U.S. patent application number 11/773697 was filed with the patent office on 2008-01-17 for method and apparatus for providing instructions to gaming devices.
Invention is credited to Dean P. Alderucci, Michael D. Downs, Geoffrey M. Gelman, James A. Jorasch, Bruce Schneier, Andrew S. Van Luchene, Jay S. Walker.
Application Number | 20080015023 11/773697 |
Document ID | / |
Family ID | 35968066 |
Filed Date | 2008-01-17 |
United States Patent
Application |
20080015023 |
Kind Code |
A1 |
Walker; Jay S. ; et
al. |
January 17, 2008 |
METHOD AND APPARATUS FOR PROVIDING INSTRUCTIONS TO GAMING
DEVICES
Abstract
In various embodiments a casino has the flexibility to download
games from a central controller to the gaming devices on the casino
floor. The success of various games is periodically monitored. If a
game is successful, as measured by its profitability or by some
other success metric, then the game may be downloaded automatically
to additional gaming devices. If a game is unsuccessful, then the
game may be replaced on a gaming device with a new download. In
this way, the types and quantities of different games present on a
casino floor may be varied in real time based on their
popularity.
Inventors: |
Walker; Jay S.; (Ridgefield,
CT) ; Schneier; Bruce; (Minneapolis, MN) ;
Jorasch; James A.; (New York, NY) ; Van Luchene;
Andrew S.; (Santa Fe, NM) ; Gelman; Geoffrey M.;
(Stamford, CT) ; Downs; Michael D.; (Stamford,
CT) ; Alderucci; Dean P.; (Westport, CT) |
Correspondence
Address: |
WALKER DIGITAL MANAGEMENT, LLC
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
35968066 |
Appl. No.: |
11/773697 |
Filed: |
July 5, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
10922063 |
Aug 19, 2004 |
|
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|
11773697 |
Jul 5, 2007 |
|
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3288 20130101; G07F 17/3239 20130101; G06Q 50/34 20130101;
G07F 17/3234 20130101; G07F 17/323 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: transmitting an instruction set to a first
gaming device; determining a value of a success metric for the
instruction set based on customer use of the first gaming device;
and transmitting, based on the value of the success metric, the
instruction set to a second gaming device.
2-29. (canceled)
Description
RELATED APPLICATIONS
[0001] The present application is a continuation in part of U.S.
patent application Ser. No. 09/765,165, filed Jan. 18, 2001,
entitled, "METHOD AND APPARATUS FOR SECURING A COMPUTER-BASED GAME
OF CHANCE", which is a continuation of U.S. Pat. No. 6,203,427,
filed July 3, 1997, entitled "METHOD AND APPARATUS FOR SECURING A
COMPUTER-BASED GAME OF CHANCE".
BACKGROUND OF THE INVENTION
[0002] An example of an entertainment/gambling device is the
"punchboard." A punchboard consists of a board with a square grid
of holes. Each hole contains a small rolled-up piece of paper. The
player takes a pin and pushes through the board, pushing a selected
piece of paper through the other side. This paper is then unrolled
by the player to reveal whether or not he has won a prize. In a
typical punchboard game, a player pays a small sum (approximately
$1) to make a selection; prizes are determined by the size of the
board and the fees, and may run hundreds of dollars. While a player
may have faith in a punchboard game played with physical paper and
a board, a player may have less faith in an equivalent game played
electronically, such as over a network.
BRIEF DESCRIPTION OF THE DRAWINGS
[0003] FIG. 1 is a block diagram showing an overview of the system
of the present invention.
[0004] FIG. 2 is a block diagram of the central controller of FIG.
1.
[0005] FIG. 3 is a block diagram of the user computer of FIG.
1.
[0006] FIG. 4 is a block diagram of a trusted third party
computer.
[0007] FIG. 5 is a schematic representation of the punchboard game
area before a game has been played.
[0008] FIG. 6 is a schematic representation of the punchboard game
area after a game has been played.
[0009] FIG. 7a shows in tabular form the fields of the customer
database of the central controller.
[0010] FIG. 7b shows in tabular form the information in the prize
distribution database of the central controller.
[0011] FIG. 8 is a flowchart describing initiation of a game
according to the preferred embodiments of the present
invention.
[0012] FIG. 9a shows in tabular form the information in the audit
database of the user computer according to the first embodiment of
the invention.
[0013] FIG. 9b shows in tabular form the information in the game
database of the central controller according to the first
embodiment of the invention.
[0014] FIGS. 10a and 10b are connected flowcharts describing the
flow of play between the central controller and user computer
according to the first embodiment of the invention.
[0015] FIG. 11a shows in tabular form the information in the audit
database of the user computer according to the second embodiment of
the invention.
[0016] FIG. 11b shows in tabular form the information in the game
database of the central controller according to the second
embodiment of the invention.
[0017] FIGS. 12a and 12b are connected flowcharts describing the
flow of play between the user computer and the central controller
according to the second embodiment of the invention.
[0018] FIG. 13a shows in tabular form the information in the audit
database of the user computer according to the third embodiment of
the invention.
[0019] FIG. 13b shows in tabular form the information in the game
database of the central controller according to the third
embodiment of the invention.
[0020] FIGS. 14a, 14b and 14c are connected flowcharts describing
the flow of play between the user computer and the central
controller according to the third embodiment of the invention.
[0021] FIG. 15a shows in tabular form the information in the audit
database of the user computer according to the fourth embodiment of
the invention.
[0022] FIG. 15b shows in tabular form the information in the game
database of the central controller according to the fourth
embodiment of the invention.
[0023] FIG. 16 is a flowchart describing the flow of play between
the user computer and the central controller according to the
fourth embodiment of the invention.
[0024] FIG. 17a shows in tabular form the information in the audit
database of the third party according to the fifth embodiment of
the invention.
[0025] FIG. 17b shows in tabular form the information in the game
database of the central controller according to the fifth
embodiment of the invention.
[0026] FIGS. 18a and 18b are connected flowcharts describing the
flow of play between the user computer, the central controller, and
the third party computer according to the fifth embodiment of the
invention.
[0027] FIG. 19 shows in tabular form information in a customer
database according to some embodiments of the invention.
[0028] FIG. 20 shows a diagram of an exemplary layout of a casino
floor according to some embodiments of the invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0029] In accordance with various embodiments of the invention,
there is provided a method and apparatus for downloading games,
attract modes, promotions, and other software to gaming devices on
a network. In some embodiments, the network is a casino-based
network that links some or all of the gaming devices, such as slot
machines, video poker machines, keno machines, video blackjack
machines, and the like, to a central controller. In various
embodiments, the central controller predicts which games, attract
modes, promotions, and other software are likely to be successful
when executed at a gaming device. The central controller may then
instruct the gaming device to execute the software that it predicts
will be most successful. For example, the central controller may
consider the two games of "Pirate's Treasure" and "Evergreen
Magic." The central controller may determine that "Pirate's
Treasure" is likely to earn more profits at a particular gaming
device than is Evergreen Magic. Accordingly, the central controller
may direct the gaming device to feature the game Pirate's Treasure.
The central controller may provide the gaming device with an
instruction set which may include, for example, software for
operating the gaming device in accordance with the rules of
Pirate's Treasure. However, if the gaming device already has such
an instruction set, then the central controller may direct the
gaming device to begin executing the instruction set.
[0030] The central controller may establish various success metrics
for evaluating the success of an instruction set and for predicting
its future success. For example, the central controller may
establish success metrics that measure the hourly amounts of profit
made by a gaming device when executing an instruction set. The
central controller may establish a success metric that measures the
average number of minutes per hour that a gaming device was played
when it was executing an instruction set. The central controller
may establish a success metric that measures the total amount
wagered per hour that a gaming device was executing an instruction
set. In various embodiments, an instruction set with a high value
of a success metric (e.g., with a high amount of profits earned per
hour while the instruction set was being executed), may be
transmitted to one or more gaming devices, while an instruction set
with a low value of a success metric may not be transmitted to
any.
[0031] The central controller may constantly determine the values
of success metrics associated with various instruction sets as they
are executed at gaming devices around a casino. Based on the
values, the central controller may provide the instruction sets to
new gaming devices, or may direct gaming devices currently
executing the instruction sets to cease execution. In this way, for
example, popular games may be automatically downloaded to more
gaming devices on a casino floor, while unpopular games may cease
to be featured at gaming devices. A casino may thereby constantly
rebalance the games on a casino floor according to their predicted
success.
[0032] In some embodiments, all gaming devices featuring a
particular game at a casino may be occupied. The central controller
may accordingly download instruction sets for featuring the game to
other gaming devices not currently featuring the game. In this way,
the presumably popular game will become available to more
players.
[0033] In some embodiments, an individual customer's preferred
games are known to the central controller. The central controller
may determine the location of the customer on a casino floor, and
automatically download games preferred by the customer to gaming
devices near to the customer. In this way, the customer is likely
to easily find games that he likes.
[0034] In some embodiments, the success of a particular instruction
set may depend on ambient conditions, such as a level of customer
traffic, a time of day, or a noise level in the casino.
Accordingly, the central controller may adjust which instruction
sets are being executed on the casino floor based on ambient
conditions. For example, the central controller may direct fifty
gaming devices to feature a game in the morning, but may have only
ten gaming devices feature the same game in the afternoon. The game
may have a history of success in the morning and lack of success in
the afternoon.
[0035] In accordance with various embodiments of the present
invention there is provided a new and improved method and apparatus
for facilitating computer-based games of chance on electronic
networks such as the Internet. An aspect of the invention comprises
the use of encoding techniques, including various encryption
schemes, to validate the operation of the games and prevent
cheating by either the player or the game provider. Although
encryption methods are described, it should be noted that any
encoding scheme which prevents the recipient of a message from
deciphering its contents will suffice.
[0036] In accordance with some embodiments of the invention, a
method of generating and verifying the results of a computer-based
game of chance is implemented by transmitting to a player computer
a plurality of available game selections, each identified by a
unique selection identifier. A player selection identifier is
received from the player computer, and a winning selection
identifier transmitted to the player computer. The player selection
identifier and the winning selection identifier are compared to
determine if the player has won the game. In accordance with the
some embodiments of the invention, verification is made that the
winning selection identifier and the player selection identifier
were independently generated.
[0037] In some embodiments, game operation is managed by a central
controller, with players communicating with the controller through
player computers connected over an electronic network. In various
embodiments of the invention, verification of authenticity is
provided in the central controller, the player computer, some
combination of both, or with the involvement of a third party.
[0038] Games supported include all games of chance that permit a
user to select from amongst a plurality of potentially winning
selections. Applicable games include, but are not limited to a
punchboard having punch locations, a roulette wheel having wheel
numbers, a bingo game having user-selected card numbers, and a slot
machine having user-selectable outcomes.
[0039] Verification is provided through a variety of techniques,
including the use of encryption such as key-based encryption, and
hash-based encryption. The invention further contemplates the use
of a third-party trusted agent to monitor and verify that the
player and winning selections were independently generated.
[0040] An overview of the system in the preferred embodiments of
the present invention is shown in FIG. 1. The central controller
101, operated by the game provider, communicates with the user
computer 102 (operated by the game player) over the Internet is
100. FIG. 2 is a schematic diagram of the structure of the central
controller 101. The central controller includes a CPU 201,
connected to a cryptoprocessor 202, a random number generator 203,
RAM 204, ROM 205 and a data storage device 210. The CPU 201
connects to the Internet for communication with the player's
computer. The data storage device 210 includes a customer database
211, a game database 212, storage for the prize distribution
algorithm 213 and a prize distribution database 214. To perform the
various functions described in more detail below, the CPU 201
executes a program or programs stored in RAM 204 and/or ROM
205.
[0041] Cryptographic processor 202 supports the encoding and
decoding of communications with players, as well as the
authentication of players. An MC68HC16 microcontroller, commonly
manufactured by Motorola Inc., may be used for cryptographic
processor 202. This microcontroller utilizes a 16-bit
multiply-and-accumulate instruction in the 16 MHZ configuration and
requires less than one second to perform a 512-bit private key
operation. Other exemplary commercially available specialized
cryptographic processors include VLSI Technology's 33 MHz 6868 or
Semaphore Communications' 40 MHZ Roadrunner 284. Alternatively,
cryptographic processor 202 may be configured as part of CPU
201.
[0042] A conventional random number generating processor may be
used for random number generator 203. The HEMT integrated circuit
manufactured by Fujitsu, for example, is capable of generating over
one billion random numbers per second. Alternatively, random number
generator 203 may be incorporated into CPU 201. Data storage device
210 may include hard disk, magnetic, or optical storage units, as
well as CD-ROM drives or flash memory.
