U.S. patent application number 11/790105 was filed with the patent office on 2008-01-17 for networked computerized wager-based game system.
Invention is credited to David Baazov, Albert Jann.
Application Number | 20080015030 11/790105 |
Document ID | / |
Family ID | 38624502 |
Filed Date | 2008-01-17 |
United States Patent
Application |
20080015030 |
Kind Code |
A1 |
Baazov; David ; et
al. |
January 17, 2008 |
Networked computerized wager-based game system
Abstract
A wager-based gaming system provides a wager-based game playable
by a player from a player computer on the table. The player
computer receives player inputs, including wagers, from the player
and transmits them to a game server communicably connected thereto
and which applies game logic defining the game and defined in a
game logic module, to generate game outputs, including an outcome
for the game for the player, which is displayed on the player
computer. The game logic module is selectable and configurable from
a backend server and which contains player data for the player,
including an account balance from which the wagers may be placed. A
card reader connected to the player computer reads a portion of the
player data is validated against the player data on the backend to
authorize or deny access to the player data.
Inventors: |
Baazov; David;
(Dollard-Des-Ormeaux, CA) ; Jann; Albert; (Cote
Saint Luc, CA) |
Correspondence
Address: |
Franz BONSANG;c/o EQUINOX PROTECTION
410 - 1500, Du College
St-Laurent
QC
H4L 5G6
US
|
Family ID: |
38624502 |
Appl. No.: |
11/790105 |
Filed: |
April 24, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60794140 |
Apr 24, 2006 |
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Current U.S.
Class: |
463/42 ;
463/25 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3276 20130101; G07F 17/3211 20130101; G07F 17/322 20130101;
G07F 17/323 20130101 |
Class at
Publication: |
463/42 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A wager-based gaming system comprising: at least one table
having at least one respective player computer disposed thereupon
for receiving respective player inputs for a player for a
respective game for said table playable on said player computer and
for displaying game outputs therefor, said respective player inputs
comprising at least one wager and said game outputs comprising an
outcome therefor; for each player computer, a respective card
reader communicably connected thereto for reading at least a
portion of respective player data for said player from a respective
microprocessor, on a respective smart card therefor when said smart
card is inserted therein, said portion being store on said
microprocessor; at least on game server communicable connected to
each player computer and storing game logic defining said game for
applying said game logic to said respective player inputs and
generating thereby said game outputs; and a backend server to which
each game server, and thereby said player computer, is communicably
connected and upon which all said player data is stored for
validating whether there is correspondence between said portion
read by said card reader against player data stored thereon, said
backend server authorizing access to said player data stored
thereon from said player computer for playing said game if said
correspondence is validated.
2. The system of claim 1, wherein said player data comprises a
respective account balance for said player and from which said
wager may be placed said respective account balance being updated
based on said outcome.
3. The system of claim 1, wherein said respective player data is
writable to said microprocessor by said card reader when said smart
card is inserted therein and said correspondence is validated, said
backend server transmitting said portion to said card reader when
said portion is modified thereon for writing on said microprocessor
to update said portion.
4. The system of claim 1, wherein said portion is stored on said
card reader in encrypted format, said portion being transmitted
between said backend server and said card reader in said encrypted
format.
5. The system of claim 1, wherein all of said player data is also
stored on said microprocessor.
6. The system of claim 1, further comprising at least one server
computer, each server computer being communicable connected to one
another by at least one network and upon which said game server and
said backend server reside, each game server residing on a
respective server computer therefor communicably connected by said
at least one network to said player computer.
7. The system of claim 2, further comprising, for each player
computer, a respective currency receiver communicably connected
thereto for receiving a respective player deposit of currency and
determining a deposit value therefor, said deposit value being
creditable to said respective account balance by said backend
server when updating said account balance.
8. The system of claim 7, wherein said game server stores a
respective session balance for each player computer while said
player plays said game thereon, said game server initially setting
said respective session balance to zero, updating said respective
session balance based on said outcome, and crediting each said
respective deposit value thereto, said game server, if said
correspondence is validated for said player on said player
computer, adding said respective account balance to said respective
session balance and transmitting said respective session balance to
said backend server which assigns said respective session balance
to said respective account balance for said player, thereby
updating said respective account balance.
9. The system of claim 8, wherein said game server, when said
correspondence is not validated and when requested by said player
input, transmits said respective session balance to said backend
server, said backend server generating a ticket output containing
said respective session balance for printing as a ticket by a
printer communicably connect to said player computer upon which
said player is playing, said ticket being redeemable for one of
money and credit to said session balance on any said gaming machine
for playing said game thereupon.
10. The system of claim 1, wherein said player computer is a panel
personal computer having a touch screen upon which said respective
player inputs may be entered for playing of said game and upon
which said respective player inputs and game outputs are
displayed.
11. The system of claim 1, wherein said game is a selected game
selectable from a plurality of games from said backend sever, said
game server having, for each game of said plurality, a respective
game logic module therefor stored thereon and comprising said game
logic, each game logic module being selectively activatable and
deactivateable on said game server from said backend server to
respectively select and deselect said selected game.
12. The system of claim 11, wherein said player computer comprises
a game client module comprising a respective game interface for
receiving said respective player inputs, said game client module
transmitting said respective player inputs to said game server and
receiving said game outputs therefrom, said game interface
displaying said game by displaying at least a portion of said
respective player inputs and said game outputs.
13. The system of claim 13, wherein said game client module
comprises a respective game specific interface elements module for
said game interface that defines respective game specific interface
elements specific to said selected game and a general client
platform module containing common interface elements for said game
interface and which are common to all said games of said plurality
of games, said respective game-specific interface module being
activated for said game interface when said respective game logic
module for said selected game is activated to enable playing of
said selected game.
14. The system of claim 11, wherein said backend server comprises a
remote configuration module for transmitting scheduling
instructions designating a designated said respective game logic
module for a designated said game to said game server, said game
server deactivating said respective game logic module for said
selected game once said game server determines said outcome for any
instance of said selected game in progress when said scheduling
instruction is received and subsequently activating said designated
said respective game logic module, said designated said game
thereby being selected as said selected game.
