U.S. patent application number 11/823021 was filed with the patent office on 2008-12-25 for method and apparatus for players of wagering games to find friends in a gaming environment.
This patent application is currently assigned to IGT. Invention is credited to David Thomas Mark Davies.
Application Number | 20080318655 11/823021 |
Document ID | / |
Family ID | 39739339 |
Filed Date | 2008-12-25 |
United States Patent
Application |
20080318655 |
Kind Code |
A1 |
Davies; David Thomas Mark |
December 25, 2008 |
Method and apparatus for players of wagering games to find friends
in a gaming environment
Abstract
Disclosed are gaming machines, including related methods,
apparatus, and systems, including computer program products,
implementing and using techniques for players of wagering games to
find friends in a gaming environment. Player identification
information identifies a first player of a first gaming device
configured to play a game of chance. One or more friend-finding
criteria associated with the identified first player are retrieved
from a storage medium. A second player is identified as a friend or
a friend candidate of the first player based on the retrieved
friend-finding criteria. A location associated with the second
player is identified as being in a designated area of the gaming
environment. Output data indicating the identified second player is
provided.
Inventors: |
Davies; David Thomas Mark;
(Reno, NV) |
Correspondence
Address: |
Weaver Austin Villeneuve & Sampson LLP - IGT;Attn: IGT
P.O. Box 70250
Oakland
CA
94612-0250
US
|
Assignee: |
IGT
|
Family ID: |
39739339 |
Appl. No.: |
11/823021 |
Filed: |
June 25, 2007 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3274 20130101;
G07F 17/32 20130101; G07F 17/3239 20130101 |
Class at
Publication: |
463/16 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for players of wagering games to find friends in a
gaming environment, the method comprising: receiving player
identification information identifying a first player of a first
gaming device configured to play of a game of chance; retrieving
from a storage medium one or more friend-finding criteria
associated with the identified first player; identifying a second
player as a friend or a friend candidate of the first player based
on the retrieved friend-finding criteria, including identifying a
location associated with the second player as being in a designated
area of the gaming environment; and providing output data
indicating the identified second player.
2. The method of claim 1, wherein identifying the second player
includes: identifying an action associated with the second player
as occurring within a designated timeframe.
3. The method of claim 1, wherein the friend-finding criteria
includes one or more selected from the group consisting of a
buddies list, player tracking information, friend-finding player
preferences, and data associated with a matching service accessible
over a network.
4. The method of claim 3, wherein the player tracking information
includes one or more items associated with the first player and
selected from the group consisting of one or more games, a type of
machine, a status, points, an amount wagered, login information, a
time of game play, game play history information, and a theoretical
win.
5. The method of claim 3, wherein the friend-finding player
preferences include one or more items associated with the first
player and selected from the group consisting of a personal
characteristic, a restaurant, a sport, a show, and a hotel.
6. The method of claim 1, wherein providing the output data
includes displaying information associated with the second player
on a display.
7. The method of claim 1, wherein the storage medium is associated
with a player account maintained for the first player.
8. The method of claim 1, further comprising: receiving a selection
indicating desired communications with the second player.
9. The method of claim 1, further comprising: determining a
communications path for communications between the first player and
the second player.
10. The method of claim 9, wherein the communications path is
determined in accordance with one or more of a preference and a
restriction.
11. The method of claim 9, further comprising: providing a
communications session between the first player and the second
player over the determined communications path.
12. The method of claim 1, wherein identification of the second
player is associated with a promotion.
13. An apparatus for players of wagering games to find friends in a
gaming environment, the apparatus comprising: an interface coupled
to receive player identification information identifying a first
player of a first gaming device configured to play of a game of
chance; and a processor coupled to the interface and configured to:
retrieve from a storage medium one or more friend-finding criteria
associated with the identified first player, identify a second
player as a friend or a friend candidate of the first player based
on the retrieved friend-finding criteria, including identifying a
location associated with the second player as being in a designated
area of the gaming environment, and provide output data indicating
the identified second player.
14. The apparatus of claim 13, wherein the interface includes a
player tracking unit.
15. The apparatus of claim 13, wherein identifying the second
player includes: identifying an action associated with the second
player as occurring within a designated timeframe.
16. The apparatus of claim 13, wherein the friend-finding criteria
includes one or more selected from the group consisting of a
buddies list, player tracking information, friend-finding player
preferences, and data associated with a matching service accessible
over a network.
17. The apparatus of claim 16, wherein the player tracking
information includes one or more items associated with the first
player and selected from the group consisting of one or more games,
a type of machine, a status, points, an amount wagered, login
information, a time of game play, game play history information,
and a theoretical win.
18. The apparatus of claim 16, wherein the friend-finding player
preferences include one or more items associated with the first
player and selected from the group consisting of a personal
characteristic, a restaurant, a sport, a show, and a hotel.
19. The apparatus of claim 13, further comprising: a display
coupled to provide the output data, including information
associated with the second player.
20. The apparatus of claim 13, wherein the storage medium is
associated with a player account maintained for the first
player.
21. The apparatus of claim 13, further comprising: a player
interface coupled to receive a selection indicating desired
communications with the second player.
22. The apparatus of claim 13, the processor further configured to:
determine a communications path for communications between the
first player and the second player.
23. The apparatus of claim 22, wherein the communications path is
determined in accordance with one or more of a preference and a
restriction.
24. The apparatus of claim 22, the processor further configured to:
provide a communications session between the first player and the
second player over the determined communications path.
25. The apparatus of claim 13, wherein identification of the second
player is associated with a promotion.
26. A system for players of wagering games to find friends in a
gaming environment, the system comprising: a gaming device in
communication with a network, the gaming device including a player
interface coupled to receive player identification information
identifying a first player of a first gaming device configured to
play of a game of chance; and a server in communication with the
network, the server including: a network interface coupled to
receive the player identification information from the gaming
machine over the network, and a processor coupled to the interface
and configured to: retrieve from a storage medium one or more
friend-finding criteria associated with the identified first
player, identify a second player as a friend or a friend candidate
of the player based on the retrieved friend-finding criteria,
including identifying a location associated with the second player
as being in a designated area of the gaming environment, and
provide output data indicating the identified second player.
27. The system of claim 26, wherein the network is a private
network.
28. The system of claim 26, wherein the gaming device is associated
with one selected from the group consisting of a table game, a
bingo game, a keno game, and a sports game.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to wagering games and
machines, such as slot machines and video poker machines, and
gaming networks. More particularly, the present invention relates
to methods and apparatus for players of wagering games to identify,
locate, and communicate with friends and potential friends in a
gaming environment such as a casino.
BACKGROUND OF THE INVENTION
[0002] Gaming in the United States is divided into Class I, Class
II and Class III games. Class I gaming includes social games played
for minimal prizes, or traditional ceremonial games. Class II
gaming includes bingo games, pull tab games if played in the same
location as bingo games, lotto, punch boards, tip jars, instant
bingo, and other games similar to bingo. Class III gaming includes
any game that is not a Class I or Class II game, such as a wagering
game typically offered in non-Indian, state-regulated casinos. Many
games of chance that are played on gaming machines fall into the
Class II and Class III categories of games.
[0003] As technology in the gaming industry progresses, the
traditional mechanically driven reel slot machines are being
replaced with electronic counterparts, that is, electronic gaming
machines having video displays based on CRT, LCD, plasma, or the
like. Electronic gaming machines such as video slot machines and
video poker machines are becoming increasingly popular. Part of the
reason for their increased popularity is the nearly endless variety
of games that can be made available for play on a single gaming
machine. Advancements in video and electronic gaming enable the
operation of more complex games that would not otherwise be
possible on mechanical-driven gaming machines or personal
computers.
[0004] Various games, particularly the Class II and Class III
categories of games, can be implemented as server-based games in a
server-client system. In a server-based gaming arrangement, a
gaming server serves multiple gaming machines as clients. For
example, a casino can include a plurality of gaming machines
located on the game floor, and a connected gaming server located in
a back room of the casino. Generally, the games and capabilities of
a gaming machine depend on the central server. Games can be
downloaded from the central server to the gaming machines for
execution, for instance, when initiated by casino operations
management. Alternatively, the central server can execute the games
and output game data to the gaming machines.
[0005] To enhance the gaming experience, there are a number of
peripheral components/devices that can be connected to a gaming
machine such as a slot machine or video poker machine. Examples of
these devices include player tracking units, lights, ticket
printers, card readers, speakers, bill acceptors/validators, ticket
readers, coin acceptors, display panels, key pads, coin hoppers and
button pads. These peripheral devices are built into the gaming
machine or otherwise attached to the gaming machine. For instance,
a top box is often constructed as a separate component on top of
the gaming machine.
[0006] Typically, using a master gaming controller, a gaming
machine controls various combinations of devices that allow a
player to play a game on the gaming machine and also encourage game
play on the gaming machine. For example, a game played on a gaming
machine usually requires a player to input money or an indicia of
credit into the gaming machine, indicate a wager amount, and
initiate game play. These steps require the gaming machine to
control input devices, such as bill acceptors/validators and coin
acceptors, to accept money into the gaming machine and recognize
user inputs from devices, including key pads, button pads, card
readers, and ticket readers, to determine the wager amount, and
initiate game play.
[0007] After game play has been initiated, the gaming machine
determines a game outcome, presents the game outcome to the player
and may dispense an award of some type depending on the outcome of
the game. A game outcome presentation may utilize many different
visual and audio components such as lights, music, sounds and
graphics. The visual and audio components of the game outcome
presentation may be used to draw a player's attention to various
game features and to heighten the player's interest in additional
game play.
[0008] Maintaining a game player's interest in game play, such as
on a gaming machine or during other gaming activities, is an
important consideration for an operator of a gaming establishment.
More and more gaming services are being provided to gaming machines
to maintain player interest. These services can be offered via
communication networks that link groups of gaming machines to a
remote computer, such as a host server, that provides one or more
gaming services. As an example, gaming services that may be
provided by a remote computer to a gaming machine via a
communication network of some type include player tracking,
accounting, cashless award ticketing, lottery, progressive games,
and bonus games or prizes. These services and features are provided
in addition to the games that are available for play on the gaming
machines.
[0009] Player tracking programs are often offered by a particular
gaming establishment to provide rewards to players that typically
correspond to the player's level of patronage, for example, to the
player's playing frequency and/or total amount of game plays at the
particular gaming establishment. Player tracking rewards may be
free meals, free lodging and/or free entertainment. These rewards
may help to sustain a game player's interest in additional game
play during a visit to a gaming establishment and may entice a
player to visit a gaming establishment to partake in various gaming
activities.
[0010] In general, player tracking programs may be applied to any
game of chance offered at a gaming establishment. In particular,
player tracking programs are very popular with players of
mechanical slot gaming machines and video slot gaming machines. In
a gaming machine, a player tracking program is implemented using a
player tracking unit installed in the gaming machine and in
communication with a remote player tracking server.
[0011] Due to their increasing popularity, player tracking cards
and player tracking programs have essentially become the de facto
marketing method of doing business at casinos. As suggested above,
a player's incentive for using the player tracking services is
awards provided by the gaming machine operator (e.g., the casino).
Some incentives of a casino for providing player tracking services
are to generate "brand" loyalty, gather valuable information that
may be used for marketing and provide better customer services.