[0043] The user computer 102 is shown schematically in FIG. 3. The
user computer includes a CPU 301, connected to a cryptoprocessor
302, a random number generator 303, RAM 304, ROM 305 and a data
storage device 310. The CPU 301 is also connected to an input
device 320 and to the Internet, for communication with the user and
the central controller respectively. In addition, the CPU 301 is
connected to a display device 330 for displaying a virtual
punchboard to the user. The data storage device 310 includes an
audit database 311. The CPU 301, cryptoprocessor 302, random number
generator 303 and data storage device 310 may have the same
features as CPU 201, cryptoprocessor 202, random number generator
203 and data storage device 210 discussed just above.
[0044] FIG. 4 is a schematic diagram of a trusted third party
computer 400, which is used in an embodiment of the invention
discussed in more detail below. This computer includes a CPU 401,
RAM 404, ROM 405 and data storage device 410, similar to central
controller 101 and user computer 102. The data storage device
includes an audit database 411. The CPU 401 is connected for
communication with the user computer 102 and the central controller
101.
[0045] FIG. 5 shows the appearance of a virtual punchboard display
500, displayed to a user on the display device 330, before a game
is played. The game is identified by a number 510, and an empty
grid 511 is shown (in this case, a 12.times.12 square). A box 512
appears where the player may enter his selected grid locations. The
player's current credits 513 (how much he has paid for the present
game, plus his winnings so far) may also be displayed; in the
example shown, the player has no winning balance and has just made
an electronic payment of $1 to play game # 6465484564.
[0046] FIG. 6 shows a results display 600, similarly displayed to
the user by display device 330, after the game is played. The
winning locations are displayed in a table 610 and on the grid 611,
with the player's selection circled on the grid and displayed in a
box 612. Also displayed is the result of the game (in this case the
player is told, "YOU WIN!") and the balance 613 of the player's
winnings. Finally, the display includes a box 620 labeled "PLAY
AGAIN?" The CPU 301 may advantageously execute interactive display
software (stored in RAM 304 or ROM 305) which enables "click boxes"
and the like. In that case, the player would click on the "PLAY
AGAIN?" box to order a new game.
[0047] FIG. 7a shows the fields of the customer database 211
maintained by the central controller 101. Each customer is
identified by name 701 and is assigned an ID number 702. Each
customer entry in the database also includes a credit card number
703, the customer's e-mail address 704 and postal mailing address
705, the total amount the customer has spent 706, and the
customer's total winnings to that point 707. The database stores
the grid selection preferences 708 for each customer (so that a
player who regularly plays the same location on the grid need not
enter that location in every game), and the customer's preferred
method 709 of receiving his winnings.
[0048] The fields of the prize distribution database 214,
maintained by the central controller 101, are shown in FIG. 7b.
Each prize distribution is assigned an identification number 711.
Each entry in the database includes the size 712 of the grid, the
denomination of the game 713 (that is, the cost to the customer for
one play) and the number and amount of prizes 714 to be awarded.
Generally, a larger grid has more prizes associated therewith, and
a grid with larger prizes has a larger associated denomination.
[0049] To create a new game, the central controller 101 employs a
prize distribution algorithm 213 having the following steps: The
central controller 101 retrieves the prize structure 714 and grid
size 712 from the prize distribution database 214 by searching for
the prize distribution ID number 711. The CPU 201 instructs the
random number generator 203 to produce enough random numbers to
cover the number of grid locations for the game. Each random number
is appended to a grid location. The format might be (x,y,r), where
"x" is the x-coordinate of the grid location, "y" is the
y-coordinate of the grid location, and "r" is the assigned random
number. The random numbers are then ranked numerically. Prizes are
then appended to each grid location. The format might be (x,y,r,p),
with "p" the prize value (which may be zero) assigned to the grid
location (x,y). The game is then assigned an ID number. The winning
grid locations for the game, and the prizes associated with those
locations, are then stored in the game database 212, detailed
embodiments of which are described below. Those skilled in the art
will appreciate that there are many possible algorithms by which
the prices may be randomly assigned. The above algorithm is merely
illustrative
First Embodiment
User Computer Encryption
[0050] In the first embodiment of the invention, the fields of the
audit database 311 (stored in the user computer 102) are as shown
in FIG. 9a. Each record in the audit database 311 corresponds to to
one game played by the user, and is filled in as the game
progresses (as described in detail below). A record includes an
identification number 901 for the game, the grid location or
locations 902 selected by the player, the winning grid locations
903, the game denomination 713, and a random key 904 which the
player uses to encrypt his grid location selections.
[0051] In this embodiment, the fields of the game database 212
(stored in the central controller 101) are as shown in FIG. 9b.
Each record in the game database corresponds to one game (having an
ID number 901) played by one player (having an ID number 702). Each
record includes the winning grid locations 903, the player's
selected and encrypted grid location 910, the corresponding
decrypted grid location 920, and the player key 904.
[0052] A game conducted according to the first embodiment of the
invention begins with the steps shown in the flowchart of FIG. 8.
Initially, the player (using his computer 102) logs on to the
central controller 101 via the Internet 100 (step 801). If the
player does not yet have an account (that is, an entry in the
customer database 211), an account is opened at this time; the
player provides the necessary information (step 804), and the
central controller 101 assigns him an ID number and stores the new
record in the customer database 211 (step 805). If the player
already has an account, he enters his customer ID number 702 (step
810).
[0053] The player then selects the amount of money he wishes to
play--that is, the denomination of the game; for example, $1, $3,
or $5 (step 820). The user computer 102 updates the denomination
field 713 in the audit database 311 (step 830). The central
controller 101 debits the credit card account of the player for the
amount of money played (step 840). The central controller 101
retrieves a new game grid from the prize distribution database 214
(step 850). Using the prize distribution algorithm 213 described
above, the central controller 101 generates the winning grid
locations 903, assigns the game identification number 901 and
stores the game in the game database 212 (step 860).
[0054] In this embodiment, the game continues with the steps shown
in the flowcharts of FIGS. 10a and 10b. In step 1001 of FIG. 10a, a
"blank" punchboard 500 including the game identification number 510
is made available to the player. The player selects a grid location
902 and enters it into the user computer 102 using input device 320
(step 1002). The cryptographic processor 302 of the user computer
102 generates a player key 904, preferably based on a random number
generated by random number generator 303 (step 1003). The
cryptographic processor 302 encrypts the grid location selection
902 with the player key (step 1004). The user computer 102 stores
the game identification number, player key, and grid location
selection in the audit database 311 (step 1005).
[0055] In step 1006, the encrypted grid location and game
identification number are transmitted to the central controller
101. The central controller then retrieves the record in the game
database 212 corresponding to the game identification number
received from the user computer 102 (step 1007). The central
controller 101 stores the encrypted grid location 910 in the game
database 212 (step 1008).
[0056] At this point, the central controller 101 has the player's
grid location selection, but only in an encrypted form. The central
controller 101 then transmits the winning grid locations 903 to the
user computer 102 (step 1100 of FIG. 10b).
[0057] If the player has not won, he may proceed to select a new
game (step 1061). If the player has won, the user computer 102
transmits the player key 904 and game identification number to the
central controller 101 (step 1051). The central controller decrypts
the encrypted grid location 910, and stores the decryption result
920 (the player's selected, winning grid location) and player key
904 in the game database 212 (step 1052).
[0058] The amount of money won by the player is retrieved from
winning grid location field 903 of the game database 212 (step
1053). The central controller 101 then sends the game result
message 600 to the user computer 102, indicating that the player
has won (step 1054). The central controller then proceeds to
generate the next game (step 1055).
[0059] At the end of the billing cycle, the central controller 101
queries the customer database 211 to see if the customer is owed
money (step 1056). If money is due the customer, the central
controller 101 initiates a payment to the customer according to the
customer's preferred payment method 709 (step 1057).
[0060] It should be noted that a key element of this embodiment is
that the user sends his grid location selection in encrypted form
(thus unreadable by the central controller 101) to the central
controller before receiving the winning grid locations. The player
is thereby assured that the game provider cannot change the winning
locations based upon knowledge of his selection. On the other hand,
the central controller holds the player's encrypted selection
before the player is given the winning locations, and the player
must provide the key to decrypt his selection before the central
controller awards him a prize. The encryption of the player's
selection thus assures both parties that the game has been fairly
conducted, and that the two numbers were independently
generated.
[0061] A transmission between the central controller and the player
may include a digital signature to provide further assurance of the
authenticity of the transmission, and to prevent repudiation by the
sender. The uses and advantages of digital signatures are discussed
generally in Schneier, "Applied Cryptography" (2d ed. 1996),
chapter 2.
[0062] The above embodiment is also applicable to a game such as
roulette. Instead of encoding his grid location selection, the
player encrypts his number selection (representing any of the 38
wheel slots). The central controller then transmits the result of
the wheel spin to the player.
[0063] The game of bingo could be simulated as follows. The player
selects a board and then encrypts his selection before sending it
to the central controller. The central controller then sends out
each bingo number until one of the players claims a win. The
winning player sends his key to the central controller so that his
selection can be verified.
[0064] To simulate a slot machine, the player simply selects one of
the possible reel combinations of the slot machine. In a slot
machine with three reels and 20 stops per reel, there are 8,000
(20.times.20.times.20) possible outcomes, so the player could
select one of these at random, encrypting the selection and sending
it to the central controller. The central controller then
distributes the prizes among the possible outcomes and sends the
complete set of outcomes to the player so that he can determine
whether or not he has won.
Second Embodiment
One-Way Hash
[0065] In the second embodiment of the invention, the audit
database 311 in the user computer 102 has a structure as shown in
FIG. 11a. As in the first embodiment, each record in the audit
database corresponds to one game. A record includes the game
identification number 901, selected grid location or locations 902,
winning grid locations 903 and the game denomination 713, similar
to the record shown in FIG. 9a. In this embodiment, the record also
includes the hash value 1101 of the winning grid locations 903.
[0066] The structure of the game database 212 in this embodiment is
shown in FIG. 11b. Each entry in the game database has a game
identification number 901, a customer identification number 702 and
the winning grid locations 903, as in the first embodiment. The
entry also has the user-selected grid location 902 and the hash
value 1101 of the winning grid locations 903.
[0067] A game conducted according to the second embodiment of the
invention begins with the steps shown in the flowchart of FIG. 8 as
already described above, and continues with the steps shown in the
flowcharts of FIGS. 12a and 12b. In step 1201 of FIG. 12a, the
cryptoprocessor 202 of the central controller 101 retrieves the
winning grid locations 903 of the game from the game database 212,
and uses a one-way hash function to hash the winning grid locations
903, thereby generating the hash value 1101. The hash value 1101
represents a one-way transformation of the winning grid locations
903.
[0068] An important feature of the one-way hash function is that it
is computationally simple (given the hash function) to generate the
hash value, but computationally unfeasible to recreate the winning
grid locations from the hash value alone. The hash value 1101 thus
serves as a unique identifier for the winning grid locations 903,
without the winning grid locations themselves being revealed.
Further details on one-way hash functions are given in Schneier,
"Applied Cryptography" (2d ed. 1996), chapter 18.
[0069] The central controller 101 distributes the hash value 1101
to the user computer 102, along with a "blank" punchboard 500 with
game identification number 510 (step 1202). The user computer 102
stores the hash value and game ID number in the audit database 311
(step 1203). In step 1204, the player selects a grid location and
enters it into the user computer 102; the player may make
additional grid location selections. Once the player has made all
of his selections, the user computer 102 stores the game
identification number 901, the selected grid locations 902 and the
hash value 1101 in the audit database 311 (step 1211). The user
computer 102 transmits the selected grid locations 902 to the
central controller 101 along with the game ID number (step 1212).
It should be noted that at this point the central controller 101
has the player's selections, but has already provided the player
with a representation of the winning grid locations in the form of
the hash value 1101. In step 1213, the central controller 101
determines whether the player has chosen a winning grid location by
comparing the selected locations 902 with the winning grid
locations 903 for that game.
[0070] Referring now to FIG. 12b, the central controller 101 sends
the winning grid locations 903 to the user computer 102 (step
1251). In step 1252, the user computer 102 verifies the fairness of
the game. Specifically, the cryptographic processor 302 of the user
computer 102 applies the one-way hash function to the received
winning grid locations to verify that the hash value 1101 given to
him before sending his selection is equal to the new hash value
calculated by applying the one-way hash function to the winning
grid locations.