15. The system of claim 14, wherein said game server transmits a
message specifying said designated said game to said game client
when said designated said game logic module is activated, said game
client deactivating said respective game-specific interface
elements module for said selected game and activating said
respective game-specific interface elements module for said
designated said game.
16. The system of claim 10, wherein said back end server comprises
a programmable schedule, said programmable schedule defining at
least one programmed time at which a respective said scheduling
instruction associated therewith is to be sent to said game server,
said programmable schedule enabling automated and scheduled
selection of said selected game.
17. The system of claim 16, wherein said scheduling instruction
further comprises configuration information specifying a game
configuration for said designated said game, said game server
activating said designated said game logic module and configuring
said designated said game in accordance with said game
configuration.
18. The system of claim 14, further comprising, for a respective
table server computer therefor, said table server computer being
securely housed in said table to prevent access by said player
thereto and communicably connected to said game server and to each
player computer on said table and providing communication of said
player inputs and said game outputs therebetween; and a common
display unit disposed on said table and communicably connected to
said table server computer, said table server computer having said
game client resident thereon and displaying said game on said
common display unit.
19. The system of claim 18, further comprising, at least one
monitoring computer communicably connected to said game server and
having said game client module resident thereon, said game client
module on said monitoring computer being configured for limiting
use of said monitoring computer to displaying said game.
20. The system of claim 14, wherein said backend server comprises a
history module, said game server transmitting all player inputs
entered into each said game client on each said player computer to
play said game and all said game outputs generated to said backend
server, said history module storing all said player inputs and said
game outputs on said backend server.
21. The system of claim 20, wherein said game client is configured
for receiving a replay request from a user thereof for replay of at
least a portion of said player inputs and said game outputs for
said game for at least one designated said player computer
designated in said replay request on a requested computer
designated in said replay request and having said game client
module resident thereon, said game client module transmitting said
replay request to said game server which transmits said replay
request to said backend server, said history module retrieving said
requested portion from said history module and transmitting said
requested portion to said game server, said game server suspending
said player inputs on said designated said personal computer,
thereby suspending play of said game thereon and said game client
on said requested computer displaying each player input and each
game output of said requested portion in sequence, thereby
replaying said portion.
22. The system of claim 17, wherein said requested computer is at
least one of said designated gaming computer, said monitoring
computer, and said table server computer.
23. A method for providing wager-based gaming on a table, said
method comprising the steps of: receiving a smart card having a
microprocessor in a smart card reader situated at said table and
communicably connected to at least one respective player computer
for the table and upon which at least one respective game for said
table is playable, said microprocessor having at least a portion of
respective player data relating to said player stored thereupon,
all said player data being stored on a backend server connected to
said player computer; reading said portion into said player
computer with said card reader; validating whether there is
correspondence of said portion with said player data on said server
computer; if said correspondence is validated, authorizing use of
said respective player data from said gaming computer while said
player plays said game thereupon, generating game outputs by
applying game logic defining said game to respective player inputs
input by said player on said player, said respective player inputs
comprising at least one respective wager made by said player, said
respective game outputs comprising a respective outcome for said
game for said player.
24. The method of claim 23, wherein said player data comprises a
respective account balance for said player and from which said
respective wager may be placed, said method further comprising the
step of, if said correspondence is validated, updating said
respective account balance based on said respective outcome.
25. The method of claim of claim 23, further comprising the steps
of: assigning a respective session balance to said player computer
and from which said respective wagers may be made; accepting said
wagers against said session balance while said player plays said
game; and updating said session balance based on said outcome.
26. The method of claim 25, further comprising the steps of:
receiving a respective player deposit of currency from said player
in a currency receiver connected to said player computer;
determining a deposit value of said deposit; and adding said
deposit value to said session balance.
27. The method of claim 26, wherein said player data comprises an
account balance redeemable for money and from which said wager may
be placed, said session balance being initially set to said account
balance if said correspondence is validated, said session balance
being otherwise initially set to 0.
28. The method of claim 26, wherein after said updating of said
session balance for said player computer, said respective account
balance for said player playing on said player computer is updated
by assigning said session balance thereto if said correspondence
has been validated.
29. The method of claim 23, wherein said game is a selected game
selected from a plurality of games, each game having a respective
game logic module therefor stored on a game server connected to
said backend server, said method further comprising the steps of:
transmitting a scheduling instruction for actuating a designated
said respective game logic module for a designated said game
designated in said scheduling instruction to said game server; and
after said outcome, for any instance of said selected game in
progress on said game server has been generated thereby,
deactuating said game logic module for said selected game and
actuating said game logic module for said designated said game,
said designated said game thereby being selected and actuated as
said selected game.
30. The method of claim 29, further comprising the step of prior to
said step of transmitting said scheduling instruction, consulting a
schedule stored on said backend server which defines said
scheduling instruction and a time for transmitting said scheduling
instruction.
31. The method of claim 23, further comprising the steps of:
receiving a replay request requesting replay of at least a
requested portion of said player inputs and game outputs for at
least one designated player computer and specifying a requested
computer for displaying said portion; retrieving said requested
portion from said backend server, all said player inputs and said
game outputs being stored thereupon; transmitting said requested
portion retrieved to said requested computer; suspending play of
said game on said designated computer; displaying said requested
portion on said designated computer, thereby replaying said
requested portion; and re-enabling play of said game on said
designated computer.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] Benefit of U.S. Provisional Application for Patent Ser. No.
60/794,140, filed on Apr. 24, 2006, is hereby claimed.
FIELD OF THE INVENTION
[0002] The present invention concerns computerized wager-based
games, and more particularly a networked computer wager-based
gaming system and method, as well as a table therefor.
BACKGROUND OF THE INVENTION
[0003] Networked computerized wager-based game systems in which
players play a wager-based game, such as poker, blackjack, bingo,
roulette or other like games involving placement of wagers, using
computers connected on a network, such as the Internet, are well
known in the art. For example, PartyGaming PLc of Gibraltar
provides a system (accessible from URL: www.partypoker.com) in
which players may play a game of poker from their home computers
over the Internet. However, such systems typically require players
to download cumbersome, and often voluminous, client software
applications to their own personal computers so as to be able to
play. In addition, such systems typically offer little face-to-face
social interaction with other players. Also, not all players wish
to download such client applications to their own personal
computers, due to security concerns regarding viruses, spyware, or
the like.
