted format. The program furthermore includes program
elements that may be necessary, such as an operating system, a
database management system and "device drivers" for allowing the
processor to interface with computer peripheral devices.
Appropriate program elements are known to those skilled in the art,
and need not be described in detail herein.
[0049] Various forms of computer readable media may be involved in
carrying one or more sequences of one or more instructions to the
processor 32 (or any other processor of a device described herein)
for execution. For example, the instructions may initially be borne
on a magnetic disk of a remote computer. The remote computer can
load the instructions into its dynamic memory and send the
instructions over a telephone line using a modem. A modem local to
a gaming device (or, e.g., a server) can receive the data on the
telephone line and use an infrared transmitter to convert the data
to an infrared signal. An infrared detector can receive the data
carried in the infrared signal and place the data on a system bus
for the processor. The system bus carries the data to main memory,
from which the processor retrieves and executes the instructions.
The instructions received by main memory may optionally be stored
in memory either before or after execution by the processor. In
addition, instructions may be received via a communication port as
electrical, electromagnetic or optical signals, which are exemplary
forms of carrier waves that carry data streams representing various
types of information. Thus, the gaming device 16 may obtain
instructions in the form of a carrier wave.
[0050] According to one embodiment, the instructions of the program
may be read into a main memory from another computer-readable
medium, such from a ROM. Execution of sequences of the instructions
in program causes processor perform the process steps described
herein. In alternate embodiments, hard-wired circuitry may be used
in place of, or in combination with, software instructions for
implementation of the processes of the present invention. Thus,
embodiments of the present disclosure are not limited to any
specific combination of hardware and software. As discussed with
respect to aforementioned systems, execution of sequences of the
instructions in a program of a peripheral device in communication
with the gaming device may also cause the processor to perform some
of the process steps described herein.
[0051] The memory 40 may store one or more databases 44 described
herein. Some or all of the data stored in each database 44 is also
described. The described entries of the databases 44 represent
exemplary information only; those skilled in the art will
understand that the number and content of the entries can be
different from those illustrated herein. Further, despite any
description of the databases 44 as tables, an object-based model
could be used to store and manipulate the data types of the present
invention and likewise, object methods or behaviors can be used to
implement the processes of the present disclosure.
[0052] Where appropriate, a probability database 44A (e.g., see
FIG. 4) may be utilized in the performance of the processes
described herein. A probability database 44A may be stored in the
data storage device in tabular form, or any other appropriate
database form, as is well known in the art. The data stored therein
may include a number of exemplary records or entries, each defining
a random number. Those skilled in the art will understand that the
probability database 44 may include any number of entries. The
tabular representation may also define fields for each of the
entries or records. The fields may specify: (i) a random number (or
range of random numbers) that may be generated by the random number
generator; and (ii) an outcome that indicates the one or more
indicia comprising the outcome that corresponds to the random
number of a particular record. A gaming device 16 may utilize a
probability database 44A to determine, for example, what outcome
corresponds to a random number generated by a random number
generator 38 and to display the determined outcome. The outcomes
may comprise the three symbols to be displayed along the payline of
a three-reel slot machine.
[0053] Further, where appropriate, a payout database 44B (e.g.,
FIG. 5) may be utilized in the performance of the processes
described herein. A payout database 44B may be stored in the data
storage device in tabular form, or any other appropriate database
form, as is well known in the art. The data stored therein includes
a number of example records or entries, each defining an outcome
that may be obtained on a gaming device that corresponds to a
payout. Those skilled in the art will understand that the payout
database may include any number of entries. The tabular
representation also defines fields for each of the entries or
records. The fields specify: (i) an outcome, which indicates the
one or more indicia comprising a given outcome; and (ii) a payout
that corresponds to each respective outcome. The outcomes may be
those obtained on a three-reel slot machine.
[0054] A gaming device 16 may utilize the payout database 44B to
determine whether a payout should be output to a player as a result
of an outcome obtained for a game. For example, after determining
the outcome to output on the gaming device 16, the gaming device 16
may access the payout database 44B to determine whether the outcome
for output is one of the outcomes stored as corresponding to a
payout. If it is, the gaming device may provide the corresponding
payout to the player.
[0055] Other arrangements of payout databases 44A and probability
databases 44B are possible. For example, the book "Winning At Slot
Machines" by Jim Regan (Carol Publishing Group Edition, 1997)
illustrates examples of payout and probability tables and how they
may be derived. The entirety of this book is incorporated by
reference herein for all purposes.
[0056] Additionally, where appropriate, a player database 44C
(e.g., see FIG. 6) may be utilized to store data associated with
specific players. A player database 44C may be used, for example,
to store player wager data so that players wagering over a given
threshold in a given amount of time may be rewarded for their
patronage. The player database 44C may also contain other
information that may be useful in, for example, promoting and
managing player behaviors (e.g., information about the player's
gaming preferences, gaming sessions, outstanding debts, lodging
arrangements, and the like). Further, the player database 44C may
store data regarding a given player's standing in a game session or
bonus game, so that the player can continue the game session or
bonus game at a plurality of game machines 16 that have common
access to the player database 44C. Such player data may be stored
in a relational database and retrieved or otherwise accessed by the
processor after receiving a "key" data point from the player, such
as a unique identifier read from the player's player tracking card
and/or cashless gaming ticket.
[0057] Note that, although these databases 44 may be described as
being stored in a gaming device 16, in other embodiments some or
all of these databases 44 may be partially or wholly stored in
another device, such as one or more of the peripheral devices, the
peripheral device server, casino server 12 (as databases 28),
kiosks, casino personnel devices, merchant POS terminals, and so
on. Further, some or all of the data described as being stored in
the databases 44 may be partially or wholly stored (in addition to
or in lieu of being stored in the memory of the gaming device) in a
memory of one or more other devices, such as one or more of the
peripheral devices, another gaming device, the peripheral device
server and/or the casino server 12.
Player Tracking and Accounting
[0058] As described, in some embodiments, the gaming device 16 may
comprise a reader device for reading data from player tracking
cards and/or smart cards, such that (i) players may be identified,
and (ii) various data associated with players may then be
determined (e.g., a number of credits of a certain type; a number
of accumulated loyalty points; a number of accumulated game
elements such as symbols, cards or hands; etc.). In one example, a
card reader device may determine an identifier associated with a
player (e.g., by reading a player tracking card comprising an
encoded version of the identifier), such that the gaming device 16
may then access data (e.g., of a player database 44C, as described)
associated with the player. In another example, a smart card reader
device may determine data associated with a player directly by
accessing a memory of an inserted smart card.
[0059] Thus, as known in the art, "smart cards" may incorporate (i)
a memory, and (ii) means for accessing such a memory. For example,
in one embodiment, the memory may store data related to aspects of
the present invention. In one embodiment, data may be written to
the smart card as a player plays one or more gaming devices 16
(e.g., such that various data may be updated on a continuous,
periodic or event-triggered bases). Accordingly, in one or more
embodiments one or more devices operable to carry out various
processes of the present disclosure (e.g., a gaming device 16 or
kiosk) may have associated therewith a smart card reader device,
such that data may be read from the smart card pursuant to the
execution of such processes. An example of a smart card system that
may be used to implement one or more embodiments of the present
invention is the s-Choice.TM. Smart Card Casino Management System
from Smart Card Integrators, Inc..TM..
[0060] Further, as known in the art, the gaming device 16 may
comprise a player tracking module comprising (i) a card reader
(e.g., a port into which player tracking cards may be inserted),
(ii) various input devices (e.g., a keypad, a touch-screen), (iii)
various output devices (e.g., a small, full-color display screen),
and/or (iv) combinations thereof (e.g., a touch-sensitive display
screen that accommodates both input and output functions). Various
commercially available devices may be suitable for such an
application, such as the NextGen.TM. interactive player tracking
panel manufactured by IGT or the iVIEW display screen manufactured
by Bally.RTM. Gaming and Systems.
[0061] Of course, other non-card-based methods of identifying
players are contemplated. For example, a unique identification code
may be associated with the player. The player may then be
identified upon providing the code. For example, the code may be
stored (e.g., within a database maintained within the gaming device
16 and/or the casino server 12) such that the player may enter the
code using an input device 34 of a gaming device 16, and
accordingly be identified. Alternately or additionally, player
biometrics may serve as identification means (e.g., a player is
identified via a thumbprint or retinal scan). In further
embodiments, a barcode of a cashless gaming ticket may encode a
player identifier. In still other embodiments, the player
identifier may be stored on or associated with an RFID
transponder.
[0062] Thus, as described, various data associated with a player
may be tracked and stored (e.g., in an appropriate record of a
centrally-maintained player database 44C), such that it may be
accessed as desired (e.g., when determining promotional offers or
rewards to be provided to players, when determining the status of
player with respect to a particular game or period of gambling
activity, and so on). Further, various statistics may be measured
in association with a player (e.g., coin-in statistics, win/loss
statistics) and similarly accessed.
[0063] Various systems for facilitating such monitoring are
contemplated. For example, a two-wire system such as one offered by
International Gaming Systems (IGT) may be used. Similarly, a
protocol such as the IGT SAS.TM. or SuperSAS.TM. protocol may be
used. The SAS.TM. and SuperSAS.TM. protocols allow for
communication between gaming machines 16 and slot accounting
systems and provide a secure method of communicating all necessary
data supplied by the gaming device to the online monitoring system.
One aspect of the SAS.TM. and SuperSAS.TM. protocols that may be
beneficial in implementing aspects of the present invention are the
authentication function which allow operators and regulators to
remotely interrogate gaming devices 16 for important memory
verification information, for both game programs, and peripheral
devices. In another example, a one-wire system such as the
OASIS.TM. System offered by Aristocrat Technologies.TM. or the SDS
slot-floor monitoring system offered by Bally Gaming and
Systems.TM. may be used. Each of the systems described above is an
integrated information system that continually monitors slot
machines and customer gaming activity. Thus, for example, any one
of these systems may be used to monitor a player's gaming activity
in order to determine player outcomes, coin-in statistics, win/loss
statistics and/or any other data deemed relevant.
Other Devices
[0064] In some embodiments, a kiosk (not shown) may be configured
to execute or assist in the execution of various processes of the
present invention. In some embodiments, a kiosk may comprise a
processor and a memory as described. A kiosk may also comprise
various input devices (e.g., a keypad, a keyboard, a mouse,
buttons, a port that receives player tracking cards, an optical
scanner for reading barcodes or other indicia, a CCD camera, etc.),
output devices (e.g., a display screen, audio speakers, etc.),
benefit output devices (e.g., a coin tray or printer for printing
cashless gaming tickets), combinations thereof (e.g., a
"ticket-in/ticket-out" device, a touch-sensitive display screen,
etc.), communications ports, and so on. Thus, a kiosk may comprise
many of the features and components of the gaming device 16, though
the kiosk itself may not necessarily be configured to enable
gambling activity as a primary function. A kiosk may communicate
with any or all of (i) a server or central controller (casino
server 12), (ii) a gaming device 16, (iii) an inventory/reservation
system of a casino-maintained property (e.g., a hotel), (iv) casino
personnel devices, (v) merchant POS terminals, and so on. A number
of kiosks may be stationed within casino premises (e.g., at various
locations on a slot floor). In various embodiments, kiosks may
execute or assist in the execution of (i) determining and
outputting a player status or other types of data described herein
(e.g., a kiosk receives a player tracking card, and outputs a
number of accumulated reward which a player may be entitled to
redeem), (ii) outputting payments to players (e.g., upon receipt of
cashless gaming tickets, player tracking cards, smart cards, etc.),
and/or (iii) any other process described herein. Thus, such a
device may be configured to read from and/or write to one or more
databases of the present invention. The memory of such a device may
store a program for executing such processes.
[0065] In some embodiments, various casino employees may be
equipped with or otherwise utilize one or more casino personnel
devices, such as personal digital assistants (PDAs) or other
computing devices (e.g., personal computer terminals). A casino
personnel device may comprise various input devices (e.g., a
keypad, a touch-sensitive display screen, a card reader, an
infrared bar code scanner, etc.), various output devices (e.g., an
LCD screen), a processor, a memory and/or a communications port, as
described herein with respect to other devices. In some
embodiments, a casino personnel device may communicate with the
gaming device 16, the casino server 12, kiosk, peripheral device,
and/or an inventory/reservation system of a casino-maintained
property (e.g., a hotel). Thus, a casino personnel device may be
configurable to, among other things, (i) read from and/or write to
one or more databases of the present invention, (ii) assist in
payments made to players (e.g., a representative "scans" a cashless
gaming receipt and determines a value associated with the receipt,
and if the receipt is valid, provides payment equal to the value),
and/or (iii) execute or assist in the execution of various other
processes described herein. The memory of such a device may store a
program for executing such processes.
[0066] In some embodiments, various component devices (e.g., any or
all of the benefit output devices, output devices, input devices
and/or input output devices described herein) may be embodied as
peripheral devices (not shown). For example, such devices may not
necessarily be components of the gaming device 16, though they may
be configured in such a manner so as to communicate with one or
more gaming device processors 32 or any other devices described
herein. For example, a peripheral device such as a large display
device may be associated with a plurality of gaming devices 16, and
thus may not necessarily be considered a component of any one
gaming device 16. Further, in some embodiments, certain peripheral
devices such as card readers may be interchangeable between gaming
devices 16, and thus may be considered a component of a first
gaming device 16 while connected thereto, removed from the first
gaming device 16, then connected to a second gaming device 16, and
so on. In some embodiments, a peripheral device such as a USB-based
portable memory device may store (i) one or more databases
described herein, and/or (ii) a program for executing one or more
process steps described herein. Such a peripheral device may then
be utilized by casino personnel for upgrading/retrofitting existing
gaming devices as described herein.
Retrofitting Existing Gaming Devices
[0067] In one or more embodiments, enabling gaming device 16 play
wherein a credit balance may be negative, may be practiced by
replacing and/or augmenting one or more components (e.g., hardware
and/or software components) of an existing gaming device 16. Thus,
in one or more embodiments, a retrofit or upgrade to existing
gaming devices currently available for play within various casinos
may be used.
[0068] For example, a memory 40 (e.g., computer chip) of the gaming
device 16 may be replaced or added, the replacement or additional
memory 40 storing a program 42 for instructing the processor 32 of
the gaming device 16 to operate in accordance with one or more
embodiments. In another example, data output via the gaming device
16 (e.g., graphical and/or textual data displayed on the gaming
device) may be replaced or added.
[0069] In a specific example, the gaming device 16 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 48 and various
controllers of peripheral devices (e.g., a display controller), as
well as a memory 40 for storing programming instructions (software)
and a processor 32 for carrying out such instructions. One form of
memory commonly found gaming devices is electronically erasable
programmable read-only memory or erasable programmable read-only
memory (EEPROM or EPROM). Thus, in one or more embodiments of the
present invention, an EEPROM storing software with instructions
related to the present disclosure (as well as instructions for
carrying out other functions traditionally performed by the gaming
device) may replace an EEPROM previously installed in a gaming
device 16, such that the gaming device 16 may be configured to
operate in accordance with various processes of the present
disclosure.
