U.S. patent application number 12/030769 was filed with the patent office on 2008-09-04 for methods and systems for anonymous player profile storage and retrieval.
This patent application is currently assigned to CYBERVIEW TECHNOLOGY, INC.. Invention is credited to Thierry BRUNET DE COURSSOU, Cameron Anthony Filipour.
Application Number | 20080214310 12/030769 |
Document ID | / |
Family ID | 39733512 |
Filed Date | 2008-09-04 |
United States Patent
Application |
20080214310 |
Kind Code |
A1 |
BRUNET DE COURSSOU; Thierry ;
et al. |
September 4, 2008 |
Methods and systems for anonymous player profile storage and
retrieval
Abstract
A method and personal instrument for players to store and
retrieve their game and player preference profile without
registering for a named personal player account therefore retaining
their anonymity. When playing multilevel games, the described
embodiments allow storing and retrieving the game level and/or
other player or game information such that the game may be
subsequently resumed at the same or a different gaming machine.
Gaming machines may be configured to offer Anonymous Player Profile
Storage and Retrieval using personal readable storage instruments
such as machine readable Player Profile Tickets, personal memory
devices, PIN-based keypad or modalities. Active anonymous players
may be monitored while retaining their anonymity and consequently
may earn loyalty bonuses and be prompted with promotional offers.
Monitored active anonymous players may even be invited to join a
conventional named player tracking scheme for additional benefits,
if they wish to reveal their identity.
Inventors: |
BRUNET DE COURSSOU; Thierry;
(Henderson, NV) ; Filipour; Cameron Anthony; (Las
Vegas, NV) |
Correspondence
Address: |
YOUNG LAW FIRM, P.C.;ALAN W. YOUNG
4370 ALPINE ROAD, SUITE 106
PORTOLA VALLEY
CA
94028
US
|
Assignee: |
CYBERVIEW TECHNOLOGY, INC.
Palo Alto
CA
|
Family ID: |
39733512 |
Appl. No.: |
12/030769 |
Filed: |
February 13, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60889923 |
Feb 14, 2007 |
|
|
|
Current U.S.
Class: |
463/42 ;
463/25 |
Current CPC
Class: |
G07F 17/323 20130101;
G07F 17/3237 20130101; G07F 17/32 20130101; G07F 17/3234 20130101;
G07F 17/3244 20130101 |
Class at
Publication: |
463/42 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method, comprising: providing a first network-connected
regulated gaming machine configured to enable a player to change
personal parameters associated with the player during a game
session on the first gaming machine, the first gaming machine
including a first ticket printer and a first ticket reader;
providing a first memory accessible by the network; enabling the
player to start a first game session on the first gaming machine
with default personal parameters; changing the default personal
parameters; enabling a player to end the game session on the first
gaming machine; storing the changed personal parameters and an
anonymous unique identifier in the first memory for later
retrieval, the stored personal parameters being referenced by the
anonymous unique identifier; printing, by the first ticket printer,
a first ticket including at least the anonymous unique identifier;
providing a second network-connected regulated gaming machine that
includes a second ticket printer and a second ticket reader;
reading, by the second ticket reader, at least the anonymous unique
identifier printed on the first ticket upon presentation of the
first ticket by the player to the second gaming machine; retrieving
from the first memory via the network the stored personal
parameters referenced by the read anonymous unique identifier, and
enabling the player to start, on the second gaming machine, a
second game session configured with the retrieved personal
parameters.
2. The method of claim 1, wherein the first memory is located in
the first gaming machine and the retrieving is performed by copying
the stored personal parameters directly from the first gaming
machine to the second gaming machine via the network in a
peer-to-peer fashion.
3. The method of claim 1, wherein the first memory is located in a
remote central server coupled to the network and the retrieving is
performed by copying the stored personal parameters from the memory
located in the remote central server to the second gaming machine
via the network.
4. The method of claim 1, wherein the personal parameters include
at least one of game layout preferences, game configuration
preferences, game themes preferences, a last game level achieved, a
last point played in the game, a preferred starting point in the
game, a player selected avatar, a player selected nickname (or
pseudo-name), sound volume, and game accrued non monetary
benefits.
5. The method of claim 1, further including a step of printing, by
the first ticket printer, a second ticket associated with winnings
or remaining credits of the player when a cash-out function is
activated.
6. The method of claim 5, wherein the first ticket and the second
ticket are merged on a single ticket.
7. The method of claim 1, further comprising a step of encoding the
anonymous unique identifier printed of the first ticket by the
first ticket printer in a machine readable code, the machine
readable code being one of a 1D barcode, a 2D barcode and OCR text
that is readable by the first ticket reader and the second ticket
reader.
8. The method of claim 1, further comprising a step of encoding the
anonymous unique identifier and the personal parameters printed of
the first ticket by the first ticket printer in a machine readable
code, the machine readable code being one of a 1D barcode, a 2D
barcode and OCR text that are readable by the first ticket reader
and the second ticket reader.