[0071] If the player has not won, the central controller 101
proceeds to generate the next game (step 1270). If the player has
won, the central controller 101 updates the total money awarded 707
in the customer database 211 to reflect the amount the player has
just won (step 1260), and then generates the next game. In
addition, at the end of a billing cycle, the central controller 101
queries the customer database 211 to see if the customer is owed
money (step 1280). If money is due the player, the central
controller 101 initiates a payment to the customer according to
customer's payment method preference 709 (step 1281).
[0072] It should be noted that in this embodiment the punchboard
cannot be reused; it must be replaced with a fresh punchboard after
each player selection. If the punchboard were not replaced, the
player could continue to select grid locations after receiving the
winning grid locations 903 (see step 1251). The player could,
however, make more than one selection during a game session (see
step 1204), as long as each selection was received by the central
controller 101 before the winning locations were transmitted to the
player.
[0073] With minor modifications, this embodiment of the invention
can accommodate any number of players. By delaying the transmission
of the winning grid locations until after all grid location
selections have been received, any number of players can be
accommodated with one punchboard. Alternatively, games could be
conducted at great speed, preventing players from cheating by
sharing winning locations. For example, two players might make
selections on the same punchboard nearly simultaneously. The first
player sends his grid location selection and then receives the
winning grid locations. A fraction of a second later the second
player sends his grid location selection. If the first player can
communicate with the second player he can inform the second player
of the winning grid locations, ensuring a win for the second
player. If the time difference between the two plays is small
enough, however, the first player will not have enough time to
communicate the winning locations.
Third Embodiment
Hash Tree
[0074] The third embodiment of the invention uses hash trees to
accommodate multiple players in a single punchboard game. Details
of hash tree techniques are well known in the art and for reference
purposes are discussed in Merkle (U.S. Pat. No. 4,309,569).
[0075] In this embodiment, each grid location is represented by
(x,y,p,h.sub.xy') where x and y are the coordinates, p is the prize
associated with that location, h.sub.xy is the hash value of that
location, and h.sub.xy' is an aggregate hash value for all the
other locations. Furthermore, a hash value, h, is calculated for
the entire grid (including all locations) using hash function H.
This function has the property H(h)=H(h.sub.xy,h.sub.xy') That is,
the hash value for the entire grid is equal to the hash value of
one location combined with the locations's h.sub.xy' value. For
additional security, a random number may be attached to each grid
location to provide greater variation in the resulting hash
values.
[0076] In this embodiment of the invention, the audit database 311
in the user computer 102 has a structure as shown in FIG. 13a. As
in the previous embodiments, each record in the audit database
corresponds to one game. A record includes the game identification
number 901, selected grid location or locations 902, winning grid
locations 903 and the game denomination 713, similar to the records
shown in FIGS. 9a and 11a. In this embodiment, the record also
includes the hash value 1101 for all grid locations (both winning
and losing), and an aggregate hash value 1301, representing the
hash value of the aggregate of all the grid locations not selected
by the player (i.e. the h.sub.xy' values of all the grid locations
selected by the player).
[0077] The structure of the game database 212 in this embodiment is
shown in FIG. 13b. Each entry in the game database has a game
identification number 901, a customer identification number 702 and
the winning grid locations 903, as in the previous embodiments. The
entry also has the user-selected grid location 902, the
denomination 713 of the game, the hash value 1101 for all grid
locations, and the aggregate hash value 1301.
[0078] A game conducted according to the third embodiment of the
invention begins with the steps shown in the flowchart of FIG. 8 as
already described above, and continues with the steps shown in the
flowcharts of FIGS. 14a, 14b and 14c.
[0079] In step 1401, the cryptoprocessor 202 of the central
controller 101 retrieves the value of all grid locations of the
game from the game database 212, and uses one-way hash function H
stored in the memory (RAM 204 or ROM 205) of the central controller
to hash these grid locations, thereby generating h, the hash value
1101 (i.e. the hash value of all grid locations). The central
controller 101 then (step 1402) distributes the hash value 1101 to
the user computer 102, along with a "blank" punchboard 500
including the game identification number 510. The user computer 102
stores the hash value 1101 in the audit database 311 (step 1403).
The player selects a grid location 902 and enters it into the user
computer 102, using the input device 320 (step 1404). The player
may enter additional selections if he so desires. After the player
has made all of the selections for that game, a new record is
entered in the audit database 311 of the user computer 102,
reflecting the ID number for the game and the player's selected
grid locations (step 1410). The user computer 102 then transmits
the player's grid selections 902 and game ID number to the central
controller 101 along with the game ID number (step 1411).
[0080] The central controller then (step 1451) queries the game
database 212 to obtain the winning grid locations 903, to determine
whether or not the player's grid selections correspond to the
winning grid locations. The central controller 101 sends a message
to the user computer 102 relating whether the player has won (step
1452).
[0081] The integrity of the game is verified in steps 1453 through
1457. Using the hash tree algorithm, the cryptoprocessor 202 of the
central controller 101 generates (step 1453) an aggregate hash
value 1301; this value is the hash value of the aggregate of all
the grid locations that the player did not pick (i.e. h.sub.xy').
The aggregate hash value 1301 is stored in the game database 212 of
the central controller (step 1454). In step 1455, the central
controller 101 sends the aggregate hash value 1301 to the user
computer 102, which updates the aggregate hash value field of the
audit database 311.
[0082] Using hash tree techniques, the cryptoprocessor 302 of the
user computer 102 takes both the information relating to the prize
value corresponding to the player's selection (i.e. h.sub.xy) and
the aggregate hash value 1301 to calculate a hash value for the
entire grid (step 1456). In step 1457, the user computer 102 uses
hash tree techniques to compare this hash value for the entire grid
to the hash value 1101 stored in the audit database 311. If the two
values match, the integrity of the game is confirmed.
[0083] At this point, the player does not know the location of any
winning locations on the grid, and therefore cannot help any other
player to win. The winning grid locations are not revealed until
all players have made all of their selections.
[0084] When all grid locations have been selected by all the
players, the central controller 101 sends the winning grid
locations to the user computer 102 (step 1458). The user computer
stores the winning grid locations in the audit database 311 (step
1481). At the end of a billing cycle, the central controller 101
queries the customer database 211 to see if the customer is owed
money (step 1482). If money is due the customer, the central
controller 101 initiates a payment to the customer according to the
customer's preferred payment method 709 (step 1483).
Fourth Embodiment
Central Controller Encryption
[0085] In the fourth embodiment of the invention, the audit
database 311 in the user computer 102 has a structure as shown in
FIG. 15a. As in the previous embodiments, each record in the audit
database corresponds to one game. A record includes the game
identification number 901, selected grid location or locations 902,
and the game denomination 713. In this embodiment, the record also
includes a random key 1510, and encrypted and decrypted versions
(1520 and 1530 respectively) of the winning grid locations.
[0086] The structure of the game database 212 in this embodiment is
shown in FIG. 15b. Each entry in the game database has a game
identification number 901, a customer identification number 702 and
the winning grid locations 903, as in the previous embodiments. The
entry also has the user-selected grid location 902, the game
denomination 713 and the random key 1510.
[0087] A game conducted according to the fourth embodiment of the
invention begins with the steps shown in the flowchart of FIG. 8 as
already described above, and continues with the steps shown in the
flowchart of FIG. 16.
[0088] In step 1601, the central controller 101 retrieves the
winning grid locations 903 for a game from the game database 212;
the cryptoprocessor 202 encrypts these locations using the random
key 1510. The central controller 1001 then transmits the encrypted
grid locations to the user computer 102 along with the "blank"
electronic game board (step 1602). The player enters his grid
location selections into the user computer 102, using the input
device 320 (step 1603). The user computer 102 transmits the
player's grid location selection to the central controller along
with the game ID number (step 1604). In step 1605, the central
controller stores the player's selections in the selected grid
locations field 902 of the game database 212, and then transmits
the key 1510 to the user computer 102. The central controller 101
then (step 1606) compares the user selected grid locations 902 with
the winning grid locations 903.
[0089] If the player is not a winner, the central controller
proceeds to generate the next game (step 1650). If the player is a
winner, the central controller 101 updates the total money awarded
707 in the customer database 211 to reflect the amount the player
has just won (step 1610). In addition, at the end of a billing
cycle, the central controller 101 queries the customer database 211
to see if the customer is owed money (step 1620). If money is due
the player, the central controller 101 initiates a payment to the
customer according to customer's payment method preference 709
(step 1630).
[0090] It should be noted that a key element of this embodiment is
that the central controller 101 sends the winning grid locations to
the user computer 102 (though encrypted and thus unreadable by the
user computer) before receiving the user's grid location selection.
The player is thereby assured that the game provider cannot change
the winning locations based upon knowledge of his selection. On the
other hand, the central controller holds the player's selection
before the player is provided with the key to decrypt the winning
locations. The encryption of the winning locations thus assures
both parties that the game has been fairly conducted.
[0091] This embodiment is particularly applicable to games such as
blackjack, in which the central controller could randomly arrange
an electronic deck of cards, encrypt them, and transmit them to the
player. The player then sends card selections and play decisions to
the central controller.
Fifth Embodiment
Trusted Third Party
[0092] In the fifth embodiment of the invention, a trusted third
party computer 400 is used to assure the integrity of the game. The
audit database 311 in the user computer 102, the audit database 411
in the trusted third party computer 400 (both shown in FIG. 17a)
and the game database 212 in the central controller 212 (shown in
FIG. 17b) have the same structure. Each record in these databases
corresponds to one game. A record includes the game identification
number 901, selected grid location or locations 902, the winning
grid locations 903, the game denomination 713 and the customer
identification number 702.
[0093] A game conducted according to the fifth embodiment of the
invention begins with the steps shown in the flowchart of FIG. 8 as
already described above, and continues with the steps shown in the
flowcharts of FIGS. 18a and 18b. In step 1801, the central
controller 101 transmits the game identification number 901 and the
winning grid locations 903 to the trusted third party 400. The
central controller 101 then sends a "blank" punchboard 500 to the
user computer 102 (step 1802). The player selects a grid location
902 and enters it into the user computer 102, using the input
device 320 (step 1803). The player may enter additional selections
if he so desires. After the player has made all of the selections
for that game, the user computer 102 transmits the player's grid
selections 902 to the central controller 101 (step 1810). The
central controller queries the winning grid location field 903 of
the game database 212 to determine if the player's grid selection
is a winner (step 1811). If the selection is a winner (step 1812),
the controller notifies the player and updates the total money
awarded field 707 of the customer database 211 accordingly.
[0094] The user computer 102 then transmits the game identification
number to the trusted third party 400 (step 1813). The CPU 401 of
the third party computer 400 queries the game identification number
field 901 of the audit database 411 and retrieves the requested
game identification number (step 1814). The third party computer
400 then sends the winning grid locations corresponding to the
requested game identification number to the user computer 102 (step
1815).
[0095] In step 1851, the player uses the information from the
trusted third party 400 to verify that the game provided by the
central controller 101 was legitimate. In this embodiment, the use
of the trusted third party makes encryption of player selected grid
locations and winning grid locations unnecessary.
[0096] At the end of a billing cycle, the central controller 101
queries the customer database 211 to see if the customer is owed
money (step 1852). If money is due the player, the central
controller 101 initiates a payment to the customer according to
customer's payment method preference 709 (step 1853).
[0097] Many variations of the embodiments discussed above are
possible. For example, the central controller can track the amount
of play engaged in by individual users for marketing purposes. In
particular, special advertisements could be transmitted over the
Internet targeted to high volume players. The central controller
may offer demonstration games for new users so that they learn how
to play. The game may be configured as a "pulltab" game, rather
than punchboard. A user may be offered discounts on subsequent
game, to provide him with an incentive to play again.
[0098] Although the above embodiments have been described with
reference to a remote player making payments by credit card, a
number of payment methods are possible. For example, the player may
maintain an account with the game provider, or make payments with
digital cash. Furthermore, rather than interact remotely with the
central controller, the player may make his payment to a live
cashier, who then enters the amount of credit into the central
controller using an input device.
[0099] In addition, although the above embodiments have been
described with reference to communication over the Internet, it
will be appreciated that the practice of our invention is not
limited to Internet communications, but is applicable to a variety
of possible modes of communication between the game provider and
the player. Commercial online services such as CompuServe and
America Online could implement the systems and methods of the
present invention.
[0100] Each of the above-described embodiments of the virtual
punchboard is generally applicable to a game in which a player
predicts a random outcome. One skilled in the art will appreciate
how the various aspects of the virtual punchboard may be
implemented in other games of chance (roulette, bingo, slot
machines, blackjack, craps, lottery, etc.).