[0070] For example, a "negative credit game play 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 16 (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 that does not incorporate aspects of the present
disclosure, or (ii) to play a game offered by the gaming device in
a manner that utilizes aspects of the present disclosure. 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.
[0071] Accordingly, the gaming device 16 may be configured to allow
a player to select one of two "modes" of the gaming device 16, and
to enable the selected mode. If a player selects a "standard" mode,
the gaming device 16 may be configured to operate in a manner
similar to how it operated before the installation of the module
(e.g., the gaming device 16 operates in a conventional manner, such
that aspects of the present disclosure may not be utilized). If a
player selects a "negative credit game play" mode, the gaming
device 16 may then be operable to execute game play in accordance
with one or more aspects of the present disclosure.
[0072] In one example of allowing a player to select one or more
modes, a touch-sensitive display screen may be configured to output
a prompt (e.g., a menu screen, as described) 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 16 may be configured to operate in the selected mode.
[0073] In other embodiments, as described, a peripheral device may
be useful for implementing one or more embodiments of the present
disclosure 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. For example, a separate output
device for tracking negative credits may be implemented.
[0074] In still further embodiments, rather than configure existing
gaming devices to execute aspects of the present disclosure by
installing or connecting new hardware and/or software, software 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 functionality
of the present invention without the need, or by minimizing the
need, to remove and replace hardware within the gaming device.
[0075] Following is a description of process steps (see FIG. 13)
which may be performed by, for example, (i) the gaming device 16,
(ii) the casino server 12, (iii) devices operatively connected to
gaming devices 16 and/or casino server 12 (e.g., retrofitted
hardware devices, other devices such as kiosks or casino personnel
devices, etc.), and (iv) any combination thereof. Thus, although
the following description discusses the steps as performed by the
gaming device 16, it is contemplated that the steps may be
performed by any combination of the devices and computers described
herein. Additionally, it should be understood that the steps may be
performed in any order, and thus are not limited to the order in
which they are described.
[0076] In some embodiments, a current credit balance associated
with the gaming device 16 may be determined (block 100). As
described, in some embodiments, the memory 40 may store such a
balance of credits. Thus, in some embodiments, block 100 may
comprise accessing the memory 40 to determine a current balance of
credits. As described, such a memory 40 storing a balance of
credits may be maintained by one or more of a variety of devices
described herein, including but not limited to a gaming device 16,
casino server 12, peripheral device, a smart card, and so on.
[0077] In some embodiments, determining a current credit balance
may comprise determining a net credit balance (e.g., "net balance,"
"net current balance," "total balance," "total current balance,"
and so on), which may be determined by comparing credit balances of
a first and second type. In some embodiments, such credit balances
of different types may also then be stored in memory 40 (a first
memory stores credit balances of both types, balances are stored in
separate memories, and so on).
[0078] In one such example, as described, a secondary type of
credits may offset, negate reduce or otherwise impact (negatively
or positively) the value of a first type of credits. For example,
as described, in some embodiments, "loaned" credits are subtracted
from "standard" credits. For example, a player may have a balance
of credits of a primary type (e.g., 12 standard game credits), as
well as a balance of credits of a secondary type (e.g., 17 loaned
game credits). However, the credits of the secondary type may
reduce the value of credits of the primary type at a one-to-one
ratio (though other ratios are contemplated). For example, the
player has earned 12 standard credits but owes 17 loaned credits,
the player's net balance may be -5. It should be noted that,
throughout the present disclosure, various terms may be associated
with such a secondary type of credits so as to illustrate their
nature as explained in the Rules of Interpretation set forth below.
Further, in some instances, such credits may be thought of as
"debits" or reductions against a total balance.
[0079] It should be noted that, in one embodiment, a credit that
may be categorized as a "loaned" credit may be a credit that is
provided to a player without the player having to first provide
consideration therefore and which credit the player may be required
to repay via a primary credit the player may win as a result of a
game play of a gaming device. However, in at least one embodiment,
the player is not required to repay such a loaned credit via other
means. Thus, for example, if a player is loaned ten (10) credits
without first having to provide consideration therefore, any
credits the player may win as a result of an outcome of a gaming
device while wagering with such loaned credits may be used to repay
the loaned credits. However, should the player end a play session
without having won enough credits to repay the entirety of the
loaned ten (10) credits, in at least one embodiment the player is
not required to provide any consideration as a means of repayment
of any remainder of the loaned ten credits that has not yet been
repaid via the player's winnings.
[0080] In some embodiments, such credits may be accumulated or
otherwise received in a variety of manners. For example, in one
embodiment, as described further herein, if by result of a wager, a
positive balance of a first type of credits (e.g., standard game
credits) would be reduced to a negative amount, rather than display
such a balance as a negative balance of the first type (e.g., a
negative balance of standard game credits, such as -7), a separate
meter may indicate a positive amount of credits of a secondary type
(e.g., 7 loaned credits are accumulated). In other examples, such
credits may be accumulated (i) based on the occurrence of one or
more particular game results (e.g., reels of a slot game resolve to
"-10-10-10", such that 10 credits are subtracted from a primary
balance or added to a secondary balance), (ii) through a player's
failure (or success) in complying with a particular predetermined
rule governing play (e.g., a player fails to maintain a certain
rate of play, such as 10 spins per minute, and therefore is
penalized one credit), (iii) based on the play associated with
another player and/or gaming device (e.g., if a first player
receives 10 credits, a second player loses 10 credits), and so on.
In various embodiments, negative credits may comprise (i) credits
of a balance that is currently less than zero, or (ii) a positive
amount of credits that negatively affect (negates, offsets, reduces
the value of) another type of credits (e.g., "loaned" credits
reduce the value of "standard" credits).
[0081] Thus, it is contemplated that block 100 may be preformed in
a variety of manners. For example, in some embodiments, the gaming
device 16 may utilize credits of only one particular type (though a
balance associated therewith may be negative or positive), and
accordingly, block 100 may comprise accessing a memory 40 to
determine a current balance. In other embodiments, the gaming
device 16 may utilize credits of more than one particular type, and
determining a current balance in block 100 may then comprise
comparing a plurality of credit balances that may have an effect on
one another, so as to determine a net balance.
[0082] In some embodiments, a wager amount may be determined (block
200) after receiving an input from a player. For example, a player
may actuate one or more input devices 34 so as to indicate a wager
amount, which may be associated with one or more game starts. For
example, a player may indicate a wager amount by actuating one or
more physical buttons or by pressing an area of a touch-sensitive
display screen. In one example, a player may actuate a single input
device 34 that indicates a wager amount (e.g., a physical button
labeled "10 credits"). In another example, a player may increment
or decrement a desired wager amount using one or more input devices
34 (e.g., a player presses an area of a touch-sensitive display
screen three times, increasing a wager amount to be associated with
an upcoming game play by three credits). Of course, as would be
understood by one of ordinary skill in the art, various other
player selections or inputs made by a player may affect such a
wager amount. For example, a player may indicate a number of
paylines of a slot machine game that should be active (e.g., four
paylines), or a player may indicate a number of hands of video
poker to receive (e.g., 50 hands), and thereby a wager amount per
payline or hand may be multiplied by the number of paylines or
hands to determine a total wager amount associated with a
particular game play.
[0083] In some embodiments, a wager amount may not be determined
until a player actuates an input signaling that the player desires
to execute a game start. For example, a player may actuate a "spin"
button, and accordingly, a wager amount may be determined based on
previous inputs the player may have entered (e.g., before pressing
the spin button, the player selected a wager amount of three
credits, the selected amount being stored in RAM). In another
example, a player may actuate a single input device 34 that signals
a wager amount and a desire to execute a game start (e.g., a player
presses a "Bet Three Credits" button, upon which such a gaming
device would normally be configured to execute a game play).
Accordingly, in some embodiments, the gaming device 16 may be
programmed such that a game start may not be executed if the wager
amount would result in a negative credit balance and such a credit
balance is not permissible, as will be described herein.
[0084] In some embodiments, a wager amount associated with a
particular game start may be based on an input received prior to
(e.g., several game plays in advance of) a particular game start.
For example, in some embodiments, the gaming device 16 may be
configured to execute a plurality of game starts in a substantially
automated manner (e.g., without receiving player input with respect
to the execution of each game play). Such apparatus and methods are
taught in commonly-owned, co-pending U.S. patent application Ser.
No. 10/331,438, filed Dec. 27, 2002, entitled "METHOD AND APPARATUS
FOR AUTOMATICALLY OPERATING A GAME MACHINE," the entirety of which
is incorporated herein by reference for all purposes. For example,
the gaming device 16 may be configured to automatically execute 100
game starts, each at a wager amount of three credits. Accordingly,
for each of the game starts one through 100, one or more process
steps described herein may automatically be performed (e.g., for
each game start, a current balance is determined, a wager amount is
determined, a determination is made as to whether the wager amount
would result in a negative balance, and so on).
[0085] Based on a wager amount determined in block 200 and a
current balance determined in block 100, it may be determined
whether placing the wager amount (e.g., deducting the wager amount
from the current balance of credits) would result in a negative
balance (e.g., a balance of credits that is less than zero) (block
300).
[0086] For example, in some embodiments, a current balance
determined in block 100 may comprise a positive balance of credits
(e.g., 7 credits). Accordingly, in one such embodiment, determining
whether a wager amount will result in a negative balance may
comprise determining whether a positive amount of credits (e.g.,
including or not including zero) will result in any negative amount
of credits (e.g., any number less than zero). For example, if a
current balance of credits is seven credits, it may be determined
that any wager amount of eight or more credits results in a
negative balance. Thus, in some embodiments, if it is determined
that a negative credit balance will result from a wager, the
process proceeds to block 400.
[0087] In some embodiments, however, rather than determine whether
any negative balance will result from a wager, block 300 may
instead comprise determining whether a specific negative balance
will result from a wager amount. For example, block 300 may
comprise determining, based on a wager amount determined in block
200 and a current balance determined in block 100, whether a
balance will result that is (i) a specific negative number (e.g.,
-200), (ii) a negative number that is less than a threshold
negative number (e.g., any number less than -50 credits), (iii) a
negative number between a range of negative numbers (e.g., between
-101 and -200 credits), (iv) a negative number that is greater than
a particular threshold number of credits less than a current
balance (e.g., if a negative number that results from a wager is
more than 50 coins less than a current balance), and so on. Thus,
it should be noted that, in some embodiments, a current balance
determined in block 100 may comprise a negative balance, such that
block 300 may comprise determining whether a wager amount may
result in a specific negative number (e.g., a number that is more
negative than a current balance), a negative that is less than a
threshold negative number, (e.g., a current balance is -96 and a
threshold is set at -100, such that if a player intends to wager
more than five coins play may be prohibited), and so on.
[0088] Accordingly, if it is determined in block 300 that a
negative balance (e.g., any negative balance, a particular negative
balance, a negative balance that is less than a threshold amount,
and so on) will result from a wager amount determined in block 200,
block 400 may comprise determining whether or not it is permissible
to allow a negative balance of credits. Such a determination of
whether or not it is permissible to allow a negative balance of
credits may be based on one or more of a variety of factors.
[0089] Player Data. In some embodiments, such a determination may
be based data associated with one or more players, such that a
determination of whether or not to allow a negative credit balance
may consider a player currently utilizing the gaming device 16. For
example, in some embodiments, such a determination may be made
based on data stored in a database such as a player database 44C. A
player of a gaming device 16 may be identified in any of a variety
of manners as described previously, such as by detecting the
insertion of a player tracking card, receiving a player identifier
in some other manner (e.g., via biometric means and/or receiving a
PIN code), and so on, such that data measured or tracked in
association with a player may then be stored as a record of an
appropriate database (e.g., a database similar to the player
database 44C).
[0090] Various player data may then be considered when determining
whether or not it is permissible to allow a negative balance,
including but not limited to (i) whether the player is a hotel
guest (e.g., turning to FIG. 6, "Bob Jones" is a hotel guest, and
therefore his balance is allowed to go negative); (ii) a status
ranking associated with a player, which may be based on the
player's historic play with a casino (e.g., turning to FIG. 6,
"Chet Williamson" is a "Tier 4" player, and thus his balance is
allowed to go negative to any point, whereas "Bob Jones," being
only a "Tier 1" player, may not be permitted a negative balance
greater than -100 credits); (iii) whether or not the player has
provided financial account information to the casino (e.g., has the
player provided a credit card); (iv) whether the player has
provided appropriate contact information (e.g., so long as a valid
player tracking card is inserted, a negative balance may be
permitted) and so on. It should be noted that any other types of
data which may be tracked or measured in association with a player
may be considered in a similar regard (e.g., a player's historic
theoretical win, how much time a player has spent playing one or
more casino games, and so on). Further factors which may be
considered are described in commonly-owned, co-pending U.S.
application Ser. No. 10/852388, filed May 24, 2004, entitled
"METHOD AND APPARATUS FOR PROVIDING ELECTRONIC CREDITS AT A GAMING
DEVICE WITHOUT FIRST REQUIRING PAYMENT THEREFOR," the entirety of
which is incorporated herein by reference for all purposes.
[0091] Of course, one of ordinary skill in the art would appreciate
that combinations of such factors may be considered when making
such determinations. For example, a player's balance may be allowed
to go negative only if he is a hotel guest and has provided a valid
credit card. Further, it should also be appreciated that a
consideration of such data may impact not only a determination of
whether or not to permit a negative credit balance at all, but may
also impact a determination of whether or not to permit a negative
credit balance lower than a certain threshold, within a certain
range, and so on.
[0092] Thus, in some embodiments, turning to an exemplary data
structure of an allowable negative balance database 44D depicted by
FIG. 7A, such a database 44D may be accessed in block 400 to
determine whether or not a negative credit balance is allowed based
on various conditions. For example, as shown by FIG. 7A, any
negative balance up to -49 credits may be allowed in conjunction
with a particular gaming device 16 (e.g., a gaming device 16
identified as GD-100001), so long as a player tracking card has
been inserted. In another example, a negative balance between -50
and -149 may be allowed only if a player has inserted a tracking
card and is at least a "Tier 1" member of a casino rewards
program.
[0093] It should be appreciated that such player data may be stored
in one or more databases 44, which may be maintained by one or more
devices (e.g., gaming devices, servers, smart cards, etc.). In one
embodiment, such data may be encoded onto a player tracking card or
cashless gaming ticket (e.g., such that when the ticket is read by
a gaming device, the gaming device is programmed to interpret the
encoded data and configure itself so as to allow a negative balance
as indicated by the data).
[0094] Thus, such information associated with a player may be
considered when determining whether or not to allow a negative
credit balance. Such data may be useful when such a determination
is made during routine transactional play of a gaming device, as
opposed to situations wherein players may pre-pay for a session of
a plurality of game starts (as described). For example, if player
has not pre-paid for a session, and the player is allowed to
generate a negative credit balance (e.g., thereby placing wagers
without first providing payment), then it may be advantageous for a
casino to collect and utilize player data such that payment may be
provided (e.g., credits loaned to a player are charged to a hotel
bill or credit card, and so forth).