[0004] The security concerns and lack of face-to-face interactions
noted above for such systems as those provided by PartyGaming Plc
are somewhat obviated by systems that allow users to physically sit
around a table in which each player has a computer upon which the
user plays, all of the computers being networked to one another as
well as to computers elsewhere to allow players to participate, if
desired, in games played at other tables in other locations. Such
computerized tables often include a central display unit which
allows all players at the table to observe game play, for that
particular table or elsewhere. An example of such a system with
such a table is the PokerPro.TM. table and system provided by
PokerTek inc. (URL: www.pokertek.com). This system allows users to
play a wager-based game from individual computers situated on a
table having a large central display unit and to place wagers using
credits assigned to magnetic strip cards assigned to the user.
Unfortunately, such magnetic strip cards are notoriously insecure
and can be easily copied by unauthorized users, thus creating a
risk of fraud.
[0005] Accordingly, there is a need for an improved networked
computerized poker game system and table therefor.
SUMMARY OF THE INVENTION
[0006] It is therefore a general object of the present invention to
provide an improved networked computerized wager-based game system
and table therefore which offers greater security for players and
an improved interactive face-to-face interactive experience.
[0007] An advantage of the present invention is that the
computerized network wager-based game system and table provided
thereby allows users to play the game in physical proximity to one
another at the table, thereby allowing face-to-face interaction
between players.
[0008] A further advantage of the game system and table provided by
the present invention is that players may securely place wagers for
the game.
[0009] Still another advantage of the present invention is that
players may play the wager-based game provided by the game system
and the table without having to download software to their own
personal computers.
[0010] Still another advantage of the present invention is that
response time of game system is minimized.
[0011] Yet another advantage of the present invention is that the
wager-based game available for play on the table may be seamlessly
and instantly changed to another wager-based game.
[0012] Still another advantage of the present invention is that a
portion of the wager-based game may be replayed for any player
computer on a requested computer without interrupting play on other
player computers.
[0013] In accordance with an aspect of the present invention, there
is provided a wager-based gaming system comprising: [0014] at least
one table having at least one respective player computer disposed
thereupon for receiving player inputs from a player for a
respective game for the table playable on the player computer and
for displaying game outputs therefor, the player inputs comprising
at least one wager for the game and the game outputs comprising an
outcome therefor; [0015] for each player computer, a respective
card reader communicably connected thereto for reading at least a
portion of respective player data for the player from a respective
microprocessor on a respective smart card therefore when the smart
card is inserted therein, the portion being stored on the
microprocessor; [0016] at least one game server communicably
connected to each player computer and storing respective game logic
defining the game for applying the game logic to the player inputs
to generate the game outputs; and [0017] a backend server to which
each game server, and thereby the player computer, is communicably
connected and upon which all the player data is stored for
validating whether there is correspondence between the portion read
by the card reader against the player data stored on the backend
server, the backend server authorizing access to the player data
stored thereon from the player computer for playing the game if
said correspondence is validated.
[0018] In accordance with another aspect of the present invention,
there is provided a method for providing wager-based gaming on a
table, said method comprising the steps of: [0019] receiving a
smart card having a microprocessor in a smart card reader situated
at said table and communicably connected to at least one respective
player computer for the table and upon which at least one
respective game for said table is playable, said microprocessor
having at least a portion of respective player data relating to
said player stored thereupon, all said player data being stored on
a backend server connected to said player computer; [0020] reading
said portion into said player computer with said card reader;
[0021] validating whether there is correspondence of said portion
with said player data on said server computer; [0022] if said
correspondence is validated, authorizing use of said respective
player data from said gaming computer while said player plays said
game thereupon, generating game outputs by applying game logic
defining said game to respective player inputs input by said player
on said player, said respective player inputs comprising at least
one respective wager made by said player, said respective game
outputs comprising a respective outcome for said game for said
player.
[0023] Other objects and advantages of the present invention will
become apparent from a careful reading of the detailed description
provided herein, with appropriate reference to the accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] Further aspects and advantages of the present invention will
become better understood with reference to the description in
association with the following Figures in which:
[0025] FIG. 1 is a system diagram of a networked computerized
wager-based game system for playing poker, in accordance with an
embodiment of the present invention;
[0026] FIG. 2 is a diagram showing the modules of a backend server
for the system shown in FIG. 1;
[0027] FIG. 3 is a data scheme diagram showing data stored in the
database of the backend server for the system shown in FIG. 1;
[0028] FIG. 4 is a diagram showing the modules of a game server for
the system shown in FIG. 1;
[0029] FIG. 5 is a diagram showing interactions of data between the
personal player computer, the game server, and the backend server
for the system shown in. FIG. 1;
[0030] FIG. 6 is a diagram showing the modules of a game module for
the player computer of the system shown in FIG. 1;
[0031] FIG. 7 is diagram showing a scheduling agent for the remote
configuration module of the backend server of the system shown in
FIG. 1;
[0032] FIG. 8 is a diagram showing a replay request for execution
by the system shown in FIG. 1; and
[0033] FIG. 9 is a perspective view of an exemplary table for the
system shown in FIG. 1.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] Referring now to FIG. 1, therein is shown a system diagram
of a networked computerized wager-based game system, shown
generally as 10, in accordance with an embodiment of the present
invention. As shown, system 10 has at least one table 26 at which
players may play a respective wager-based game for the table 26,
preferably a wager-based card game, in which wagers 300 of money
may be made, such as poker, blackjack, bingo, roulette, or the
like. Each table 26 has at least one respective player computer
(PC) 12 disposed thereupon and upon which a player plays the game
on the system 10. Each PC 12 also has a respective card reader (CR)
14 therefor disposed on table 26 and communicably connected to the
PC 12. For the purposes of describing the system 10, the term
communicably connected used in this specification designates any
connection, direct or indirect, between any components of the
system 10, including connection by the network 28, such that they
the components may exchange data.