This is due to the fact that the programs allow a casino to
identify and reward customers based upon their previous game play
history. In particular, a goal of the casinos is to identify and
then to provide a higher level of service to certain groups of
players identified as especially valuable to the casinos.
[0012] Generally, a player signs up with a casino to participate in
their player tracking and reward program. By signing up, the casino
learns the identity of the player. The casino generates a player
file with which the player's identity is associated. The casino
then tracks the player's play of its games in order to determine
when and if the player is entitled to a reward.
[0013] In order to track the player's play, the casino may offer
the player a player tracking card. This card has information
associated with it, such as a unique player number. This player
number is also associated with the generated file for that player.
When the player wishes to play a game, the player utilizes a card
reader located at the casino's gaming device to read their player
card. The player or other identification number is transmitted to a
computer which accesses the player's file. Information regarding
the player's activities, such as number of games played, amounts
wagered or won, are transmitted from the gaming machine to the
computer. This information is utilized to update the player's file
with play or reward information.
[0014] Commonly, activities of a player are associated with points.
The points are assigned based on the player's activities. For
example, a player may be awarded a point for each dollar which is
wagered. The wager information may be used to generate reward
points. Over time, the player's file is updated to reflect accrued
reward points. When a player has engaged in a certain level or
volume of play, such as evidenced by a number of points accrued,
then the player may be entitled to a reward. A player may travel to
a central station where the player may check their point total. The
player may also compare their point total to the number of points
necessary for particular awards. These awards may comprise goods or
services, such as free or discounted food, lodging and other
awards.
[0015] This type of system has the advantage that the player is
rewarded for the loyalty of play at a particular casino. Such a
reward is based upon the player's frequency or volume of play, and
is apart from any winnings which the player may have received as a
result of playing individual instances of a game or gaming machine.
The casino benefits by having players return to their property to
play their games.
[0016] Casinos have a defined customer base, a significant portion
of which includes players participating in casino player tracking
and reward programs. This customer base can generally be viewed as
regular patrons of the casino. Individuals in this group of patrons
may desire to associate with others in the group because they have
the same or similar level of interest in wagering activities. For
instance, a group of players may frequent the same table game, such
as a poker table, in Casino A on Friday nights. These players may
have met at the table, a nearby sports bar, a bonus or promotional
event, or known each other from other life experiences. Regardless
of how they met, they simply enjoy being in the same casino and
participating in wagering activities together.
[0017] Indeed, many casino patrons enjoy meeting existing and new
friends at the casino to share in fun activities. However, it is
becoming increasingly difficult for these players to find each
other. This difficulty is often attributable to the large size,
complex layout, and crowds of modern casinos. For instance, modern
casinos often have multiple levels packed with various gaming
devices, restaurants, bars, advertisement and promotion apparatus,
and large numbers of people. These and other elements contribute to
impaired views, limited motion, and noise pollution, thus making it
difficult for individual players to seek out and speak with other
players. Thus, finding and communicating with friends in a casino
has become cumbersome.
[0018] These difficulties only worsen as casinos continue to grow
in size and complexity, and attract more patrons. When such a
casino is crowded, for example, during peak gaming hours, players
frustrated from loud noise and hindered movement may decide it is
not worth the trouble to navigate the casino to find their friends.
For instance, a group of friends arranges to meet at Casino X at
7:30 pm on a Saturday night. The group does not designate a
particular location in the casino, since they often play in the
same general area. When one or more friends cannot be located,
individuals in the group may get caught up in the excitement of
their own gaming or be distracted by various casino events. They
may give up searching for missing friends, who were actually in the
general area at the designated time, and choose to leave the casino
early out of frustration.
[0019] In addition, many players desire to meet unknown players in
a casino to make new friends and acquaintances, and thereby expand
their social circle. Some players may simply be interested in
meeting new buddies to share in gaming activities, while other
players are searching for individuals to start and develop
friendships that could continue outside of the casino, such as
romantic relationships. However, the same size, complexity, crowds,
and noise pollution problems associated with modern casinos, as
described above, similarly frustrate these players, and can defeat
the pleasure of gaming combined with new-friend-searching. For
example, noise pollution from crowds of patrons and can turn a
simple, "Hello, how are you?" into distorted gibberish.
[0020] Thus, players who have a passion for gambling and other
casino activities, and who wish to share that passion with existing
and new friends, may simply give up on a night of casino fun. Each
of these players represents lost revenues for the gaming
establishment and other participating vendors.
SUMMARY OF THE INVENTION
[0021] Disclosed are gaming machines, including related methods,
apparatus, and systems, including computer program products,
implementing and using techniques for players of wagering games to
find friends in a gaming environment.
[0022] According to one aspect of the present invention, a method
includes receiving player identification information identifying a
first player of a first gaming device configured to play a game of
chance. One or more friend-finding criteria associated with the
identified first player are retrieved from a storage medium. A
second player is identified as a friend or a friend candidate of
the first player based on the retrieved friend-finding criteria. A
location associated with the second player is identified as being
in a designated area of the gaming environment. Output data
indicating the identified second player is provided.
[0023] In one implementation, identification of the second player
includes identifying an action associated with the second player as
occurring within a designated time frame. In one implementation,
the friend-finding criteria includes one or more of a buddies list,
player tracking information, friend-finding player preferences, and
data associated with a matching service accessible over a network.
In one implementation, the player tracking information includes one
or more items associated with the first player. The one or more
items can include games, a type of machine, a status, point
information, an amount wagered, log-in information, a time of game
play, game play history information, and a theoretical win. In one
implementation, the friend-finding player preferences include one
or more items associated with the first player, such as a personal
characteristic, a preferred restaurant, a sport, a show, or a
hotel.
[0024] In one implementation, the method further includes receiving
a selection indicating desired communications between players. A
communications path is determined for a communications session
between the players. The communications path can be determined in
accordance with one or more preferences and restrictions.
[0025] According to another aspect of the present invention, an
apparatus includes an interface coupled to receive player
identification information identifying a first player of a first
gaming device configured to play a game of chance. The apparatus
further includes a processor coupled to the interface and
configured to: retrieve from a storage medium one or more
friend-finding criteria associated with the identified first
player; and identify a second player as a friend or a friend
candidate of the first player based on the retrieved friend-finding
criteria. A location associated with the second player is
identified as being in a designated area of the gaming environment.
Output data indicating the identified second player is
provided.
[0026] In one implementation, the interface includes a player
tracking unit. In one implementation, the apparatus further
includes a player interface coupled to receive a selection
indicating desired communications between the players.
[0027] According to yet another aspect of the present invention, a
system includes a gaming device in communication with a network.
The gaming device includes a player interface coupled to receive
player identification information identifying a first player of a
first gaming device configured to play a game of chance. The system
further includes a server in communication with the network. The
server includes a network interface coupled to receive the player
identification information from the gaming machine over the
network, and a processor coupled to the interface. The processor is
configured to: retrieve from a storage medium one or more
friend-finding criteria associated with the identified first
player; identify a second player as a friend or a friend candidate
of the first player based on the retrieved friend-finding criteria,
including identifying a location associated with the second player
as being in a designated area of the gaming environment; and
provide output data indicating the identified second player.
[0028] All of the foregoing methods and apparatus, along with other
methods and apparatus of aspects of the present invention, may be
implemented in software, firmware, hardware and combinations
thereof. For example, the methods of aspects of the present
invention may be implemented by computer programs embodied in
machine-readable media and other products. Also, aspects of the
invention may be implemented by networked gaming machines, game
servers and other such devices. These and other features and
benefits of aspects of the invention will be described in more
detail below with reference to the associated drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0029] The invention may best be understood by reference to the
following description taken in conjunction with the accompanying
drawings, which are illustrative of specific embodiments of the
present invention.
[0030] FIG. 1 shows a block diagram of a casino gaming environment
including systems and apparatus for players of wagering games to
find friends, constructed in accordance with one embodiment of the
present invention.
[0031] FIG. 2 shows a block diagram of a casino gaming environment
including systems and apparatus for players of wagering games to
find friends, constructed in accordance with another embodiment of
the present invention.
[0032] FIG. 3 shows a block diagram of a system, including
apparatus and interfaces, to facilitate players finding friends in
a gaming environment, constructed according to one embodiment of
the present invention.
[0033] FIG. 4 shows a diagram of a table of friend-finding criteria
stored for a plurality of players for the purpose of finding
friends in a gaming environment, in accordance with one embodiment
of the present invention.
[0034] FIG. 5A shows a flow diagram of a method 500 for players of
wagering games to find friends in a gaming environment, performed
in accordance with one embodiment of the present invention.
[0035] FIG. 5B shows a flow diagram of a method 501 of player
sign-up and initialization for players of wagering games to find
friends in a gaming environment, performed in accordance with one
embodiment of the present invention.
[0036] FIG. 5C shows a flow diagram of a method 502 of finding
friends in a gaming environment, performed in accordance with one
embodiment of the present invention.
[0037] FIG. 5D shows a flow diagram of a method 503 of
communicating with friends and friend candidates in a gaming
environment, performed in accordance with one embodiment of the
present invention.
[0038] FIG. 6 shows a flow diagram of a method 505 for
initialization of player friend-finding services for players of
wagering games to find friends in a gaming environment, performed
in accordance with one embodiment of the present invention.
[0039] FIG. 7 shows a flow diagram of a method 615 for a player to
select friend-finding services, performed in accordance with one
embodiment of the present invention.
[0040] FIG. 8 shows a flow diagram of a method 620 of defining
communications preferences and restrictions for security purposes,
performed in accordance with one embodiment of the present
invention.
[0041] FIGS. 9A and 9B show a flow diagram of a method 530 for
finding friend candidates using designated friend-finding services,
performed in accordance with one embodiment of the present
invention.
[0042] FIG. 10 shows a flow diagram of a method 940 for identifying
friend candidates on external matching service sites, such as those
publicly available over the Internet, in accordance with one
embodiment of the present invention.
[0043] FIG. 11 is a diagram of a gaming machine constructed
according to one embodiment of the present invention.
[0044] FIG. 12 is a block diagram of a network device that can be
configured as a server or other data processing apparatus for
implementing embodiments of the present invention.
[0045] FIG. 13 is a block diagram depicting a network of gaming
machines and other devices within a gaming establishment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0046] Reference will now be made in detail to some specific
embodiments of the invention including the best modes contemplated
by the inventors for carrying out the invention. Examples of these
specific embodiments are illustrated in the accompanying drawings.
While the invention is described in conjunction with these specific
embodiments, it will be understood that it is not intended to limit
the invention to the described embodiments. On the contrary, it is
intended to cover alternatives, modifications, and equivalents as
may be included within the spirit and scope of the invention as
defined by the appended claims. Moreover, numerous specific details
are set forth below in order to provide a thorough understanding of
the present invention. The present invention may be practiced
without some or all of these specific details. In other instances,
well known process operations have not been described in detail in
order not to obscure the present invention.
[0047] Embodiments of the present invention include methods and
apparatus that enable players of wagering games to identify,
locate, and communicate with friends and potential friends in a
gaming environment such as a casino. Existing friends and friend
candidates located at designated areas and during designated
timeframes can be identified and notified of each others presence.