[0095] Session Play Parameters. However, in some embodiments, as
described, the gaming device 16 may be configured to receive a
fixed price for a game session comprising a number of game starts
(e.g., a $20 "contract" entitling the player to a predetermined
amount of game play, such as a number of handle pulls or a length
of time). In some embodiments, it may be determined in block 400
that it is permissible to allow a negative credit balance (e.g.,
any negative credit balance, a credit balance beneath a particular
threshold, a particular negative credit balance, and so on) if a
player has paid (or, for example, has previously agreed to pay but
has not yet provided payment) a fixed price for a game session. For
example, a fixed price charged to a player for such a gaming
session may be calculated so as to ensure profitability for a
casino once a session concludes (and a player has been paid any
winnings), and built into such a calculation may be an analysis of
the statistical effects of allowing a negative credit balance. For
example, based on repeated mathematical simulation, it may be
conclusive that a casino can profitably offer, for a gaming device
with given probabilities and payouts, a $20 flat-rate session
comprising 200 spins of a 25 -per-spin slot game, wherein a player
starts with a balance of 80 credits, and is allowed to accumulate a
negative balance without penalty (e.g., the player pays no more
than the $20 fixed price regardless of "how negative" his balance
is at the end of the session).
[0096] However, pursuant to maintaining the profitability of such
fixed price sessions or contracts, the gaming device 16 of the
present disclosure may be programmed with various rules for
determining whether or not it is permissible to allow a negative
credit balance (e.g., any negative credit balance, a particular
negative credit balance, and so on) given various parameters of a
fixed-price session or gaming contract in which a player is
engaged. It may be determined (e.g., by a gaming device) that a
player is engaged in session play or contract play in a variety of
manners, including but not limited to (i) accessing a database 44
of a gaming device 16, casino server 12 or other device to
determine if the gaming device 16 and/or player is currently
engaged in session play or contract play; (ii) detecting the
insertion of a player tracking card or other type of card
indicating that session play or contract play is active; (iii)
receiving a signal from a separate device indicating that session
play or contract play is active, such as the casino server 12; and
so on. As stated, the above-referenced commonly-owned patents and
applications related to session play and gaming contracts provide
further appropriate description.
[0097] For example, in some embodiments, a determination of whether
or not it is permissible to allow a negative credit balance (e.g.,
any negative credit balance, a particular negative credit balance,
any negative balance for a particular period of time, and so on)
may be based on any or all of the following various parameters of a
fixed-price session or gaming contract in which a player may be
engaged: [0098] + a price or other cost associated with a providing
gaming session or contract (e.g., if a fixed price of $20 or more
for a session has been received, a negative credit balance of up to
-300 credits may be allowed, whereas a larger negative balance may
be allowed if a larger flat payment has been received; if an
incremental session or contract fee of 1 per 25 wagered is
received, a negative credit balance of up to -200 credits may be
allowed, whereas a larger negative balance may be allowed if a
larger incremental payment has been received; and so on); [0099] +
a duration of session or contract, whether measured in units of
time or units of game play (e.g., during a one-hour session, a
player's balance may go as far negative as -100; during a 700-spin
session, a player's balance may go as far negative as -150; and so
on); [0100] + a duration remaining in a session or contract,
whether measured in units of time or units of game play (e.g., for
the first 50 hands of a 200-hand video poker session, a player may
be allowed to go as far negative as -100, though for the next 50
hands the player may be allowed to go as far negative as -150);
[0101] + a duration of a session or contract spent with a negative
credit balance (e.g., a player who has not spent any time "in the
negative" may be allowed a greater negative balance than a player
who has spent more time "in the negative"); [0102] + attributes
associated with game play executed by a player during a session or
contract (e.g., a video poker player who has demonstrated more
skill in executing strategically optimal hold/discard decisions may
be allowed a greater negative balance); [0103] + an average profit
associated with offering a gaming session or contract, methods of
calculation for which are described in co-pending U.S. Provisional
Application. No. 60/679,138, filed May 9, 2005, entitled "SYSTEMS,
METHODS AND APPARATUS FOR FACILITATING A FLAT RATE PLAY SESSION ON
A GAMING DEVICE," the entirety of which is incorporated herein by
reference for all purposes (e.g., if an average profit associated
with a session is $6.75, a player may be allowed a negative balance
of up to -60 credits, whereas if an average profit associated with
a session is $12.75, a player may be allowed a negative balance of
up to -120 credits); and/or [0104] + a credit line extended to a
player (e.g., a player with a credit line of $1,000 may be allowed
any negative balance equal to or less than -500 credits on a $1
denomination slot machine).
[0105] Thus, such session or contract parameters may be considered
when determining in block 400 whether or not it is permissible to
allow a negative credit balance. For example, in some embodiments,
the gaming device 16 may be programmed such that if a player is
engaged in session play or contract play, rules governing the
allowance of a negative balance may be enforced based on the type
of session or contract that is active (e.g., different sessions or
contracts provided to players that are characterized by similar
parameters may be thought of as sessions or contracts of the same
type). For example, in some embodiments, a database 44E (see FIG.
7B) may correlate an identifier of a type of session or contract to
(i) an allowable negative credit balance, and/or (ii) one or more
conditions that may apply to the allowance of the negative credit
balance. Turning specifically to FIG. 7B, if a player is engaged in
gaming session GS-100001, the player may have no restriction on how
far negative his balance may go. If a player is engaged in gaming
session GS-100002, the player may be allowed a negative balance of
up to -400 credits, for the duration of the session (e.g., thus, a
determination to allow a negative credit balance may be based on
whether or not a player is engaged in a gaming session). If a
player is engaged in gaming session GS-100003, the player may be
allowed a negative balance of up to -200 for the first 100 spins
and a negative balance of up to -300 for the second 200 spins of
the session. It should be appreciated that such conditions may be
imposed in consideration of any of the above-described gaming
session or contract parameters (e.g., a player may be allowed a
first negative balance so long as he continues to play video poker
according to optimal strategy, but if the player fails to play
according to optimal strategy, he may be allowed a second negative
balance instead).
[0106] Other considerations. A determination of whether or not to
allow a negative credit balance (e.g., any negative credit balance,
a particular negative credit balance, and so on) may consider
various other factors.
[0107] For example, in one embodiment, the gaming device 16 may
receive a signal from a separate device indicating to allow a
negative credit balance (e.g., in association with a particular
game play). For example, the gaming device 16 may receive such a
signal from the casino server 12, a casino personnel device (e.g.,
a PDA-like device operated by a casino employee), and so on. In
other embodiments, a determination of whether or not to allow a
negative credit balance may be based on (i) time/date
considerations (e.g., larger negative balances are allowed at
certain times of day and/or days of week), (ii) a level of
utilization of one or more casino games (e.g., if a large
percentage of gaming devices are currently occupied or utilized, as
detected by the insertion of player tracking cards, larger negative
credit balances may be permitted), (iii) a rate of play associated
with a game device (e.g., larger negative balances are allowed if a
player averages at least a certain number of game plays per unit
time), (iv) miscellaneous operator or manufacturer-specific rules
concerning negative balances (e.g., a system of the present
invention may comprise functionally for a casino manager to
continually or periodically alter boundaries or rules regarding
negative balances as he sees fit), and so on.
[0108] Thus, in some embodiments, it may be determined that it is
permissible to allow a negative credit balance. For example, the
gaming device 16 and/or the casino server 12 may allow a negative
credit balance beneath a certain threshold so long as one or more
pre-established conditions are satisfied (e.g., as indicated by
databases 44D or 44E). If it is determined that a negative balance
is permissible, the process of FIG. 13 continues.
[0109] In other embodiments, it may be determined that it is not
permissible to allow a negative credit balance. In such
embodiments, the gaming device 16 may be programmed to perform
various functions in response to such a determination. For example,
if a player requests a wager that would result in a negative
balance, and the negative balance is not permissible, the gaming
device 16 may be configured to (i) output a message explaining the
disallowance (e.g., "Sorry, you don't have that many credits");
(ii) recommend an alternate wager amount (e.g., "You may only wager
up to 73 credits"); (iii) output an offer to a player to allow the
wager and resulting negative credit balance, so long as the player
agrees to perform a certain activity or accept an altered game
parameter. For example, if a negative balance resulting from a
wager is first determined unallowable, a player may still place the
wager if he agrees to accept an altered game rule such as a
disadvantageous change to a probability or payout in association
with a future game play, purchase goods or services from or
otherwise fulfill an obligation with a third party, partake in a
survey or perform some other value-added activity, and so on. Such
methods are described in commonly-owned U.S. application Ser. No.
10/341,450, filed Jan. 10, 2003, entitled "SYSTEM AND METHOD FOR
PLAYING A GAME INCLUDING A MORTGAGING OPTION," and U.S. application
Ser. No. 10/121,243 filed Apr. 11, 2002, entitled "METHODS AND
SYSTEMS FOR FACILITATING PLAY AT A GAMING DEVICE BY MEANS OF THIRD
PARTY OFFERS"; the entirety of both are incorporated herein by
reference for all purposes.
[0110] In some embodiments, a player may be engaged in a gaming
session or contract (e.g., a player has pre-paid for an hour of
game play), in which a player may continue to execute game play
until the player has depleted a credit balance to a certain balance
amount, which may be a negative balance amount. For example, a
player may purchase for $40 the right to execute as many game plays
as desired within an hour, so long as the player's balance does not
fall beneath -200 credits, at which point the session may terminate
(e.g., the player may no longer be allowed to execute game play).
Accordingly, in some embodiments, the block 400 may comprise
determining whether or not it is permissible to allow a negative
balance, and if it is not permissible, terminating a game session
or otherwise preventing further play of a gaming device (e.g., for
a predetermined period of time, until further payment is provided
by a player, and so on).
[0111] If it is determined in block 400 that a negative credit
balance is permissible, the control system may then adjust a
current balance such that it is equal to the negative balance
(block 500).
[0112] For example, in some embodiments, block 500 may comprise
adjusting a positive balance such that it is equal to the negative
balance (e.g., a player with 10 credits places a 20-credit wager,
and therefore reduces his balance to -10 credits). In other
embodiments, block 500 may comprise adjusting a first negative
balance such that it is equal to a second negative balance (e.g., a
player has -78 credits, places a one-credit wager, and therefore
receives a balance of -79 credits).
[0113] In further embodiments, block 500 may comprise adjusting a
plurality of balances. For example, block 500 may comprise
adjusting a first and a second balance, such that when the first
and second balances are summed, the net result is equal to the
desired negative balance. For example, as described, a player may
possess a balance of standard game credits as well as a balance of
loaned game credits, such that the balance of loaned game credits
must be subtracted (e.g., at a one-to-one ratio, at some other
ratio) from the balance of standard game credits in order to
determine a true net balance. Thus, in one example, if a player has
a balance of five standard game credits and places a wager of 10
credits, the player's balance of standard game credits may be
reduced to zero, and the player's balance of loaned game credits
may be increased to five. Thus, it should be noted that, in one
embodiment wherein the gaming device 16 may comprise such a
plurality of balances of different types (e.g., debits or loan
credits which are deducted from standard credits at a one-to-one
ratio), only one such balance may be positive at any one time
(e.g., it may be impossible or impermissible for a player to
possess both loaned credits and standard credits at the same time).
However, in other embodiments (as will be described further
herein), it may be possible for a gaming device to simultaneously
maintain a positive balance of standard credits as well as a
positive balance of debits or loaned credits, so long as a
reconciliation process is performed in advance of a cashout (e.g.,
debits are subtracted from credits before a cashout is
allowed).
[0114] As described previously, in some embodiments, adjusting a
balance of credits may comprise adjusting a value stored in memory
of the gaming device 16, the casino server 12 or other device. For
example, stored within memory 40 of the gaming device 16 may be a
value indicating a current credit balance. Such a value may either
be negative or positive, such that if it is determined in block 400
that a negative balance is permissible, in block 500, the gaming
device 16 processor 32 may send an instruction such that the value
in memory 40 is adjusted to reflect the negative amount (e.g., a
database record representing a current credit balance is changed
from 11 to -1 as the result of a wager).
[0115] Further, as described, in some embodiments, a plurality of
credit balances may be associated with a gaming device.
Accordingly, in some embodiments, block 500 may comprise adjusting
a plurality of values stored in memory (e.g., of a gaming device
and/or server), each value associated with a type of credits (e.g.,
a standard game credits value is reduced and a loaned game credits
value is increased). For example, if a first balance type may
affect a second balance type (e.g., a first balance type reduces
the value of a second balance type), each of the values may be
adjusted such that a desired net result is reached (e.g., if a net
credit balance of -5 is desired, a value indicating a balance of
standard credits equals zero and a value indicating a balance of
loaned credits equals five).
[0116] The control system then displays an indication of a negative
credit balance indicated by one or more of such stored values
(block 600).
[0117] In some embodiments, block 600 may comprise displaying an
indication of a negative balance. A particular negative credit
balance may be determined in a variety of manners. For example, a
particular negative credit balance may be determined at block 300.
In one embodiment, the gaming device 16 may receive a signal from
another device (e.g., the casino server 12) indicating a negative
balance to display. Alternately or additionally, a negative credit
balance to be displayed may be determined by accessing one or more
values stored in memory (e.g., of the casino server 12, gaming
device 16, and so on) indicating one or more current balances
and/or negative balance amounts to be displayed; it should be noted
that in some embodiments, before indicating a negative balance, a
net balance of two types of credits must be first be determined,
and accordingly, block 600 may comprise comparing balances of a
first and second type to determine a net credit balance (e.g., a
specific negative balance).
[0118] Various methods of displaying an indication of a negative
balance of credits are contemplated. For example, as is known in
the art, an output device 36 may present a numeric indication of a
balance of credits. For example, a display screen and/or LED meter
may be utilized to display a numeric indication of a credit
balance, such as "-103." Thus, the present invention contemplates
displaying a negative credit balance as a numeral, perhaps
utilizing a hyphen (commonly understood when placed in front of a
numeral as a "negative symbol") in conjunction therewith. An
illustration of an exemplary gaming device display screen 50
output, as shown in FIG. 9, depicts such an embodiment. Of course,
various adjustments or alterations in design may be made to such
output devices to accommodate such presentation (e.g., a
conventional LED meter may be made wider so as to accommodate a
negative symbol, and so on). Further, various other characters or
text may be utilized in place of or in conjunction with a numeral
to indicate a negative balance. For example, in one embodiment, the
gaming device 16 may output a negative balance as written text
(e.g., "Your balance is negative six credits"). In another example,
a negative number may appear as a numeral in parenthesis (e.g.,
"(53)") or brackets, conventions commonly employed in accounting
practices.
[0119] In some embodiments, as described, a negative balance may be
indicated as a result of a plurality of credit balances that affect
one another. For example, as described, credits of a first type
(e.g., standard credits) may be offset by credits of a second type
(e.g., loaned credits). Accordingly, in some embodiments, the
control system may output indications of a plurality of credit
balances, such as by outputting two credit balance meters on a
display screen. For example, turning to an illustration of an
exemplary gaming device display screen output depicted by FIG. 10,
a display screen may comprise two credit balance meters 52, 54, one
(54) which tracks "credits" (standard credits) and one (52) which
tracks "loaned credits" (e.g., which count against standard credits
in a one-to-one ratio).