[0035] Reference is now made to FIGS. 1, 2, and 3. Each player
preferably has a smart card (SC) 18, having a microprocessor 154
disposed thereon, which is insertable into the CR 14. The
microprocessor 154 contains at least a portion of respective player
data 200 for the player, with all of the respective player data 200
for each player being stored in a database (DB) 64 on a backend
server 24 communicably connected to network 28, game server (GS)
20, table server computer (TBS) 40 and links 30, 32 to each PC 12,
and thereby to each CR 14. As shown in FIG. 3, the respective
player data 200 identifies the player and includes financial
information such as, for example, a respective account balance 202,
redeemable for money and from which wagers 300 may be placed during
play of the game and to which winnings based on an outcome 302 of
the game are creditable by addition thereto. For identifying the
player, the player data 200 may include a player identifier 204 and
password 206 which must be entered by player at PC 12 when SC 18 is
inserted into CR 14 to verify the identity of the player. The
portion of the player data on the microprocessor 154 preferably
includes at least the player identifier 204, but may also include
all of the player data 200, if desired. Further, the CR 14 may read
or write the player data 200, or any portion thereof, to the
microprocessor 154 on the SC 18 when the SC 18 is inserted therein,
thus allowing the portion of the player data 200 on the SC 18 to be
updated whenever the player data 200 is modified on the BS 24. The
player data 200 may be transmitted back and forth between PC 12 and
CR 14, as well as between each CR 14 and the respective table base
station computer (TBS) 40 for the table 26, which generally
controls all PCs 12 and CRs 14 disposed thereat and to which each
PC 12, and each CR 18 on the table 26, is communicably connected.
It should be noted that, while only two PCs 12 are shown at table
26, there may be more PCs 12 I desired. In fact, as explained
below, there are, preferably, ten PCs 12, each with one
corresponding CR 14, per table 26. In addition, there may be more
than one table 26 in the system 10 and each table 26 may be at the
same, or at a different, geographical location.
[0036] Each PC 12 may, optionally, have a currency receiver (CUR)
150 communicably connected thereto, and thereby to the TBS 40, GS
20, and BS 24 and disposed on the table 26. The currency receiver
150 receives an optional respective player deposit of currency,
i.e. money such as banknotes or coins, from the player and
determines the respective deposit value, i.e. the monetary value,
of the respective player deposit, which is creditable, by addition
thereto, to a session balance 212, redeemable for money, maintained
by the system 10 while the player is playing at a given PC 12 and
which is creditable, by addition thereto, for updating the
respective account balance 202 of the player. Each table 26 may
also have, for each respective PC 12 thereof, a respective ticket
printer and reader (TKT) 152 communicably connected to the PC 12
and thereby the TBS 40, GS 20, and BS 24 which prints and reads
tickets having a monetary value inscribed thereon and which is
attributable to the session balance 212 and/or the account balance
202.
[0037] Referring again to FIG. 1, TBS 40 controls a large central
display unit (CDU) 16, typically a liquid crystal display (LCD),
which is situated in the centre of table 26 and which allows each
player to monitor the progress of the game, except for private
player data 210, including the exact cards in a player's hand which
have not yet been revealed to other players, which is generally
shown only on the display of the player's PC 12. TBS 40 provides
bidirectional communicable connection between PC 12, CUR 150, TKT
142, and CR 14 at table 26 through internal network links 32 and
network 28 to GS 20 and back-up game server (BGS) 22. The network
28 is preferably an Internet type network with external network
links 30 being Internet network links. However, network 28 and
external network links 30 may be of any type as long as
bidirectional communication between elements GS 20, BGS 22, BS 24,
and Table Station Base (TBS) 40 are provided thereby, thereby
ensuring that elements 20, 22, 24, and 40 are communicably
connected. At table 26, CR 14, PC 12, TKT 142, CUR 150, and CDU 32
are all communicably connected to each other by internal table
network links 32. Table network links 32 are preferably
Internet/Ethernet links, but may be any kind of network link that
allows transmission of data between elements 12, 14, 16, 150, 152,
of table 26. Additionally, while CR 14 is shown as being connected
directly to both PC 12 and TBS 40, it is sufficient that CR 14 only
be connected to one of PC 12 and TBS 40, provided that a
communicable connection, either direct or indirect through PC 12,
is furnished for CR 14 to TBS 40. Similarly, while TKT 152 and CUR
150 are shown as being connected by links 32 only to their
respective PCs 12, they could, instead or in addition thereto, be
connected by links 32 to TBS 40. The system 10 may also have an
optional monitoring computer (MC) 170 communicably connected by
external network links 30 to the GS 20 and BGS 22, as well as to BS
24 by network 28. The MC 170 permits monitoring, i.e. viewing, of
all players and the game and requesting of replays of portions of
the game, such as a hand of cards in card wagering-based game, by a
user, such as a system administrator or an employee of a venue,
such as a casino or the like, in which the system 10 is deployed.
In addition, if desired, the MC 170 may also, by accessing the BS
24, be used for configuring the system 10, including, notably, the
game.
[0038] It should be noted that system 10 is conceived as a
distributed network. Specifically, game client module 120, used on
PC 12, and possibly TBS 40, to interact with player, the back end
interfaces and back end business modules used on TBS 40, and game
server modules for controlling game logic on GS 20 and BGS 22, are
all independent from one another. At the same time, system 10 is
implemented using a dynamic n-tier hierarchy, notably with regard
to software for PC 12, TBS 40, GS 20, and BGS 22, which facilitates
management of multiple games in multiple locations. Asynchronous
message-based communication protocols are used for communication
between elements 12, 14, 40, 20, 22, and 24, between each other and
over network 28, to reduce delays in message handling throughout
system 10, such that there is no perceptible delay for players when
playing. The dual server configuration, i.e. GS 20 and BS 24,
further facilitate speed of system 10 by assigning management of
databases and business modules, such as the cashier functions for
updating financial information of a player, statistical analysis,
player tracking, monitoring play in progress at table 26, and
monitoring history of play at table 26 to BS 24, leaving GS 20, and
BGS 22 if required, to manage actual game play, and the logic
associated therewith, for the multiple games that may be in
progress at any one moment in system 10.