The term "friend candidate" generally refers to a player who meets
some criteria for being introduced to another player. Embodiments
of the invention incorporate techniques for filtering and selecting
friend candidates by leveraging player preference data,
relationship preferences and criteria, player tracking information,
and other information gathered and maintained by gaming
establishments for players, often those participating in casino
loyalty and bonusing programs. Using these techniques and others
described herein, friend candidates likely to have a successful
friendship or other relationship are identified, selected, and
introduced to one another. Embodiments of the invention further
include techniques for establishing and facilitating communications
between friends and friend candidates.
[0048] Application of the techniques described herein for
identifying new and existing friends is desirable to further the
fun and excitement of casino gaming. Friends who locate one another
can discuss experiences, tell each other where they are, arrange to
meet, and pursue more casino-related fun together. Friends are more
likely to gamble together, eat and drink together, and pursue other
types of fun. The techniques described herein enable groups of
friends to be formed and expanded. The player benefits by increased
social networking opportunities, which add to the fun and
excitement of the gaming experience. The gaming establishment and
gaming machine manufacturers only stand to profit by reaping the
financial benefits of friends gambling longer and making more
purchases while having fun together at the casino. It is likely
that machines having friend-finding capabilities would be more
frequently played than those without, with all else equal, because
of the added excitement of the friend-finding capabilities
described herein.
[0049] Some embodiments of the present invention provide for
automatic friend identification responsive to a player inserting
his player tracking card in the machine. When the player tracking
card is read, and the player file is retrieved and processed, the
player is notified of identified friends and friend candidates.
Friends can communicate with one another by one or more of several
communications paths. For example, players can send text, audio,
and video messages between their gaming machines.
[0050] Other embodiments of the present invention provide for an
interface to matching services accessible over data networks such
as the Internet. In one embodiment, a player tracking server
defines a transparent interface to the matching service and selects
certain features of the matching service to present to the players.
The player tracking server is also coupled to provide a layer of
customized friend-finding features using player tracking and other
gaming information.
[0051] In one example, when a casino customer inserts his player
tracking card, the player tracking server or other data processing
device accesses matching services and databases, such as
myspace.com and true.com, and the like for friends. When friends,
potential dating partners, or former schoolmates, for example, are
identified as being located in the casino, a list of those friends
and friend candidates is presented to the player. Communications
sessions between machines can be initiated at the request of the
player or players. Introduced players can set up meetings or dates,
gamble together, form friendships, and pursue various mutual and
social experiences.
[0052] FIG. 1 shows a casino gaming environment including systems
and apparatus for players of wagering games to find friends, in
accordance with one embodiment of the present invention. In FIG. 1,
the system 100 includes a plurality of gaming machines 102a, 102b,
and 104. In one embodiment, the gaming machines 102a and 102b are
part of a bank of gaming machines served by a gaming machine server
106. The bank of gaming machines 102a and 102b are situated at a
defined location A of the gaming environment, such as a position
near the front door of the casino. Gaming machine 104 is situated
at a different location B in the casino, such as a different floor
or level than location A.
[0053] In FIG. 1, the gaming machines or devices 102a, 102b, and
104 may have configurations similar to those described below, and
may have a wide variety of other configurations, and in general
include any game which a casino or other entity wishes to monitor.
For example, the gaming machine 104 may actually comprise a table
game, such as a game table adapted to present the game of
"Twenty-One" to one or more players. In such event, the table or
other gaming machine may include one or more devices arranged to
receive player identification information and otherwise permit
implementation of the methods and apparatus as detailed below. Such
devices may further include coin or token acceptors for accepting
bets or wagers by each player, and a card reader for reading a
player card. In one embodiment, information such as rate of play,
average bet and time played may be input into a device by a dealer
or other game operator as the game is played. A player tracking
server 110 may be adapted to monitor the play of these and other
gaming devices and game events. Such games/devices can include
bingo, keno, and sports and other betting events.
[0054] In FIG. 1, the various gaming machines in system 100 are
interconnected through a suitable network 108, such as a gaming
network as described below. Gaming network 108 is a suitable wired
or wireless network. In one embodiment, gaming network 108 is an
entirely intra-casino communications network, meaning that the
network can be generally characterized as within the casino and
private; that is, the casino controls the network, and the network
108 is secured and protected from access over other data networks
such as the Internet. In another embodiment, as described below, a
network interface is provided so that gaming network 108 is
accessible over an external public network, such as the Internet.
In yet another embodiment, the network 108 comprises portions of a
private network and a public network.
[0055] In FIG. 1, gaming network 108 may have a variety of
configurations, and as noted above may comprise wired, wireless or
a combination of wired and wireless communication pathways.
Depending upon the configuration of the network 108, the network
108 may comprise a wide variety of components. For example, the
network 108 may include wireless communication relays or
transceivers. The network 108 may also include one or more hubs or
routers. The network 108 may include dedicated or public lines. In
general, the network 108 is simply adapted to permit the
transmission of data or information (whether in analog and/or
digital form) between the gaming machine server 106, gaming
machines, and the player tracking server 110.
[0056] In FIG. 1, the player tracking server 110 is typically
located in an area controlled by casino personnel, such as a back
room or location 112 of the casino offices. The gaming machines
102a, 102b, and 104 are generally associated with the player
tracking server 110. One or more appropriate communications links
in gaming network 108, whether wired or wireless, permit
information to be transferred to and from each gaming machine and
the player tracking server 110. A network interface is associated
with the player tracking server 110, and facilitates communications
to and from the network 108. The player tracking server 110 may
comprise a single computer or a group of computers associated with
one another on a network. In one embodiment, the player tracking
server 110 includes at least one data storage element for storing
the player information. The data storage element may comprise a
hard drive, RAM, ROM, tape drive, CD, DVD and/or other memory or
data storage member or element.
[0057] In one embodiment, the player tracking server 110 is adapted
to monitor play of the one or more gaming machines, including the
activities of specific players. The player tracking server 110 is
preferably arranged to obtain game play information, and manipulate
that information, such as by aggregating game play data and
displaying game play information. As detailed below, the game play
information which is obtained and monitored may comprise a wide
variety of information, such as the length of time of game play,
amounts bet, amounts awarded, and a wide variety of other
information. The game play data or information preferably also
includes information regarding the player of the gaming machine or
game event, such as the identity of the player. The player tracking
server 110 may also store information regarding game play,
including individual player game play. The player tracking server
110 is preferably adapted to display game play information to a
user on a suitable display.
[0058] In FIG. 1, the system 100 further includes a player
friend-finding server 114, provided to perform and facilitate
methods and apparatus for players of wagering games in the casino
to find friends, in accordance with embodiments of the present
invention. In one embodiment, the player friend-finding server 114
is implemented as a component of player tracking server 110. In an
alternative implementation, the player friend-finding server 114 is
constructed as a separate device from the player tracking server
110. To perform the methods described herein, the player tracking
server 110 and player friend-finding server 114 interact with one
another and with other devices and gaming machines in the system
100. Thus, both player tracking server 110 and player
friend-finding server 114 are coupled to gaming network 108 to
communicate with the various devices in system 100, and with one
another when constructed as separate devices.
[0059] In FIG. 1, a number of other devices or systems may be
associated with the network 108 or otherwise be in communication
with the player tracking server 110. For example, a variety of
personnel/entities may be permitted to gain access to the
information which is monitored and manipulated. A slot director may
obtain access to the network 108 via a remote station or other
suitable data processing device, one or more pit bosses through
other remote stations, and sports book personnel or a sports book
director through additional stations. Such stations preferably
include a display for presenting information, one or more input
devices for accepting user input, such as a mouse or keyboard, and
a communications interface. A number of other systems or devices
may be associated with the network 108, and thus the player
tracking server 110, such as a keno system, sports betting system,
and table games system. Each of these systems may include a variety
of devices or elements, and may be arranged to generate and
transmit information in a variety of forms or manners. For example,
the sports betting system may be particularly adapted to
aggregating and manipulating sport bet data or information.
[0060] FIG. 2 shows a system 200 for players of wagering games to
find friends, constructed in accordance with another embodiment of
the present invention. System 200 includes all of the components of
system 100, and adds additional networks and devices to integrate
casino friend-finding services with external matching services
available over public networks such as the Internet 202. As shown,
the Internet is in communication with one or more external, e.g.,
Internet matching services 204 such as myspace.com, true.com,
friendsreunited.com, eharmony.com, match.com, and classmates.com.
As used herein, "external matching service" and "Internet matching
service" generally refers to any service accessible over data
networks such as the Internet 202 allowing people to locate and/or
communicate with each other.
[0061] In one example, before visiting the casino, player A
accesses the matching service 204 and sets up an account with
identified matches at the player's home computer 206. Player A's
home computer 206 is situated at location C, such as the player's
home or office, a remote location with respect to the casino. In
another example, player B of gaming machine 104 holds a portable
handheld data processing device 207, such as a Blackberry, laptop
computer, or other suitable device capable of accessing external
matching service 204 over the Internet 202 or other suitable data
network by virtue of a wireless network interface 208 and
communications tower 210. In this way, player B can also access one
or more Internet matching services 204 over Internet 202 and
establish an account with a listing of matches.
[0062] In FIG. 2, due to security concerns of most casinos and
other gaming environment operators, a secure network interface
device 212 is coupled between the gaming network 108 and the
Internet 202. In one embodiment, the secure network interface 212
is under the exclusive control of the casino 112, to prevent
unauthorized access of servers, gaming machines, player accounts,
and related services and financial accounts that might attract
hackers. Those skilled in the art should appreciate that, in some
embodiments, it is desirable for gaming environment operators such
as casinos to implement and update secure network interfaces 212
with the highest levels of security to prevent tampering and theft
by hackers operating computers in communication with the Internet
202. In some implementations, multiple levels or platforms define
secure network interface 212. For instance, one security level
provided by interface 212 shields casino data processing devices
such as player tracking server 110 and related data storage devices
and mediums from access over the Internet 202. A second level of
security in interface 212 provides player tracking server 110 the
capability to directly access and retrieve data from Internet
matching services 204, but otherwise screens casino data processing
apparatus such as financial data storage devices and mediums from
access by matching services 204.
[0063] For additional security where the gaming machine 104 may be
connected to the Internet 202 or some other public network, access
to the gaming machine may be limited by an internal firewall within
the gaming machine. The internal firewall may be hardware, software
or combinations of both that prevent illegal access of the gaming
machine by an outside entity connected to the gaming machine. For
instance, an illegal access may be an attempt to plant a program in
the gaming machine that alters the operation of the gaming machine
from a World Wide Web site. The internal firewall is designed to
prevent someone such as a hacker from gaining illegal access to the
gaming machine and tampering with it in some manner. The gaming
machines 102a and 102b may similarly contain internal
firewalls.
[0064] In FIG. 2, in one embodiment, the gaming network 108 is
implemented as an intranet, separate from the Internet 202. The
gaming network 108 may be comprised of fiber optic connections,
copper Ethernet connections, wire-less connections or any
combinations thereof. The gaming network 108 may be a local area
network located in a casino and including a casino area network, a
bonus game network, and a cashless system network. As illustrated,
the gaming network 108 may be connected to a wide area network
connecting many physical locations such as a wide area progressive
network or the Internet 202.