[0120] In some embodiments, various icons, symbols, graphics or
other elements may be utilized in place of or in conjunction with a
numeral to indicate a negative balance (or to indicate a balance of
a first or second type of credits which must be summed or otherwise
compared to determine a net balance). For example, in some
embodiments, a credit balance may be depicted as a thermometer
(FIG. 11A), scale, measuring stick, stock chart (FIG. 11B), bar
chart, measuring cup, or any other graphic element that may be used
for purposes of measurement. For example, turning to an
illustration of exemplary gaming device display screen outputs
depicted by FIG. 11B, a negative credit balance may be illustrated
as a currently negative stock, currently negative thermometer
reading (FIG. 11A), and so on. In some embodiments, such icons,
symbols or other graphics may change in size, shape, style or color
as a balance amount changes. In some embodiments, a first icon,
symbol or graphic may be associated with a credit balance of a
first type (e.g., a first icon is associated with a positive
balance of credits), whereas a second icon, symbol or graphic may
be associated with a credit balance of a second type (e.g., a
second icon is associated with a negative amount of credits).
Further, it should be noted that, in some embodiments, as will be
described further herein, the control system may track or measure a
player's wins, losses, wager amounts, credit balance, and so on
(e.g., such that a graphic indicating a player's history, such as
the stock chart-like graphic depicted by FIG. 11B, may be
output).
[0121] Alternately or additionally, various visual effects such
color, shading, contrast, etc., may be utilized to accompany,
emphasize or otherwise illustrate the presentation of a negative
credit balance. For example, in some embodiments, a balance of a
particular type may appear in association with a particular color
(e.g., a negative balance appears in red while a positive balance
appears in green; a balance of a first type of credits appears in
red while a balance of a second type appears in green; and so on).
In another example, a background associated with a display screen
may change in color, brightness or contrast in association with a
credit balance or credit balance type (e.g., a background is red
while a balance is negative and green while a balance is positive,
a background gradually loses or gains brightness as a player's
balance approaches and/or falls beneath zero, and so on).
[0122] In some embodiments, a current balance may be positive, and
a player may request a wager amount that would result in a negative
balance. In one example of such an embodiment, one or more display
alterations that would commonly result from a change from a
negative to a positive balance (e.g., a change to a credit balance
meter, a change associated with an icon or graphic, a change in
color or brightness) may be withheld until after one or more game
plays have been completed. For example, a player may place a wager
that would result in a change from a positive to a negative credit
balance (e.g., a player has three coins and wagers five, thereby
resulting in a balance of -2 coins), though one or more display
alterations that would normally ensue when a balance changes from a
positive to a negative state may be withheld until the result of
the wager is determined. For example, a player of the above example
may win 20 coins, and therefore, a change in color associated with
a display screen may never occur (e.g., as the player had a balance
of -2 for only a brief period of time until the game play
concluded, yielding him 20 coins and a positive balance of 18). In
other words, in some embodiments, the gaming device 16 may
determine not to alter one or more display properties associated
with a change in credit balance until after a game play has been
resolved in its entirety.
[0123] In some embodiments, displaying an indication of a negative
balance to a player (block 600) may comprise displaying auxiliary
information to a player regarding the negative balance. For
example, in some embodiments, a message or other indication may be
output to a player, such as (i) a "warning" message that a balance
is currently negative, is negative beyond a certain threshold, has
been negative for a certain period of time, and so on; (ii) an
indication of a number of credits of a particular type which must
be won in order to reach a particular balance (e.g., "For every
single-coin wager, you must win at least 10 credits to finish this
session with a positive balance"); (iii) an indication of a number
of credits a player has wagered since a balance has been zero or
negative (e.g., "You've wagered 217 credits of the house's money");
(iv) offers which a player may accept to reduce or eliminate a
negative balance (e.g., offers to accept promotions from a casino
or third-party or perform various value-added activities as
described herein); and so on.
[0124] Various embodiments of the present disclosure incorporate
methods for operating the gaming device 16 with a negative credit
balance, which may have resulted from the above-described process
for adjusting a balance such that it results in a negative balance.
Numerous such methods will now be described.
[0125] Negative balances and cashout procedures. In some
embodiments, various actions may be performed in association with a
cashout, cashout request, conclusion or termination of a gaming
session, and so on.
[0126] In some embodiments, it may be desirable to disable various
functionality associated with the gaming device 16 should a current
balance be a negative balance (e.g., any negative balance, a
negative balance beneath a particular threshold, and so on). For
example, if a player possesses a negative balance of credits, a
positive balance of "loaned" credits or debits, or a net balance of
credits that is negative once credits of two different types are
summed or otherwise compared, functionality that would normally
allow a player to cashout may be disabled. For example, a player
may have a balance of -27 credits, and therefore, upon the player's
request to cashout (e.g., performed by actuating an input device
such as a cashout button), one or more mechanisms may be disabled.
For example, in one embodiment, a player in such a situation may
not be provided with a cashless gaming ticket (e.g., a ticket
printer is disabled). Further, in some embodiments, should a player
with a negative balance request a cashout, the gaming device 16 may
be configured to output a message to a player, the message perhaps
informing the player that (i) the player has no credits of cash
value to redeem for currency, (ii) the player "owes" a certain
amount of credits (e.g., which may be "paid off" in a manner
described below), (iii) the player needs a certain amount of
credits before he will have any credits of cash value to redeem
(e.g., if a player's balance is -11, the gaming device 16 may
output a prompt indicating "You need 12 more credits before you can
cash out"), and so on.
[0127] In other embodiments, upon the player's request to receive a
cashout and/or upon the termination of a gaming session (e.g., a
pre-paid 100-spin gaming session concludes), if a current balance
is negative, a player may receive a voucher, ticket, card or other
medium indicating the current negative balance. For example, in one
embodiment, a player may be provided with a cashless gaming ticket
indicating a negative amount of credits. In some embodiments, such
tickets may be characterized by various indicia, markings or other
alterations. In some embodiments, such indicia may encode data,
such as an identifier or code (e.g., such that a database record
may be accessed based on the identifier to determine a negative
balance, player identity, and so on), or a negative balance amount
(e.g., a barcode encodes a negative balance amount of -17 coins).
In other embodiments, such indicia, markings or other alterations
may serve to distinguish such from conventional cashless gaming
tickets featuring positive credit balances. For example, such
"negative" cashless gaming tickets may comprise a large icon that
when viewed would quickly illustrate that the ticket comprises a
negative balance, may comprise text indicating that the ticket
comprises a negative balance, may comprise a different color or
shading, may be printed on using material (e.g., a different color
paper substrate), and so on.
[0128] In some embodiments, various benefits may be provided to
players possessing one or more such cashless gaming tickets or
vouchers indicating negative balances (e.g., refunds, comp points,
goods, services, buffet passes, and so on). In some embodiments,
the value associated with such benefits may be based on the value
associated with such tickets (e.g., larger or smaller benefits for
larger or smaller negative balances).
[0129] In some embodiments, as described, the gaming device 16 may
comprise a plurality of balances of credits (e.g., a balance of a
first type and balance of a second, perhaps offsetting type).
Accordingly, in some embodiments, a cashless gaming ticket may
indicate a plurality of credit balances. For example, a cashless
gaming ticket may indicate a balance of a first type of credits
(e.g., 19 standard game credits) and a balance of a second type of
credits (e.g., 13 loaned game credits). In some embodiments, if a
first balance type affects a second balance type, a net balance may
alternately or additionally be depicted by such a cashless gaming
ticket or voucher (e.g., a ticket depicts 19 standard game credits,
13 loaned game credits, and a "Cashout Balance" of six
credits).
[0130] In some embodiments, an electronic indication of a negative
balance may be stored by the gaming device 16, the casino server
12, smart card, and so on. For example, periodically, upon the
conclusion of a game play, upon the conclusion of a gaming session
and/or upon receiving a cashout request from a player, a negative
balance amount may be stored. Thus, for example, a player may
terminate play of the gaming device 16, and remove a player
tracking card. Should the player then insert the player tracking
card (or otherwise identify himself in any other manner described
herein) into a different gaming device 16 (or the same gaming
device 16 thereafter), a negative credit balance may then be
determined in association with the player (e.g., a player database
44C or similar database 44 stores indications of negative credit
balances in association with players). In some embodiments, the
player may then be prompted to perform a reconciliation or "pay
off" process, as described below, before further play is
permitted.
[0131] Reconciliation of debts. In some embodiments, a balance of
negative credits (or positive balance of "loaned" credits or
debits) associated with a player and/or gaming device 16 may be
eliminated by means of a reconciliation or "pay off" process.
[0132] Such a process may be executed (e.g., by a gaming device) at
various times and/or in response to various triggering conditions,
including but not limited to:
[0133] (i) upon receiving a player's request to execute a
reconciliation (e.g., a player actuates an input device, such as a
button labeled "Convert credits," "Pay off credits/debt,"
"Reconcile," and so on),
[0134] (ii) upon receiving a signal from a separate device (e.g., a
server),
[0135] (iii) upon the resolution of a game play (e.g., after each
game play, after certain game plays such as losing or winning game
plays, and so on),
[0136] (iv) upon cashout (e.g., a player actuates a "Cash Out"
button),
[0137] (v) upon the conclusion of a gaming session,
[0138] (vi) upon achieving a particular balance (e.g., once a
player reaches a balance of -100 credits, a reconciliation process
is triggered),
[0139] (vii) periodically (e.g., every minute), and/or
[0140] (viii) continually (e.g., each time a credit balance
changes).
[0141] In some embodiments, as described, a player may be
responsible for repaying a negative balance of credits. For
example, in various embodiments, a player may be responsible for
repaying a negative balance of credits before further game play
and/or wagering is allowed, before a game session concludes, before
a certain time/date, before the occurrence of a particular event,
and so on. In other embodiments, a player may not be responsible
for repaying all or a portion of a negative credit balance (or a
positive balance of "loaned" credits or debits). For example, in
one embodiment, if a player has pre-paid a fixed price for a gaming
session, and the gaming session concludes with a negative balance
(e.g., any negative balance, a negative balance above a certain
threshold, and so on), the player may not be responsible for
repayment (e.g., such that all a player "pays" for the session is
the fixed price). In another example, a player may not be
responsible for repaying all or a portion of a negative credit
balance if the player is of a certain status, has been playing for
a certain amount of time, etc. Generally, in other words, any of
the conditions for which a negative balance may be permitted (block
400) may be applied to a determination of whether or not a player
must repay a portion or all of a negative credit balance (or
positive balance of "loaned" credits or debits).
[0142] In some embodiments, if repayment is required (in portion or
in full), a player may repay during a reconciliation process.
During such a process, a balance of negative credits (or positive
balance of "loaned" credits or debits) may be reconciled or "paid
off" such that a player may no longer be obligated to repay. In
some embodiments, a player may repay any credits owed by providing
further payment via a gaming device payment accepting mechanism
(e.g., a player inserts a cashless gaming ticket, inserts cash,
inserts coins, draws funds from an electronic account, and so on,
such that an amount of credits owed may be repaid using the
newly-provided funds). Alternately or additionally, a player may
reconcile an amount owed by exchanging one type of credits for
another. For example, a player may possess 20 loaned credits and 30
standard credits. The player may then "pay off" the loaned credits
using the standard credits (e.g., in a one-to-one ratio), such that
the player may no longer owe any loaned credits (e.g., an thereby
possess only 10 standard credits). Alternately or additionally, a
player may reconcile an amount owed in a variety of other
manners.
[0143] For example, in one embodiment, a player may repay an amount
of credits by agreeing to purchase or purchasing a flat-rate gaming
session. In another embodiment, a play may provide comp points as
repayment. In yet another embodiment, a player may only repay an
amount owed using a particular type of credits or particular type
of currency (e.g., using only winnings earned while a credit
balance is positive). Still further, in exchange for a repayment of
credits owed, a player may agree to accept an altered game rule
such as a disadvantageous change to a probability or payout in
association with a future game play, purchase goods or services
from or otherwise fulfill an obligation with a third party, partake
in a survey or perform some other value-added activity, and so on.
In a still further embodiment, a player may be withheld from
further gambling until reconciliation is (partially or wholly)
complete (e.g., an identified player may be prevented from playing
a slot machine).
[0144] In some embodiments, the gaming device 16 may be configured
to output one or more display or menu screens designed to
facilitate such reconciliation. For example, turning to an
exemplary illustration of a gaming device display screen 56 output
depicted by FIG. 12, in one embodiment, a player may utilize a
touch-screen to select any or all of a method of repayment (e.g.,
"game credits" or "comp points"), an amount to be repaid in
association with a method, and so on. It should of course be
appreciated that the functionality exhibited by such a singular
screen may be spread throughout a plurality of such screens (e.g.,
players are stepped through a series of screens), and that further
such screens may be necessary to complete a reconciliation process
(e.g., after selecting an "add funds" option, a separate screen
displays an indication of funds added as a player inserts cash,
coins, and so on).
[0145] In some embodiments, various players may receive an
advantage during a reconciliation process. For example, based on a
variety of factors such as player data (e.g., various
previously-described statistics associated with a player's gaming
history, such as rewards club status level, theoretical win
generated, etc.), a measured rate of play and/or length of time
playing, session considerations (e.g., a number of sessions a
player has bought, a length or cost associated with a particular
session), time/date considerations, utilization or capacity
considerations, and so on, various parameters of a reconciliation
process may be adjusted. For example, a payoff amount or amount
owed may be reduced (e.g., if a player meets certain criteria, such
as by maintaining a certain rate of play, and so on). In another
example, a rate at which a player may exchange a first type of
credits for a second type of credits may be altered (e.g., for
certain players, each standard game credit pays off two loaned game
credits). In yet another example, a time or event before which a
player must repay an amount of credits owed may be altered (e.g., a
time is extended for certain players).
[0146] Sessions beginning with negative balances. As described, in
some embodiments, the gaming device 16 may be operable to execute a
plurality of game plays in exchange for a single, fixed payment
(e.g., 100 spins for $10).
[0147] Thus, it should be noted that in some embodiments, a
negative balance may be arrived at in various manners (e.g., a
manner other than a result of placing a wager). For example, in one
embodiment, a session-based game may begin with a negative credit
balance, such that a credit balance may not initially be positive.
For example, a player may play a gaming session (e.g., purchase a
flat-rate block of a plurality of game plays) that begins with a
negative credit balance, whereby the player may win a prize or
payout at the end of the session (perhaps as well as winning
various payouts throughout the session) based on the player's
ability (through achieving winning game results) to reduce the
negative balance, eliminate the negative balance and/or turn the
negative balance into a positive balance (e.g., a game begins at
-1,000 credits, and if a player is able to gain a positive balance
by the end of the session, the player wins a jackpot). In one
embodiment, an initial negative balance (i.e., the negative credit
balance at which the session begins) may be based on a fixed price
and/or one or more other parameters associated with a session
(e.g., the greater the fixed price the lesser the initial negative
balance; the longer the session the greater the initial negative
balance; and so on).