9. The method of claim 9, further comprising a step of printing a
machine readable verification code comprising at least a PKI
certificate and a signature of the anonymous unique identifier and
the personal parameters on the first ticket to enable, when the
first ticket is being read by the first reader or the second
reader, authentication of the anonymous unique identifier and the
personal parameters, the authentication including at least proof of
origin of the PKI certificate.
10. The method of claim 1, further including steps of the first
ticket reader reading at least the anonymous unique identifier
printed on the first ticket presented by the player on the first
gaming machine and retrieving the personal parameters referenced by
the anonymous unique identifier from the first memory.
11. The method of claim 1, further comprising a step of the second
ticket printer printing a second ticket including at least the
anonymous unique identifier.
12. The method of claim 1, wherein the first game in the first game
session and the second game in the second session are the same
game.
13. The method of claim 1, wherein the first game in the first game
session and the second game in the second session are the same game
and wherein the second enabling step is carried out such that the
second game is configured to resume from where the first game
ended.
14. The method of claim 1, further comprising steps of monitoring
an activity of the player identified by the anonymous unique
identifier by a remote central server and recording, in a database,
the recorded activity being referenced by the anonymous unique
identifier.
15. The method of claim 14, wherein the monitoring step is carried
out to enable the player to at least one of (a) earn loyalty
bonuses, (b) be prompted with promotional offers, and (c) be
invited to join a conventional named player tracking scheme for
additional benefits if the player wishes to reveal his
identity.
16. The method of claim 1, wherein the second providing step is
carried out with the second gaming machine being configured to
enable a player to change personal parameters associated with the
player during a game session on the second gaming machine
17. A method of enabling regulated game play, comprising: reading,
by a first gaming machine, a player profile instrument provided by
a player having initiated a first game on the first gaming machine;
retrieving, by the first gaming machine, player information from
the read player profile instrument and using the retrieved player
information to retrieve player profile information and configuring
the first gaming machine according to the retrieved player profile
information; enabling the player to play the initiated first game
on the configured first gaming machine; responsive to one of a
selected plurality of events, ending the first game and updating
the player profile information with game information from the
played first game; reading, by a second gaming machine, the player
profile instrument provided by the player having initiated a second
game on the second gaming machine; retrieving, by the second gaming
machine, the player information from the read player profile
instrument and using the retrieved player information to retrieve
the updated player profile information and configuring the second
gaming machine according to the retrieved updated player profile
information, and enabling the player to play the initiated second
game on the configured second gaming machine.
18. The method of claim 17, wherein the player profile information
is retrieved by the first gaming machine from a player profile
database that is provided within the first gaming machine.
19. The method of claim 17, wherein the player profile information
is retrieved by the second gaming machine from a player profile
database that is provided within the second gaming machine.
20. The method of claim 17, wherein the player profile information
is retrieved by the first and second gaming machines from a player
profile database that is remote from the first and the second
gaming machine.
21. The method of claim 17, wherein the selected plurality of
events includes the player cashing out, the player running out of
credits and the player terminating the first game.
22. The method of claim 17, wherein the second game is the same as
the first game and wherein the second game configuring step
configures the second game to start where the first game ended.
23. The method of claim 17, wherein the second game is the same as
the first game and wherein the second game configuring step
configures the second game to start in a level where the first game
ended.
24. The method of claim 17, wherein the player profile information
includes a player-selected avatar, wherein the first game
configuring step configures the first game to use the
player-selected avatar and wherein the second game configuring step
configures the second game to use the player-selected avatar.
25. The method of claim 17 wherein, after the second gaming machine
reading step, updating the player information and storing the
updated player information on the player profile device.
26. The method of claim 17, wherein the player information includes
a unique and anonymous player identifier that is associated with
the player profile information of the player.
27. The method of claim 17, wherein the player profile instrument
is a ticket printed by a first ticket printer included in the first
gaming machine and read by a second ticket reader included in the
second gaming machine.
28. The method of claim 17, wherein the player profile instrument
is a removable personal memory that is recordable via a first
removable personal memory reader/writer coupled to the first gaming
machine and readable by a second removable personal memory
reader/writer coupled to the second gaming machine.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit under 35 U.S.C. .sctn.
119(e) of Provisional Application No. 60/889,923, filed Feb. 14,
2007, which application is hereby incorporated herein by reference
in its entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present inventions relate generally to the field of
regulated pay computer-controlled games, either pay-for-play (e.g.
entertainment arcades, amusement arcades) or pay-for-wager (e.g.
casino, video lottery, Fixed Odds Betting terminals or FOBT).
[0004] 2. Description of the Prior Art and Related Information
[0005] No group has exerted more influence on the contemporary
casino slot floor than the WWII and "baby boom" generations. A
demographic that is at or is nearing the age of retirement, these
generation represents a dominant segment of the casino gaming
market, largely because of their disposable income and because of
the wealth of time they have available to devote to recreation.