[0065] In FIG. 2, game play information is transmitted to the
player tracking server 110 regarding each gaming machine 102a,
102b, 104 or other game play device/event, such as devices and
events associated with a table game, e.g., a Blackjack or Poker
table. In one embodiment, game play information regarding a
particular player's activities is transmitted to the player
tracking server 110. When a player wishes to engage the play of the
gaming machine 102a or other gaming device/event, the player may
identify himself. In one embodiment, a player identifies himself
with his player card. As noted above, such a card may be encoded
with identification information. When using the gaming machine, the
player may insert their player card into the card reader associated
with a player tracking device. The card reader reads the
information from the card and then transmits the information. As
illustrated in FIG. 1, the identification information may be
transmitted directly from the gaming machine 104 to the player
tracking server 110 or, from gaming machine 102a, first be
transmitted to the gaming machine server 106 and then to the player
tracking server 110.
[0066] In one embodiment, player identification information may be
stored at the player tracking server 110. In response to a player
identification code or number, such as read from the player card,
more detailed information regarding the player may be obtained from
the memory. In another embodiment, such detailed information may be
stored remotely and either obtained by or transmitted to the player
tracking server 110. For example, the player card may have an
encoded identification code, such as AX18329IK. This code may be
associated with the player known as John Doe. A file may be
associated with the player's code, which file includes a variety of
information such as the full name and address of the player, their
telephone number, accrued points, and other data. In response to
receiving the player's code, the player tracking server 110 may
obtain information regarding the player from the file or other
location.
[0067] Game play information is also transmitted to the player
tracking server 110. In accordance with a preferred embodiment of
the invention, the information is related to player gaming
activity. For example, the gaming machine 102b may transmit
information regarding a player's wagers, time play began, time play
ended, awards or payouts, and other information. Such information
may further include, but is not limited to the following: total
number of gaming machines presently in use/play; the number of
players of the gaming machines in use which are presently active or
playing a game; the number of players of gaming machines who have
provided their player identification information (or the number of
players of machines who have not); the type of gaming machines
which are being played; and a wide variety of other
information.
[0068] A display coupled to the player tracking server 110 is
operable to display interfaces presenting detailed information
regarding players or patrons, such as players of the gaming
machines or other devices of the system. When players identify
themselves, such as by using a player card, then the information
may include information from that player's file, such as the
player's name, number of accrued points, nickname or preferred name
and/or other information. If a player of a game has not identified
themselves, then the player may be identified anonymously.
[0069] The game play information is preferably generated at the
gaming machine 102b or other gaming device. The information may be
aggregated and transmitted at intervals, such as predetermined
intervals of time, to the player tracking server 110. In certain
embodiments of the invention, the transmitted information may
comprise "point" or similar information. The gaming machine 102b or
other device may be configured to generate point information based
upon particular player events, such as the placing of bets. This
point information may be transmitted to the player tracking server
110. Of course, the gaming machine 104, slot system, or other
device/element may be adapted to utilize a particular communication
format or format data or information in one or more manners which
is different from that of other systems. In a preferred embodiment,
the player tracking server 110 is provided with an interface
allowing the data in different forms to be integrated and presented
cohesively.
[0070] FIG. 3 shows a block diagram of a system 300 including
apparatus and interfaces to facilitate players finding friends in a
gaming environment, constructed according to one embodiment of the
present invention. In FIG. 3, a portion of gaming machine 102a is
shown, including one or more displays 302, and additional
components such as camera 304, microphone 306, and speaker 308. In
FIG. 3, a portion 303 of display 302 is dedicated to outputting the
games of chance played on machine 102a. This includes the outcomes
of the wagering game, as well as credits, history, menus, and other
information displayed on conventional electronic gaming
machines.
[0071] In addition, in FIG. 3, a portion of the display screen 302,
or a secondary or different display screen, provides a graphical
user interface (GUI) for access and use of player friend-finding
services in accordance with embodiments of the present invention.
For instance, in the friend-finding interface portion of display
302, an image of player A 310, identifying player A of gaming
machine 102a, is displayed next to the name of player A. For
example, such an image can be submitted as part of player A's
profile during sign-up for player friend-finding services, as
described below.
[0072] In FIG. 3, display 302 includes a buddy list 312 identifying
friends and potential friends of player A, using friend-finding
methods and apparatus in accordance with embodiments of the present
invention. For instance, buddy list 312 identifies three friends of
player A: Sam, Dave and Ed. An additional region of display 302, in
one embodiment, includes a "buddy data" selection 314, the clicking
or touching of which retrieves additional data describing the
individuals in buddy list 312, as described below. In one
embodiment, under buddy list 312, each friend is identified by
name, image if available, and possibly additional information such
as last login time. In one embodiment, a selection 316 next to
friends with whom communications are permitted and authorized, as
described below, allows player A to select and open communications
with particular friends. For instance, selection 316 can provide an
instant message (IM) to be sent to the selected friend at the
gaming machine the selected friend is playing or a portable data
processing device carried by the player, such as a cell phone or
Blackberry. Additional communications capabilities are described
below.
[0073] In FIG. 3, gaming machine 104 shows a display 318 with a
different menu of features provided to player B, in accordance with
embodiments of the present invention. In display 318, player Sam is
operating gaming machine 104. Thus, in one embodiment, at the top
of the screen, Sam's name and digital photograph 320 are displayed.
The game or games played on machine 104 are output in a field 322
of display 318. In Sam's graphical user interface, player A has
been identified as a friend recently logged into player tracking
server 110. In addition, the graphical interface presented to Sam
on display 318 provides selections which can be touched or clicked
to find additional friends. These selections include "view casino
buddies" button 324, "find casino friends" button 326, and "find
Internet matches" button 328. Selection of the view casino buddies
button 324 causes gaming machine 104 to request a list of casino
buddies currently or recently logged into player tracking server
110 and, therefore, identified as being in the casino 110.
Selection of the find casino friends button 326 causes gaming
machine 104 to send a request message to player friend-finding
server 114 to perform methods described below to identify persons
in the casino as friend candidates and present the information on
the graphical user interface of display 318.
[0074] In FIG. 3, selection of the find Internet matches button 328
causes the gaming machine to interface with one or more designated
Internet matching services 204 over a secure Internet connection
and retrieve information identifying matches and potential matches
as friend candidates. In one embodiment, such information is
automatically retrieved by player friend-finding server 114 at
login, and readily available to the player upon selection of button
328. Upon retrieving Internet matching information, the player
friend-finding server 114 can check names for Internet matches who
have accessed the player tracking server 110 or otherwise
identified themselves as being in casino 112 or a designated
location in casino 112 during a designated timeframe, as further
described below. In addition, selection of a single "find friends?"
button 330 allows for the player to find friends over all three
friend-finding selections 324, 326, and 328, and retrieve
identifications of any and all possible friends from the available
friend-finding services 324-328 for display in the buddy list
312.
[0075] FIG. 4 shows a table representation of friend-finding
criteria stored for a plurality of players for the purpose of
finding friends in a gaming environment, in accordance with one
embodiment of the present invention. In FIG. 4, the table 400 is
illustrated in two dimensions, with players listed in the rows, and
the columns identifying and categorizing information for finding
friends using the various friend-finding services available, for
each player. In alternative implementations, table 400 can be
implemented as a multi-dimensional hierarchy of information and
organized appropriately to facilitate leveraging of the
friend-finding services as described herein.
[0076] In FIG. 4, the information set forth in table 400 can be
stored in one or more databases controlled, in one embodiment, by
player friend-finding server 114. In another embodiment, a portion
of the information in FIG. 4, such as player tracking information,
is maintained in a database or other suitable storage medium
controlled by player tracking server 110. Thus, in some
embodiments, the data in table 400 represents a combination of
separately stored fields of data maintained by various servers and
any other data processing devices. In one embodiment, certain of
the information in table 400 is stored in a player tracking
account, while other information is stored on a player tracking
card carried by the player. The information can be distributed to
various storage mediums and organized appropriately to make
efficient use of storage space and ease the process of retrieving
and updating friend-finding criteria.
[0077] In FIG. 4, the rows 402 in table 400 identify specific
players participating in the casino loyalty program and
friend-finding services provided by the casino. In one embodiment,
each player's account identifies information to be retrieved and
operated upon in performing the various friend-finding services
described herein. For instance, column 404 provides a list of
identified friends of the particular player 402. For instance,
player A is friends with Roger, Dave, and player C. In one
embodiment, as described below, these friends are identified as a
preliminary matter when the particular player signs up for the
friend-finding services.
[0078] In FIG. 4, a second column in table 400 sets forth player
tracking information 406 that can be used as friend-finding
criteria. Various player tracking information can be used to
identify friend candidates with similar interests and situations.
For instance, in FIG. 4, player A has a list of preferred games,
and a casino status identifier, providing an indication of a level
of wagering activity or additional gaming behavior. The status
level, such as "Gold," often qualifies that player for a certain
status or treatment in a casino loyalty program to receive various
comps, awards, and other benefits. Other player tracking
information 406 stored for various players can include amounts
wagered, time of last login or access of the player tracking server
110, and other various information. Similar information is stored
for player B and other players identified in table 400.
[0079] In FIG. 4, in column 406, the casino status identifier field
may be structured to display some indication of a particular
player's status relative to certain criteria. For example,
graphical information may be provided which indicates a level of a
player's play, such as related to amounts bet during a specified
period of time. In one example, graphical information regarding a
player's level of play comprises a symbol having a specified color.
The particular color of the symbol may indicate the level of
play.
[0080] A wide variety of information may be displayed, including
information which indicates a level or status of other activities
of a player (other than rate of betting) such as a total number of
games played by a player, the total time a player has played a
particular machine, and other characteristics. Other player
tracking information 406 can include present play actions, such as
most recent wagers, game results, and the type of game played. The
information may also include game play history, including a summary
of play activity. Such information may include the games which the
player plays and the amounts bet, information regarding the number
of visits of the player to the establishment, actual win and
calculated theoretical win information, amounts bet over time, and
a wide variety of other information.
[0081] In FIG. 4, in column 408, additional friend-finding casino
information is set forth. This information can be stored, for
example, in a player tracking account maintained by player tracking
server 110 for the various players, and stored on other suitable
storage mediums, such as player tracking cards and other memory
devices. Various additional information available to the casino can
be used for friend-finding purposes, such as favorite restaurants,
preferred match traits, e.g., age, gender, astrological sign, and
other interests such as particular sports, types of shows, and
hotels. Such information can be stored by the player tracking
server 110 or other related server as part of a player account to
provide bonuses, comps, awards, and directed marketing to players
based on their designated interests.
[0082] In FIG. 4, column 410 of table 400 identifies specific
Internet matching services in which players participate, outside of
the gaming environment. For instance, player A participates in
eharmony.com and myspace.com. Player B participates in true.com,
friendsreunited.com and myspace.com. Often, such matching services
410 are identified as part of the player sign-in procedure,
described below, and can be updated as desired by the player. In
addition, in some implementations, matches and other pertinent
information are automatically retrieved by player friend-finding
server 114 independent of player login or selection, for instance,
at regular time intervals, so such information is readily available
for the player at login or selection of the find Internet matches
button 328. In another example, Internet matching services are
identified on a player tracking card carried by the player. In
another instance, such information is specified and stored as a
component of player tracking information maintained by the player
friend-finding server 114 or player tracking server 110. In
addition, related fields in the database storing the friend-finding
criteria of table 400 store additional information for interfacing
with the identified Internet matching services 410 and retrieving
match information for player friend-finding server 114 to perform
the friend-finding methods described herein.