[0148] Tracking negative play. As described, in some embodiments,
various parameters may be tracked or measured in association with
play of the gaming device 16. For example, the gaming device 16
and/or the casino server 12 may track or measure various statistics
regarding "negative play" occurring on the gaming device 16 (e.g.,
wagering which has occurred while a balance is zero and/or a
negative number).
[0149] For example, in some embodiments, the gaming device 16
and/or the casino server 12 may track an amount of play (e.g., an
amount of time, a number of game plays, an amount wagered, and so
on) spent while negative (e.g., with any balance equal to and/or
less than zero). Thus, in some embodiments, the control system may
determine whether a wager amount will result in a negative balance
(e.g., any negative balance, a negative balance beneath a
particular threshold, etc.), and if so, increment a value
indicating (i) an amount of time elapsed while a credit balance is
negative (e.g., so long as a credit balance remains negative, such
a value may continually increment, though the value may cease to
increment while a balance is positive), (ii) a number of game plays
executed while a starting credit balance is negative, and/or (iii)
an amount wagered while a balance is negative. Thus, in some
embodiments, such values may be measured, tracked and/or stored.
For example, in some embodiments, such values may be stored in a
database similar in structure to an exemplary negative play
database 44F depicted by FIG. 8.
[0150] In some embodiments, such data may then be output by a
device, such as the gaming device 16, kiosk, casino personnel
device, and so on. For example, in one embodiment, such data may be
continually or periodically displayed to a player of the gaming
device 16 (e.g., a corner of a display screen depicts "15:02 spent
in negative this session"). In another embodiment, a player may
request such data (e.g., a player presses a button labeled "About
my session") via the gaming device 16 or kiosk, such that the data
may be accessed (e.g., based on a received player identifier) and
output. In yet another embodiment, such data may be output via a
cashless gaming ticket or other substrate output via the gaming
device 16, kiosk or any other device. In yet another embodiment, a
player may utilize a device such as a personal computer, cellular
phone, mobile terminal, PDA, interactive television set, in a
manner such that such data may be accessed (e.g., via a network,
such as the Internet) and viewed using the device. In various
embodiments, any or all of such data may be output, and may be
organized or labeled in a variety of manners (e.g., a total amount
wagered while negative may appear labeled as "Total Played with
House's Money," "Total Free Play," "Total Amount Owed," and so on,
perhaps depending on various reconciliation parameters associated
with a gaming device and/or player). Further, in some embodiments,
a variety of other data may be similarly measured, stored and/or
output, including but not limited to (i) an amount of credits won
while negative, (ii) a number of game indicia accumulated while
negative (e.g., slot machine reel symbols, cards, and so on), (iii)
a number of "points" of a loyalty or rewards program earned while
negative, (iv) a length of time in between game plays while
negative, and so on.
[0151] It should also be noted that such data may also be measured,
stored and/or output in association with a positive credit balance
or credit balance of any other distinguishable type (e.g., an
amount of time a player has spent with a positive balance may
similarly be tracked). Thus, a player (or other interested party,
such as a casino operator, gaming device manufacturer, gaming
regulator, tax authority, and so on) may view statistics associated
with gaming while credit balances are negative or positive. For
example, utilizing data such as (i) a total amount won while
positive, (ii) a total amount wagered while positive, (iii) a total
amount won while negative, and/or (iv) a total amount wagered while
negative, various conclusions can be drawn (e.g., a player
typically wagers more while a balance is positive, a player
typically takes longer breaks in between game plays when a balance
is negative, and so on). Further, it may be useful to track such
data related to negative and positive balances separately for
accounting purposes. For example, only wagers placed while a
balance is positive may be counted as revenue or "coin-in," perhaps
until a player reconciles an amount owed (more detail on this
feature is presented below). In another example, only payouts
achieved while a balance is positive may count as historic winnings
associated with a player. Thus, tracking such data may be useful
for a variety of reasons.
[0152] Altering payouts, probabilities or other parameters when
credit balance is negative. In some embodiments of the present
invention, various parameters may be altered when a gaming device
credit balance is in a negative state (as opposed to a positive
state). For example, in some embodiments, the present invention may
comprise (i) determining whether a current credit balance is in a
negative or positive state, (ii) executing a game play, (iii)
determining whether the current credit balance has changed state as
a result of the game play, and if so (iv) adjusting a gaming device
parameter. In other words, a gaming device of the present invention
may be operable in a negative or positive "state" or "mode," in
which various attributes or parameters may change.
[0153] For example, if a current gaming device balance is negative
(as opposed to positive), a variety of parameters may be altered,
including but not limited to:
[0154] (i) a payout associated with one or more game results (e.g.,
"Cherry-Cherry-Cherry" pays 10 credits while in a positive state,
but 12 credits while in a negative state);
[0155] (ii) a probability associated with achieving one or more
game results (e.g., a player is more likely to achieved
"Cherry-Cherry-Cherry" when negative than when positive);
[0156] (iii) a rate at which points of a rewards or loyalty program
are earned (e.g., a player earns fewer or no "comp" points per game
play when a credit balance is negative);
[0157] (iv) a display property, such as a color, light, brightness
level, contrast level, icon type, graphic type, font type, and so
on (e.g., as described, a display screen background turns red when
a credit balance is negative);
[0158] (v) a rate at which various collectable game elements may be
accumulated (e.g., a player may collect/save a greater number of
"cherry" symbols or other element for which the player may
eventually earn a payout or other benefit); and
[0159] (vi) a standard, maximum and/or minimum allowable wager per
game play (e.g., a player is allowed to wager a larger or smaller
amount per game play while a credit balance is negative).
[0160] Thus, the gaming device 16 operating in a negative "mode"
(as opposed to a positive "mode") may be characterized by a
different look, feel, play style and so on. For example, in one or
more embodiments, as described, payouts and/or probabilities
associated with game play may be altered while the gaming device 16
is in such a mode or state. For example, a particular type of
payout may only be available when the gaming device 16 is in such a
mode or state (e.g., a "super jackpot" becomes active only when a
player's balance is negative). In another example, a player may be
more likely to achieve a particular outcome while a credit balance
is negative (e.g., a probability associated with the outcome
"Bell-Bell-Bell" increases). In yet another example, a player may
receive a larger payout for an outcome if a credit balance is
negative (e.g., a video poker outcome of "Full House" pays a
20-coin bonus when a balance is negative).
[0161] In another embodiment, a magnitude of a change in
probability or payout may be based on a player's balance. For
example, in one embodiment, as a player's balance becomes more and
more negative, one or more payouts (according to a predetermined
pay schedule) may increase in size (e.g., a payout for
"Bar-Bar-Bar" pays 15 credits when a balance is positive, but pays
20 credits when a balance is between -20 and -30, 30 credits when a
balance is between -30 and -40, and so on). In one embodiment, a
payout for achieving one or more particular game results may be
equal to an amount of coins that, when added to a currently
negative balance, will result in a balance of zero credits or a
positive balance. For example, a payout for the slot machine
outcome "Snapback-Snapback-Snapback" may be a positive amount of
credits equal to a currently negative balance, and the outcome may
only be attainable when a credit balance is currently negative. For
example, if a player with a balance of -5 credits achieves
"Snapback-Snapback-Snapback," the player may earn five credits,
whereas a player with a balance of -117 credits achieving
"Snapback-Snapback-Snapback" may win 117 credits, perhaps up to a
certain limit (e.g., the maximum potential payout for the outcome
is 200 coins).
[0162] In another example, a payout achieved may be based on an
amount of time, amount wagered and/or number of game starts
executed during which a player's balance is negative. For example,
a player having executed 100 game starts while a balance is
negative may receive a larger payout for a particular outcome than
a player who has only executed 50 game starts while a balance is
negative.
[0163] In another example, an outcome achieved while a credit
balance is a certain negative number (e.g., -17) may pay an amount
of credits such that a positive number that is of equal distance
from a balance of zero credits may be achieved (e.g., 17). Thus,
for example, an outcome such as "Positive Swap-Positive
Swap-Positive Swap" may pay 34 credits when a balance is -17 (e.g.,
resulting in a positive balance of 17 credits), 30 credits when a
balance is -15 (e.g., resulting in a positive balance of 15
credits), and so on.
[0164] Session/game balance vs. machine balance. In some
embodiments, as described, the gaming device 16 may be operable to
offer game sessions for a fixed price. For example, a player may
insert funds, purchase a first flat-rate game session, complete the
session, purchase a second flat-rate game session, and so on.
[0165] Accordingly, in some embodiments, the gaming device 16 may
separately store an (i) amount of credits associated with a session
or game, as well as (ii) an amount of credits stored on a machine
which may be applied to a plurality of such games. For example, a
player may deposit $50 of currency into the gaming device 16. The
player may then purchase a one-hour gaming session for a flat price
of $20, thus reducing the "machine balance" to $30. The player may
then be given an amount of session or game credits for play during
the hour-long session (e.g., $20 may buy 80 credits of 25 in value,
or may buy some separate value of game credits, such that a prize
may be determined at the end of the session based on the game
credits accumulated). Thus, in some embodiments, a balance of
session/game credits may be negative (e.g., during a session or
game, a balance of credits is a negative number), though a balance
of machine credits may still be positive (e.g., the player still
has $30 with which to purchase further game play).
[0166] Balance-status paytable. In some embodiments, the gaming
device 16 may comprise a paytable viewable by players (e.g., at all
times, by accessing a screen through a menu system, and so on), as
is known in the art (e.g., a chart correlates outcomes that may be
achieved to payouts that will be made if a player achieves an
associated outcome).
[0167] In one embodiment, such a paytable may illustrate (i) one or
more winnings outcomes that may be achieved through play of the
gaming device 16 (e.g., "Plum-Plum-Plum," "Bar-Bar-Bar," and so
on), (ii) one or more payouts that may be earned for achieving such
a winning outcome (e.g., "Bar-Bar-Bar" pays 20 coins), as well as
(iii) an indication of a resulting credit balance should an
outcome/payout should be achieved (e.g., should a player hit
"Bar-Bar-Bar," a resulting balance would be "-42 credits"). For
example, a section of a paytable for a game result of "Bar-Bar-Bar"
may appear accordingly:
TABLE-US-00001 Outcome Payout New Balance Bar-Bar-Bar 20 -42
[0168] Thus, the present disclosure contemplates outputting a
paytable via a display screen, such that entries in a "new balance"
column may be continually updated based on a player's current
balance (e.g., to calculate such a "new balance" figure, a
potential payout amount is added to a current balance amount). It
should be noted that such an embodiment may be advantageous should
the gaming device 16 comprise a credit balance that may be
negative, as patrons may not be used to performing calculations
with negative numbers (e.g., the paytable illustrates what a
player's balance would be should he win a payout with a negative
balance, minimizing the occurrence of discrepancies).
[0169] In some embodiments, when a credit balance is negative,
various information may be output to a player indicating manners in
which the balance may be turned positive. In one example, if a
player's balance is -78 credits, any single pay combination of a
viewable paytable that is greater than or equal to -78 credits may
be highlighted or emphasized in some regard (e.g., such that the
player knows he needs at least a full house to break out of the
negative in one hand). In another example, a player may be informed
of other manners in which a negative balance may be turned positive
(e.g., marketing offers the player may accept, and so on).
[0170] "Betting" a negative amount of credits. In some embodiments,
a player may be able to wager a negative amount of credits, such
that a player may "win" by achieving an outcome that generally
would yield no payout. For example, when wagering a negative amount
of credits, a paytable may be "reversed" such that outcomes that
normally would be considered non-winning outcomes (e.g.,
Bar-Blank-Lemon) may pay an amount of credits, whereas outcomes
that would normally be considered winning outcomes (e.g.,
"Cherry-Cherry-Cherry") may result in the loss of the "negative"
wager amount. For example, a player may "wager" -5 credits, thus
signaling the reversal of the paytable in association with a
particular game play, such that if a player achieves a "losing"
outcome (e.g. Bar-Blank-Lemon), the player may win an amount of
credits as indicated by a secondary paytable, whereas if the player
achieves a "winning" outcome (e.g., "Cherry-Cherry-Cherry"), the
player may lose his wager amount (e.g., the player loses five
credits).
Control of the Coin-in, Coin-out Meters
[0171] As alluded to elsewhere, gaming devices 16 and other coin
operated devices (e.g., arcade games) normally have meters
associated with them that account for financial activity on the
machine. These meters, called "coin-in meters" and "coin-out
meters" (referred to collectively herein as coin tracking meters),
measure the wagers placed on the gaming device and the payouts
provided by the gaming device respectively. Other meters, such as
the "bill-in meter" account for cash inserted into the gaming
device. By way of contrast, the term "credit meter" refers to the
current equity the player has in the gaming device usually by
counting available units of wager as that term is defined in the
Rules of Interpretation below. The interested reader is directed to
U.S. Pat. No. 6,743,095 to Cole et al. for a more detailed
discussion of the mechanics of a conventional coin-in meter.
[0172] A first technique to manage the coin-in and coin-out meters
is to treat the entire session as a single wager. Exemplary
methodology of this technique is presented with reference to FIG.
14. In particular, the player establishes equity in the gaming
device 16 (block 700). The player may establish equity by inserting
bills into a bill acceptor (thereby causing the bill-in meter to
increment), inserting a cashless gaming receipt, or other technique
as has been explained elsewhere in this disclosure. Establishing
equity effectively creates a machine balance on the gaming device
16. The player may then purchase a session of game play (block
702). The cost of the session is deducted from the machine balance.
For example, if the player inserted a one hundred dollar bill into
the gaming device 16, the machine balance is initially $100.00. If
the player then purchases a ten dollar session, the machine balance
is decremented to $90 and the player is provided a number of game
starts as dictated by the terms of the purchased session (block
704). The balance of the session credit meter of the gaming device
16 is set according to the rules of the session as well and the
coin-in meter is incremented appropriately (block 706). In this
simple embodiment, the coin-in meter is incremented by the value of
the session. That is, extending the example above, if the value of
the session is ten dollars, the coin-in meter is incremented by the
number of credits corresponding to ten dollars (e.g., in a quarter
denomination game, ten dollars equals forty credits). Further, the
session credit meter may be set to zero. The player begins
initiating game starts (block 708).
[0173] The control system determines if the session has terminated
(block 710). If the answer to block 710 is no, then the player
continues to initiate game starts (block 708). While the player is
initiating game starts, no further changes are made to the coin-in
and coin-out meters, although the player's credit balance as shown
on the session credit meter goes up and down as described above,
subtracting the value of wagers made and adding values associated
with winning outcomes.
[0174] Once block 710 is answered affirmatively, that the session
has ended, either because the player has initiated a cash out event
or because the player has exhausted the number of hands provided
under the rules of the session, the control system determines if
the player is due a payout (block 712). That is, the control system
determines if the player has a positive credit balance (either by
checking to see if the session credit meter is negative,
subtracting the loaned credits from the session credit meter or
other technique as desired). If the answer to block 712 is no, the
player is not due a payout, then the process ends. If, however, the
player is due a payout, then the gaming device 16 provides a payout
and increments the coin-out meter by a corresponding number of
credits (block 714). The payout may be an increase in the machine
balance, a printed cashless gaming receipt, dispensing of coins
through a coin hopper or the like. Then the process ends. The
approach of FIG. 14 is but one approach to the metering issue.