[0101] Various embodiments described herein have included
communication between a central controller and a user computer.
This communication may occur via an electronic network, such as the
Internet, for example. A player at a user computer may receive game
information from the central controller, may communicate game
information to the central controller, and may thereby arrive at a
game result, such as a win or loss for the player.
[0102] Various embodiments include a central controller that is in
communication with one or more gaming devices, such as slot
machines, video poker machines, video blackjack machines, video
keno machines, and so on. The central controller may communicate
with the gaming devices via an electronic network, such as a local
area network, or wireless network.
[0103] Applicants have recognized that gaming devices are
constantly being developed with improved capabilities, such as
better graphics, faster processing speeds, clearer audio, and so
on. In fact, gaming devices may possess all of the flexibility of a
modern personal computer, with the inherent ability to run a wide
range of software. For example, Bally Gaming Systems' EVO VIDEO
platform for gaming devices is powered by a Microsoft.RTM. Windows
XP Embedded operating system and features an Intel Pentium.RTM.
series processor.
[0104] Applicants have recognized that the power and flexibility of
modern gaming devices allows a given gaming device to feature a
variety of different games. For example, a gaming device may allow
a player to play a first game at a first time, and a second game at
a second time.
[0105] Applicants have further recognized that a gaming device may
feature a variety of "attract modes", such as sounds or examples of
game play that are broadcast in order to attract passing players to
the gaming device. A single gaming device may include a first
attract mode that is designed to encourage play of a first game,
and a second attract mode that is designed to encourage play of a
second game. For example, a gaming device might allow play of both
video poker and of a five-reel slot game. In a first attract mode,
the gaming device might show an example of game play in which a
royal flush is achieved. The first attract mode might serve to
attract players to play video poker. In a second attract mode, the
gaming device might show an example of game play in which five
"elephant" symbols are aligned in the five-reel slot game,
resulting in the win of a jackpot. The second attract mode might
serve to attract players to play the five-reel slot game.
[0106] Applicants have further recognized that a gaming device may
periodically receive instructions from the central controller. The
central controller may, for example, instruct a gaming device to
feature an attract mode for a particular game. The central
controller may provide instructions as to how to run an entirely
new game. For example, the central controller may download to a
gaming device software for operating a new game. Such instructions
may include graphic or video data for display with the new game,
instructions for generating an outcome, instructions for
determining a payout associated with the outcome, and so on.
[0107] Applicants have recognized that the popularity of various
games in a casino may wax and wane. At a given time, a game may be
very popular. All gaming devices featuring that game may be in use,
leaving other players disappointed at their inability to find an
available gaming device with the game. Another game may be
unpopular. Gaming devices featuring the unpopular game may go
unutilized, making the gaming devices wasted assets for the casino.
Casinos may attempt to swap out gaming devices that are unpopular
for gaming devices that are popular. However, such a process may be
slow, cumbersome, and expensive. Further, casino managers may be
slow to recognize when one game has become unpopular, or when
another game has become popular.
[0108] Various embodiments allow a central controller to
periodically provide gaming devices in a casino with instruction
sets. A central controller may provide a gaming device with a new
instruction set in order to achieve one or more goals, such as
attracting more players to the gaming device, increasing the
average duration of player sessions at the gaming device, or
improving the profitability of the casino as a whole. The central
controller may monitor various inputs from the casino, such as from
the gaming devices at the casino, in order to determine appropriate
instruction sets to transmit. For example, the central controller,
through monitoring, may determine that an increasing number of
players at the casino are playing a particular game. The central
controller may accordingly transmit instruction sets to gaming
devices that do not already feature the game, to begin featuring
the game. As another example, the central controller may determine
that gang devices featuring a particular attract mode have seen
increased play. Accordingly, the central controller may transmit to
other gaming devices instructions to begin featuring the attract
mode.
[0109] As used herein, an instruction set may include any
instruction, or set of instructions, that may be carried out by a
gaming device, human, or other entity. An instruction set may
include computer commands, software, and/or programs. An
instruction set may include data for use by a device, such as
graphic data for display by a device, or audio data for broadcast
by a device. An exemplary instruction set is the software for
operating a gaming device in accordance with the rules of a game,
such as software for operating a gaming device in accordance with
the rules of video poker game. Another exemplary instruction set is
software for featuring an attract mode, such as software for
displaying graphics and broadcasting sounds in a particular way so
as to attract a player to a gaming device. An instruction set may
also include instructions to feature a different game at a gaming
device, without necessarily including the software for operating
the gaming device in accordance with the rules of the game. For
example, the software for operating the game may already be stored
on the gaming device, but may not currently be in use. An
instruction set may include a directive to a gaming device, or
other device, to do something. For example, an instruction set may
include a directive to immediately begin featuring a new attract
mode (i.e., to immediately begin displaying graphics and
broadcasting sounds in accordance with the new attract mode).
However, in instruction set may include instructions on how to
operate in accordance with the rules of a game without providing an
immediate directive to begin featuring the game. For example, a
particular gaming device that currently features a video poker game
may receive an instruction set for operating in accordance with the
rules of a reeled-slot game. However, the gaming device may receive
no directives to immediately feature the reeled-slot game, and so
may continue to feature the video poker game.
[0110] As used herein, the verb "feature" means to actively
display, promote, broadcast, or operate in accordance with. For
example, a gaming device that features a game may display graphics
consistent with the game, may generate outcomes according to the
rules of the game, may broadcast sounds consistent with the game,
and so on. For instance, a gaming device that features a video
poker game may, among other things, show graphical depictions of
five cards on its display screen. A gaming device that features an
attract mode actively operates in accordance with the attract mode,
by e.g., display graphics and broadcasting sounds consistent with
the attract mode. It should be noted that a gaming device may store
(e.g., in memory) an instruction set for operating in accordance
with a game, while not "featuring" the game. That is, a gaming
device may be capable of operating in accordance with the rules of
video poker even while currently operating in accordance with the
rules of a reeled slot game. The gaming device does not therefore
feature the video poker game, but does feature the reeled slot
game.
[0111] As will be described further below, there are a number of
circumstances that may trigger the central controller to transmit
an instruction set to a gaming device. As an illustration, the
central controller may transmit to a gaming device an instruction
set for featuring a pyramid-themed game. The central controller may
transmit such an instruction set if it is known that a player who
enjoys the pyramid-themed game is in the vicinity of the gaming
device. The central controller may transmit such an instruction set
if the pyramid-themed game has seen an increased rate of play
across the casino recently (e.g., in the last day, week, or month).
The central controller may transmit such an instruction set if a
player at the casino has recently won a large jackpot while playing
the pyramid-themed game. Presumably, other players will now want to
try the game. The central controller may transmit such an
instruction set if a game developer has paid the central controller
to have a new game tested on the casino floor. It will be
appreciated that there are many other possible circumstances that
may trigger the central controller to transmit an instruction set
to a gaming device. Various triggering circumstances will be
described further below.
[0112] As used herein, the terms "player tracking card" and
"tracking card" may refer to a card carried by a casino customer,
signifying the customer's membership in a casino program that
provides customers with rewards. The player tracking card may
contain identifying information for the customer. Such identifying
information may include a unique number and the customer's name.
The identifying information may be printed on the card and/or
encoded on a magnetic strip contained on the card. A customer may
insert his player tracking card into a gaming device or a
peripheral connected to the gaming device while he plays. Customer
identifying information from the card may be transmitted to the
central controller via the casino's network. With his card
inserted, the customer may receive credit from the casino for play
at the gaming device. For example, the customer may receive
complimentary points which are redeemable for merchandise.
[0113] As used herein, the term "success metric" refers to a
standard by which an instruction set is determined to be
successful. For example, an instruction set for featuring a
particular attract mode may be determined to be successful based on
the number of people that begin play at a gaming device while the
gaming device is featuring the attract mode. For instance, the more
people that begin play at the gaming device while the attract mode
is featured, the more successful the instruction set for featuring
the attract mode may be deemed. A success metric may thus refer to
a standard of measurement, such as a number of people to begin play
at a gaming device, an amount of profit earned by a gaming device,
a number of wagers made at a gaming device, and so on. The central
controller may use a success metric as a means to determine whether
an instruction set should be transmitted to one or more gaming
devices, or not. A success metric may assume a particular value,
such as "ten people" (e.g., in reference to the number of people to
begin play at a gaming device while an attract mode is featured),
"$70" (e.g., in reference to the amount of profit made by a gaming
device while at attract mode is featured), and so on. The value of
a success metric may represent measurements taken from one or more
gaming devices. For example, the value of a success metric may
represent the average number of people to play at each of ten
gaming devices during a period of time when each of the ten gaming
devices were featuring a particular attract mode. The value of
success metric may also represent measurements taken from multiple
different time periods. For example, the value of a success metric
may represent a one-week average of the daily amount of profit made
by a gaming device featuring a particular game. It will be
appreciated that many other success metrics are possible, that many
other values for the success metrics are possible, and that many
other ways of taking measurements for success metrics are
possible.
[0114] As used herein, the term "ambient conditions" may refer to
the circumstances, surroundings, or context of a casino, player,
gaming device, or other entity. Ambient conditions may include a
noise level, level of customer traffic, a time, a day of the week,
a weather situation, and so on. For example, ambient conditions at
a gaming device may include a noise level that is audible at the
gaming device, a smokiness of the air near the gaming device, and
so on
[0115] In various embodiments, one or more gaming devices may
feature a game or attract mode based on the preferences of a
customer who is proximate to the one or more gaming devices. For
example, a gaming device may feature a game called "California
Gold" if a customer who enjoys the game is within twenty feet of
the gaming device. In various embodiments, an identity of a
customer is determined. For example, the central controller
receives identifying information about the customer from a gaming
device. A location of the customer is determined. The location may
represent a particular room or area of a casino, or the location of
a particular gaming device or block of gaming devices. A gaming
device is selected based on the location of the customer. For
example, a gaming device is selected such that the location of the
gaming device is the same as, or proximate to the location of the
customer. An instruction set is determined based on the identity of
the customer. The instruction set is transmitted to the gaming
device that has been selected. The instruction set may represent
instructions for operating a gaming device in accordance with a
game that is known to be preferred by the customer. Thus, for
example, the central controller may locate a customer, select a
gaming device that is near to the customer (and presumably likely
to be noticed by the customer), and transmit to the gaming device
an instruction set for a game preferred by the customer. The
customer may thus be more likely to begin play at the gaming
device.
[0116] In various embodiments, determining the identity of the
customer includes determining a number associated with the
customer, and matching the number with identifying information for
the customer. The number may be a player tracking card number, such
as a player tracking card number assigned to the customer.
Identifying information for the customer may include the customer's
name. The central controller may maintain a database such as the
customer database 1900 that stores player tracking card numbers
1920 and corresponding customer names 1930. Thus, when the central
controller receives a player tracking card number (e.g., from a
garming device on the casino floor), the controller may determine
the customer's name. The central controller may also determine
associated game preferences 1940, which may also be stored in the
database.
[0117] In various embodiments, determining an identity of a
customer includes receiving an image of the customer; and
determining identifying information for the customer based on the
image. For example, the central controller may receive an image of
a customer from various cameras, such as security cameras, stored
around the casino. The central controller may employ various image
and/or facial recognition algorithms in order to identify the
customer, e.g., through comparison to a pre-stored image of the
customer. In various embodiments, determining a location of a
customer includes determining a location of a camera from which the
image of the customer originated. Thus, if a camera at a particular
location in a casino captures an image of a customer, the customer
may be assumed to be within, or proximate to the particular
location.
[0118] In various embodiments, the location of a customer may be
determined based on the location of another customer. For example,
two friends, or a husband and wife may be assumed to remain close
together at a casino. Thus, for example, the location of one spouse
is likely also to be the location of the other spouse. In various
embodiments, determining a location of a customer includes
determining a second customer associated with the customer, and
determining the location of the second customer. The location of
the second customer may be determined through recognition of the
second customer's image, or player tracking number.
[0119] In various embodiments, determining a location of the
customer includes determining a second gaming device into which the
customer has inserted a player tracking card, and determining a
location of the second gaming device. For example, the customer may
sit down at the second gaming device and insert his player tracking
card. The second gaming device may transmit information stored on
the player tracking card (e.g., the player tracking card number),
back to the central controller. The central controller, knowing the
location of the second gaming device, may infer the location of the
customer. The central controller may then select a gaming device
based on the location of the customer, as described above.