[0006] Because of this marketplace dynamic, casino gaming machine
designers and operators have focused their industry around the WWII
and baby boom generation players. A large percentage of the
operating gaming machines are themed with cartoon and movie icons
of these eras. Since players at or nearing retirement age tend to
be less technologically savvy than younger players, gaming machines
have evolved at a much slower pace than computing technologies. In
addition, since the WWII and baby boom generation players did not
grow up playing console video games, little motivation has existed
and few inroads have been made in bringing console style video
games to the casino floor.
[0007] Because of its reluctance to evolve, the casino gaming
marketplace faces a number of risks in the coming years. The
WWII/baby boomer generations will not dominate the gaming
marketplace forever. While the process of changing game symbols and
icons to better suit the next generation of players should not
prove difficult, the process of changing the very essence of casino
games will undoubtedly prove to be a more challenging endeavor.
[0008] It stands to reason that the next generation of casino
players, a generation that has been raised on interactive
console-based video games, is not likely to be entertained by games
of a less technologically sophisticated era. Because the console
video game paradigm involves "beating" games by advancing through a
series of levels, it is logical that Generation X and Generation Y
gamers will respond positively to casino games that work along
similar lines. Spinning reels are not likely to entertain a player
who grew up commanding armies, fulfilling mythical quests, winning
super bowls, and rescuing princesses in distress amidst dazzling
colors and rich graphics and sound.
[0009] In order to support the new brand of console-style casino
games that must inevitably be developed, some key changes will need
to be made to the layout and design of casino gaming machines. One
such key change will involve the console video game paradigm of
saving games. Because games in which a player advances through a
series of levels typically cannot be conquered in a single setting,
the player must have a means of storing his or her game at its
current level of completion so that he or she may resume it later.
In the current casino marketplace, no framework for capturing,
storing, or retrieving this information exists.
[0010] Current casino games are also not adequately equipped to
handle player preferences storage and retrieval. Moreover, as games
continue to evolve, players will have increasingly more power to
affect their gaming experience by changing the look, layout, and
behavior of games to match their preferences. Currently, no
reliable and convenient mechanism exists to "remember" a player's
game preferences each time he or she begins a game within
casinos.
SUMMARY OF THE INVENTION
[0011] Accordingly, an embodiment of the present invention is a
method, including providing a first network-connected regulated
gaming machine configured to enable a player to change personal
parameters associated with the player during a game session on the
first gaming machine, the first gaming machine including a first
ticket printer and a first ticket reader; providing a first memory
accessible by the network; enabling the player to start a first
game session on the first gaming machine with default personal
parameters; changing the default personal parameters; enabling a
player to end the game session on the first gaming machine; storing
the changed personal parameters and an anonymous unique identifier
in the first memory for later retrieval, the stored personal
parameters being referenced by the anonymous unique identifier;
printing, by the first ticket printer, a first ticket including at
least the anonymous unique identifier; providing a second
network-connected regulated gaming machine that includes a second
ticket printer and a second ticket reader; reading, by the second
ticket reader, at least the anonymous unique identifier printed on
the first ticket upon presentation of the first ticket by the
player to the second gaming machine; retrieving from the first
memory via the network the stored personal parameters referenced by
the read anonymous unique identifier, and enabling the player to
start, on the second gaming machine, a second game session
configured with the retrieved personal parameters.
[0012] According to further embodiments, the first memory may be
located in the first gaming machine and the retrieving may be
performed by copying the stored personal parameters directly from
the first gaming machine to the second gaming machine via the
network in a peer-to-peer fashion. Alternatively, the first memory
may be located in a remote central server coupled to the network
and the retrieving may be performed by copying the stored personal
parameters from the memory located in the remote central server to
the second gaming machine via the network. For example, the
personal parameters may include game layout preferences, game
configuration preferences, game themes preferences, a last game
level achieved, a last point played in the game, a preferred
starting point in the game, a player selected avatar, a player
selected nickname (or pseudo-name), sound volume, and/or game
accrued non-monetary benefits, to name but a few of the
possibilities. The method may further include a step of printing,
by the first ticket printer, a second ticket associated with
winnings or remaining credits of the player when a cash-out
function is activated. The first ticket and the second ticket may
be merged on a single ticket. The method may further include a step
of encoding the anonymous unique identifier printed of the first
ticket by the first ticket printer in a machine readable code, the
machine readable code being one of, for example, a 1D barcode, a 2D
barcode and OCR text that is readable by the first ticket reader
and the second ticket reader. The method may also include a step of
encoding the anonymous unique identifier and the personal
parameters printed of the first ticket by the first ticket printer
in a machine readable code, the machine readable code being one of,
for example, a 1D barcode, a 2D barcode and OCR text that is
readable by the first ticket reader and the second ticket reader.