[0039] To describe the manner in which playing of the game is
handled by the system 10, reference is now made to FIGS. 4, 5, and
6. In general, the game is played by a player by entering player
inputs 112, including at least one wager 300, into the PC 12 which
displays a game interface 122 provided by a game software client
module 120 resident on the PC 12 for the game and into which the
player inputs are entered. The PC 12 transmits the player inputs,
typically via the TBS 40, to the GS 20 which applies the game logic
in the game logic module 46 to the player inputs 112 to generate
game outputs 114, including an outcome 302 for the player for the
game. The game outputs 114 are transmitted to the PC 12 where they
are displayed, by the game client module 120, on the game interface
122. The GS 20 also is responsible for managing artificial
intelligence of robot players, i.e. non-human robot players managed
by system 10 and against which human players may play.
Administration of financial information, including any wagers 300
and winnings of player is, however, generally managed by BS 24. The
game outputs 114 are also transmitted by the GS 20 to the BS 24, as
part of game data relating to the game for storage and processing
thereon. Player data 200, which may be received as part of player
inputs 112 and/or from SC 154 via CR 32, as well as the player
inputs themselves 112 are also be transmitted from GS 20 to BS 24
for storage thereon. More specifically, the BS 24 has a history
module 68 which stores all player inputs 112 and game outputs 114
for each PC 12, on the BS 24 preferably in the database DB 64
thereon. The DB 64 is, preferably, also used for storing player
data 200, and game configuration information 108, and a schedule
102. Each player input 112 and game output 114 is stored on the BS
24 in association with the PC 12 from which the player input is
entered and for which the game output 114 applies. The inputs 112
and output 114 may also be stored in association with the player
information 200, if the player has been identified by verification
of the portion of the player information 200 on the SC 18 with the
player information stored on the BS 24. The BS 24 also, provided
the portion on of the player data 200 on the SC 18 has been
verified by the BS 24 against the player data 200 stored thereon,
may transmit player data 24 to the GS 20 and the PC 12 for use by
the player while playing the game on the PC 12. Additionally, the
BS 24 transmits game data, including game configuration 108 to the
GS 20 for configuring the game logic module 46.
[0040] Referring to FIGS. 1, 2, 3, and 5, each player preferably
obtains a respective SC 18 before commencing play for the first
time on the system 10. The player then proceeds to a table 26 and
inserts the SC 18 into a CR 14 of a PC 12 that is not currently in
use. The player then enters an initial input to the PC 12 to
indicate that the player wishes to play the game thereon. The
initial input may be a player input 112 entered directly on the PC
12. The initial input may also be insertion of the SC 18 into the
CR 14 or deposit of a player deposit of currency into the CUR 20,
both of which cause the PC 12 to generate an event transmitted to
the GS 20.
[0041] If the player inserts the SC 18 into the CR 14, the portion
of the player data 200 in the microprocessor on the SC 18 is then
read by the CR 14 and transmitted therefrom, possible via PC 12, to
the TBS 40, which then transmits the portion through links 30 and
network 28 to BS 24. The BS 24 then verifies that the portion of
the player data 200 received from the SC 18 corresponds, i.e. is
identical to, the player data 200 stored on the BS 24. This
verification may also involve entry by player of a player access
code 206, submitted along with the portion of the player data 200
on the SC 18 to the BS 24 for verification thereof. Alternatively,
the access code 206 could, if stored as part of the portion of the
player data on the SC 18, be verified, i.e. checked for identity,
with the portion read by the CR 14. Should correspondence between
the portion of player information 200 on the SC 18, and the access
code 206 if required, with the player information 200 stored on the
BS 24 be successfully verified, then the BS 200 authorizes use of
the player information 200 from the PC 12 at which the SC 18 was
inserted into the CR 14 and will communicate player information
200, notably the account balance 202 for the player, back and forth
therewith, as well as with the GS 20 while the player plays the
game 200. Thus, if the verification is successful, the account
balance 202, among other things, will be made available to the
player on the PC 12 for placing wagers 300 therefrom. When player
has finished playing, the BS 24 updates the player data 200,
including the account balance 202 such as the amount of money
credited to a player's account balance 202. For purposes of
security, microprocessors on SC 18 and CR 14 use 128 bit
authentication and triple data encryption standard (3DES)
encryption for storage and exchange of all data therebetween. 3DES
may also be used for transmitting all data over network 28. Thus,
use of SC 18 provides significant additional security versus use of
standard magnetic strip cards. Also, it should be noted that all,
or a portion of, player data, including financial information, may
also be stored on BS 24, possibly in addition to, or in
substitution for, SC 18. Once validation is complete, player may
play a wager-based game, the logic of which is generally managed by
GS 20. If the SC 18 is not inserted into the CR 14, or if the
portion of the player data 200 on the SC 18 does not match the
player data on the BS 24, i.e. the correspondence is not verified,
then access to the player information 200, including the account
balance 202, from the PC 12 is denied for playing the game
therefrom.
[0042] If access to the player data 200 is not available, a player
may still play the game from a PC 12 by depositing a player deposit
of currency into the CUR 150. Whenever a player deposit is made,
the CUR 150 determines the deposit value thereof which is
transmitted to the PC 12 and from the PC 12 to the GS 20. The GS 20
credits the deposit value to a session balance 212, redeemable for
money and from which wagers 300 may be placed, based on winnings or
losses determined by game outcomes 302, maintained by the GS 20
while the player plays the game on the PC 12. The session balance
212 is initially set at zero by the GS 20 when the player commences
playing the game on the PC 12 by making an initial input, for
example a first player deposit into the CUR 150 or inserting SC 18
into CR 14, whichever is done first. The deposit value of each
player deposit is automatically credited, i.e. added, by the GS 20
to the session balance 212. Similarly, when correspondence between
the portion of the player data 200 stored on the SC 18 and the
player data 200 on the BS 24 is verified, the BS 24 transmits the
account balance 202 to the GS 20 which credits the account balance
202 to the session balance 212. The session balance 212 is also
transmitted from the GS 20 to the BS 24 and stored thereon,
preferably in DB 64. As the player plays the game on the PC 24, the
session balance 212 is also updated by the GS 24 by adding winnings
and subtracting losses, based on outcomes 302 for the respective
wagers 300 therefrom. When the player stops playing on the PC 12,
for example by entering a request to terminate play thereon or to
redeem the session balance, the session GS 20 transmits the session
balance to the BS 24 which, if correspondence of the portion of
player data 200 on SC 18 with player data 200 on the BS 200 has
been validated, assigns the session balance 212 to the account
balance 202, thus updating the account balance 202, and resets the
session balance to zero. If correspondence of the portion of player
data 200 on SC 18 with player data 200 on the BS 200 has not been
validated, then the BS 24 generates a ticket output containing the
session balance 212 which is transmitted to a printer, preferably
the ticket reader and printer (TKT) 152, communicably connected to
the PC which generates a ticket having the session balance 212
inscribed thereupon and which is redeemable for cash.