[0120] FIG. 20 is an exemplary diagram 2000 of the layout of a
casino floor. The boxes, such as 2010 and 2020, represent gaming
devices. The small circles, such as 2070 and 2080 represent
cameras, such as security cameras. If an image of a customer is
detected at camera 2070, for example, then the customer may be
assumed to be near to camera 2070. As evident from the figure, the
customer may be assumed to be near gaming devices 2010, 2020, 2030,
2040, 2050, and 2060. If the customer's image is detected at both
cameras 2070 and 2080, then the customer's location may be inferred
to an even greater accuracy (e.g., the customer may be inferred to
be between cameras 2070 and 2080). Of course, the direction in
which cameras face may also play a role in determining the location
of a customer. For example, if a camera facing east detects the
image of a customer, then the customer may be assumed to be east of
the camera.
[0121] As mentioned above, a customer's location may also be
determined through a determination of the location of a gaming
device into which a customer has inserted a tracking card. Suppose
the customer inserts his tracking card into gaming device 2010. The
gaming device may indicate to the central controller that the
customer has inserted his tracking card. The central controller may
then look up the location of gaming device 2010 on diagram 2000.
From the diagram, the central controller may determine that nearby
gaming devices include gaming devices 2020, 2030, 2040, 2050, and
2060. Accordingly, the central controller may instruct the nearby
gaming devices to, for example, feature an attract mode that is
likely to draw the attention of the customer.
[0122] In various embodiments, determining a location of the
customer may include receiving information about the customer's
location from a casino employee. For example, the casino employee
may recognize the customer and inform the central controller as to
the customer's whereabouts.
[0123] In various embodiments, selecting a gaming device may
include determining one or more gaming devices that are situated
within a predetermined distance of the location of the customer,
and selecting a gaming device from among the one or more gaming
devices. The predetermined distance may be, for example, ten feet,
twenty feet, or one hundred feet. Presumably, a customer may be
more likely to see or notice gaming devices that are proximate to
his current location. If the central controller is to attract a
customer to a gaming device by having the gaming device feature a
game preferred by the customer, the controller may be more
successful in selecting a gaming device that is near to the
customer than one that is far away.
[0124] In various embodiments, the customer's trajectory may be
determined. For example, the customer's location may be determined
in two places at two different times. The direction of the
customer's travel may then be assumed to lie along the line
connecting the first place and the second place. From the
trajectory, or from other information, future locations the
customer will visit may be extrapolated. Gaming devices in these
future locations may then be selected to feature a game or attract
mode that is suited to the customer's preferences.
[0125] In various embodiments, determining an instruction set
includes determining instructions to promote a particular game.
Promoting a game may include featuring video or audio from the game
that is designed to make the game appealing or attractive to a
passing customer.
[0126] Various embodiments include determining a game preference
associated with the customer. In such embodiments, determining an
instruction set may include determining, based on the game
preference, instructions to promote a particular game. A customer's
game preference may be determined or inferred based on the
customer's historical play. For example, the central controller may
track the customer's play at a casino over a period of time. If the
customer spends a predetermined amount of that time, or a
predetermined proportion of the time, at a particular game, then it
may be determined that the customer prefers that game. A customer's
preferences may be determined or inferred to lie with a particular
type of game. For example, a customer may have historically spent a
large percentage of time playing bonus games. It may thus be
inferred that a customer prefers to play bonus games. When the
central controller (or other entity) determines instructions to
promote a particular game, the particular game may be the game that
is presumed to be preferred by the customer (e.g., the game that
has been played by the customer historically for the greatest
proportion of time). To continue the prior example, the central
controller may provide instructions to a gaming device to promote a
bonus game. As mentioned above, the games or types of games
preferred by a customer may be stored in a customer database, such
as the database 1900 of FIG. 19.
[0127] In various embodiments, determining an instruction set may
include determining instructions to display a particular video
clip. For example, the video clip may depict a graphic sequence
from actual play of a game being promoted. In various embodiments,
determining an instruction set may include determining instructions
to broadcast a particular audio clip. For example, the audio clip
may depict actual sounds from the play of a game being promoted. In
various embodiments, determining an instruction set may include
determining instructions to broadcast audio signals at a particular
volume level. The central controller may instruct a gaming device
to broadcast audio signals at various volumes depending on player
characteristics (e.g., whether the player is hard of hearing),
based on ambient sound levels (e.g., based on whether the sounds of
other gaming devices are likely to drown out the broadcast sound),
based on the player's current distance from the gaming device, and
so on.
[0128] In various embodiments, determining an instruction set
includes determining instructions to enable play of a particular
game. For example, the central controller may provide a gaming
device with software for operating in accordance with the rules of
the particular game. The particular game may be a game known to be
preferred by a customer.
[0129] In various embodiments, transmitting the instruction set
includes transmitting the instruction set to the gaming device via
a network. For example, the central controller and the gaming
device may be in communication via a network, such as a local area
network. The central controller may communicate the instruction set
to the gaming device via the network.
[0130] In various embodiments described herein, it should be noted
that a gaming device may be selected for featuring a game or
attract mode in order to attract a customer even when the customer
has not previously engaged in play at that particular gaming
device. For example, the central controller may select a gaming
device that is next to a gaming device played by the customer. In
various embodiments, an identity of a customer is determined. A
location of the customer is determined. A gaming device is selected
based on the location of the customer, in which the customer has
not selected the gaming device for play. An instruction set is
determined based on the identity of the customer. The instruction
set is transmitted to the gaming device.
[0131] In various embodiments, it should be noted that a customer
need not provide his identity to a first gaming device in order
that the first gaming device feature a game preferred by the
customer. For example, the customer may provide his identity to a
second gaming device proximate to the first gaming device. The
central controller may then instruct the first gaming device to
feature a game preferred by the customer. The customer may never
have played at the first gaming device. However, since the central
controller is able to identify the customer at the second gaming
device, and to determine that the first gaming device is located
near the second gaming device (e.g., using a diagram of a casino
layout, such as diagram 2000), the central controller is able to
instruct the first gaming device to feature a game appropriate for
the customer. In various embodiments, an identify of a customer is
determined. A location of the customer is determined. A gaming
device is selected based on the location of the customer, in which
the customer has not identified himself to the gaming device nor
has the customer selected a game at the gaming device. An
instruction set is determined based on the identity of the
customer. The instruction set is transmitted to the gaming
device.
[0132] In various embodiments, two customers may be in the same
area of a casino. For each customer, there may be a different
instruction set that would appropriately dictate the operations of
a gaming device in the area. For example, the customers may have
different game preferences. Accordingly, in various embodiments, it
must be determined which of two competing instruction sets are to
be executed by a gaming device. The two competing instruction sets
may represent software for operating different games. In various
embodiments, an identity of a first customer is determined, in
which the first customer is located in proximity to a gaming
device. An identity of a second customer is determined, in which
the second customer is located in proximity to the gaming device. A
first instruction set is determined based on the first customer.
For example, a first instruction set for display of an attract mode
for a game that is known to be preferred by the first customer is
determined. A first effectiveness with which the first customer
would be drawn to the gaming device should the gaming device
execute the first instruction set is determined. The first
effectiveness may represent a probability, likelihood,
anticipation, or other measure. For example, the first
effectiveness may represent a probability that is derived from
historical data of customers who exhibit characteristics similar to
the first customer, and who are drawn to gaming devices operating
in accordance with the first instruction set. A second instruction
set is determined based on the second customer. A second
effectiveness with which the second customer would be drawn to the
gaming device should the gaming device execute the second
instruction set is determined. A third instruction set is
determined based on the first effectiveness, the second
effectiveness, the first instruction set, and the second
instruction set. The third instruction set is transmitted to the
gaming device. For example, the third instruction set may be chosen
from the first instruction set and the second instruction set based
on which has the greater effectiveness at drawing the corresponding
customer to the gaming device. Thus, for example, if the first
effectiveness is greater than the second effectiveness, the first
instruction set may be chosen.
[0133] In various embodiments, an instruction set may include
software for displaying advertisements for businesses within the
casino, such as casino shows or restaurants, or for displaying
advertisements for third party merchants. An instruction set may
include software for displaying offers of discounts at a merchant.
The central controller may transmit an instruction set for
featuring an advertisement or other promotion, based on an
anticipated likelihood with which a customer might respond to the
promotion. For example, if a given customer is known to be near a
gaming device, and the customer is known to enjoy gourmet food,
then the central controller may provide the gaming device with an
instruction set for displaying an advertisement for the casino's
new gourmet restaurant.
[0134] To effectively draw a customer to a gaming device, the
central controller may learn the customer's preferences in games.
In various embodiments, a selection of a game is received from a
customer. The customer may indicate a selection of a game by, for
example, inserting his player tracking card into a gaming device
that features the game. The customer may also indicate his
preference by choosing a game, e.g., from a menu of available
games, once he has sat down at a gaming device. A customer may
indicate his preference for a game in many other ways. For
instance, a casino employee may watch the customer stare at a game
for an extended period of time. The casino employee may then report
the customer's presumed interest in the game to the central
controller. Identifying information for the customer is determined.
For example, the central controller may determine the customer's
identity from a tracking card that the customer has inserted into a
gaming device. Of course, the gaming device may also make the
determination. An indication of the game is stored in association
with the identifying information, e.g., in field 1940 of customer
database 1900.
[0135] Once a customer's preferences have been learned, a gaming
device in the vicinity of the customer may be instructed to change
its operations based on the customer's preferences. For example the
gaming device may be instructed by the central controller to
feature a game that the customer enjoys playing. In various
embodiments, a location of the customer is determined. For example,
a customer's location may be determined based on the location of a
camera that has captured an image of the customer, or based on a
location where the customer has inserted his player tracking card.
In various embodiments, a gaming device is selected based on the
location of the customer, in which the customer has not identified
himself to the gaming device nor has the customer selected a game
at the gaming device. For example, a gaming device is selected that
is within ten feet of the customer, but is not a gaming device that
the customer is currently playing. An instruction set is determined
based on the game that the customer had previously selected, e.g.,
when the customer's preference in games was first determined. The
instruction set may include instructions to feature the game. In
this way, the selected gaming device may feature a game that is
preferred by the customer. The instruction set is transmitted to
the selected gaming device. In some embodiments, it may be
preferable not to select a gaming device the customer is currently
playing. If the gaming device currently being played by the
customer were to begin operating in a different manner, the
customer's current play might become interrupted.
[0136] In various embodiments, a customer's preferences may be
determined from the customer's play of a game. In various
embodiments, identifying information for a customer is determined.
Identifying information may include a name, player tracking card
number, or other identifying code. A game that has been played by
the customer may be determined. For example, the central controller
may determine that the customer has played Texas Tea during his
present visit, or that the customer has played Wheel Of
Fortune.RTM. during a prior visit. An indication of the game is
stored in association with the identifying information. For
example, an indication of the game is stored in field 1940. In
various embodiments, determining a game may include determining a
game that has been played by the customer for at least a
predetermined period of time. For example, the central controller
may determine that Texas Tea is a game preferred by the customer
only if the customer has spent at least two hours playing the game
in the past. In various embodiments, determining a game may include
determining a game in which the customer has won at least a
predetermined amount of money. For example, a customer may be
presumed to like a game if he has won one hundred dollars in the
game.
[0137] In various embodiments, two or more games, gaming devices or
types of gaming devices may garner interest from the same customer
base. For example, a customer who plays a game called Buried
Treasure may play a game called Pirate's Land. A customer who plays
one type of video-reel gaming device may also play other types of
video-reel gaming devices. A customer who plays a gaming device
with bonus rounds may also other gaming devices with bonus rounds.
The central controller, for example, may track patterns of play
among various customers. The controller may record correlations
among two types of gaming devices in the sense that a relatively
high percentage of players that play one of the two types of gaming
devices also play the other of the two types of gaming device. For
example, if 35% or more of the players that play a first type of
gaming device also play a second type of gaming device, then the
central controller may store an indication that the first type of
gaming device and the second type of gaming device may be of
interest to the same players. Subsequently, when a player plays the
first type of gaming device, the central controller may instruct a
nearby gaming device to feature a game present in the second type
of gaming device. In another example, suppose that 53% of players
who play the game Dragon's Lair also play the game Aladdin's Lamp.
If a player play's the game Dragon's Lair at a first gaming device,
the central controller may assume that the player may also enjoy
Aladdin's Lamp. Therefore, the central controller may instruct a
second gaming device near to the first gaming device to feature
Aladdin's Lamp.
[0138] In various embodiments a customer's play may be monitored.
If the customer plays a first game and then a second game, then the
two games may be associated with one another. In various
embodiments, a first game played by a first customer is determined.