The method may also include a step of printing a machine readable
verification code comprising at least a PKI certificate and a
signature of the anonymous unique identifier and the personal
parameters on the first ticket to enable, when the first ticket is
being read by the first reader or the second reader, authentication
of the anonymous unique identifier and the personal parameters, the
authentication including at least proof of origin of the PKI
certificate. Steps of the first ticket reader reading at least the
anonymous unique identifier printed on the first ticket presented
by the player on the first gaming machine and retrieving the
personal parameters referenced by the anonymous unique identifier
from the first memory may also be carried out. The method may also
include a step of the second ticket printer printing a second
ticket including at least the anonymous unique identifier. The
first game in the first game session and the second game in the
second session may be the same game. The first game in the first
game session and the second game in the second session may be the
same game and the second enabling step may be carried out such that
the second game is configured to resume from where the first game
ended or left off. The method may also include steps of monitoring
an activity of the player identified by the anonymous unique
identifier by a remote central server and recording, in a database,
the recorded activity being referenced by the anonymous unique
identifier. The monitoring step may be carried out to enable the
player to, for example, earn loyalty bonuses, be prompted with
promotional offers, and/or be invited to join a conventional named
player tracking scheme for additional benefits if the player wishes
to reveal his identity. The second providing step may be carried
out with the second gaming machine being configured to enable a
player to change personal parameters associated with the player
during a game session on the second gaming machine
[0013] According to another embodiment thereof, the present
invention is a method of enabling regulated game play. The method
may include steps of reading, by a first gaming machine, a player
profile instrument provided by a player having initiated a first
game on the first gaming machine; retrieving, by the first gaming
machine, player information from the read player profile instrument
and using the retrieved player information to retrieve player
profile information and configuring the first gaming machine
according to the retrieved player profile information; enabling the
player to play the initiated first game on the configured first
gaming machine; responsive to one of a selected plurality of
events, ending the first game and updating the player profile
information with game information from the played first game;
reading, by a second gaming machine, the player profile instrument
provided by the player having initiated a second game on the second
gaming machine; retrieving, by the second gaming machine, the
player information from the read player profile instrument and
using the retrieved player information to retrieve the updated
player profile information and configuring the second gaming
machine according to the retrieved updated player profile
information, and enabling the player to play the initiated second
game on the configured second gaming machine.
[0014] The player profile information may be retrieved by the first
gaming machine from a player profile database provided, for
example, within the first gaming machine. The player profile
information may be retrieved by the second gaming machine from a
player profile database that may be provided, for example, within
the second gaming machine. The player profile information may be
retrieved by the first and second gaming machines from a player
profile database that may be remote from the first and the second
gaming machine. The selected plurality of events may include, for
example, the player cashing out, the player running out of credits
and the player terminating the first game, to name but a few
possibilities. The second game may be the same as the first game
and the second game configuring step may configure the second game
to start or to resume from where the first game left off or ended.
The second game may be the same as the first game and the second
game configuring step may configure the second game to start in a
level where the first game ended. The player profile information
may include a player-selected avatar, the first game configuring
step may configure the first game to use the player-selected avatar
and the second game configuring step may configure the second game
to use the player-selected avatar. After the second gaming machine
reading step, the method may further include steps of updating the
player information and storing the updated player information on
the player profile device. The player information may include a
unique and anonymous player identifier that is associated with the
player profile information of the player. The player profile
instrument may be a ticket printed by a first ticket printer
included in or coupled to the first gaming machine and read by a
second ticket reader included in or coupled to the second gaming
machine. The player profile instrument may be a removable personal
memory that is recordable via a first removable personal-memory
reader/writer included in or coupled to the first gaming machine
and readable by a second removable personal memory reader/writer
included in or coupled to the second gaming machine.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1 shows a gaming machine configured to support
Anonymous Player Profile Storage and Retrieval, according to an
embodiment of the present invention.
[0016] FIG. 2 shows one possible embodiment of a Player Profile
Ticket, according to an embodiment of the present invention.
[0017] FIG. 3 shows a flowchart detailing game play on a gaming
machine supporting Anonymous Player Profile Storage and Retrieval,
according to an embodiment of the present invention.
[0018] FIG. 4 shows how gaming machines using anonymous player
profiles may handle player profile information retrieval, according
to an embodiment of the present invention.
[0019] FIG. 5 shows how anonymous player profiles may be stored and
retrieved via peer-to-peer gaming machine architecture, according
to an embodiment of the present invention.
[0020] FIG. 6 shows how anonymous player profiles may be stored and
retrieved via central server-based gaming machine architecture,
according to another embodiment of the present invention.
[0021] FIG. 7 shows an embodiment of a Player Profile Ticket that
uses a 1-D bar code, according to an embodiment of the present
invention.
[0022] FIG. 8 shows an embodiment of a Player Profile Ticket that
uses a 2-D bar code, according to another embodiment of the present
invention.