[0043] Optionally, the ticket may be machine readable by TKT 152,
thus allowing the ticket to be inserted thereinto for another PC 12
to be credited to the session balance 212 thereon. If desired, the
player may also request a similar procedure for redeeming the
account balance 202 when correspondence of the portion of player
data 200 on SC 18 with player data 200 on the BS 200 has been
validated. Further, if desired readable tokens and token readers
and receivers may also be connected to PCs 12 to deposit and track
credits to the session balance 212 and/or account balance 202. The
CUR 150 is banknote or coin reader and receiver, as is well known
in the art and can accept multiple currencies, as is well known in
the art.
[0044] Having presented the general manner in which the game is
played on the system, the components thereof are now described in
greater detail. Referring now to FIGS. 5 and 6, each PC 12 has a
distributed network software game client module 120 installed
thereon, which provides a player's interface upon which the game,
including player inputs 112 and game outputs 114 therefor, is
displayed and by which the player enters the player inputs 112. The
game client module 120 provides communication to the GS 20 and the
BS 24, via the TBS 40. While implementable on any operating system,
for platform, the game client module 120, as well as PC 12, are
generally designed to function using the Microsoft.RTM.
Windows.RTM. operating system, although elements 12, 120. The game
interface 122 includes, for each game playable on the PC 12, a
respective specific game interface elements module 124 which
contain interface elements that are specific to the game playable
on the PC 12 and a general client platform (GCP) module 126 which
includes common interface elements common to every game playable on
the PC 12. Based on scheduling instructions 180 entered or stored
on the BS 24, a designated specific game interface elements module
124 for a designated game can be actuated, for example loaded, by
the game client module 120, thus instantly changing the game
interface 120 to the respective game interface 120 required for the
designated game. Thus, the game client module 120 is
game-independent and can dynamically support a large variety of
wager-based games, such as poker, blackjack, bingo, roulette, etc.,
and allows the game interface 122 that is available on all PCs 12
at a table 26 to be almost instantaneously changed from the BS 24.
In general, the same type of game, whether it be blackjack, poker,
bingo, etc. is loaded on all PCs 12 for a table 26 at any given
time.
[0045] To facilitate multi-lingual environments, game client module
120 allows the language used to be play game on PC 12 to be
instantly switched by clicking a mouse, when connected to PC 12,
pressing a single button on PC 12, or by selecting a single icon
displayed on PC 12. To enhance realism of game play, the game
client module 120, notable the game interface 122, presents a
different perspective of the game currently being played by players
at the table 26, based on the position of the PC's 12 display on
table 26. Typically, and as explained in further detail below, PCs
12 will be panel personal computers with displays embedded in the
top of table 26 or extending upwardly therefrom. For additional
security, the system 10 provides for automatic detection of
failures of the PC 12, game client module 120 on PC 12, and CDU 16,
as well as automatic recovery thereof upon detection of
failure.
[0046] The game client module 120 is also resident on the MC 170
and TBS 40, thus allowing the game to be displayed on the MC 170
and on the CDU 16 controlled by the TBS 40. However, the respective
game client modules 120 on the MC 170 and the TBS 40 are configured
for displaying player inputs 112 and game outputs 114, i.e.
displaying the game, and not for receiving player inputs 112 from
players.
[0047] Referring now to FIGS. 1, 3, and 4, each GS 20 has multiple
virtual gaming logic modules 46 resident and stored thereon.
Specifically each GS 20 has, for each game playable on the
respective PCs 12 communicably connected, by TBS 40, to the GS 20,
one respective gaming logic module 46 for the game and which
defines the game. Based on dynamic game-room instances of games
being played on system 10, GS 20, and notably game logic modules
46, allow players to play a specific game together in a virtual
game room, along with other players registered to play in the same
virtual game-room. The game-rooms created by the virtual gaming
logic module 46 reproduce all of the real game's rules and level of
confidentiality, with the possibility of playing with the security
and anonymity of a network-based game, or of playing face-to-face
with other players at table 26 where players are physically
present. To facilitate rapid changes of game available on PC 12,
for example changing game on PC 12 software client from poker to
bingo, GS 20 has a common game platform 64 into which various logic
modules 46, as well as artificial intelligence (AI) robot player
modules 48, can be rapidly loaded to actuate the game logic module
24, again by executing a simple command, such as a scheduling
instruction 180, from BS 24. AI robot player modules 48 control
play of non-human robot players with which human players may also
play. In general, each module 46, 48 is adapted to, i.e. defines,
the rules of the specific game, such as poker or bingo, for which
the modules 46, 48 are used. In addition, GS 20, in conjunction
with BS 24, allows for parameters of games to be instantly adjusted
dynamically, again based on scheduling instructions 180 and game
configuration information 108 stored on the BS 24. Further, GS 20
supports, in conjunction with BS 24, self-service functions for
player management by players, for example deposit and withdrawal of
cash from the account balance 202, which is part of player data. GS
20 also logs game play, which is transmitted thereby to BS 24 and
stored thereon, preferably in database 64, by history module 68. As
shown in FIG. 4, all modules 46, 48, 62 on GS 20 and BGS 22 are
capable of bidirectional communication with each other. However,
the connections shown by arrows between modules 46, 48, 62 in FIG.