However, this approach may not satisfy system-side requirements
such as regular incrementing of the coin-in meter to establish a
player's activity on the gaming device 16. As yet another concern
with the method of FIG. 14, regulatory and tax authorities may view
each game start as a separate wager and require accounting for each
separate wager rather than session level accounting.
[0175] An alternate approach is to increment the coin-in meter
incrementally for each game start using a prorated or amortized
value for the game start and then increment the coin-out meter at
the end of the session based on the amount (if any) of payout made
to the player. This approach allows the system to recognize player
activity and reward player activity appropriately. An illustrative
flow chart of this approach is presented in FIG. 15.
[0176] Again, the method starts with the player establishing equity
in the gaming device 16 (block 750). The player purchases a session
(block 752). The control system determines a prorated credit value
per hand (block 754). For example, if twenty-five hands of max coin
(where max coin means that the player wagers the maximum number of
credits per hand, which is--for a standard GAME KING.RTM. Video
Poker machine--five credits), quarter denomination video poker are
purchased for ten dollars, the credit per hand is 1.6 credits
($10/25 hands=$0.40/hand (which at $0.25/credit)=1.6 credits/hand).
That is, twenty-five hands at 1.6 credits/hand is the same as the
forty credits of equity the player actually provided to the gaming
device 16 at the time the session was purchased. Note that use of
such fractional credits on the meters is known as tokenization
within the gaming industry. One exemplary tokenization treats each
unit on the coin-in meter as a cent. Thus, the twenty-five units on
the coin-in meter reflects a quarter being wagered on the gaming
device 16. For the example, 1.6 credits results in forty units
being incremented on the coin-in meter.
[0177] The player is then provided the game starts according to the
session rules (block 756) and the session credit meter is set
according to the session rules (block 758), which, in an exemplary
embodiment means that the session credit meter is set to zero. The
player then initiates a game start, and the coin-in credit meter is
incremented by the prorated amount (block 760). In the example, the
coin-in credit meter is incremented by 1.6 credits or forty units.
The game start is resolved (block 762) and the session credit meter
is adjusted (block 764). Adjustments include decrementing the
session credit meter for the wager and incrementing the session
credit meters for any winnings. In the example, if the player lost
on the first game start, the balance on the session credit meter
would be negative five credits.
[0178] The control system determines if the session has terminated
(block 766). If the answer is no, the process repeats as indicated.
If the answer is yes, the session has terminated, then the control
system determines if the session is an early termination (i.e., are
there still game starts remaining in the session?) (block 768). If
the answer to block 768 is yes, the control system reconciles the
coin-in for any unused game starts (block 770). In the example, if
the player terminates after fifteen game starts, the control system
adds sixteen credits to the coin-in meter to account for the game
starts purchased with the initial ten dollars, but not played.
[0179] If the answer to block 768 is no, or after block 770, the
control system determines if the player is due a payout (block
772). Such a determination is made by examining the session credit
meter. If the session credit meter reflects a positive value, then
the positive value is due the player. If the answer to block 772 is
no, then the process ends. The negative balance of the session
credit meter is cleared and no change is made to the coin-out meter
since no coins have been paid. If, however, the player is due a
payout, then the value, in number of credits, is transferred to the
coin-out meter and the player is provided equity (block 774). The
process then ends.
[0180] Use of the embodiment of FIG. 15 reflects that the coin-in
meter is incremented for each game start and for any unused game
starts, but in no event is the coin-in meter incremented more than
the value of the money provided by the player to purchase the
session. Likewise, the coin-out meter is only incremented if the
session ended with a payout to the player. Thus, the coin-out meter
is conditionally incremented with the condition being whether the
session credit meter ended with a positive balance (whether
calculated by comparing loaned credits to normal credits,
evaluation of a single credit meter or the like as described
above).
[0181] While effective from a given point of view, the embodiment
of FIG. 15 may still over simplify what is really happening to the
player's equity. Depending on point of view, game starts made by
the player when the player has positive credit balance have a
different cost to the player than game starts made by the player
when the player has a negative credit balance. In the latter case,
the player has no real cost other than the prorated cost of the
game start within the session. In the former case, the player is
spending not only the prorated cost of the game start (the
amortized component), but also the credits that the player
otherwise could have cashed out. It is possible that some
regulators, taxing authorities, or other entities may wish to track
this extra or re-invested "coin-in".
[0182] Likewise, winnings given to the player have a different
effect if the winning takes the player to a positive credit balance
or are added to a positive credit balance compared to a win that
leaves the player with a negative balance. In the latter case,
there truly has been no coin-out. I.e., there is no cost to the
gaming device 16 or gaming establishment for that win because so
long as the session balance is negative, the player cannot cash out
for value. In the former case (i.e., there is a positive balance
after the resolution of the game start), however, the portion of
the win which is positive is available to the player for a cash out
and thus, much like in transactional play where a player wins, but
reinvests the win in additional game plays, the award should be
reflected on the coin-out meter.
[0183] An example of a more robust gaming device 16A is presented
in block diagram format in FIG. 16. The gaming device 16A has the
processor 32, which is operatively coupled to an equity input 62
(which may be a cash acceptor, a coin acceptor, a cashless gaming
receipt acceptor, or the like as desired), an equity output 64
(which may be a coin hopper, a cashless gaming receipt printer, or
the like as desired), a coin-in meter 66, a coin-out meter 68, and
a session credit meter 70. The processor 32 uses a condition
comparator 72 to facilitate embodiments of the present disclosure.
The condition comparator 72 may be implemented in software,
hardware, or some combination of the two, but an exemplary purpose
of the condition comparator 72 is to evaluate a condition
associated with the session credit meter 70. Note that the
structure of FIG. 16 may be used in the embodiment of FIG. 15, with
the condition comparator 72 performing the block 772. Other
structures may be used in either embodiment as desired. For
example, the condition comparator 72 may be located in the casino
server 12 or other location as desired.
[0184] Turning now to FIG. 17, the player establishes equity (block
800) and purchases a session (block 802). The control system
determines the prorated credit per game start (block 804) as
previously described. The player is provided a number of game
starts according to the rules of the session (block 806) and the
session credit meter 70 is set according to the rules of the
session (e.g., at zero) (block 808).
[0185] The player initiates a game start (block 810). The condition
comparator 72 determines if the session credit meter 70 is at a
positive value (meaning the gaming device 16 has not loaned credits
to the player to initiate the game start as described above) (block
812) before the value of the wager is subtracted therefrom. If the
session credit meter 70 is not positive, then the coin-in meter 66
is incremented by the prorated amount (sometimes referred to as the
amortized component) (block 814). If, however, the session credit
meter 70 is positive, then the control system increments the
coin-in meter 66 by the pro-rated amount plus the portion of the
wager that is funded from the positive portion of the session
credit meter 70 (sometimes referred to as the conditional
component) (block 816). For example, if the session credit meter 70
is at plus sixteen credits, and the wager is five credits, then the
entire portion of the wager is funded from the session credit meter
70 and the coin-in meter 66 is incremented by the prorated value
plus the five credits from the session credit meter 70 (i.e.,
amortized component plus conditional component). If, however, the
session credit meter 70 is at plus three credits and the wager if
five credits, then the coin-in meter 66 is incremented by the
prorated value plus three credits.
[0186] The game start is then resolved (block 818) by determining
an outcome for the game start (e.g., win (with amount as
appropriate), loss, push, etc.). The condition comparator 72 then
determines if the result of the resolution made the session credit
meter 70 positive (block 820). Also included in this determination
is whether an already positive session credit meter's balance was
increased. If the answer is no, then the process continues. If,
however, the answer to block 820 is yes, the session credit meter
70 is positive after the game resolution, then the coin-out meter
68 is incremented by the amount of the result that was positive
(block 822). For example, if the session credit meter 70 was at
plus fifteen credits after the wager was deducted and before
resolution and the result was a fifteen credit win, then all
fifteen credits would be added to the coin-out meter 68. If,
however, the session credit meter 70 was at minus eight credits
after the wager was deducted and before resolution, and the result
was a ten credit win, then two credits would be added to the
coin-out meter 68.
[0187] The control system then determines if the session has ended
(block 824). The control system reconciles for any unused game
starts for the session (block 826) and then the process ends.
Otherwise, the process continues as noted.
[0188] It should be appreciated that use of the embodiments set
forth in FIGS. 15-17 may allow the gaming devices 16, 16A to
interface with existing back-end systems, player bonusing systems
and the like. Such interoperability may make the gaming devices 16,
16A more acceptable to gaming establishment operators who then do
not have to change existing infrastructure. In particular, player
reward clubs which are usually based on "action" on machines will
recognize that the player has continuous action and thus the player
will be rewarded for time on device. In contrast, treating the
session as a single wager may make it appear as if the player is
inactive.
[0189] Further note that while tokenization allows for the coin-in
and coin-out meters to operate at denominations that differ from
the unit of wager, in gaming devices that do not have tokenization,
a fractional credit meter may be used. Such a fractional credit
meter may accumulate fractions of credits until an integer credit
is surpassed, then pass the integer credit to the appropriate
coin-in and coin-out meters.
Coin-In Meter Treatment Example
[0190] In this example, the fixed (i.e., prorated) component of the
wager is determined by the retail price divided by the number of
hands. For example, if 200 hands cost $40.00, the fixed component
of the wager is $0.20 per hand. In effect, this amortizes the
retail price over the hands. It also has the benefit of keeping the
coin-in meter active throughout the session, triggering standard
activity rules for bonusing systems, etc. The change in the coin-in
meter from the fixed component of the wager is not displayed to the
user in the session credit meter 70 (sometimes referred to herein
as the balance meter).
[0191] The conditional coin-in meter increments by different values
depending on whether the credits taken from the session credit
meter are taken from positive or negative territory when making the
wager. Because a wager made with "negative territory credits", that
is credits taken from credit meter in the negative range, do not
change the economic cash out value of the session (that is, if the
player is at -25 credits and then makes a 5 credit wager to end at
-30 credits, his cash-out value is zero both before and after the
wager), the conditional coin-in component (see discussion of block
816) to the wager is zero. To put it another way, the player is
playing with the house's money and it has no immediate cash-out
value. The coin-in meter is incremented by the fixed component
($0.20 in the example) plus the conditional coin-in component
(zero) for a total coin-in increment of $0.20.
[0192] When a wager is made in positive territory (the player has
25 credits and wagers 5 with a resulting balance before the outcome
of 20 credits), the player's cash out value does actually diminish
by 5 credits, so there is immediate cash-out value to this wager.
In this case, the conditional component of coin-in is 5 credits.
The coin-in meter is incremented by the amortization component
($0.20 in the example) plus the conditional coin-in component (5
credits.times.$0.25/credit=$1.25) for a total coin-in increment of
$1.45.
[0193] Care must be taken when the wager takes the balance meter
from positive to negative territory, for example from 3 credits to
-2 credits. The amortization component of the wager is, of course,
constant (at $0.20 in our example), but (for purposes of the
present example embodiment) the conditional coin-in component is
only incremented for the positive credits wagered, or 3 credits in
the example. The coin-in meter is incremented by the fixed
component ($0.20 in the example) plus the conditional coin-in
component (3 credits.times.$0.25/credit=$0.75) for a total coin-in
increment of $0.95.
[0194] In some embodiments, a player who purchases a session
defining, for example, a predetermined or maximum number of hands,
may cash out and terminate the session prior to completing the
predetermined or maximum number of hands. In some embodiments, if
the player elects early cash out, the coin-in meter is incremented
by the unamortized cost of the games remaining. For example, if the
player has 80 hands remaining and elects early cash out, an
additional 80.times.$0.20=$16 is added to the coin-in meter. This
is to fully account for the initial purchase cost.
Coin-Out Meter Treatment
[0195] In accordance with some embodiments, the coin-out meter is
managed through a conditional coin-out mechanism analogous to the
conditional coin-in mechanism. There is no fixed component to the
coin-out meter.
[0196] When a player receives a payout in negative territory, for
example winning 10 credits taking him from -30 credits to -20
credits, the cash out value of the session is unchanged, again
representing no immediate cash-out value. The conditional coin-out
increment is zero, and therefore the coin-out meter is
unchanged.
[0197] When a player receives a payout in positive territory, for
example, winning 10 credits taking him from 20 to 30 credits, the
cash-out value of the session improves by 10 credits so there is
economic value to this win. In this case, the conditional coin-out
increment is 10 credits. The coin-out meter is incremented by the
value of the conditional coin-out meter increment (10
credits.times.0.25/credit=$2.50).
[0198] Care must be taken when the wager takes the session credit
meter from negative to positive territory, for example from -15 to
5 credits. The conditional coin-out increment is the positive
credits won, or 5 credits in this example. The coin-in meter is
incremented by the value of the conditional coin-out increment (5
credits.times.$0.25/credit=$1.25).
[0199] Note that these principles may be extended past session play
to other types of negative balance play depending on the reasons
that the player is allowed to play with a negative balance and the
repayment rules available to the player relative to the negative
balance.
[0200] Yet another technique to account for coin-in for wagers made
with a negative balance is to use promotional credits. Such
promotional credits are sometimes used for free spins as part of
player comp programs. Thus, if a player initiates a game start and
some portion of the wager is funded with negative credits, then the
credits that are negative are deemed promotional credits for
determining coin-in. Likewise, wins that are used to pay off
negative credits are not counted towards coin-out. Reference to an
internal credit balance, a session credit balance or other
technique may be used as desired to track whether it is appropriate
to increment the coin-in and coin-out meters (i.e., has an
appropriate condition been met).
[0201] Note further that while the session has been described as
being a session of a predetermined number of game starts, the
session could instead be defined by a time duration. In such an
instance, the amortization component of the coin-in increment would
be calculated by measuring the actual time elapsed form the
previous wager multiplied by the amortization rate, calculated by
dividing the retail price of the session the amount of time. For
example, if thirty minutes of wagering were sold for $20, the
amortization rate would be calculated as ($20/(30 min*60
secs)=$0.111/second. When a wager is placed six seconds after the
preceeding wager, the amortization component of the coin-in
increment would be $0.666. At the end of the time period, any
unamortized amounts, such as those accumulated after the last wager
before the end of the session, would be accounted for by
incrementing the coin-in meter.
[0202] While the above discussion has focused on the condition
being whether the conditional meter 70 is positive or negative, it
is also possible that some other condition could be used. The
condition may be equivalent to the positive/negative threshold or
may be some other condition as desired. For example, one condition
could be whether the balance on the conditional meter is greater or
lesser than the amount of the wager. Another condition might be
whether the amount of the wager is greater than the absolute value
of the balance on the conditional credit meter 70. Still other
conditions could be used if desire.