[0023] FIG. 9 shows an embodiment of a Player Profile Ticket that
features a credit count, cash value and a timestamp, according to
an embodiment of the present invention
[0024] FIG. 10 shows an embodiment of a Player Profile Ticket that
lists ticket redemption locations, according to yet another
embodiment of the present invention.
DETAILED DESCRIPTION
[0025] In the following detailed description of exemplary
embodiments of the invention, reference is made to the accompanying
drawings, which form a part hereof, and in which is shown by way of
illustration specific exemplary embodiments in which the invention
may be practiced. These embodiments are described in sufficient
detail to enable those skilled in the art to practice the
invention, and it is to be understood that other embodiments may be
utilized and that logical, mechanical, electrical and other changes
may be made without departing from the spirit or scope of the
present invention. The following detailed description is,
therefore, not to be taken in a limiting sense.
[0026] Embodiments of the present invention include methods and
systems for enabling players to store and retrieve their game
preference profile without registering for a player account, thus
retaining player anonymity. When playing multilevel games, the
method allows storing and retrieving the current game level such
that the game may be seamlessly resumed at a later time. Gaming
machines may be configured, according to embodiments of the present
invention, to offer Anonymous Player Profile Storage and Retrieval
using personal readable storage instruments such as machine
readable tickets, personal memory devices, and PIN-based keypad
schemes (among many other possibilities). Active anonymous players
may be monitored (all the while retaining their anonymity) and may
earn loyalty bonuses, may be prompted with promotional offers
and/or may be invited to join a conventional full player tracking
scheme for additional benefits if they wish to reveal their
identity. The Anonymous Player Profile Storage and Retrieval may
advantageously operate in a peer-to-peer fashion or may be
implemented using central server architecture.
[0027] FIG. 1 shows a gaming machine configured to support
Anonymous Player Profile Storage and Retrieval. Aspects of
embodiments of the present invention may also be referred to by the
shorthand notation "PIPO", for "Preference In, Preference Out."
Gaming machines 102 configured to support Anonymous Player Profile
Storage and Retrieval may include, for example, a primary gaming
display 104 as well as a secondary display 110 that is typically
used for secondary games. The primary gaming display 104 may
display reels 106 and gaming meters 108, for example.
Alternatively, the primary gaming display may display other types
of games. The gaming machine 102, according to embodiments of the
present invention, may include support for Anonymous Player Profile
Storage and Retrieval according to embodiment of the present
invention to allow for the anonymous storage and retrieval of
player information through any combination of a number of
input/output player interaction devices. Such input/output player
interaction devices may include, for example, a ticket reader 112,
ticket printer 114, keypad 116, and a portable memory media input
slot 118. The portable memory input slot 118 may be configured for
and used to receive "thumb-drives" and/or other portable memory
devices that may be pre-configured and issued by, e.g., the casino.
The portable memory input slot 118 may be configured for and used
to receive "console personal removable memory devices", which are
commonly found in XBOX.RTM. and Playstation.RTM. game consoles
allowing each individual player to store and retrieve data related
to his personal profile and other game related parameters for games
he has been playing. This may advantageously be used when a game
operator offers two versions of the same game, one configured to be
played in the casino for real money, and one to be downloaded by
players configured to be played at home on a game console for
simulated money. The player may bring his console personal
removable memory device from home to the casino and vice-versa,
such as to be able to re-use regulatory authorized personal data
for games played at home and at the casino. It is to be noted that
embodiments of the present invention are not to be limited by the
exemplary gaming machine shown in FIG. 1 and described herein
above. Indeed, other means of providing and reading player profile
information will be devised in the future, and embodiments of the
present invention may be readily adapted to make use of such future
technologies, as those of skill in this art will recognize.
[0028] FIG. 2 shows an exemplary Player Profile Ticket, according
to an embodiment of the present invention. During a gaming session,
players may choose to have their current game status, player
preferences, as well any other pertinent in game information (such
as, for example, a player-selected avatar) stored on a Player
Profile Ticket 202. This ticket may feature key information
including: a heading describing its use as shown at 204, a
statement regarding its cash value or lack thereof as shown at 206,
a timestamp 208, and a bar code 210 or other machine readable code
or indexing device to allow for information storage and retrieval.
While Player Profile Tickets (examples of which are shown at FIGS.
2 and 4-10) represent one form of player profile storage device,
although devices such as PIN based keypad systems and portable
memory media (USB Flash drive, MP3 player memory, mobile phone
memory, camera memory, media memory, XBOX player memory,
PlayStation player memory, for example, secured by regulatory
approved security means) may also be advantageously employed to
store player profiles and other player information according to the
inventions described herein. In addition, plastic cards having a
magnetic strip may be used, as may be any device or method that
enables the player information to be stored and retrieved (e.g.,
so-called "smart cards" with embedded secure memory and/or
processor), the present inventions not being limited by the means
or methods by which the pertinent information is stored, accessed
and retrieved, without revealing the player's identity unless he
explicitly allows it (the player remains anonymous).