4 are exemplary and other configurations for communication between
modules 46, 48, 62 are possible, provided all modules 46, 48, 62
can communicate either directly or indirectly with one another and
with BS 24, TBS 24, and PC 12.
[0048] It should be noted that GS 20, BGS 22, and BS 24 are modules
which are resident on server computers 20, 22, 24, 40. To ensure
increased reliability and availability, system 10 has backup game
server (BGS) 22, which is essentially identical to GS 20 and
synchronized therewith. Should GS 20 become unavailable, BGS 22
will automatically assume tasks of GS. In addition, GS 20, as well
as BGS 22, automatically detects and manages failure of any PC 12,
as well as the software client thereon. GS 20 and BGS 24 are
preferably implemented on computer systems using the LINUX
operating system. However, other operating systems, such as
Microsoft.RTM. Windows.RTM. may be used, provided they can provide
the communications required for system 10.
[0049] As shown in FIG. 1, TBS 40, GS 20, BGS 22, and BS 24 may
each be housed on separate respective server computers. However, if
desired, TBS 40 and GS 20, as well as the BS 24 if desired, could
also be resident on a single server computer, for example the
server computer 40 at the table 26 upon which the TBS 40 is
resident provided they are communicably connected. The GS 20 and BS
22 could also be resident on single server computer 20, 22, 24
remote from the table 26. However, for purposes of reliability, as
discussed above, it is desirable that BGS 20 and GS 20 be housed,
i.e. resident or hosted, on separate communicably connected server
computers.
[0050] Reference is now made to FIGS. 1, 2, and 3. BS 24 manages
and monitors all aspects of server activity, including activity of
GS 20 and BGS 22, and provides for administration of system 10 and
of main database 64, in which player data 200 is stored, possibly
in addition to any player information stored in microprocessor on
smart card 18. The communication and authentication server (CAS)
module 66 of BS 24 is a server-side software application that
manages the interaction and communication of the various server
components, including GS 20 and BGS 22, as well as software clients
on PC 12. The BS 24 has a multi-tier architecture that allows the
user interface for any given module 52, 54, 56, 58, 60, 66, 64 of
BS 24, as well as for GS 20, BGS 22, to reside on BS 24 or on any
computer with access to the BS 24 over network 28 or any other
network to which BS 24 is connected. In addition to the database 64
and CAS 66, BS 24 has the following modules: monitoring system
module 52, cashier system module 58, player services module 60,
management system module 54, history and statistics module 68, and
remote configuration module 56.
[0051] BS 24, as well as modules 52, 54, 56, 58, 60, 66 therefor
are, preferably, implemented on a Microsoft.RTM. Windows NT.RTM.
platform. However, other operating systems may be deployed.
Further, modules 52, 54, 56, 58, 60, 66 may contain both software
and hardware elements and are capable of communicating with each
other, as well as with database 64, either directly or indirectly.
Further, some of the modules 52, 54, 56, 58, 60, 66 may be
relocated or shared with GS 20 and BGS 22 if desired. Each module
52, 54, 56, 58, 60 is explained in further detail below.
[0052] Remote configuration module 56 provides remote hardware
configuration for PCs 12, TBS 40, and all other elements 14, 16 of
tables 26 terminals and tables. For example, this module 56
provides remote activation and deactivation of PCs 12 and TBS 40,
as well as remote changing of hardware options for PC 12, TBS 40,
and tables 26. Remote configuration module 56 also provides a seat
reservation system for reserving seats at tables 26 for both
tournaments and regular game-play, including waiting-list
management for seats and seat assignment. Remote configuration
module 56 also provides an operator access control subsystem,
tournament configuration and player registration, and game room
management and configuration.
[0053] Additionally, and referring to FIGS. 2, 3, 6, and 7, remote
configuration module 56 furnishes an automatic scheduling agent
(SA) 100 which allows scheduling of automated configuration
operations of the game-room in which a game is played, as well as
of other software components and modules of system 10. More
specifically, scheduling agent 100 reads and writes a programmable
schedule 102 stored on BS 24, preferably in DB 64, and defined,
i.e. programmed, by a user using the scheduling agent 100. The
schedule 100 contains scheduling instructions 103 which specify an
optional designated time 104 for execution of the scheduling
instruction 103, a designated game logic module 46, and thereby a
designated game and designated respective game specific interface
elements module 124 therefor, and, optionally, game configuration
information 108 specifying a game configuration for the designated
game logic module 46 and, optionally, the respective game specific
interface elements module 124 for the designated game defined by
designated respective game logic module 46.
[0054] At the designated time 64, the scheduling agent 100 reads
the scheduling instruction 103 and transmits the scheduling
instruction to the GS 20. The GS 20 receives the scheduling
instruction 103 and, once any instance of any game for the game
logic module 46 currently activated thereon has been completed,
typically by generation of the outcome 302 therefor and updating of
the session balance 202, deactivates, i.e. unloads the respective
game module 46 currently activated thereon. The GS 20 then
immediately activates, i.e. loads into the CGP 62, the designated
game logic module 46 in the scheduling instruction 103 as well as
any configuration information 106 therefor in the scheduling
instruction. At the same time, the GS 20 sends a message to the
game client module 120 to deactivate, i.e., unload, the game
specific interface elements module 124 for the game that has just
terminated and to activate, i.e. load, the designated game specific
element module 124 for the designated by designated game logic
module 64 as well as any game configuration information 108
applicable thereto. Alternatively, the GS 20 may send, as soon as
the GS 20 receives the scheduling instruction 103, the message to
the game client module 120 instructing the module 120 to deactivate
the game specific interface element module 124 for the game
currently and to activate the designated game specific element
module 124 in the configuration specified in any configuration
information 108 applicable thereto, as soon as any instance of the
game currently in progress has terminated. In either way, the
designated game logic module 46 and the designated game specific
interface elements 104 are activated, thus making the designated
game seamlessly available for playing on the PCs 12 on the table
26, as soon any instance of the game currently activated on the GS
20 has completed without restarting any PCs 12, the GS 20, or the
BS 24.