The first game may be a game that the customer has played at all.
The first game may also be a game that the customer has played at
least a predetermined amount of time, e.g., one hour. For example,
after one hour, it may be assumed that the customer likes the game.
A second game played by the first customer is determined. For
example, the second game may be a game different from the first
game. The first game is associated with the second game. The
central controller may, for example, associate the first game with
the second game. For example, the central controller may create a
record in a database and populate two fields of the record, one
field with the name of the first game, and another field with the
name of the second game. The central controller can subsequently
look up the first game in the database and find that the second
game is associated with the first game.
[0139] In various embodiments, it may be further determined that
the first game is played by a second customer. A location of the
second customer may be determined. A gaming device may be selected
based on the location of the second customer. For example, a gaming
device may be selected that is proximate to the second customer.
Instructions may be transmitted to the gaming device to feature the
second game. The gaming device, in featuring the second game, may
draw the second customer to it for the same reasons that other
customers who enjoyed the first game also enjoyed the second
game.
[0140] In various embodiments, common characteristics of games may
be determined. The games may then be associated with one another.
Subsequently, a customer who plays games with a given set of
characteristics may be presumed to have a good chance of enjoying
other games with similar characteristics.
[0141] In various embodiments, a first game played by a customer is
determined. A characteristic associated with the first game is
determined. A second game is determined, in which the
characteristic is also associated with the second game. A location
of the customer is determined. A gaming device is selected based on
the location of the customer. Instructions to feature the second
game are transmitted to the gaming device.
[0142] There are many characteristics that may be associated with
the first game, or with any game. The characteristics may apply to
the game itself and/or to the gaming device featuring the game. The
characteristic may be the presence of a bonus round. The
characteristic may be the presence of a progressive jackpot. The
characteristic may be a high win frequency. The characteristic may
be a high payback percentage. The characteristic may be the
rendering of outcomes using video reels. The characteristic may be
the rendering of outcomes using mechanical reels. The
characteristic may be the ability for the player to make decisions
affecting the game. The characteristic may be a low win frequency,
a high standard deviation in the payout, a high (or low) maximum
payout, a box design (e.g., round top or square top), and so on.
Where a characteristic tends to be associated with a gaming device,
rather than a particular game (e.g., the box design of the gaming
device), a gaming device may be selected based on this
characteristic. The selected gaming device may then be instructed
to feature an attract mode that may draw the attention of the
customer. For example, if the customer has, in the past, played
predominantly at gaming devices with round tops, a gaming device
proximate to the customer, and having a round top, may be selected.
The gaming device may be instructed to feature an attract mode
using loud sound effects, so as to draw the attention of the
customer.
[0143] In various embodiments, a gaming device may receive an
instruction set to feature an attract mode based on the results of
a customer's play at another gaming device or set of gaming
devices. For example, a gaming device may receive instructions for
featuring a first attract mode if a customer at a nearby gaming
device has been on a winning streak. The gaming device may receive
instructions for featuring a second attract mode if a customer at a
nearby gaming device has been on a losing streak. For example,
suppose a customer has just lost $40 in twenty minutes playing at a
gaming device. The central controller may instruct a gaming device
next to the gaming device of the customer to feature a certain
attract mode. The attract mode may include the display of a message
promising "at least one hour of play for only $20." The attract
mode may catch the customer's attention because, having lost $40 so
quickly, the customer may wish to find a gaming device where his
money will last a bit longer. Of course the gaming device seeking
to attract the customer may also feature a game that lives up to
the message of the attract mode. In other words, the game may be a
game with a high payback percentage, high frequency of winning
outcomes, and a low required bet.
[0144] In various embodiments, a first location of a first gaming
device is determined. The first gaming device may be a gaming
device currently being played by a customer. A second gaming device
is selected based on the location of the first gaming device. An
outcome of a handle pull at the first gaming device is determined.
In various embodiments a set of symbols may be determined. In
various embodiments, a payout may be determined. In various
embodiments, a difference between an amount wagered and a payout
may be determined. The outcome may be categorized as a "winning
outcome," "losing outcome," "jackpot outcome", or as some other
category of outcome. The category of outcome may provide a basis
for determining an instruction set to be executed by the second
gaming device. In various embodiments, an instruction set is
determined based on the outcome of the handle pull. In various
embodiments, the instruction set is transmitted to the second
gaming device. The second gaming device may then execute the
instruction set.
[0145] In various embodiments, determining the outcome may include
determining a set of outcomes at the first gaming device. For
example, the central controller may determine a set of ten or
twenty outcomes, or a set of outcomes that were generated over the
course of an hour. The central controller may determine payouts
associated with each of the outcomes, symbols associated with each
of the outcomes, or a net payout associated with all of the
outcomes (e.g., a total amount won for the set of outcomes minus
the total amount wagered for the set of outcomes). Determining an
instruction set may then include determining an instruction set
based on the set of outcomes. For example, a first instruction set
may be determined if the set of outcomes is associated with a net
loss, while a second instruction set may be determined if the set
of outcomes is associated with a net win.
[0146] In various embodiments described above, selecting a second
gaming device includes selecting a second gaming device that is
near to the location of the first gaming device. For example, the
second gaming device may be in the same row of gaming devices as
the first gaming device. The second gaming device may be next to
the first gaming device, or within a certain number of gaming
devices of the first. The second gaming device may be across from
the first gaming device. In various embodiments, the second gaming
device may be situated in such a way that there is a reasonable
chance that a customer at the first gaming device would see or
notice an attract mode or game that is featured on the second
gaming device.
[0147] In various embodiments, determining an instruction set may
include determining instructions to feature a particular game. In
various embodiments, determining an instruction set may include
determining instructions to promote a particular game. For example,
the instruction set may instruct a gaming device executing the
instruction set to depict graphics from the game. In various
embodiments, determining an instruction set may include determining
instructions to promote a particular payback percentage. For
example, a high payback percentage of the second gaming device may
be promoted in order to attract a player at the first gaming
device. The promotion may including displaying the payback
percentage in large font. In various embodiments, determining an
instruction set may include determining instructions to promote a
particular win frequency. In various embodiments determining an
instruction set includes determining instructions to promote a
recent occurrence. The recent occurrence may be the recent
occurrence of a jackpot win. For example, the second gaming device
may have generated a jackpot-winning outcome within the last
hour.
[0148] In various embodiments described above, determining an
instruction set may include determining a first instruction set if
the outcome is a winning outcome, and determining a second
instruction set if the outcome is a losing outcome. For example,
the second gaming device may promote a first game if an outcome of
the first gaming device is a winning outcome, but may promote a
second game if the outcome of the first gaming device is a losing
outcome. A player who has just won may be attracted by a different
promotion than a player who has just lost. For example, a player
who has just achieved a winning outcome may be attracted by a
promotion for a large jackpot that is possible at the second gaming
device. The player may be feeling lucky and wish to go for a large
jackpot. On the other hand, a player who has just lost may be more
attracted by a gaming device that promises greater win
frequency.
[0149] In various embodiments, the central controller may measure
the success of an instruction set. For example, the central
controller measures the average amount of time it takes for a
gaming device to attract a player when the gaming device is
executing an instruction set for featuring a particular attract
mode. If the average time is below a certain threshold, the
instruction set may be deemed successful. Otherwise, the
instruction set may be deemed unsuccessful. Based on the success of
an instruction set, the central controller may transmit the
instruction set to more or fewer gaming devices. For instance, a
successful instruction set may be transmitted to more gaming
devices, while an unsuccessful instruction set may no longer be
transmitted to any gaming devices.
[0150] In various embodiments, an instruction set is transrmitted
to a first gaming device. The instruction set may be an instruction
set for featuring an attract mode, an instruction set for featuring
a game, or an instruction set for carryout out any other function.
A value of a success metric may be determined for the instruction
set based on customer use of the first gaming device. Based on the
value of the success metric, the instruction set may be transmitted
to a second gaming device. The instruction set may be transmitted
to the second gaming device if and only if the value of the success
metric exceeds a predetermined threshold. For example, if the
success metric measures the average number of handle pulls played
per hour at a gaming device featuring a particular game, then an
instruction set for featuring the game may be transmitted to the
second gaming device only if the value of the success metric (in
this case, the average number of handle pulls per hour) exceeds a
predetermined threshold of three hundred handle pulls per hour.
[0151] In various embodiments, determining a value of a success
metric includes determining a value based on the number of wagers
made at the first gaming device during a predetermined period of
time in which the first gaming device was executing the instruction
set. For example, the success metric may measure the number of
wagers made at the first gaming device during the period in which
the first gaming device was executing the instruction set.
Exemplary values of the success metric may include "100 wager,"
"259 wagers," or "0 wagers." In various embodiments, a larger
number of wagers may serve as an indication of greater success.
[0152] In various embodiments, determining a value of a success
metric includes determining a value based on the profit made by the
first gaming device during a predetermined period of time in which
the first gaming device was executing the instruction set. For
example, the success metric may be a measure of the profit made by
the first gaming device between 8:00 am and 9:00 am, while the
first gaming device was executing the instruction set. Exemplary
values of the success metric may include "$40," "$20," or "-$39".
In various embodiments, a larger profit (i.e., a higher value of
the success metric) may serve as an indication of greater
success.
[0153] In various embodiments, determining a value of a success
metric includes determining a value based on the time that the
first gaming device was in use during a predetermined period of
time in which the first gaming device was executing the instruction
set. For example, the success metric may be a measure of the number
of minutes that the first gaming device was being played by a
customer between 8:00 am and 9:00 am, while the first gaming device
was executing the instruction set. Exemplary values of the success
metric may include "0 minutes," "20 minutes," or "58 minutes." In
various embodiments, a larger number of minutes played (i.e., a
high value of the success metric) may serve as an indication of
greater success.
[0154] In various embodiments, determining a value of a success
metric includes determining a value based on the number of people
to use the first gaming device during a predetermined period of
time in which the first gaming device was executing the instruction
set. For example, the success metric may measure the number of
people who made at least ten handle pulls at the gaming device
between 9:00 am and 12:00 pm, while the first gaming device was
executing the instruction set. Exemplary values of the success
metric may include "0 people," "3 people," or "five people." In
various embodiments, a greater number of people may serve as an
indication of greater success.
[0155] In various embodiments, determining a value of a success
metric includes determining a value based on the total amount
wagered at the first gaming device during a predetermined period of
time in which the first gaming device was executing the instruction
set. For example, the success metric may measure the total amount
wagered between 9:00 am and 12:00 pm, while the first gaming device
was executing the instruction set. Exemplary values of the success
metric may include "$120," "$1500," or "400 coins." In various
embodiments, a larger number of wagers may serve as an indication
of greater success.
[0156] It will be appreciated that in various embodiments, a
success metric may measure many other types of data. In some
embodiments, a success metric may measure the average length of
play sessions for customer who play at the first gaming device
while the first gaming device is executing the instruction set. A
greater average length of a session may serve as an indication of
greater success. In some embodiments, a success metric may measure
the theoretical win at the first gaming device while the first
gaming device is executing the instruction set.
[0157] In various embodiments, a success metric may measure the
success of the first gaming device relative to a third gaming
device, in which the first gaming device executes the instruction
set while the second gaming device does not. Thus, for example, the
success metric may measure the difference between an amount of
profit earned by the first gaming device and an amount of profit
earned by the third gaming device, during a particular period of
time. A measure of relative success may more readily screen out
influences that tend to affect all gaming devices. For example,
blizzard conditions may exist on a particular day, keeping almost
all players away from a casino. During such conditions, a lack of
play at the first gaming device should not necessarily be
interpreted as a lack of success of the instruction set being
executed by the first gaming device. Comparisons with the third
and/or with other gaming devices may reveal that all gaming devices
are receiving relatively little play during a particular day.
[0158] In various embodiments, the central controller may have the
opportunity to transmit multiple instruction sets to a gaming
device. The central controller may select the instruction set from
among the multiple instruction sets that has the highest associated
value of a success metric. For example, the central controller may
have the opportunity to instruct a gaming device to feature a first
game or a second game. The central controller may then instruct the
gaming device to feature the game with the higher associated value
of a success metric.