[0029] FIG. 3 shows a flowchart detailing game play on a gaming
machine supporting Anonymous Player Profile Storage and Retrieval,
according to embodiments of the present invention. As the flow
illustrates, players may elect to resume games at the point in
which they were left off and/or adopt previously selected player
preferences simply by inserting a profile storage device into the
gaming machine or otherwise communicate such player profile
information to the gaming machine. According to another aspect of
the present inventions, players who do not have such a device or
who wish not to avail themselves of the present Anonymous Player
Profile Storage and Retrieval need not do so and may continue
playing as they have conventionally, with no delay or
inconvenience. As shown in FIG. 3, step S1 calls for the patron to
initiate a gaming session. Such may be signaled, for example, by
the patron approaching the gaming machine, touching the gaming
machine or pressing a button on the gaming device or otherwise
signaling a desire to initiate a gaming session in a manner that is
recognized by the gaming machine. FIG. 3 is shown and described
hereunder within the context of using Player Profile Tickets to
store player profile information. At step S32, the gaming machine
may determine whether the player has inserted or otherwise
presented his or her Player Profile Ticket to the gaming machine
(or caused the gaming machine to access such information). If not,
no player profile information is communicated to the gaming machine
and game play, as shown at S39, may default to level 1, or whatever
is the default or entry point to the game for new, inexperienced or
non-identified players. If the patron has indeed inserted or
otherwise presented a Player Profile Ticket (or equivalent device)
or has otherwise communicated his or her player profile information
to the gaming machine, as suggested by the "Yes" branch of S32,
step S33 may be carried out. As shown at S33, the gaming machine
may read the inserted or presented Player Profile Ticket, retrieve
the player information stored therein, configure the gaming machine
and the presently active game according to the retrieved player
information, configure the game to the player's preferred or last
level and enable game play accordingly. The player information may
be stored on the Player Profile Ticket, may be retrieved from a
peer gaming machine based upon identifying information read from
the Player Profile Ticket (which need not include any personal
information) using similar peer-to-peer techniques as are disclosed
in copending and commonly assigned U.S. patent application Ser. No.
11/172,518, filed on Jun. 29, 2005 (incorporated herein by
reference in its entirety) and/or may retrieve the player
information from a central server that is coupled to a database
containing a record corresponding to the identifying information
read from the Player Profile Ticket.
[0030] At step S34, it is determined whether the player or patron
wishes to change his or her player profile--that is, to change his
or her existing preferences or to add new player preferences. If
not, the method may proceed to step S36, whereupon the player plays
or continues to play his or her game. If, however, the player
wishes to change or add to his or her existing player profile (the
"Yes" branch of S34), step S35 calls for the player to input such
preferences through appropriate player interaction mechanisms such
as, for example, on screen prompts, on-screen choices, voice input,
buttons or active areas on a touch screen or by means of other
input modalities. Game play may then proceed until patron wishes to
cash out as shown at S37 (or the player's funds are exhausted). If,
as shown at the "Yes" branch of S37, the player wishes to cash out,
the new or updated player profile may be stored on the Player
Profile Ticket or otherwise stored as shown at S38 and any winnings
and/or remaining funds may be dispensed. The updated player profile
may include an identification of the last level achieved by the
player (or the latest point played in the game so as to enable a
seamless resumption of the game at a later time), as well as any
changes to the player profile inputted at S35. Other pertinent
information may also be stored at this time, either on the Player
Profile Ticket or on the gaming machine, a peer gaming machine or
on a central server.
[0031] FIG. 4 shows how gaming machines using anonymous player
profiles may handle player profile information retrieval, according
to an embodiment of the present invention. While players may insert
Player Profile Tickets such as shown at 402 into ticket acceptors
404 of a gaming machine 414 to retrieve their profile information,
they may also use alternative profile storage devices such as, for
example, a memorized account number coupled with a password 406 or
a single memorized access code, both code systems being input into
a machine via a keypad device 408. Such code-based player profile
information storage systems and devices may function like highly
secure offshore anonymous bank accounts, allowing players to use
and access their accounts without the need to carry any storage
media and with full confidence in their anonymity.
[0032] Once a player has inserted his or her Player Profile Ticket,
input their access code (or account number and password) or have
otherwise communicated or caused the retrieval of their player
profile information, his or her unique anonymous player ID may be
matched with one or more entries in a casino's profile database
410--which may be co-located or may be located in a remote secure
location. Note that the anonymous player ID need not be matched
with the player's personal identity, if the player does not so
wish. In this manner, embodiments of the present invention may keep
track of a player's player information without requiring the player
to personally identify him or herself to the casino--unless the
player so desires. The profile database may be composed of a simple
table 412 or may be composed of a series of interrelated tables.