[0203] Without limitation some ways of expressing the concepts of
the current disclosure are presented below. The disclosure
contemplates a method comprising: determining an initiation of an
event at a gaming device and adjusting a meter of the gaming device
by a first amount if a first condition is true and a second amount
if a second condition is true wherein the meter comprises a meter
value which may or may not displayed to a player of the gaming
device. The method may further determine initiation of the event by
determining whether a game start of a wagering game has been
initiated. The method may further determine initiation of the event
by determining whether a wager has been placed on a game of the
gaming device. The method may further determine initiation of the
event by determining a win of an award at the gaming device. The
method may define the first condition and the second condition as
mutually exclusive. In this method, the meter may be a coin-in
meter for tracking wagers made at the gaming device.
[0204] The method may further define that the first condition is a
value of a credit meter displayed to a player upon the placement of
the wager, but prior to the wager being deducted from the credit
meter being at least equal to a value of the wager and the second
condition is defined to be that the value of the credit meter
displayed to the player, upon placement of the wager, but prior to
the wager being deducted from the credit meter being less than the
value of the wager. In effect, the second condition is actually two
conditions. When the credit meter is less than the wager and
greater than zero is one condition. The second condition is when
the credit meter is less than zero. Between the wager and zero, the
amount varies linearly, when less than zero the amount is a
constant.
[0205] The method may further define the first condition to be a
value of a credit meter displayed to a player, upon the placement
of the wager but prior to the wager being deducted from the credit
meter, being greater than zero and the second condition is the
value of the credit meter displayed to the player, upon the
placement of the wager but prior to the wager being deducted from
the credit meter, being zero or less than zero.
[0206] The method may further define the first condition to be the
wager being drawn from a balance of cashable credits and the second
condition is the wager being drawn from a balance of non-cashable
(e.g., promotional) credits.
[0207] The method may further define the first condition as a value
of a credit meter displayed to a player, upon placement of the
wager but prior to the wager being deducted from the credit meter,
having a first relationship to a predetermined value. The second
condition may be defined to be the value of the credit meter
displayed to the player upon placement of the wager, but prior to
the wager being deducted from the credit meter, having a second
relationship to the predetermined value.
[0208] The method may further define that the first amount is
greater than the second amount.
[0209] The method may further define that the first amount
comprises a first component and a second component while the second
amount comprises only the second component.
[0210] The method may further define that at least one of the first
component and the second component is attributable to a wager
placed at the gaming device.
[0211] The method may further define that the first component
comprises a variable component which varies based on a value of a
credit balance determined upon a wager being placed but prior to
the wager being deducted from the credit balance and that the
second component comprises a fixed component which remains constant
over a plurality of game plays of a game.
[0212] The method may further define that the event is initiated
during a session of a game at the gaming device, wherein the
session comprises the plurality of game plays and for which game
plays a player prepays prior to initiating a first game play of the
plurality of game plays.
[0213] The method may further define that the second component and
therefore the second amount is based on a duration of the session.
The duration may be measured in time, wagers, or wins as
desired.
[0214] The method may further include determining the second amount
and thereby the second component based on a duration of the
session.
[0215] The method may further define that the meter comprises a
coin-out meter for tracking a cumulative value of awards won at the
gaming device.
[0216] The method may further include determining a value of an
award won at the gaming device as a result of the wager.
[0217] The method may further include determining at least one of
the first amount and the second amount based on the value of the
award.
[0218] The method may further define that the second amount is
zero.
[0219] The method may further define that the second condition is a
value of a credit meter displayed to the player, after the
placement of the wager and before any adjustment of the meter based
on the determining the value of the award, is not greater than
zero.
[0220] The method may further include decrementing a credit meter
of the gaming device by a third amount in response to the placement
of the wager, the credit meter comprising a meter a value of which
is output to the player.
[0221] The method may further define that the third amount is at
least one of the first amount and the second amount.
[0222] The method may further act as though the credit meter
comprises a mechanism for tracking a player's progress through a
wagering game.
[0223] The method may further include determining that the player
is engaged in session play, in which the player has prepurchased a
plurality of rounds of a wagering game.
[0224] A device associated with the present disclosure may include
a processor, and a memory operable to communicate with the memory,
the memory storing a program, wherein the processor is operable to:
determine an initiation of an event at a gaming device; and adjust,
upon determining the initiation and based on the event, a meter of
the gaming device by a first amount if a first condition is true
and a second amount if a second condition is true, wherein the
meter comprises a meter a value of which is not displayed to a
player of the gaming device.
[0225] The device may further include a display operable to display
a result of the wagering game.
[0226] The device may further include at least one of: a portable
device and a handheld device.
[0227] The device may further be a device a primary function of
which is to facilitate gambling.
[0228] A computer readable medium associated with the present
disclosure may include a program that has instructions to:
determine an initiation of an event at a gaming device; and adjust,
upon determining the initiation and based on the event, a meter of
the gaming device by a first amount if a first condition is true
and a second amount if a second condition is true, wherein the
meter comprises a meter a value of which is not displayed to a
player of the gaming device.
[0229] Another method associated with the present disclosure may
include determining an initiation of a game play of a wagering
game, wherein the game play is part of a session for which a player
has previously provided payment; determining, upon the initiation,
a value of a credit balance displayed to a player initiating the
game play; and increasing a coin-in meter of a gaming device by a
first amount if the value of the credit meter is less than a
predetermined value; and a second amount if the value of the credit
meter is at least equal to the predetermined value, wherein the
coin-in meter is operable to track a cumulative economic value of
wagers placed at the gaming device.
[0230] Another method associated with the present disclosure may
include determining, during a session, an award won as a result of
a wagering game, wherein the session comprises a plurality of game
plays for which a player pays a single price; determining a value
of a credit balance displayed to a player; and increasing a
coin-out meter of a gaming device by a first amount if the value of
the credit meter is less than a predetermined value, and a second
amount if the value of the credit meter is at least equal to the
predetermined value, wherein the coin-out meter is operable to
track a cumulative economic value of awards won at the gaming
device.
Rules of Interpretation
[0231] Numerous embodiments are described in this disclosure, and
are presented for illustrative purposes only. The described
embodiments are not, and are not intended to be, limiting in any
sense. The presently disclosed invention(s) are widely applicable
to numerous embodiments, as is readily apparent from the
disclosure. One of ordinary skill in the art will recognize that
the disclosed invention(s) may be practiced with various
modifications and alterations, such as structural, logical,
software, and electrical modifications. Although particular
features of the disclosed invention(s) may be described with
reference to one or more particular embodiments and/or drawings, it
should be understood that such features are not limited to usage in
the one or more particular embodiments or drawings with reference
to which they are described, unless expressly specified
otherwise.
[0232] The present disclosure is neither a literal description of
all embodiments nor a listing of features of the invention that
must be present in all embodiments.
[0233] Neither the Title (set forth at the beginning of the first
page of this disclosure) nor the Abstract (set forth at the end of
this disclosure) are to be taken as limiting in any way as the
scope of the disclosed invention(s).
[0234] The term "product" means any machine, manufacture and/or
composition of matter as contemplated by 35U.S.C. .sctn.101, unless
expressly specified otherwise.
[0235] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments", "one or more embodiments", "some
embodiments", "one embodiment" and the like mean "one or more (but
not all) disclosed embodiments", unless expressly specified
otherwise.
[0236] The terms "the invention" and "the present invention" and
the like mean "one or more embodiments of the present
invention."
[0237] A reference to "another embodiment" in describing an
embodiment does not imply that the referenced embodiment is
mutually exclusive with another embodiment (e.g., an embodiment
described before the referenced embodiment), unless expressly
specified otherwise.
[0238] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0239] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0240] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0241] The term "herein" means "in the present disclosure,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0242] The phrase "at least one of", when such phrase modifies a
plurality of things (such as an enumerated list of things) means
any combination of one or more of those things, unless expressly
specified otherwise. For example, the phrase at least one of a
widget, a car and a wheel means either (i) a widget, (ii) a car,
(iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel,
(vi) a car and a wheel, or (vii) a widget, a car and a wheel.
[0243] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" describes both "based only on" and "based at least on".
[0244] Where a limitation of a first claim would cover one of a
feature as well as more than one of a feature (e.g., a limitation
such as "at least one widget" covers one widget as well as more
than one widget), and where in a second claim that depends on the
first claim, the second claim uses a definite article "the" to
refer to the limitation (e.g., "the widget"), this does not imply
that the first claim covers only one of the feature, and this does
not imply that the second claim covers only one of the feature
(e.g., "the widget" can cover both one widget and more than one
widget).
[0245] Each process (whether called a method, algorithm or
otherwise) inherently includes one or more steps, and therefore all
references to a "step" or "steps" of a process have an inherent
antecedent basis in the mere recitation of the term `process` or a
like term. Accordingly, any reference in a claim to a `step` or
`steps` of a process has sufficient antecedent basis.
[0246] When an ordinal number (such as "first", "second", "third"
and so on) is used as an adjective before a term, that ordinal
number is used (unless expressly specified otherwise) merely to
indicate a particular feature, such as to distinguish that
particular feature from another feature that is described by the
same term or by a similar term. For example, a "first widget" may
be so named merely to distinguish it from, e.g., a "second widget".
Thus, the mere usage of the ordinal numbers "first" and "second"
before the term "widget" does not indicate any other relationship
between the two widgets, and likewise does not indicate any other
characteristics of either or both widgets. For example, the mere
usage of the ordinal numbers "first" and "second" before the term
"widget" (1) does not indicate that either widget comes before or
after any other in order or location; (2) does not indicate that
either widget occurs or acts before or after any other in time; and
(3) does not indicate that either widget ranks above or below any
other, as in importance or quality. In addition, the mere usage of
ordinal numbers does not define a numerical limit to the features
identified with the ordinal numbers. For example, the mere usage of
the ordinal numbers "first" and "second" before the term "widget"
does not indicate that there must be no more than two widgets.
[0247] When a single device or article is described herein, more
than one device or article (whether or not they cooperate) may
alternatively be used in place of the single device or article that
is described. Accordingly, the functionality that is described as
being possessed by a device may alternatively be possessed by more
than one device or article (whether or not they cooperate).
[0248] Similarly, where more than one device or article is
described herein (whether or not they cooperate), a single device
or article may alternatively be used in place of the more than one
device or article that is described. For example, a plurality of
computer-based devices may be substituted with a single
computer-based device. Accordingly, the various functionality that
is described as being possessed by more than one device or article
may alternatively be possessed by a single device or article.
[0249] The functionality and/or the features of a single device
that is described may be alternatively embodied by one or more
other devices that are described but are not explicitly described
as having such functionality and/or features. Thus, other
embodiments need not include the described device itself, but
rather can include the one or more other devices which would, in
those other embodiments, have such functionality/features.
[0250] Devices that are in communication with each other need not
be in continuous communication with each other, unless expressly
specified otherwise. On the contrary, such devices need only
transmit to each other as necessary or desirable, and may actually
refrain from exchanging data most of the time. For example, a
machine in communication with another machine via the Internet may
not transmit data to the other machine for weeks at a time. In
addition, devices that are in communication with each other may
communicate directly or indirectly through one or more
intermediaries.
[0251] A description of an embodiment with several components or
features does not imply that all or even any of such components
and/or features are required. On the contrary, a variety of
optional components are described to illustrate the wide variety of
possible embodiments of the present disclosure. Unless otherwise
specified explicitly, no component and/or feature is essential or
required.
[0252] Further, although process steps, algorithms or the like may
be described in a sequential order, such processes may be
configured to work in different orders. In other words, any
sequence or order of steps that may be explicitly described does
not necessarily indicate a requirement that the steps be performed
in that order. The steps of processes described herein may be
performed in any order practical. Further, some steps may be
performed simultaneously despite being described or implied as
occurring non-simultaneously (e.g., because one step is described
after the other step). Moreover, the illustration of a process by
its depiction in a drawing does not imply that the illustrated
process is exclusive of other variations and modifications thereto,
does not imply that the illustrated process or any of its steps are
necessary to the invention, and does not imply that the illustrated
process is preferred.
[0253] Although a process may be described as including a plurality
of steps, that does not indicate that all or even any of the steps
are essential or required. Various other embodiments within the
scope of the described invention(s) include other processes that
omit some or all of the described steps. Unless otherwise specified
explicitly, no step is essential or required.
[0254] Although a product may be described as including a plurality
of components, aspects, qualities, characteristics and/or features,
that does not indicate that all of the plurality are essential or
required. Various other embodiments within the scope of the
described invention(s) include other products that omit some or all
of the described plurality.
[0255] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are mutually
exclusive, unless expressly specified otherwise. Likewise, an
enumerated list of items (which may or may not be numbered) does
not imply that any or all of the items are comprehensive of any
category, unless expressly specified otherwise. For example, the
enumerated list "a computer, a laptop, a PDA" does not imply that
any or all of the three items of that list are mutually exclusive
and does not imply that any or all of the three items of that list
are comprehensive of any category.
[0256] Headings of sections provided in this disclosure are for
convenience only, and are not to be taken as limiting the
disclosure in any way.
[0257] A few terms are specifically defined for use with the
present disclosure and are defined below.
[0258] Game: A wagering activity whereby a player posts
consideration, usually monetary in form, in exchange for a chance
at winning a payout. The definition is intended to include basic
games and bonus games.
[0259] Game Device, Gaming Device, Game Machine, Gaming Machine:
Any electrical, mechanical or electromechanical device that, in a
manner well known in the art, accepts wagers, determines an outcome
and determines 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 (both video and mechanical
reels), video poker machines, video blackjack machines, video
roulette machines, video keno machines, video bingo machines,
pachinko machines, video lottery terminals, handheld gaming
devices, and the like.
[0260] Cash Out, Cashout: A process whereby a gaming device player
is tendered payment. Payment may be in the form of currency (e.g.,
coins), tokens, cashless gaming ticket, electronic credits, or any
other suitable means as known in the art. In some embodiments, a
player may actively request a cashout (e.g., by actuating a "Cash
Out" button). In one embodiment, a monetary amount may be
transferred from a gaming device to an account associated with a
player (e.g., a financial account such as a credit card account or
a casino maintained account) as a result of a cash out.
[0261] Credit Balance, Current Balance, Balance: An indication of
an amount of currency that a player may be entitled to cash out. In
one embodiment, a credit balance is an indication of a number of
electronic credits that may be available to a player for wagering.
A credit balance may be associated with a gaming device and/or a
particular player (e.g., a credit balance may be stored in gaming
device memory and/or on a server in association with a player
identifier). In some embodiments, a current balance may be
indicated by an output device such as an LED "credit meter."
Further, in some embodiments, a credit balance may comprise a
negative balance of credits (defined further herein).
[0262] Game Play, Play, Handle Pull, Spin, Game Start: A single
play of a game at a gaming device that generates a singular,
corresponding outcome (e.g., a player pulls the handle of a slot
machine and the reels resolve to "Bar-Lemon-Plum"). In some
embodiment, a game play may comprise a bonus round.
[0263] Game Session, Gaming Session, Session: A gambling event with
a beginning and end that may encompass a number of game plays. For
example, a gaming session may comprise a consecutive number of game
starts executed by a player using one or more gaming devices. The
end of a session may be determined voluntarily (in which the player
elects to stop play) or involuntarily (in which the gaming device
terminates play). In one embodiment, a session begins when a player
inserts a player tracking card and ends when the player cashes out.