[0083] FIG. 5A shows a flow diagram of a method 500 for players of
wagering games to find friends in a gaming environment, performed
in accordance with one embodiment of the present invention. As
shown, method 500 can generally be divided into three stages: a
player sign-up and initialization stage 501, a friend-finding stage
502, and a communications stage 503. The steps categorized under
the various stages represent one implementation of methods
performed in accordance with the present invention. Certain of
these steps in the various stages can be omitted or replaced with
alternative steps within the spirit and scope of the present
invention.
[0084] FIG. 5B shows a flow diagram of a method 501 of player
sign-up and initialization for players of wagering games to find
friends in a gaming environment, performed in accordance with one
embodiment of the present invention. In FIG. 5B, the method 501
begins in step 505, in which player friend-finding services
provided in accordance with embodiments of the present invention
are initialized. For instance, suitable friend-finding services
include a buddy list 312 and a "find casino friends" option 326, as
described above with respect to FIG. 3. In addition, Internet
matching services 328 can be accessed over the Internet 202 or
another suitable data network. In step 505, one component of the
initialization of player friend-finding services is a sign-up
procedure, which is often implemented as an augmentation of the
sign-up procedure for player tracking services. That is, additional
information, as described herein, can be gathered from players when
signing up for a player tracking service, when the player also
desires to participate in friend-finding services. The player
friend-finding services initialization procedure is described in
further detail below with reference to FIG. 6.
[0085] In FIG. 5B, the player identification stage of method 500
proceeds from step 505 to step 510, in which player identification
information is received, generally at a gaming machine. Step 510
represents the initial login or other player identification
occurring when a player inserts a player tracking card, for
instance, in a player tracking terminal of a gaming machine. In
other examples, player identification information can be received
at various player identification devices, such as a terminal
associated with a sports betting game, or a table game, for
instance, through a dealer or other casino attendant. Thus, methods
described herein are applicable not only to electronic gaming
machines, but also to other various betting activities, tables, and
devices available in modern casinos. In step 510, location
identification information is also preferably received by a player
tracking server 110 or other suitable device performing methods
described herein. This location identification information
generally identifies a geographic location, for instance, on a
casino floor map, identifying particular coordinates and a region
in which the gaming machine or other wagering device described
above receives the player identification information.
[0086] The player identification information can be input using
various methods, in addition to player tracking cards. For
instance, the player can sign in using a graphical user interface,
with a traditional keyboard to type in a player user name, or a
touch-screen keyboard integrated with a display on the gaming
machine. In addition, biometrics identification services can be
implemented on a gaming machine. These and other techniques are
considered within in the spirit and scope of the present invention
for receiving player identification information to identify a
player, in step 510.
[0087] In FIG. 5B, in step 515, after the player identification
information is received in step 510, the gaming machine or other
device at which the identification information is received sends
the player identification information over gaming network 108 to
the player tracking server 110 and, in some instances, to the
player friend-finding server 114 operated by the casino. When the
player tracking server 110 receives the player identification
information, the player tracking server 110 accesses one or more
player tracking accounts it maintains, and identifies the player
tracking account associated with the received player identification
information. The player tracking server 110 then reads and, in some
instances, updates the player tracking information maintained for
the player from whom the player identification information is
received. When the retrieved player tracking information indicates
that player friend-finding services are authorized and permitted,
in some embodiments, player friend-finding services are initiated,
as described below.
[0088] In FIG. 5B, in step 520, a gaming session begins on the
gaming machine or other device or table game at which the player is
located. In other words, the player plays games on the gaming
machine or apparatus. Those skilled in the art should understand
that one or more gaming sessions in which the player places wagers
to play games of chance on the various gaming services and devices
can occur before, during, and after the friend-finding services and
communications described herein. Step 520 is provided simply to
indicate that the friend-finding services and related
communications are performed in the context of wagering activities
in a gaming environment such as a casino.
[0089] In FIG. 5C, the method 500 proceeds from the player sign-up
and initialization stage 501, implemented in one embodiment as
steps 505-520, to the friend-finding stage 502, in which
friend-finding services provided in accordance with embodiments of
the present invention, are accessed and performed. In one
embodiment, the friend-finding stage 502 begins in step 525, in
which friend-finding services are initiated. In one implementation,
friend-finding services are automatically initiated responsive to a
player login at a player tracking terminal of the gaming machine or
other wagering device or activity.
[0090] The player tracking account maintained for a particular
player often identifies one or more player friend-finding services
in which the player participates or desires to participate. In
another embodiment, the player tracking card carried by the player
stores information indicating that player friend-finding services
are to be used, and, in some implementations, identifying the
particular player friend-finding services in which the player
participates. In an alternative implementation, upon insertion of a
player tracking card or other identification of the player, the
player can sign up for and participate in one or more
friend-finding services using a gaming machine interface, such as a
display integrated with a touch screen displaying a keyboard.
[0091] In FIG. 5C, in step 525, responsive to a player request for
friend-finding services, either at sign up for the player tracking
program or at the gaming machine, friend-finding services are
provided to the player, for instance, as graphical buttons 324,
326, 328, and 330 on a graphical user interface of a display on the
gaming machine. Thus, for instance, a player can click on the "view
casino buddies" button 324 to view friends whom the player
previously identified and are present in the casino during a
designated timeframe and designated location. Similarly, the "find
casino friends" button 326 can be pressed to identify new friends
in the casino who match some friend-finding criteria, as described
above with respect to FIG. 4 during a designated timeframe and at a
designated location.
[0092] In FIG. 5C, the friend-finding stage of method 500 proceeds
from step 525 to 530, in which friend candidates are identified
using the selected friend-finding services from step 525. That is,
friends on a casino buddies list maintained for the identified
player can be retrieved, as well as friend candidates meeting
criteria for new casino friends, and Internet matches meeting
matching criteria specified on external matching services and, in
some instances, as additionally specified with friend-finding
criteria set forth in table 400. The procedure for identifying
friends and friend candidates using the available friend-finding
services, according to one embodiment, is described below with
respect to FIG. 9.
[0093] In FIG. 5D, after finding friends and friend candidates in
the friend-finding stage 502, the method 500 proceeds to the
communications stage 503, in which players are provided with the
opportunity to request, initiate, and establish communications with
friends and friend candidates identified using the friend-finding
services described herein. For instance, after a list of friends
and friend candidates are presented to a player, such as on display
302 of gaming machine 102a in FIG. 3, the player is presented in
step 535 with the option of requesting communications with a friend
or friend candidate. For instance, in one implementation, the
player simply clicks on a digital image, such as a photograph of
the identified friend, to request communications. In another
example, a suitable graphical button or other selection is
displayed on the graphical display next to the name of the
identified friend or friend candidate. Depending on the desired
implementation, the player can select, by clicking or otherwise, an
identified friend or friend candidate for communications.
[0094] In one implementation, players are provided with the option
to screen their profile or other identification information from
others. For instance, a player in a casino who wishes to remain
anonymous or unavailable to friends and others may wish to hide
that player's profile from the list of available players maintained
by player friend-finding server 114. Preferably, when the screening
option is implemented, the player is able to screen his or her
profile at anytime during a gaming session, for instance, upon
login at the gaming machine. Thus, in step 535, when a player has
opted to screen his profile, regardless of whether that player
meets friend-finding criteria for another player, the screening
player's profile will not be displayed until a later time when the
player makes his or her profile public again.
[0095] In FIG. 5D, when the player does not request communications
with any identified friends or friend candidates, the player can
continue placing wagers or otherwise interacting with the gaming
machine during a gaming session, in step 540. In one embodiment,
the friend-finding services are automatically performed and
repeated over designated time intervals during a gaming session, so
new friends and friend candidates can be identified after a gaming
session has begun. For instance, in one embodiment, the player
friend-finding server 114 searches for friends and friend
candidates using the available options every 60 seconds during a
gaming session. Thus, as identified friends and friend candidates
leave and new friends and friend candidates appear on the scene,
the list of friends and friend candidates is updated in near
real-time. This way, the player is presented with an accurate
indication of which friends and friend candidates are physically
present in the gaming environment at any given time. In one
embodiment, as new friends and friend candidates are identified
during a gaming session, the method returns to step 535 to prompt
the player for communications with newly identified friends and
friend candidates in near real time.
[0096] In FIG. 5D, when the player selects to communicate with
identified friends and friend candidates in step 535, the method
proceeds to step 545, in which the selection is passed from the
gaming machine to the player friend-finding server 114. This
selection can indicate one or more friends and friend candidates
with whom communication is desired. Responsive to receiving the
selection, in step 545, the player friend-finding server 114
confirms that the selected friends and friend candidates are still
present in the gaming environment. In one embodiment, preferably
geographical regions and timeframes are specified to restrict the
determination. For instance, some casinos are so large that it
would be impractical to simply identify a friend as located in the
casino. Thus, during the sign-up procedure of step 505, the player
can specify a distance from the player's machine within which
friends and friend candidates must be situated to be identified.
For instance, the player could specify 100 feet, 500 feet or 1000
feet as a radius from where the player is located.
[0097] Similarly, a timeframe can be specified during sign-up or at
initiation of friend-finding services in step 525 designating a
window within which friends must have logged in or otherwise been
identified in the gaming environment. For example, the player can
specify a 20-minute timeframe in which other players must identify
themselves at a particular location in the casino to be presented
to the player as a friend or friend candidate.
[0098] In FIG. 5D, in step 545, the player friend-finding server
114 confirms that selected friends and friend candidates are still
present, that is, meeting the designated location and timeframe
parameters specified by the player, or in some implementations,
automatically specified by the casino. When the selected friend
candidates meet the time and distance requirements, a message is
sent from the player friend-finding server 114 to the gaming
machine at which the player is located, indicating that friends are
present. Responsive to this confirmation message, a suitable
message is displayed to the player on a display of the gaming
machine, such as "Dave is still in the casino. Would you like to
chat with him?" Other suitable messages can be output to inform the
player of the status of a selected friend, as will be appreciated
by those skilled in the art.
[0099] In one implementation, players participating in the player
friend-finding services are able to leave messages as to their
status with the player friend-finding server. For example, when a
player participating in the friend-finding services is moving about
a casino and has been unable to find a friend, that player can
leave a message with the friend-finding server indicating an
intended player recipient and specifying some information, such as
a time and location to meet. Thus, when Dave terminates game play
on a particular gaming machine, Dave can leave a message that he is
moving to the sports bar, and an intended recipient for the
message. Thus, when player A logs onto a machine some designated
time later, Dave will appear on the buddy list 312 with a message
indicating the time at which Dave logged off of the machine he was
playing, and his intended destination of the sports bar. Thus,
player A can be provided with some opportunity to find Dave.
[0100] In FIG. 5D, in step 550, after confirming that selected
friends and friend candidates are present, one or more
communications paths are determined for the players to communicate
with one another in accordance with preferences specified by the
players and restrictions implemented by the casino or other gaming
machine provider, depending on the desired implementation. In one
example, text messaging services are implemented in text boxes
displayed on the graphical displays of gaming machines so a player
and a selected friend can communicate in near real-time by typing
text messages and sending them to one another. In addition,
speakers and microphones are implemented on the gaming machines so
the players can communicate by speaking to one another over
communications lines coupled between the gaming machines, for
instance, as part of the gaming network 108. In addition, in some
implementations, video communications are implemented in the form
of video cameras mounted on the gaming machines and coupled to one
another over video communications channels of the gaming network
108 or other suitable communications network.