[0055] It should be noted that scheduling instructions 103 may also
entered, at any time, from remote configuration module 56 with the
option of being immediately executed, i.e. without assignment of a
pre-determined time 104 of execution thereto, thus allowing for
spontaneous and seemless changes to the game playable on the PC 12.
Thus, the scheduling agent 100, provides for dynamic selection and
configuration of a selected game, i.e. the designated game defined
by the designated gaming logic module 46 specified in the
scheduling command, among the plurality of games for which gaming
logic modules 46 are available on the GS 20 and game specific
interface modules 124 are available on the game client module
120.
[0056] The management system module 64 provides for game
administration of games, management of smart cards 18, management
of special promotions associated with system 10 or with entities
which have implemented system 10, and creation and scheduling of
tournaments, including result notification for tournaments and
scheduling notification for tournaments.
[0057] Cashier system module 58 provides for player management, and
notably of player data, tournament registration for tournaments, as
well as, in conjunction with management system module 64, and
management of smart cards 18.
[0058] Player services module 60 is responsible for provision of
services to player using player data. Accordingly, player services
module 60 manages and updates player account balances 202, as part
of player data 200, and transactions affecting the account balance,
such as deposits or withdrawals to account balance 202. Player
services module 60 also allows system 10 to dynamically generate a
dynamic tournament schedule for players.
[0059] Monitoring system module 52 provides real-time monitoring of
the hardware status of system 10, including all elements of tables
26, especially PC 12 and TBS 40, as well as servers 20, 22, 24. In
addition, monitoring system module 52 monitors all active players,
any tournaments of games that may be in progress on system 10, and
of running-game rooms in which players are playing. Monitoring
system module 52 also provides for viewing of statistics for
casinos for which system 10 is implemented, including total rake,
total money in currently in play, and seat occupancy at tables
26.
[0060] History and statistics module 68 tracks and compiles
statistics for system 10. These statistics include: daily income
and transaction reports, game room history, table profit reports,
player history, and all player inputs 112 and game outputs 114,
which are stored by the history module 68, preferably in the DB 64,
on the BS 24. History and statistics module 68 also provides data
mining to allow for customizable reports and data sheets.
[0061] Referring now to FIGS. 2, 3, and 8, the history module 68
also provides replays of the game or a requested replay portion
thereof. Specifically, a replay request 250 may be entered into the
gaming client module 120 on any of the PCs 12 participating in a
game or a monitoring computer 170. The replay request 250 specifies
a requested portion 256 of the player inputs 112 and game outputs
114 for the game, for example a hand of a wager-based card game, at
least one designated computer 12 identifying the PC 12 for which
the requested portion of the player inputs 112 and game outputs 114
were generated, and at least one requested computer, namely the TBS
40 for the CDU 16, PC 12, or the MC 170 on which the requested
portion 256 is to be displayed in sequence, thereby replaying the
portion. The game client module 120 transmits the replay request
250 to the GS 20, which in turn transmits the replay request to the
BS 24. The history module 68 on the BS then retrieves the requested
portion 256, typically from DB 64 and the BS 24 sends the requested
portion to the GS 20. The GS 20 then suspends processing of player
inputs 112 on the designated PCs 12, thereby suspending play
thereon, and transmits the requested portion to the requested
computer 12, 170 with a replay instruction to display the player
inputs 112 and player outputs 114 in sequence. The game client 120
on the requested computer 12, 170 then display the player inputs
112 and player outputs 114 in sequence, thereby replaying the
requested portion 206. Once the requested portion 206 has been
replayed the requested computer sends a message to the GS 20
indicating that the requested portion has been replayed, and the GS
re-enables processing of player inputs 112 on the designated PCs
12, allowing play of the game to resume. PCs 12 other than the
designated PCs 12 remain unaffected by the replay request 250 thus
allowing play to continue thereon during processing of the replay
request.
[0062] To provide the reader with additional details on table 26,
reference is now made to FIG. 9, which shows an exemplary table 26,
typically podium based, for system 10. Table 26 shown in FIG. 9 is
an 8 ft.times.5 ft long wooden oval table which contains a 37-inch
LCD CDU 16, ten x86 architecture panel PCs having having 10.4''
displays as PCs 12, and ten CRs 14. A leather padded armrest 80
extends around top 82 of table 26, the top 82 being covered by
Scotch Guard.RTM., with felt on top of the Scotch Guard.RTM.. Each
PC 12 has a 10.4 display 94 extending from top at, preferably, a 15
degree incline therewith, although the degree of incline may also
be adjustable. Further each display 84 is a 5-wire resistive touch
screen integrated with panel PC of PC 12. PC 12 and display 84 are
housed in National Electrical Manufacturers Association NEMA 4
rated ventilated metal housing. CDU 16 is also NEMA 4 rated.
Further PC 12 and display 84 are modular and removable without
tools for simple and fast replacement or repair. CR 14 are slot
loaded with acrylic covers. The base 260 of the table 26, which may
square, as shown, or oval, for example in the shape of a racetrack,
and houses the TBS 40.
[0063] Referring again to FIG. 1 and FIG. 9, an exemplary version
of TBS 40 is now presented. TBS 40 preferable contains the computer
for TBS 40 as well as all power and networking equipment required
for table 26 and all elements 12, 14, 16 thereof. Preferably, the
base 260 of the TBS 40 houses the TBS 40 on a lockable ventilated
pull-out closure mechanism, for example a pull-out door with a
lock, allowing for facilitated access to TBS 40 when maintenance is
required. Further, TBS 40 is removable from table 26 and
interchangeable. A light automatically turns on when the door is
opened. A hole at the bottom of TBS 40 provides for facilitated
connection of the TBS to a power supply, such as a power outlet.
Speakers are attached to doors. In addition, TBS 40 also houses:
power equipment for each of the PCs 12, displays 84, and CDU 16,
networking equipment for each PC 12, computer for TBS 40 which acts
as a server for PC 12, a 16-port hub switch to which computer of
TBS and each PC 12 is connected via Ethernet, and a power
management system that allows all electrical components to connect
via one plug using a single phase.
[0064] While a specific embodiment has been described, those
skilled in the art will recognize many alterations that could be
made within the spirit of the invention.
* * * * *
References