Information stored within this table or tables may include but is
not limited to: a customer ID, a customer profile code, a game
title, a game status code, information on remaining credits,
information on unclaimed or earned bonuses, sound volume, and a
game timestamp. The database record corresponding to the player may
then be used by the gaming machine 414 to set the player's
preferences, remaining credits or remaining accrued benefits,
current level (using the game status code, for example) and a host
of other personalized services. Accrued benefits are credits or
scores that the player may have accumulated before he exited the
game that may be used when a new game session is started, such as
ammunitions, fuel, lives, scores, or so like that are commonly
encountered in multi-level or multi-act console type games. In new
generation games for example those involving player skills, the
player may remap the position or the functions of the buttons
available on the gaming machine so suit his preferences; the key
map may be saved in his player profile. Similarly, in new
generation games, the screen layout may be configured by the player
and the screen layout configuration may be saved in his player
profile. Therefore, the player profile may be saved in a memory
instrument and later be retrieved from that instrument. For example
when a player is annoyed by a group of noisy players nearby, he may
cash-out with an option to save his profile, go to another gaming
machine in a quiet place, start a new game session with an option
to retrieve his profile; consequently, the gaming machine and the
game with be configured with the same parameters configured in the
last gaming machine he was playing on.
[0033] In an embodiment of the inventions described herein, players
who wish to renounce their anonymity may setup a player loyalty
account (also known as player tracking account) such that their
player profile account is merged with their player tracking
account. An anonymous player playing on a gaming machine may have
its anonymous play activity monitored and upon a predetermined
activity criteria, receive via the video display or a voucher
printed on the gaming machine, an invitation to open a player
loyalty account for additional benefits. Any of the versatile media
that handle anonymous player profile storage and retrieval may also
be used for player tracking. In such an embodiment, players would
be able to receive and redeem loyalty awards without having to
carry a Player Profile Ticket 402. Players who wish to make their
identities and contact information known to the casino may also
qualify for mail-based or other electronic (email, web-based,
Instant Messaging, etc.) promotions based on their player profile
and the status they have achieved in trying to complete or conquer
one or more games.
[0034] FIG. 5 shows how anonymous player profiles may be stored and
retrieved via peer-to-peer architecture, according to an embodiment
of the present invention. As shown in FIG. 5, when a player profile
device, in this case a Player Profile Ticket 502, is output from a
gaming machine 504 configured for Anonymous Player Profile Storage
and Retrieval according to an embodiment of the present invention,
player profile information from the player's current game may be
written to the local gaming machine database 506 of the player's
gaming machine 504. When a player profile device (such as a Player
Profile Ticket 502) in input to another gaming machine 508 on the
network (e.g., Local Area Network (LAN)) 516, the database 506 of
the gaming machine 504 on which the player last played last may be
referenced and the associated player profile may be transferred
(e.g., over the LAN 516) to the database 510 of the gaming machine
508 on which the player now wishes to play. Potentially, if the
player 500 moves to gaming machine 512 with another profile ticket
obtained from gaming machine 508, then his or her player profile
510 may be referenced and transferred from the database 510 to the
database 514 of the gaming machine 512 on which the player now
wishes to play. Such an arrangement is advantageous, in that no
costly central server need be maintained and in that each gaming
machine acts as an autonomous unit, able to earn the casino profits
even in the event of an outage of a central system. Furthermore,
future innovations may be quickly implemented across gaming
machines from a same vendor as the system of FIG. 5 does not
involve a central server controlled by another party.
[0035] FIG. 6 shows how anonymous player profiles may be stored and
retrieved via central server-based architecture, according to an
embodiment of the present invention. When a player profile device,
in this case a Player Profile Ticket 602, is output from a gaming
machine configured for Anonymous Player Profile Storage and
Retrieval (gaming machines collectively denoted by reference
numeral 604 in FIG. 6), player information from the player's
current game may be written to one or more databases 606 maintained
on or by a central server 608. As shown, the database 606 may
include, for example, a customer database 614 and a game status
database 616. Connections between the network of gaming machines
and the central server 608 may be either wired or wireless as shown
at 610 and may be made through a casino management system, as shown
at reference numeral 612. When a player profile device (such as,
for example, a Player Profile Ticket 602) is input to one of the
gaming machines 604, the databases 606, 614, 616 may be referenced
and the player information corresponding to the input Player
Profile Ticket 602 retrieved. The player's gaming machine 604 may
then be appropriately configured, according to the player
information retrieved from the databases 606, 614, 616. Such
central server-based arrangement may be more advantageous than
peer-to-peer architecture for game operations that are distributed
across remote properties, as shown in FIG. 6 in which some of the
gaming machines 604 are located in Henderson, Nev., whereas
remaining ones (or other ones) of the gaming machines 604 are
located in Las Vegas, Nev. In this manner, a player having
established a player profile and having obtained his or her Player
Profile Ticket in Henderson, Nev. may thereafter travel to Las
Vegas, insert the Player Profile Ticket in a gaming machine of his
or her choice, and have that gaming machine configured according to
the player information retrieved from or obtained on the basis of
the Player Profile Ticket 602 obtained in Henderson, Nev. The
peer-to-peer architecture of FIG. 5 or the central server-based
architecture of FIG. 6 may depend upon a machine readable anonymous
customer ID (usually a GUID Global Unique Identifier or referential
index) printed on the Player Profile Ticket 602 to retrieve the
player's stored profile and have his or her chosen gaming machine
personalized according to his or her preferences and/or have the
gaming machine seamlessly resume a previously interrupted game as
of a last completed level, for example. Alternatively, the player
may simply identify him or herself anonymously to the gaming
machine by an account number and password pair entered via a keypad
or via the touch screen, for example (therefore without any
personal instrument), and have his or her chosen gaming machine
personalized according to his or her preferences and/or have the
gaming machine seamlessly resume a previously interrupted game as
of a last completed level, for example.