[0101] In step 550, one or a combination of the various
communications options are selected by the player. Responsive to
the selections, the friend-finding server 114 checks the selections
against player preferences for communications specified by the
respective players. For instance, some players may indicate during
sign-up that only text messaging is permitted. In another example,
a player can specify that audio and video communications only be
enabled with friends appearing on a buddy list. In another example,
when communications are requested from a player during a gaming
session, the player is provided with the opportunity at that time
to select an appropriate communications path depending on who is
requesting communications. In addition, when communications paths
are determined in step 550, in one embodiment, the player
friend-finding server 114 determines that mutual player preferences
are satisfied. Thus, when one player desires video and audio
communications but the friend candidate specifies only text, the
player friend-finding server will output a message to the player
requesting video and audio, indicating that only text messaging is
permitted, and requesting authorization to proceed with text
communications. Preferably, to maintain overall player satisfaction
and privacy of those participating in the player friend-finding
services described herein, mutual preferences for communications
are satisfied before communications paths are opened.
[0102] In FIG. 5D, in step 550, the casino or other gaming
establishment operator can specify levels of communications. For
instance, to maintain overall privacy, the casino may restrict
initial communications between a player and a friend candidate who
have not communicated with one another through the casino
friend-finding services, to text messages only. Also, the casino
may automatically enable video and audio communications between
players who are on one another's buddy lists. These and other
restrictions can be placed by the casino on communications to
provide players with the desired communications while respecting
player privacy.
[0103] In FIG. 5D, after determining the appropriate communications
paths in step 550, the method proceeds to step 555 in which a
communications session is opened between the player and selected
friend or friend candidate over the designated communications
paths. Suitable communications sessions can be performed using
instant messaging "IM" services implemented in the form of pop-up
messages on a display screen, as well as near real-time text
messages in text boxes, and audio and video communications
implemented using, for example, video cameras and speakers. Through
these and other options for communications, provided in accordance
with the desired implementation, the player and friends can
communicate with one another.
[0104] In FIG. 5D, in step 555, in one implementation, three-way
and multiple party communications sessions can be established. For
instance, when three or more players locate one another using the
friend-finding services described herein, a chat room can be
initiated, allowing the players to communicate with one another.
Thus, a group of friends can easily discuss and agree in near
real-time as to an intended destination and time to meet one
another for gaming and other various fun activities.
[0105] FIG. 6 shows a flow diagram of a method 505 for
initialization of player friend-finding services, representing a
sign-up procedure as mentioned above with reference to FIG. 5. The
method 505 begins in step 605, in which a player inputs personal
information to create or update a player tracking account. For
instance, step 605 can occur when the player initially signs up for
a player tracking program offered by a casino. The player
information received in step 605 includes conventional player
tracking information, as well as certain additional profile
parameters to be used by friend-finding services described herein.
For instance, additional profile information can include a digital
image of the player to be displayed on other players' interfaces
when the player is identified as a friend or friend candidate.
Other friend-finding profile information received in step 605 can
include that described above with reference to FIG. 4.
[0106] In FIG. 6, the method proceeds from step 605 to step 610, in
which the player is presented with the opportunity to participate
in friend-finding services provided by the gaming environment. For
instance, at a kiosk or other device, the player can be prompted
with a graphical button stating, "Participate in friend-finding
services?" When the player selects the friend-finding services
option, in one embodiment, the kiosk or other data processing
device prompts the player to input additional information to be
used by the friend-finding services herein. For example, the player
can be presented with a timeframe selection and location selection
to define a time window and distance from the player's location to
find friends and friend candidates. For instance, a player can
specify that the player only desires to be notified of friends who
were identified by the player tracking server 110 within 20 minutes
of the time of initiation of friend-finding services, and within
500 feet of the player's location at that time. In another
embodiment, the timeframe and location parameters are automatically
set by the casino.
[0107] In FIG. 6, the method proceeds from step 610 to step 615, in
which the player selects particular friend-finding services in
which to participate. The various services that can be offered
include those described above, such as the buddies list, casino
friend-finding services, and Internet matching services. The
selection of friend-finding services in step 615 is further
described below with reference to FIG. 7.
[0108] In FIG. 6, the method proceeds from step 615 to step 620, in
which communications preferences and restrictions can be defined
for player security. Such preferences and restrictions are
desirable for both casinos and players to designate preferred
mediums of communication with friends and friend candidates as well
as set restrictions on who can communicate with the player, and
what personal player information can be viewed by other players.
The definition of communications preferences and restrictions in
step 620 is further described below with reference to FIG. 8.
[0109] FIG. 7 shows a flow diagram of a method 615 for a player to
select friend-finding services, performed in accordance with one
embodiment of the present invention. The method 615 begins in step
705, in which one or more internal casino friend-finding services
are presented to the player, for example in the form of a menu on a
graphical user interface, as shown in FIG. 3. In some
implementations, casinos and gaming machine manufacturers may
desire that no external matching services, such as those available
over the Internet, be made available to players. Such is often due
to security reasons, in that some casinos prohibit any Internet or
other external data network connection to the gaming network 108.
Thus, in some implementations, the method 615 is performed to
include only steps 710-730, as described below, omitting the
additional steps described with respect to external, e.g., Internet
matching services.
[0110] In FIG. 7, in other implementations, casinos having a secure
network interface 212 to the Internet 202, as described above with
reference to FIG. 2, provide for the integration of casino
friend-finding services with matching services accessible over the
Internet 202. In this way, the casino can provide for both existing
relationships, e.g., buddy lists, maintained within the casino and
outside the casino, and friend-finding services, using casino
resources and Internet resources to provide the player with maximum
friend-finding opportunities.
[0111] In FIG. 7, the presentation of internal casino
friend-finding services begins with the offering of a buddy list to
the player, in step 710. When the player chooses to use a buddy
list, in step 715, the player is then provided with an interface to
input existing friend information. Often, this includes the names
of friends the player wishes to identify within the casino. In one
implementation, the inputted names of friends, and any additional
friend identification information is checked against the player
tracking accounts maintained by the player server 110 to identify
those players known to the casino. The identified friends are then
linked as "buddies" of an account maintained on behalf of the
players signing up for friend-finding services.
[0112] In FIG. 7, the method proceeds to step 720, in which the
player is presented with the option of participating in casino
friend-finding services. Such friend-finding services are offered
by the casino to find candidates on behalf of the player using
friend-finding criteria, as described above with reference to FIG.
4. In one implementation, in step 720, when the player opts to
participate in casino friend-finding services, the method proceeds
to step 725, in which the player can select player tracking
criteria, such as player tracking information 406 in FIG. 4, or any
other information described above with reference to FIG. 4, to use
as criteria to identify friend candidates.
[0113] In FIG. 7, in step 730, the player can select additional
friend-finding criteria and information 408, as shown in FIG. 4.
Such additional friend-finding information can include other
gambling and entertainment-related information indicative of the
player's interests in a new friend. For example, additional
friend-finding casino information can include favorite restaurants,
preferred match traits, e.g., age, gender, sexual orientation, and
other interests. The selection of player tracking information and
additional friend-finding information maintained in table 400 of
FIG. 4 can be input using punch cards, or graphical user interfaces
with categories and selections for the player. The selected
friend-finding criteria is then maintained in a suitable form, such
as table 400, and associated with an account maintained for the
player.
[0114] In FIG. 7, when external, e.g., Internet matching services
are made available, the player is presented with the option of
accessing match information on the external services as part of the
player friend-finding services offered by the casino, in step 735.
When the player selects external matching services, in step 735,
the method proceeds to step 740, in which the player can identify
and select external matching services with which the player
participates. Preferably, as shown in FIG. 2, a player has already
established a membership in the desired Internet matching services
at a home or office personal computer or other suitable data
processing device before visiting the casino. The player, in step
740, can select Internet matching services, such as myspace.com,
eharmony.com, friendsreunited.com, true.com, classmates.com, and
others. Those skilled in the art should appreciate that future
social websites available over the Internet are considered matching
services within the spirit and scope of the present invention.
[0115] In FIG. 7, in step 745, after available Internet matching
services are identified and selected by the player, login and
password procedures are defined, in step 745, for Internet matching
services that are secure. These include sites such as eharmony.com
and match.com, requiring a user name and password to log into an
account maintained for the participant. Alternatively, other open
sites, such as myspace.com, need not be addressed in step 745, and
the method can proceed to step 750 described below. In step 745,
the player is presented with security options for the handling of
logins and passwords. The options allow the player to choose a
level of security for accessing external matching services that is
comfortable to the player. Generally, many matching service
participants would be adverse to storing login and password
information on a server out of their control, such as a casino
server or database. Other participants, however, would not object
if it would facilitate the friend-finding services. Thus, in one
implementation, in step 745, login and password procedures can be
defined in a more secure manner for some players, and in a less
secure manner for others.
[0116] In FIG. 7, in step 745, one less secure option, from the
perspective of a player, is to simply request that the player
provide login and password information and have such information
stored on a suitable storage medium controlled by the casino, such
as under a player tracking account for the player. The casino would
then preferably establish a secure communications path over secure
network interface 212 in FIG. 2, with the designated Internet
matching services 204 to access and retrieve information for the
player.
[0117] Alternatively, another login and password option under step
745 includes storing the player login and password information for
external matching services on the player tracking card or other
suitable memory device carried by the player. Then, the information
is only retrieved and stored in short term memory at the initiation
of or during a gaming session, when the player inserts the card in
the player tracking device of a gaming machine or other
identification device when participating in a wagering game. In
this implementation, the login ID and password are read off of the
card and provided to the player friend-finding server 114 to access
designated Internet matching services 204 over the Internet 202.
For instance, in one embodiment, immediately upon insertion of the
player tracking card in a player tracking device, the login ID and
password are retrieved, provided to the player tracking server 110,
used to access designated Internet matching services associated
with the login ID and password, and Internet matching information
is retrieved.
[0118] In FIG. 7, in step 745, another implementation of defining
the login and password procedure includes specifying that login IDs
and passwords are only to be provided on an as-needed basis during
the gaming session. In this implementation, step 745 simply
presents the player with the option of designating that login IDs
and passwords for external matching services will be provided only
when those sites are accessed. Later, at the initiation of player
friend-finding services, as described herein, the player is
presented with the option on a display of the gaming machine of
interfacing with the external matching service. In one
implementation, the player selects particular matching services, as
designated during sign-up or at a later time, and login IDs and
passwords are then read off of the player's tracking card or typed
into a text box on a graphical interface using a keyboard or keypad
implemented on the gaming device, for instance, using a touch
screen overlaying a display on the machine. A secure communications
path is then established between the gaming machine and the player
tracking server 110, and between the player tracking server 110 and
Internet matching service 204, for access of the player
account.
[0119] In FIG. 7, upon completion of the selection and set-up of
both internal friend-finding services offered by the casino and any
external matching services, the selections of the various services
and player information used to access and perform the various
friend-finding services is received and stored in an account
associated with the player, such as a player tracking account. The
information can be structured in various forms, such as the table
format of FIG. 4. In one embodiment, the received player
information is stored at a database or other suitable storage
medium coupled to the player tracking server 110 and/or
friend-finding server 114. In another implementation, such data is
stored on a portable memory device carried only by the player, such
as a player tracking card or smart card. In the latter embodiment,
such information is retrieved from the card only when
friend-finding services are initiated or requested by the player.