[0159] In various embodiments, a first value of a success metric is
determined, the first value associated with a first instruction
set. For example, the first instruction set may represent
instructions for featuring a first game. The success metric may
measure, for example, the average number of wagers made per hour at
gaming devices featuring a game. Thus, the first value may be two
hundred fifty-eight, for example, and may represent the average
number of wagers made per hour at gaming devices executing the
first instruction set (e.g., featuring a the first game). In
various embodiments, a second value of the success metric is
determined, the second value associated with a second instruction
set. For example, the second instruction set may represent
instructions for featuring a second game (e.g., a game other than
the first game). The second value may be, for example, one hundred
ninety-six (wagers per hour). In various embodiments, it is
determined whether the first value is greater than the second
value. The first instruction set is transmitted to a gaming device
if the first value is greater than the second value. To continue
with the prior example, since the first value of two hundred
fifty-eight (wagers per hour) associated with the first instruction
set is greater than the second value of one hundred ninety-six
associated with the second instruction set, the first instruction
set may be transmitted to a gaming device to be featured.
Presumably, the first instruction set is more successful.
Therefore, the central controller is providing the gaming device
with the first instruction set (as opposed to the second) because
the central controller seeks, in this case, to propagate
instructions sets that are most successful. Of, course, it will be
appreciated that the central controller need not transmit the first
instruction set to the gaming device. Rather, in embodiments where
the gaming device already stores a copy of the first instruction
set, the central controller need only transmit to the gaming device
instructions to begin executing the first instruction set. It will
also be appreciated that the central controller may transmit the
first instruction set to multiple gaming devices. Further, it will
be appreciated that the central controller may transmit the first
instruction set to some gaming devices, and the second instruction
set to other gaming devices. However, the central controller may
transmit the first instruction set to more gaming devices than the
second instruction set is transmitted to, since the first
instruction set does have the higher associated value of the
success metric.
[0160] In various embodiments, the central controller may test
various instruction sets by transmitting them to various gaming
devices, and determining values of a success metric for each of the
instruction sets. The central controller may then use such values
to determine which of the various instruction sets are successful,
and/or which are the most successful.
[0161] In various embodiments, a single instruction set may be
tested at multiple gaming devices. In various embodiments, an
instruction set is transmitted to each of a first set of gaming
devices. A value of a success metric is determined for the
instruction set based on customer use of the gaming devices of the
first set of gaming devices. Based on the value of the success
metric, the instruction set is transmitted to a gaming device other
than a gaming device of the first set of gaming devices.
[0162] In various embodiments, a gaming device may determine
whether to execute an instruction set based on a value of a success
metric determined at that gaming device. For example, a gaming
device may determine the average length of time it takes for a new
customer to begin play when a particular attract mode is featured.
Based on the average length of time (the value of the success
metric), the gaming device may determine whether to continue
featuring the attract mode. Thus, a gaming device may "learn" which
instruction sets are most successful without input from the central
controller.
[0163] In various embodiments, an instruction set is executed at a
gaming device during a first time period. For example, a particular
game is featured from 9:00 pm to 10:00 pm. A value of a success
metric is determined based on customer use of the gaming device
during the first time period. Then, based on the value, it is
determined whether to execute the instruction set over a second
time period. For example, suppose the success metric measures the
total amount wagered at the gaming device, and the value of the
success metric is $400. The value of $400 may be compared to a
threshold value (e.g., $300). In this example, the value of the
success metric exceeds the threshold value, so the gaming device
may determine to execute the instruction set over a second time
period, such as 10:00 pm to 11:00 pm. Various embodiments may
further include executing the instruction set over the second time
period.
[0164] In various embodiments, an instruction set is executed at a
gaming device during a first time period. A value of a success
metric is determined based on customer use of the gaming device
during the first time period. Then, based on the value, a frequency
with which to execute the instruction set is determined. Thus, for
example, an instruction set with a relatively low value of a
success metric may still be executed from time to time. However, in
general, an instruction set with a relatively low value of a
success metric may tend to be executed less frequently than is an
instruction set with a relatively high value of the same success
metric (or even of a different success metric). For example, in
instruction set for featuring a first game may be executed for a
three-hour period once every day, while an instruction set for
featuring a second game may be executed for a three-hour period
once every week. This may be because the first instruction set has
a higher associated value of a success metric than does the second
instruction set. Of course, a gaming device may determine a
duration with which to execute an instruction set based on a value
of an associated success metric. For example, rather than executing
more frequently an instruction set with a high value of an
associated success metric, a gaming device may execute the
instruction set for a longer period of time at a stretch. Of
course, a gaming device may determine both the frequency and
duration over which an instruction set is to be executed based on
the value of an associated success metric.
[0165] In various embodiments, an instruction set is executed at a
gaming device during a first time period. A value of a success
metric is determined based on customer use of the gaming device
during the first time period. Then, based on the value, a
probability with which to execute the instruction set is
determined. In various embodiments, the higher the value of the
success metric, the greater the probability (up to a maximum of
probability one) with which the instruction set is executed. The
gaming device may periodically make a determination as to whether
the instruction set might be executed. The gaming device may then
determine at random, but subject to the aforementioned probability,
whether to actually begin executing the instruction set.
[0166] In various embodiments, the central controller may monitor
the success of an instruction set at a given gaming device. For
example, the central controller may determine a value of a success
metric associated with an instruction set being executed at the
gaming device. Based on the value of the success metric, the
central controller may instruct the gaming device as to whether to
continue executing the instruction set, as to whether to increase
or decrease the frequency with which the instruction set is
executed, as to whether to increase or decrease the probability
with which the instruction set is executed, and so on.
[0167] In various embodiments, a value of a success metric is
determined based on customer use of a gaming device during a first
time period. A determination is made, based on the value, as to
whether to execute the instruction set over a second time period. A
signal is then transmitted to the gaming device to execute the
instruction set over the second time period. For example, the
determination may have been resolved in the affirmative, thus
resulting in the signal being transmitted.
[0168] In various embodiments, a gaming device or central
controller may determine an instruction set to be executed by the
gaming device based on ambient conditions. For example, there may
be several methods for promoting a gaming device. One method may
emphasize visual means. For example, one attract mode may emphasize
flashy graphics to attract players to play the gaming device. A
second method may emphasize audio. For example, a second attract
mode may emphasize loud or appealing sounds to attract players to
play the gaming device. If ambient conditions are noisy (e.g., the
general sound level in the casino in the are of the gaming device
is noisy), then the attract mode emphasizing flashy graphics may be
emphasized, since the graphics are not diminished by ambient sound
levels. If, however, the ambient noise level is low, then the
attract mode that emphasizes sounds may have a better chance of
catching players' attention.
[0169] In various embodiments, a set of ambient conditions are
determined. Based on the set of ambient conditions, a first method
of promoting a gaming device is determined. The first method of
promoting the gaming device is then implemented. For example, the
method of promoting the gaming device may include having the gaming
device feature an attract mode. Implementing the first method of
promotion may include having the gaming device execute an
instruction set for featuring the attract mode.
[0170] Ambient conditions may include at least one of: a noise
level; a time of day; a day of the week; and a proximity of a
customer. Ambient conditions may include the state of the weather
(e.g., sunny, cloudy, cold), the crowdedness of a casino, the
smokiness of a casino, the temperature of a casino, and so on.
Ambient conditions may be determined in a number of ways. A gaming
device may include one or more sensors. For example, a gaming
device may include a microphone for detecting ambient noise levels.
A gaming device may include a smoke detector for detecting the
smokiness of a casino. A gaming device may contain a thermometer
for detecting ambient temperatures. Of course, one or more sensors
may be separate from one or any gaming device. For example, the
central controller may determine ambient temperatures via a
thermometer with which it is in communication. A gaming device
and/or the central controller may include internal clocks or
calendars for determining a time or date. The central controller
and/or a gaming device may receive automatic feeds from weather
services in order to determine weather conditions.
[0171] In various embodiments, determining a method of promoting a
gaming device may include determining, based on the set of ambient
conditions, from among at least one of: a text-based method of
promoting the gaming device; a graphics-based method of promoting
the gaming device; and an audio-based method of promoting the
gaming device.
[0172] In various embodiments, a second method of promoting the
gaming device is determined, in which the second method is not the
first method. Thus, a gaming device may be capable of using
multiple methods of promotion, depending on ambient conditions. A
gaming device may switch from one method of promotion to another as
ambient conditions change.
[0173] It will be appreciated that a gaming device may execute or
not execute any given instruction set based on ambient conditions.
For example, a gaming device may feature a first game if the time
is between 12:00 am and 6:00 am, and a second game if the time is
between 6:00 am and 10:00 am.
[0174] In various embodiments, a gaming device may or may not
feature a particular game based on the utilization of other gaming
devices in the casino. For example, suppose that all gaming devices
featuring the game "Sunken Treasure" are currently being played by
casino customers. Presumably, Sunken Treasure is a popular game. It
may be likely that there is additional demand by customers to play
Sunken Treasure. However, such customers may be unable to play the
game because all gaming devices featuring the game are in use.
Accordingly, the central controller may select a gaming device that
does not currently feature Sunken Treasure. The central controller
may transmit an instruction set to the gaming device to feature the
game Sunken Treasure. The central controller may thereby increase
the availability of the Sunken Treasure games to casino
patrons.
[0175] In various embodiments, certain games may experience low
rates of play from casino customers. Presumably, such games are
unpopular. Accordingly, the central controller may transmit
instructions to one or more gaming devices featuring the games to
cease featuring the games and/or to begin featuring other games. In
this way, a casino as a whole can constantly, dynamically, and/or
automatically adjust the availability of games on the casino floor
to suit customer demand.
[0176] In conventional casinos, unpopular gaming devices are
eventually removed from the casino floor. If a gaming device is
popular, more similar gaming devices are placed on the casino
floor. However, the process of addition and removal can be very
slow, cumbersome, and ad hoc. The mere difficulty of disconnecting,
lifting, and transporting gaming devices makes it very difficult to
quickly adjust and readjust the game selection on a casino floor.
In addition, casino managers may be slow or inaccurate in
recognizing the popularity or unpopularity of a game. For example,
casino managers may recognize the unpopularity of a game based on
their own observations, or based on summary financial reports
issued relatively infrequently.
[0177] In contrast, various embodiments of the present invention
may allow much more rapid adjustment of game selection and more
accurate detection of a games' popularity or unpopularity, or other
measure of success. Furthermore, various embodiments of the present
invention may avoid the necessity of constantly replacing gaming
devices themselves, saving the costs of the devices and of the
labor involved in transporting them.
[0178] In various embodiments, a number of gaming devices at which
a game is being played is determined. For example, the central
controller may determine the number of gaming devices at which
Sunken Treasure is being played. The phrase "being played" may
refer to a gaming device in which a player currently has a balance,
a gaming device in which a player currently has a player tracking
card inserted, a gaming device at which a wager has been made in
the last thirty seconds, a gaming device at which an outcome has
been generated in the last thirty seconds, and/or a gaming device
at which any other indication of customer gambling activity is
present. A gaming device at which the game is not being played is
selected. For example, a gaming device that does not currently
feature the game Sunken Treasure is determined. Then, based on the
number exceeding a predetermined threshold, instructions to feature
the game are transmitted to the selected gaming device. For
example, if the number of gaming devices at which Sunken Treasure
is being played exceeds a threshold of fifty gaming devices, then
instructions to feature Sunken Treasure may be transmitted to the
selected gaming device. In this way, for example, Sunken Treasure
may be made more readily available to players who may want to play,
but cannot find an unoccupied gaming device featuring Sunken
Treasure. Note that when providing the selected gaming device with
instructions to feature Sunken Treasure, the central controller may
transmit to the selected gaming device an instruction set for
operating in accordance with the game Sunken Treasure. However, if
the selected gaming device already has a stored copy of the
instruction set, then the central controller need not necessarily
transmit a new copy of the instruction set to the selected gaming
device. Rather, the central controller may instruct the selected
gaming device to begin featuring Sunken Treasure.
[0179] In various embodiments, the central controller may determine
how many gaming devices are available that would currently allow a
player to play a particular game. If there are relatively few such
gaming devices available, then the central controller may instruct
one or more gaming devices not currently featuring the game, to
begin featuring the game.
[0180] In various embodiments, a determination is made as to the
number of gaming devices that exist at which a game is available
for play, but is not currently being played. A gaming device at
which the game is not available for play is selected. Based on the
number falling below a predetermined threshold, instructions are
transmitted to the selected gaming device to feature the game. For
example, if there are fewer than five gaming devices (i.e., five is
the threshold) on the casino floor at which the game is available
for play (e.g., where the game is featured and where the gaming
device is not currently being played), then the central controller
may transmit instructions to the selected gaming device to feature
the game. In various embodiments, instructions may be transmitted
to the selected gaming device to promote the game. For example,
instructions may be transmitted to the selected gaming device to
feature an attract mode with video and audio clips from the
game.