In some embodiments, a player may pay a fixed price for a game
session comprising a number of game plays (e.g., a $20 "contract"
entitling the player to a predetermined amount of game play,
perhaps specific to a particular time period and/or gaming device).
Apparatus and methods which, among other things, permit and enable
various ways of providing flat-rate game sessions or "contract
play," and which are appropriate for use in accordance with the
present disclosure are disclosed in: U.S. Pat. No. 6,077,163, filed
Jun. 23, 1997, entitled "GAMING DEVICE FOR A FLAT RATE PLAY SESSION
AND A METHOD OF OPERATING SAME"; U.S. patent application Ser. No.
10/001,089, filed Nov. 2, 2001, entitled "GAME MACHINE FOR A FLAT
RATE PLAY SESSION AND METHOD OF OPERATING SAME"; U.S. patent
application Ser. No. 10/420,066, filed Apr. 21, 2003, entitled
"METHOD AND APPARATUS FOR EMPLOYING FLAT RATE PLAY"; U.S. patent
application Ser. No. 10/636,520, filed Aug. 7, 2003, entitled
"SYSTEM AND METHOD FOR COMMUNICATING GAME SESSION INFORMATION";
U.S. Provisional Application No. 60/600,211, filed Aug. 10, 2004,
entitled "SYSTEMS, METHODS AND APPARATUS FOR ADMINISTERING GAMING
CONTRACTS"; and U.S. Provisional Application No. 60/637,338, filed
Dec. 17, 2004, entitled "GAMING DEVICE OFFERING A FLAT RATE PLAY
SESSION AND METHODS THEREOF"; the entirety of each are incorporated
herein by reference for all purposes.
[0264] Negative Credit Balance, Negative Balance of Credits,
Negative Balance: In some embodiments, a negative balance of
credits may comprise a balance of credits that is less than a
certain amount, such as zero. For example, if it is permissible to
allow a negative credit balance, a player with a balance of seven
credits may place a 10-credit wager and receive a non-winning
outcome, thereby resulting in a balance of -3 credits. In other
embodiments, a negative balance of credits may comprise a positive
amount of a secondary type of credits. For example, a player may
have a positive balance of credits of a primary type (e.g., 12
"standard" game credits), as well as a positive balance of credits
of a secondary type (e.g., 17 "loaned" game credits). In one such
example, credits of the secondary type may offset, negate or reduce
the value of credits of the primary type. For example, if the
player has earned 12 standard credits but owes 17 loaned credits,
the player's net credit balance may be -5. Thus, in some
embodiments, a negative credit balance may comprise a net credit
balance that is determined to be negative after comparing two or
more balances of credits that may affect one another (e.g.,
comparing a balance of primary type of credits with a balance of
secondary type of credits). In some embodiments, a primary type of
credits may comprise credits for which the player has provided
consideration (e.g., the player inserts $20 into a gaming device
and in exchange receives an amount of electronic credits added to
the credit meter balance of the gaming device). In some
embodiments, a secondary type of credits comprises electronic
credits which are provided to a player and available for wagering
to a player but for which credits the player has not provided
consideration prior to the credits being provided to the player
(e.g., a casino "loans" electronic credits to a player or otherwise
allows the player to play with credits for which the player has not
paid). In some embodiments, zero may comprise a negative credit
balance (e.g., credit balances of zero and any negative numbers may
be treated similarly with respect to various processes or methods
described herein). Other embodiments comprising negative credit
balances will be described in more detail further herein.
[0265] Negative Credits: In various embodiments, negative credits
may comprise (i) credits of a balance that is currently less than
zero (e.g., if a credit balance is -5, a player can be thought to
posses five negative credits), (ii) a positive amount of credits
that negatively affect (negate, offset, reduce the value of)
another type of credits (e.g., "loaned" credits reduce the value of
"standard" credits), and/or (iii) non-cashable or otherwise
illiquid credits (e.g., that have been loaned to a player, which
the player may or may not be obligated to repay). Various terms may
be associated with such credits so as to illustrate their nature.
For example, such credits may be termed negative credits, loaned
credits, financed credits, borrowed credits, mortgaged credits,
advanced credits, subtractive credits, credits to be subtracted,
"whammy" credits, penalty credits, illiquid credits, "free" credits
or game plays (e.g., if such credits are provided to a player and
the player needn't repay them), or any other substitute or
otherwise appropriate term. Further, in some instances, such
credits may be thought of as "debits" or reductions against a total
balance or amount payable to a player. In some embodiments,
negative credits may comprise credits against which any payouts won
by a player will be applied, until all the negative credits are
repaid. For example, if a player is associated with a balance of
negative five credits ("-5") and wins a payout of eight credits
("+8"), the first five of these won credits may be applied to the
negative five credits, so as to repay the negative five credits or
offset the negative credits, resulting in a balance of three
credits ("+3") as a result of the win. In one embodiment, a player
may not be allowed to cash out negative credits.
[0266] Outcome, Result, Game Result: The result of one or more game
plays. For example, a handle of a three-reel slot machine is
pulled, and the reels resolve to an outcome of
"Plum-Orange-Orange." An outcome may correspond to a payout amount
as detailed further herein.
[0267] Payout: A benefit provided to a player as the result of an
outcome (e.g., at the end of a bonus round, a player is paid 120
credits). For example, in some embodiments, a payout comprises a
number of credits added to a balance represented by an electronic
credit meter (e.g., a winning outcome of "Lemon-Lemon-Lemon" pays
five credits). In some embodiments wherein a current credit balance
is negative, adding credits to such a balance may have the effect
of reducing the negative number (e.g., if a player has a balance of
-23 credits and the player wins 11 credits, the current balance
becomes -12). Thus, in some embodiments, a payout may comprise the
forgiveness of a loan. A payout need not necessarily be provided to
a player at the time an outcome corresponding to the payout is
determined and/or by the gaming device that determines the
outcome.
[0268] Player Tracking Card: Most casinos issue plastic cards
(resembling frequent shopper cards) to players as a way of
identifying the player at a slot machine or table game. As is well
known in the art, such cards typically have encoded thereon (in
machine-readable and/or human readable form) a player identifier
(e.g., a six digit number) which uniquely identifies the player
(e.g., because the number is associated with a record in a player
database that includes corresponding player information). At a slot
machine, the player inserts the card into a reader device and the
player identifier is read from the card, most often magnetically or
optically. From the player identifier which the reader device
reads, the corresponding player information may in turn be read
from the database, typically via a network connection between the
reader device and a device hosting the database. In some
embodiments, a smart card comprising a memory may be used in
addition to or in place of a player tracking card. Further, in some
embodiments, players may be identified in a variety of other
manners as described herein.
[0269] A player "wagers" at least a single "unit of wager" to pay
for a game start. In many gaming devices, a unit of wager may be
referred to as a credit. Many gaming devices allow multiple credits
to be wagered concurrently in exchange for an improved paytable or
more paylines. A unit of wager may be equivalent to a full dollar
amount ($1, $5), a fractional dollar amount, a coin (e.g., $0.05
(nickel) or $0.25 (quarter)), or specified amount of another
currency (e.g., a specified number of comp points). Some paytables
may be expressed as a number of coins won relative to a number of
coins wagered. In such instances, the term coin is the same as a
unit of wager. Because gaming devices are embodied in different
denominations, it is relevant to note that a coin, credit, or unit
of wager on a first device may not be identically valued as a coin,
credit, or unit of wager on a second device. For example, a credit
on a quarter slot machine (on which the credit is equivalent to
$0.25) is not the same as a credit on a five dollar slot machine
(on which the credit is equivalent to $5.00). Accordingly, it
should be understood that in embodiments in which a player may cash
out credits from a first gaming device that operates based on a
first denomination (e.g., a quarter-play slot machine) and
establish, using only the cashed out credits, a credit balance on a
second gaming device that operates based on a second denomination
(e.g., a nickel-play slot machine), the player may receive a
different number of credits on the second gaming device than the
number of credits cashed out at the first gaming device. An
interesting discussion of this concept can be found in U.S. Pat.
No. 5,277,424, which is hereby incorporated by reference in its
entirety.
[0270] "Determining" something can be performed in a variety of
manners and therefore the term "determining" (and like terms)
includes calculating, computing, deriving, looking up (e.g., in a
table, database or data structure), ascertaining, recognizing, and
the like.
[0271] A "display" as that term is used herein is an area that
conveys information to a viewer. The information may be dynamic, in
which case, an LCD, LED, CRT, LDP, rear projection, front
projection, or the like may be used to form the display. The aspect
ratio of the display may be 4:3, 16:9, or the like. Furthermore,
the resolution of the display may be any appropriate resolution
such as 480i, 480p, 720p, 1080i, 1080p or the like. The format of
information sent to the display may be any appropriate format such
as standard definition (SDTV), enhanced definition (EDTV), high
definition (HD), or the like. The information may likewise be
static, in which case, painted glass may be used to form the
display. Note that static information may be presented on a display
capable of displaying dynamic information if desired.
[0272] The present disclosure frequently refers to a "control
system". A control system, as that term is used herein, may be a
computer processor coupled with an operating system, device
drivers, and appropriate programs (collectively "software") with
instructions to provide the functionality described for the control
system. The software is stored in an associated memory device
(sometimes referred to as a computer readable medium). While it is
contemplated that an appropriately programmed general purpose
computer or computing device may be used, it is also contemplated
that hard-wired circuitry or custom hardware (e.g., an application
specific integrated circuit (ASIC)) may be used in place of, or in
combination with, software instructions for implementation of the
processes of various embodiments. Thus, embodiments are not limited
to any specific combination of hardware and software. In some
embodiments, the control system may function as a computer server
and may control the actions of gaming devices. Alternately or
additionally, the control system may contain or otherwise be
configured to read data from and/or write data to one or more
databases regarding, among other things, probability data, payout
data, player data, and so on. In some embodiments, outcomes may be
"centrally-determined" by such a control system and promulgated to
one or more gaming devices, such that they may be received by
players. In one embodiment, the control system may in turn be in
communication with another electronic device that is distinct from
a gaming device, which electronic device may be operable to (i)
direct the control system to perform certain functions and/or (ii)
read data from and/or write data to the control system. For
example, the control system may comprise a slot server or Data
Collection Unit (DCU) that controls and/or communicates with a bank
of slot machines, which control system is in turn in communication
with a casino server that is in communication with a plurality of
control systems. In another embodiment, the control system may be
operable to communicate with the one or more gaming devices via
another electronic device (e.g., a DCU), such as a server computer
operable to communicate with a plurality of slot machines. For
example, in one embodiment, the control system may be operable to
communicate with a plurality of computing devices, each computing
device operable to communicate with a respective plurality of
gaming devices.
[0273] A "processor" means any one or more microprocessors, CPU
devices, computing devices, microcontrollers, digital signal
processors, or like devices. Exemplary processors are the INTEL
PENTIUM or AMD ATHLON processors.
[0274] The term "computer-readable medium" refers to any medium
that participates in providing data (e.g., instructions) that may
be read by a computer, a processor or a like device. Such a medium
may take many forms, including but not limited to, non-volatile
media, volatile media, and transmission media. Non-volatile media
include, for example, optical or magnetic disks and other
persistent memory. Volatile media include DRAM, which typically
constitutes the main memory. Transmission media include coaxial
cables, copper wire and fiber optics, including the wires that
comprise a system bus coupled to the processor. Transmission media
may include or convey acoustic waves, light waves and
electromagnetic emissions, such as those generated during RF and IR
data communications. Common forms of computer-readable media
include, for example, a floppy disk, a flexible disk, hard disk,
magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other
optical medium, punch cards, paper tape, any other physical medium
with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM,
flash memory, a USB memory stick, a dongle, any other memory chip
or cartridge, a carrier wave, or any other medium from which a
computer can read.
[0275] Various forms of computer readable media may be involved in
carrying sequences of instructions to a processor. For example,
sequences of instruction (i) may be delivered from RAM to a
processor, (ii) may be carried over a wireless transmission medium,
and/or (iii) may be formatted according to numerous formats,
standards or protocols. For a more exhaustive list of protocols,
the term "network" is defined below and includes many exemplary
protocols that are also applicable here.
[0276] It will be readily apparent that the various methods and
algorithms described herein may be implemented by a control system
and/or the instructions of the software may be designed to carry
out the processes of the present disclosure.
[0277] Where databases are described, it will be understood by one
of ordinary skill in the art that (i) alternative database
structures to those described may be readily employed, and (ii)
other memory structures besides databases may be readily employed.
Any illustrations or descriptions of any sample databases presented
herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by, e.g., tables illustrated in drawings or
elsewhere. Similarly, any illustrated entries of the databases
represent exemplary information only; one of ordinary skill in the
art will understand that the number and content of the entries can
be different from those described herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models, hierarchical electronic
file structures, and/or distributed databases) could be used to
store and manipulate the data types described herein. Likewise,
object methods or behaviors of a database can be used to implement
various processes, such as those described herein. In addition, the
databases may, in a known manner, be stored locally or remotely
from a device that accesses data in such a database. Furthermore,
while unified databases may be contemplated, it is also possible
that the databases may be distributed and/or duplicated amongst a
variety of devices.
[0278] As used herein a "network" is an environment wherein one or
more computing devices may communicate with one another. Such
devices may communicate directly or indirectly, via a wired or
wireless medium such as the Internet, LAN, WAN or Ethernet (or IEEE
802.3), Token Ring, or via any appropriate communications means or
combination of communications means. Exemplary protocols include
but are not limited to: Bluetooth.TM., TDMA, CDMA, GSM, EDGE, GPRS,
WCDMA, AMPS, D-AMPS, IEEE 802.11 (WI-FI), IEEE 802.3, SAP, SAS.TM.
by IGT, OASIS.TM. by Aristocrat Technologies, SDS by Bally Gaming
and Systems, ATP, TCP/IP, gaming device standard (GDS) published by
the Gaming Standards Association of Fremont Calif., the best of
breed (BOB), system to system (S2S), or the like. Note that if
video signals or large files are being sent over the network, a
broadband network may be used to alleviate delays associated with
the transfer of such large files, however, such is not strictly
required. Each of the devices is adapted to communicate on such a
communication means. Any number and type of machines may be in
communication via the network. Where the network is the Internet,
communications over the Internet may be through a website
maintained by a computer on a remote server or over an online data
network including commercial online service providers, bulletin
board systems, and the like. In yet other embodiments, the devices
may communicate with one another over RF, cable TV, satellite
links, and the like. Where appropriate encryption or other security
measures such as logins and passwords may be provided to protect
proprietary or confidential information.
[0279] Communication among computers and devices may be encrypted
to insure privacy and prevent fraud in any of a variety of ways
well known in the art. Appropriate cryptographic protocols for
bolstering system security are described in Schneier, APPLIED
CRYPTOGRAPHY, PROTOCOLS, ALGORITHMS, AND SOURCE CODE IN C, John
Wiley & Sons, Inc. 2d ed., 1996, which is incorporated by
reference in its entirety.
[0280] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in the present disclosure, but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of the present disclosure.
* * * * *