In addition, step 750 is generally performed at the end of the
sign-up process, and is again performed when there are any updates
made by the player or by the player tracking server 110 to the
stored information. For instance, player tracking information
components 406 of the player information are often updated
responsive to wagering activity and other actions taken by a player
as recorded by a casino or an affiliate of the casino.
[0120] FIG. 8 shows a flow diagram of a method 620 of defining
communications preferences and restrictions for security purposes,
performed in accordance with one embodiment of the present
invention. The method 620 can be performed at sign-up for
friend-finding services, as described above with reference to FIG.
6, as well as updated at later times as desired by the player. The
method 620 begins in step 805, in which the player is presented
with the option of restricting communications on who can
communicate with the player. For instance, a player may specify
that only individuals identified on the player's buddy list can
contact or otherwise communicate with the player during a gaming
session. In another example, a player specifies that only gold
members, that is players achieving a "gold" level status based on
wagering activity are allowed to send instant messages or other
forms of communications to the player when identified. Other
examples of individual communications restrictions include only
members of a particular gender, only individuals within 5 years of
the player's age, only myspace.com participants, and other suitable
parameters desired by the player. By the same token, some players
may choose to set no restrictions on who can communicate with them,
in step 805, desiring maximum leveraging of the friend-finding
services described herein.
[0121] In FIG. 8, the method proceeds from step 805 to step 810, in
which preferred communications paths and limitations are set by the
player. Generally, in step 810, the player indicates whether and by
what mediums friends and friend candidates can communicate with the
player. For instance, in one implementation, the player specifies
who is able to initiate communications: only the player, both the
player and friend or friend candidate, or only the friend. Also, in
step 810, the player can be presented with a list of available
communications methods, and the player selects which communications
are acceptable and preferred. For instance, the player can
authorize only certain communications paths such as text messaging
between gaming machines, audio and/or video, and delayed messaging,
for instance, leaving an email or other suitable message to be
stored for later access by the player. In one implementation, upon
selection of the authorized communications levels, the player also
specifies a hierarchy of the selected communications mediums. Thus,
in this implementation, before communications are established, the
friend-finding server 114 checks both the player's and friend's or
friend candidate's preferred communications paths to select a path
that is agreeable to both players.
[0122] In FIG. 8, the method proceeds from step 810 to step 815, in
which viewing restrictions can be set on player information. For
instance, a player participating in a friend-finding service
performed in accordance with an embodiment of the present invention
can indicate what information about that player is available for
viewing by other participants. A wide variety of information could
be shown, based on the available player information maintained in
the player tracking account and as components of the friend-finding
criteria in table 400 of FIG. 4. Often, a player may desire that
only the name of the player or nickname or ID of the player be
displayed. In another example, a player may desire that only his
picture be shown. Other various information can be selected for
display to others, for example, in buddy data field 314 of FIG. 3,
such as last login time, current game being played, phone number,
age, marital status, buddies list, preferred Internet matching
services, and additional friend-finding information and player
tracking information described herein. Often, players will
de-select or screen such information from display, desiring
confidentiality of such information.
[0123] FIGS. 9A and 9B show a flow diagram of a method 530 for
finding friend candidates using designated friend-finding services,
performed in accordance with one embodiment of the present
invention. As mentioned above with reference to FIG. 5, in one
embodiment, players are presented with the option 330 of finding
friends using all available friend-finding services to the casino.
When the find friends button 330 is selected in FIG. 3, all of the
steps described below with reference to FIG. 9 are automatically
performed. Alternatively, as described below, the player is
presented with options, such as options 324, 326, and 328 in FIG.
3, to select particular friend-finding services to identify friends
and friend candidates.
[0124] In FIG. 9A, in step 905, internal casino friend-finding
services are presented to the player, for instance, in the form of
a graphical user interface 318 of a gaming machine 104, as shown in
FIG. 3. In one embodiment, the internal casino friend-finding
services include a "view casino buddies" option 324 and a "find
casino friends" option 326. These options are referred to as
"internal" to the casino, because no interface or connection is
needed to the Internet or other external data network. The
friend-finding services can be performed entirely within the casino
using casino-controlled servers and databases.
[0125] In FIG. 9A, in step 910, when the player selects the "view
casino buddies" selection 324, the method proceeds to step 915, in
which the server responds to the selection by identifying buddies
of the requesting player who have been located by the player
tracking and/or player friend-finding server during a designated
timeframe and at a designated location or radius. For instance,
returning to FIG. 4, when player B has been identified as the
player of gaming machine 104 using a player tracking card, Roger
and Sam are identified in column 404 of table 400 as buddies of
player B. The player friend-finding server 114 then checks whether
Roger and Sam have been identified as active in the casino or other
gaming environment during the designated timeframe and at the
designated location. For instance, the player friend-finding server
determines that Roger has logged into a machine 100 feet away from
the identified location of player B in the last 15 minutes. During
sign-up, player B indicated a timeframe of 30 minutes and radius of
500 feet. Thus, Roger is identified to player B under buddy list
312 of display 318, in FIG. 3. On the other hand, while Sam is
identified as a buddy of player B in buddies list 404, Sam was last
identified by the player tracking server 110 two days ago. Thus,
Sam is not identified under the buddies list 312 presented to
player B.
[0126] Those skilled in the art should appreciate that timeframe
and location parameters can be defined as appropriate for the
particular gaming environment and player preferences. In addition,
the location parameter can be defined in terms of geographical
distance, as well as by grouping of machines. For instance, certain
banks of machines known to be situated in a particular location of
the casino can define the location parameter. Thus, any friends on
the buddies list 404 who play on the designated bank or banks of
gaming machines will be identified on the buddies list.
[0127] In FIG. 9A, steps 910 and 915 both proceed to step 920, in
which the player is presented with the selection of finding casino
friend candidates, for instance, as option 326 in FIG. 3. When the
player selects option 326, the method 530 proceeds to step 925, in
which player friend-finding criteria is retrieved from a database
or other suitable storage facility, for instance, organized in a
form similar to table 400 of FIG. 4. One or more designated
criteria, as described above with reference to FIG. 4 as player
tracking information 406 and additional friend-finding casino
information 408, can be leveraged to identify friend candidates.
That is, corresponding information associated with players
identified by the player tracking server 110 as active in the
casino during the designated timeframe and at designated locations
is checked for satisfaction of the requesting player's criteria in
table 400.
[0128] In FIG. 9A, in step 925, various additional friend-finding
information 408 can be used as criteria to identify friend
candidates. Such information 408 can include player habits,
actions, preferences, and style data, for example, including
details about a) a player's dressing style, such as clothing type,
clothing brands, jewelry, hat, sunglasses, b) whether the player
dresses casually, fashionably, suit and tie, etc., c) what the
player likes to eat or where the player likes to eat, d) whether
the player smokes or does not smoke, e) what time or day the player
is playing, f) what the player drinks, g) how much the player
drinks, h) what type of games the player likes to play, such as
particular slot games or table games, i) how long the player has
played, j) where they were born or where they currently live, k)
marital status, l) whether the player talks a lot or is quiet, m)
whether the player makes impulsive bets or plays conservatively, n)
how the player bets when they are winning or losing, o) how the
player reacts when they win or lose, p) whether the player tips the
dealer or the cocktail waitress and how much the player tips, q)
whether the player plays alone or with friends, r) whether the
player is carrying a cell phone, s) what amount does the player
usually buy-in with to a table game or a slot machine (e.g., $100,
$50, etc.), t) player physical characteristics (e.g., approximate
age, weight, hair color, eye color), u) a player's profession and
v) whether the player is with a particular group or attending a
particular convention.
[0129] One or more of the wide variety of player tracking
information elements 406 and additional friend-finding casino
elements 408 can be designated for selection and filtering of
friend candidates. The selection of friend-finding criteria can be
done exclusively by the player, for instance, during sign-up, or
alternatively in automated fashion by player friend-finding server
114. In step 930, the identified friend candidates based on the
friend-finding criteria who also meet the location and timeframe
parameters are identified, for instance, under buddies list 312 of
the gaming machine display of the requesting player.
[0130] In FIG. 9A, in embodiments where external matching services,
such as Internet matching services, are accessible within the
casino on a gaming machine or other wagering device, in step 935,
the player is presented with the option of accessing such services.
For example, the "find Internet matches" selection 328 is presented
on display 318 of gaming machine 104. When the player selects
option 328, the method proceeds to step 940, in which matches are
identified on selected matching service sites. Preferably, the
designated location and timeframe parameters are also checked, so
that only matches active as players at the designated location and
timeframe are identified for the requesting player. The procedures
for accessing and retrieving information from external matching
services are described below with reference to FIG. 10.
[0131] In FIG. 9B, in step 945, responsive to the identification of
friends and friend candidates using the selected one or more
friend-finding services, a notification is preferably sent to the
player indicating that friends and friend candidates have been
identified. For example, a pop-up graphical message can be caused
to appear on the display 318 indicating that friends have been
found. Other notifications can be provided in accordance with
embodiments of the present invention. For example, in a system in
which a player's cell phone, PDA, or other suitable portable
computing device is registered with the casino player
friend-finding server 114 and/or player tracking server 110,
automated emails, text messages, and voice messages can be sent to
the portable handheld device similarly notifying the player that
matches have been found. This implementation is beneficial for
players who may frequently move from machine to machine, or make
frequent bathroom or restaurant visits.
[0132] In FIG. 9B, in step 950, identified friends and friend
candidates are presented to the player, for example, under the
buddy list 312 of the display 318. The presentation of identified
friends and friend candidates can take various forms, depending on
the desired implementation. For instance, pop-up graphics and text
elements can identify buddies by name, image, nickname, and/or
other suitable information. In one implementation, the
friend-finding services described herein are performed repeatedly,
for example, every 2 minutes during a player's gaming session so
the buddy list 312 stays current, with friends and friend
candidates being added and removed over the course of the gaming
session. In one implementation, all of the identified friends and
friend candidates are listed under the buddy list 312. In another
implementation, friends and friend candidates are listed by source,
for example, with casino buddies listed under buddy list 312,
casino friend candidates found using option 326 identified under a
casino friend candidate list, and Internet matches segregated into
a separate list.
[0133] In step 950, due to security concerns on the parts of both
players and the casino, preferably only preliminary information
identifying a friend or friend candidate is presented to a player.
As mentioned above, participating players are preferably presented
with the option to select and filter the information that can be
viewed by other players. In one implementation, a thumbnail image
and a nickname or login name are only displayed. In other
implementations, for instance, for friends identifying one another
on buddy lists, additional information is displayed, such as the
player's name, image, and location in the casino.
[0134] In FIG. 9B, in one embodiment, the method proceeds from step
950 to step 955, in which the player is presented with the option
of requesting additional information describing friends and friend
candidates. In some implementations, it is desirable to omit step
955 for participating players who wish to maintain the highest
security of their personal information and whereabouts. In other
instances, players may be open to the possibility of having their
information made available to other players when requested. In
these instances, step 955 presents the player with the option of
selecting such further information for viewing, for example, by
clicking on the name or image of an identified friend or friend
candidate on the display, for example, in the form of a "more
information" button.