[0181] In various embodiments, the central controller may seek to
determine the popularity of a game by examining the ratio of the
number of such games available for play, to the number actually
being played. For example, if there are fifty gaming devices
featuring the game "Precious Stones", and forty of them are in use,
the ratio of forty in use to fifty available may indicate a high
degree of popularity. Accordingly the central controller may
instruct additional gaming devices to begin featuring the game
Precious Stones.
[0182] In various embodiments, a determination is made as to a
ratio of a first number of gaming devices at which a game is being
played, to a second number of gaming devices at which the game is
available for play. A gaming device at which the game is not
available for play is selected. Based on the ratio exceeding a
predetermined threshold, instructions to feature the game are
transmitted to the selected gaming device. For example, if the
ratio exceeds a predetermined threshold of 0.7:1, then instructions
to feature the game may be transmitted. In various embodiments,
based on the ratio exceeding a predetermined threshold,
instructions to promote the game may be transmitted. It should be
noted that the ratio may alternatively be expressed as a fraction,
a percentage, a proportion, or in terms of any other suitable
mathematical or other relationship.
[0183] In various embodiments, if there are a large number of
gaming devices that currently feature a game, but are not being
played, then the central controller may instruct such gaming
devices to stop featuring the game. In various embodiments, if
there is a small ratio of a number of gaming devices at which a
game is available and which are being played, to a number of gaming
devices featuring the game, then the central controller may
instruct some of the gaming devices to stop featuring the game.
Presumably, games for which such a ratio is small are unpopular,
and may be more profitably replaced with other games.
[0184] In various embodiments, a first number of gaming devices at
which a first game is being played is determined. A second number
of gaming devices at which the first game is featured is
determined. A ratio of the first number to the second number is
determined. A gaming device is selected from among the second
number of gaming devices that is not one of the first number of
gaming devices. For example, a gaming device is selected that
features the first game, but that is not currently being played.
The selected gaming device is instructed to stop featuring the
first game. In various embodiments, the selected gaming device is
instructed to feature a second game in place of the first game. In
various embodiments, each of the aforementioned second number of
gaming devices is in a single casino. If all the gaming devices are
in the same casino, then the ratio of the first number to the
second number may serve as a reasonable indicator of the popularity
of the first game in the casino. The casino may use the ratio as a
way to rebalance the types of games that are currently on the
casino floor so as to better suit the preferences of the population
of casino customers currently on the floor.
[0185] In various embodiments, each of the aforementioned second
number of gaming devices is in a single room of a casino. Thus, the
casino may rebalance the types of games that are in a particular
area of a casino to better suit the preferences of the population
of the customers in that area. In various embodiments, each of the
aforementioned second number of gaming devices is in a single
location of a casino.
[0186] In various embodiments, third parties may have an interest
in promoting their games at casinos. For example, a game developer
may wish for casino customers to try one of the game developer's
new games. If many customers like the new games, then the game
developer may be able to convince the casino to buy or license the
game from the game developer. Therefore, a third party may pay a
casino to feature or promote a game.
[0187] In various embodiments, a third party is charged for an
amount of time that its game was promoted. In various embodiments,
an amount of time that a game was promoted at a gaming device is
determined. A third party is charged an amount of money that is
based on the amount of time. In various embodiments, the amount of
money is proportional to the amount of time. In various embodiments
the amount of money is collected from the third party. In various
embodiments, the third party is a game developer.
[0188] In various embodiments the central controller (e.g., on
behalf of the casino) may reach an agreement beforehand as to how
much the third party will be charged when the casino features its
games. In various embodiments, an agreement is reached with the
third party on a rate. For example, the central controller may
reach an agreement with the third party whereby the third part will
pay ten cents per minute during which the third party's game is
promoted on any given gaming device. Charging the third party may
therefore include charging the third party an amount of money that
is based on the rate and the amount of time that the third party's
game is promoted. In various embodiments, charging the third party
includes charging the third party an amount of money equal to the
rate multiplied by the amount time. For example, if the rate is ten
cents per minute, and the third party's game is promoted for a
total of five hundred minutes, then the third party may be charged
ten cents per minute times five hundred minutes, or $50.
[0189] In various embodiments, a third party's game may be featured
by one or more gaming devices on a casino floor. The third party
may be charged a fee based on the amount of time (or other measure)
that the third party's game was actually played. In various
embodiments, an amount of time that a game was played at a gaming
device is determined. A third party is charged an amount of money
based on the amount of time. For example, a third party may be
charged $5 for every hour that its game is played at a given gaming
device.
[0190] In various embodiments, a third party may be charged a rate
for promoting or featuring its game, where the rate varies by time
of day, day of the week, date of the month, and so on. For example
a rate charged may be relatively low during early morning hours
(e.g., from 2:00 am to 6:00 am) and relatively high in the late
afternoon and evening (e.g., from 6:00 pm to 10:00 pm).
Traditionally, relatively few people frequent casinos during the
early morning hours, while the casino has its greatest traffic
closer to the evening. Thus, rates may vary according to the
expected customer traffic of a casino during a given period of
time.
[0191] In various embodiments, an agreement is reached with a third
party on a rate that applies during a first time period. For
example, the central controller and third party may agree on a rate
of twenty-five cents per minute to be charged to the third party in
return for the promotion of its game between 6:00 pm and 10:00 pm.
An agreement is reached with the third party on a rate that applies
during a second time period. For example, the central controller
and third party may agree on a rate of ten cents per minute to be
charged to the third party in return for the promotion of its game
between 8:00 am and 11:00 am. A first amount of time that the game
was promoted during the first time period is determined. A second
amount of time that the game was promoted during the second time
period is determined. The third party is charged an amount of money
based on the first rate, the second rate, the first amount of time,
and the second amount of time. For example, the third party may be
charged an amount of money equal to the first rate multiplied by
the first amount of time plus the second rate multiplied by the
second amount of time. The first time period may be a peak time
period and the second time period may be an off-peak time period. A
"peak" time period may refer to a time period where there is
relatively high customer traffic, while an "off-peak" period may
refer to a time period where there is relatively low customer
traffic.
[0192] In various embodiments, a casino may benefit from promoting
or featuring the game of a third party. For example, the game may
receive a large amount of play and may therefore generate a large
amount of profit for the casino. Accordingly, a casino may pay a
third party for the amount of time that the third party's game is
promoted. In various embodiments, an amount of time that a game was
promoted at a gaming device is determined. A third party is paid an
amount of money that is based on the amount of time.
[0193] In various embodiments, an amount of time that a game was
played at a gaming device is determined. A third party is paid an
amount of money that is based on the amount of time.
[0194] In various embodiments, a gaming device does not change the
game that it features for a predetermined amount of time after the
game has been played by a customer. A customer who has just played
a game at a gaming device may wish to return to the gaming device
and play again at some later point in time. If the customer were to
return and find that the game he played was not featured, he might
become confused or disappointed. Accordingly, once a customer has
played a game at a gaming device, the same game may continue to be
featured for at least a predetermined period of time, such as an
hour, six hours, twenty-four hours, or a week.
[0195] In various embodiments an outcome is generated at a gaming
device in accordance with a first game. This outcome may be
generated in response to a wager and a "spin" command from a
customer. The customer may be currently playing the gaming device.
Then, an amount of time that has elapsed since the outcome was
generated is determined. In various embodiments, this amount of
time represents an amount of time since the outcome was generated,
and during which no further outcomes were generated. Presumably
then, the outcome may be considered to have been the last outcome
of a customer's session. The amount of time may therefore represent
an amount of time during which the gaming device has not been
played. A determination is made as to whether the amount of time
exceeds a predetermined threshold. The threshold may be fifteen
minutes, one hour, one day, one week, or any other period of time.
If the amount of time exceeds the threshold, then a second game may
be featured in place of the first. In various embodiments, a second
game may be promoted in place of the first. For example, an attract
mode may show graphics from a second game in place of the first
game.
[0196] In various embodiments, an amount of time that has elapsed
since an outcome was generated at a gaming device is determined. A
determination is made as to whether the amount of time exceeds a
predetermined threshold. The gaming device is instructed to promote
a second game in place of the first game if the amount of time
exceeds the threshold. For example, the central controller may
instruct the gaming device to promote the second game in place of
the first game if the amount of time exceeds the threshold. The
gaming device may also be instructed to feature a second game in
place of the first game if the amount of time exceeds the
threshold.
[0197] In various embodiments, it is desirable to measure the
success of an attract mode. The success may be measured in various
ways that will be described below. Measuring the success of an
attract mode allows a determination to be made as to whether or not
the attract mode should continue to be used and/or spread to other
gaming devices. Measuring the success of any instruction set can
have the same import.
[0198] In various embodiments, an instruction set is executed at a
first gaming device during a time period. A value of a success
metric for the instruction set is determined based on at least one
of: the number of people who play at the first gaming device during
the time period; the amount of money that is wagered at the first
gaming device during the time period; the amount of profit that is
made by the first gaming device during the time period; the amount
of time that the first gaming device is being played during the
time period; the amount of time that the first gaming device is
idle during the time period; and the amount of time that the first
gaming device is in use relative to the amount of time that a
second gaming device is in use during the time period. The
instruction set is transmitted to a third gaming device if the
value of the success metric exceeds a predetermined threshold.
[0199] In various embodiments, a casino may decide to increase or
decrease the number of gaming devices that feature a game based on
the costs to the casino of featuring the game. Similarly, in
various embodiments, a casino may decide to increase or decrease
the amount of time or the frequency with which a game is featured
based on the costs to the casino of featuring the game. For
example, a casino may decide to feature a game on fewer gaming
devices if the casino must pay a portion of profits derived from
the game to the game's developer. The casino might prefer to
feature a game for which the casino receives all profits.
[0200] In various embodiments a first price rate for featuring a
first game is determined. The price rate may refer to the price per
unit of time, per unit profit, or per other unit, that the casino
must pay to the game's developer for featuring the game. For
example, the price rate for a particular game may be twenty cents
per dollar of profit that is made by the game. A second price rate
for featuring a second game is determined. A determination is made
as to which of the first game and the second game to feature based
on the first price rate and the second price rate. For example, the
first game may be featured at a particular gaming device if the
first price rate is lower than the second price rate. However, the
casino may account for other factors besides price rate. Thus, a
casino may decide to feature the game with the higher price rate if
the game also has a higher associated value of a success
metric.
[0201] In various embodiments, the central controller may correlate
the success of instruction set with ambient conditions that were
present when the instruction set was executed. For example, a
particular game may earn high profits for a casino during a
particular time period. During that same time period, ambient
conditions may include unseasonably hot weather outside. Therefore,
in the future, when there is again unseasonably hot weather, the
central controller may increase the number of gaming devices that
feature the game.
[0202] In various embodiments, a determination is made as to the
value of a success metric associated with the execution of an
instruction set during a particular time period. For example, the
value of a success metric is determined for the game "Emperor's
Gold" for the period from 3:00 pm to 6:00 pm. A first set of
ambient conditions during the first time period is determined. As
described above, ambient conditions may include a noise level, a
level of customer traffic, a smokiness, and so on. A second set of
ambient conditions during a second time period is determined. The
instruction set is transmitted to a gaming device if the value of
the success metric exceeds a predetermined threshold and if the
second set of ambient conditions is similar to the first set of
ambient conditions. For example, suppose Emperor's Gold was found
to be successful during the first time period. Suppose also that
the casino was crowded during the first time period. Then, if the
casino is also crowded during the second time period, the central
controller may transmit the instruction set for Emperor's Gold to
one or more gaming devices. Emperor's Gold may then be featured
during the second time period.
[0203] In various embodiments, the central controller may
coordinate the instruction sets that are sent to various gaming
devices in order to create an overall effect in the casino. For
example, the central controller may transmit instruction sets for
featuring a particular game to a set of gaming devices that are
located adjacent to one another. In this way, the central
controller may create a location in a casino where customers know
they can go to play the particular game. As another example, the
controller may transmit instruction sets for featuring a particular
game to a set of gaming devices that are far apart from one
another. In this way, gaming devices featuring the game are not
concentrated in one area, and more customers are likely to obtain
exposure to the game. Of course, gaming devices may coordinate with
one another via a common network. For example, a gaming device
featuring a first game may communicate to two adjacent gaming
devices that they should not also feature the first game.
[0204] While the present invention has been described above in
terms of specific embodiments, it is to be understood that the
invention is not limited to the disclosed embodiments. On the
contrary, the present invention is intended to cover various
modifications and equivalent structures included within the spirit
and scope of the appended claims.
* * * * *