[0036] Active anonymous players may be monitored while retaining
their anonymity to earn loyalty bonuses, be prompted with
promotional offers and be invited to join a conventional full
player tracking scheme for additional benefits if they wish to
reveal their identity.
[0037] FIG. 7 shows a basic embodiment of a Player Profile Ticket
702 that uses a standard 1-D barcode. The depicted Player Profile
Ticket may include a textual header 704 announcing the ticket's
purpose as well as a statement indicating that the Player Profile
Ticket has no cash value, as shown at 706. The barcode 708 used on
this Player Profile Ticket to store information is a conventional,
one-dimensional bar code. Because all of the data included on this
barcode is encoded in its horizontal width, its memory capacity is
somewhat limited. Such barcodes are better suited for simple memory
demands like storing, for example, a customer ID only (usually a
GUID Global Unique Identifier or referential index).
[0038] FIG. 8 shows an embodiment of a Player Profile Ticket 802
that features a 2-D bar code. The 2-D bar code 804 featured in this
Player Profile Ticket has data encoded in both the vertical and
horizontal sections giving it a greater memory capacity, as
compared with 1-D bar codes. 2-D bar codes are well suited for
larger memory demands like storing a customer ID along with player
profile information and game status. A signature and certificate of
origin may be associated to the player information such that the
integrity of the player information may be verified when the ticket
is read again to retrieve the player profile directly from the
information encoded in the 2-D barcode. The signature and
certificate of origin may make use of, for example, the Microsoft
code-signing scheme.
[0039] FIG. 9 shows an embodiment of a Player Profile Ticket 902
that features a credit count, cash value and a timestamp. According
to embodiments of the present invention, player accounting may be
consolidated into Player Profile Ticket such that the Player
Profile Ticket may have a cash value. In the ticket depicted in
FIG. 9, a printed statement 904 clearly indicates that the ticket
may be redeemed for 93 credits. Another printed statement 906 may
equate this credit value to a corresponding amount in cash ($9.30
in this example). The illustrated Player Profile Ticket may also
include a timestamp 908, which may be used to indicate the time at
which the ticket was generated.
[0040] FIG. 10 shows an embodiment of a Player Profile Ticket that
lists possible locations or participating casinos 1004 whereby the
bar code 1002 may be read for retrieving the player's profile. It
is to be understood that the Player Profile Tickets shown in the
figures are exemplary in nature only and that actual
implementations of such Player Profile Tickets may include
different features, visible indicia, machine readable indicia,
security devices and/or features and may include different or
additional functionalities than described and shown herein. It is
also to be understood that the Player Profile Tickets may be
printed (and read, thus Profile In/Profile Out or PIPO) by each
gaming machine in addition to the traditional ticket (e.g., IGT
EZ-Pay) having monetary value (that is used to claim the player's
winnings or remaining credits) when a cash-out is activated in a
Ticket-In/Ticket-out (TITO) system as described in U.S. Pat. Nos.
6,048,269, 5,265,874, 5,674,128, 5,800,269, 6,089,982, and
6,280,328. When a player actuates the cash-out function, the gaming
machine may print two tickets, one being the Player Profile Ticket
(PIPO ticket) and one being for the winnings or remaining credits
(TITO ticket). A single ticket may be generated to combine the
functionalities of PIPO and TITO. All such implementations that
include (or that are instrumental in retrieving) player profile
information are deemed, however, to fall within the scope of the
presently shown and described embodiments of the present
inventions.
[0041] Indeed, while the foregoing detailed description has
described several embodiments of this invention, it is to be
understood that the above description is illustrative only and not
limiting of the disclosed invention. For example, while tickets,
thumb drives, thumb memories, and keypad systems were listed as
possible profile storage devices, other alternate devices such as
smartcards or portable smart devices (PDA, mobile phones, MP3
Players, etc.) may also be used. Indeed, a number of modifications
will no doubt occur to persons of skill in this art. All such
modifications, however, should be deemed to fall within the scope
of the present invention.
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