[0135] In FIG. 9B, responsive to the request for further
information in step 955, the method proceeds to step 960 in which
the player friend-finding server 114 checks whether the requested
further information for the selected friend or friend candidate is
available and authorized. That is, often, as part of the sign-up
and account set up procedure, a player may purposely omit such
further information from his profile so that it is unavailable, or
may select that certain items of information be screened from
requesting participants until affirmatively authorized by the
player. For instance, during a communications session, as described
below, the player may be presented with an option on the gaming
machine display to disclose additional personal information, for
example, when the player reaches some comfort level with the
requesting player.
[0136] In FIG. 9B, in step 965, when the further information
selection is enabled and the information is available, the further
information is displayed to the player, for instance, under buddy
data 314 of display 302, in FIG. 3. Such further information is
displayed in accordance with viewing restrictions placed on the
information, as described in step 955. Various further information
may be enabled by the friend or friend candidate for display to
requesting players, such as a personal statement, a profile, and,
in some instances, location information indicating a location of
the casino where the friend or friend candidate is located. Again,
such information would be purposely screened by many participants,
although certain friends and friend candidates may desire
disclosure of such information to add to the excitement of the
friend-finding experience. Also, in step 965, preferably the
timeframe and location parameter restrictions are checked before
disclosing such additional information.
[0137] FIG. 10 shows a flow diagram of a method 940 for identifying
friend candidates on external matching service sites, such as those
publicly available over the Internet, in accordance with one
embodiment of the present invention. The method 940 begins in step
1005, in which matching services are identified for access. In one
embodiment, as described above, matching services in which players
participate are identified in an Internet matching service column
410 of friend-finding criteria table 400, in FIG. 4. In one
embodiment, upon selection of the "find Internet matches" button
328, in FIG. 3, the player friend-finding server 114 accesses table
400 and retrieves identified matching services from field 410 for
the requesting player. In another implementation, identified
matching service sites are presented to the player on a display of
the gaming machine. The player then selects individual matching
service sites from which to retrieve matches who the player
believes may be in the casino or other gaming environment.
[0138] In FIG. 10, upon selection and identification of matching
services for the player, a secure Internet communications path is
established between the player friend-finding server 114 and/or
player tracking server 110 through secure network interface 212.
The method then proceeds to step 1015, in which any required login
IDs and passwords are obtained to access restricted external
matching services over the Internet. As described above with
reference to FIG. 7, there are various possibilities for storing
and receiving login IDs and passwords for a participating player.
Upon retrieval of any required login and password information for
the selected matching services, in step 1020, the matching services
are accessed over the secure communications path described
above.
[0139] Those skilled in the art should appreciate that interfaces
may need to be constructed for the various websites with particular
scripts and filters to access the matching services according to
defined login procedures, and then filter through and retrieve
match information. In step 1025, when match information is
retrieved from the various sites, the customized interfaces for the
respective matching services filter through the various
organizations of information, for instance, on eharmony.com, to
identify friends meeting a certain of level of communications on
that matching service, e.g., "open" communications. By contrast, a
different customized interface is constructed for matching service
sites such as myspace.com, in which certain groups and lists of
friends can be identified with unrestricted access.
[0140] In one embodiment, friend and friend candidate
identifications are associated with "promotions." The promotion may
require a number of criteria be met in order for a player to be
qualified as a friend candidate for certain players. The promotion
may have a time period during which the promotion is active and
available. In one embodiment, a player can only win a promotion by
actively playing a gaming machine or engaging in another qualifying
event (such as table game play) during the promotional period of
time. Verification of the player's eligibility may be determined by
confirming the active status of the player based on their player
card usage. A player who meets the required promotion requirements
(such as, for example, using their player tracking card and playing
a minimum number of games before the expiration of the promotional
time period) may meet the status level criteria designated by
another player seeking friend candidates.
[0141] In FIG. 11, a video gaming machine 2 constructed according
to one embodiment of the present invention is shown. Machine 2
includes a main cabinet 4, which generally surrounds the machine
interior (not shown) and is viewable by users. The main cabinet
includes a main door 8 on the front of the machine, which opens to
provide access to the interior of the machine. Attached to the main
door are player-input switches or buttons 32, a coin acceptor 28, a
bill validator 30, a coin tray 38, and a belly glass 40. Viewable
through the main door is a video display monitor 34 and an
information panel 36. The display monitor 34 will typically be a
cathode ray tube, high resolution flat-panel LCD, or other
conventional electronically controlled video monitor. The
information panel 36 may be a back-lit, silk screened glass panel
with lettering to indicate general game information including, for
example, a game denomination (e.g. $0.25 or $1). The bill validator
30, player-input switches 32, video display monitor 34, and
information panel are devices used to play a game on the game
machine 2. The devices are controlled by circuitry (e.g. a master
gaming controller) housed inside the main cabinet 4 of the machine
2.
[0142] In FIG. 11, the information panel 36 may be used as an
interface to provide player tracking services and other game
services to a player playing a game on the gaming machine 2. The
information panel 36 may be used as an interface by a player to: 1)
input player tracking identification information, 2) view account
information and perform account transactions for accounts such as
player tracking accounts and bank accounts, 3) receive operating
instructions, 4) redeem prizes or comps including using player
tracking points to redeem the prize or comp, 5) make entertainment
service reservations, 6) transfer credits to cashless instruments
and other player accounts, 7) participate in casino promotions, 8)
select entertainment choices for output via video and audio output
mechanisms, 9) play games and bonus games, 10) request gaming
services such as a drink orders, 11) communicate with other players
or casino service personnel and 12) register a player for a loyalty
program such as a player tracking program. In addition, the
information panel 36 may be used as an interface by casino service
personnel to: a) access diagnostic menus, b) display player
tracking unit status information and gaming machine status
information, c) access gaming machine metering information and d)
display player status information.
[0143] Many different types of games, including mechanical slot
games, video slot games, video poker, video black jack, video
pachinko and lottery, may be provided on gaming machine 2. The
gaming machine 2 is operable to provide play of many different
instances of games of chance. The instances may be differentiated
according to themes, sounds, graphics, type of game (e.g., slot
game vs. card game), denomination, number of paylines, maximum
jackpot, progressive or non-progressive, bonus games, etc. The
gaming machine 2 may be operable to allow a player to select a game
of chance to play from a plurality of instances available on the
gaming machine. For example, the gaming machine may provide a menu
with a list of the instances of games that are available for play
on the gaming machine and a player may be able to select from the
list a first instance of a game of chance that they wish to
play.
[0144] The various instances of games available for play on the
gaming machine 2 may be stored as game software on a mass storage
device in the gaming machine or may be generated on a remote gaming
device but then displayed on the gaming machine. The gaming machine
2 may execute game software, such as but not limited to video
streaming software that allows the game to be displayed on the
gaming machine. When an instance is stored on the gaming machine 2,
it may be loaded from the mass storage device into a RAM for
execution. In some cases, after a selection of an instance, the
game software that allows the selected instance to be generated may
be downloaded from a remote gaming device, such as another gaming
machine.
[0145] In FIG. 11, the gaming machine 2 includes a top box 6 which
sits on top of the main cabinet 4. The top box 6 houses a number of
devices which may be used to add features to a game being played on
the gaming machine 2, including speakers 10, 12, 14, a ticket
printer 18 which prints bar-coded tickets 20, a key pad 22 for
entering player tracking information, a florescent display 16 for
displaying player tracking information, a card reader 24 for
entering a magnetic striped card containing player tracking
information, and a video display screen 42. The ticket printer 18
may be used to print tickets for a cashless ticketing system. The
top box 6 may house various devices. For example, the top box may
contain a bonus wheel or a back-lit silk screened panel which may
be used to add bonus features to the game being played on the
gaming machine. As another example, the top box may contain a
display for a progressive jackpot offered on the gaming machine.
During a game, these devices are controlled and powered, in part,
by circuitry (e.g. a master gaming controller) housed within the
main cabinet 4 of the machine 2.
[0146] In one embodiment of gaming machine 2, a player tracking
unit and slot machine interface board (SMIB) are mounted within
main cabinet 2. In alternative embodiments of gaming machine 2, the
player tracking unit is mounted within a top box positioned on top
of the gaming machine cabinet. Typically, the player tracking unit
includes three player tracking devices: a gaming activity card
reader; a key pad; and a display, all mounted within the unit.
These player tracking devices are associated with a wired
Input/Output Interface, and are used to input player tracking
information that is needed to implement the player tracking
program. The player tracking unit may include a wireless
Input/Output Interface 36 as well. The player tracking unit
communicates with the player tracking server 110 via the SMIB. The
SMIB allows the player tracking unit to gather information from the
gaming machine 2 such as an amount a player has wagered during a
game play session. This information may be used by the player
tracking server as described above.
[0147] In one particular embodiment, by way of example, when a game
player desires to play a game on a gaming machine and utilize the
player tracking unit, a game player inserts their issued player
tracking identification device, such as a magnetic striped card,
into the card reader. Briefly, for current player tracking
programs, the most common approach for providing identification
information is to issue a magnetic-striped card storing the
necessary identification information to each player that wishes to
participate in a given player tracking program. It will be
appreciated, however, as will be better described below, that the
issued player tracking identification device may be wireless
interfaces such as Radio Frequency (RF) enabled smart cards and/or
wireless Personal Digital Assistants (PDA) which enable wireless
communication with the player tracking server.
[0148] After the magnetic striped or smart card has been so
inserted, the player tracking unit may detect this event and
receive certain identification information contained on the card.
For example, a player's name, address, social security number and
player tracking account number encoded on the magnetic striped
card, may be received by the player tracking unit. In general, a
player must provide identification information of some type to
utilize player tracking services available on a gaming machine.
[0149] Once the player has inserted her or his player tracking
card, the player tracking unit may command the touch screen display
to display the game player's name on the touch screen display and
also, may optionally display a message requesting the game player
to validate their identity by entering an identification PIN code
using a game service interface with an alpha-numeric key pad
displayed on touch screen display or through a player tracking
input keypad. For example, the player may use their finger, a
stylus or combinations thereof to enter their identification
information using the touch screen sensor. Once the game player's
identity has been validated, the player tracking information is
relayed to the player tracking server. Typically, the player
tracking server stores player tracking account records including
the number of player tracking points previously accumulated by the
player. Using this gaming activity data, the casino establishment
may monitor their gaming activity for future promotions and
customer service. Some player tracking systems, for example,
incorporate management programs which update and calculate
theoretical win profiles for each respective customer. These
profiles are generally a function of estimated winnings from the
betting activity of the customer at the casino establishment over a
time period.
[0150] Understand that gaming machine 2 is but one example from a
wide range of gaming devices on which the present invention may be
implemented. For example, not all suitable gaming machines have top
boxes or player tracking features. Further, some gaming machines
have only a single game display--mechanical or video--while others
are designed for bar tables and have displays that face upwards. As
another example, a game may be generated on a host computer and may
be displayed on a remote terminal or a remote gaming device. The
remote gaming device may be connected to the host computer via a
network of some type such as a local area network, a wide area
network, an intranet or the Internet, by a wired or wireless
connection. The remote gaming device may be a portable gaming
device such as but not limited to a cell phone, a personal digital
assistant, and a wireless game player. Images rendered from 3-D
gaming environments may be displayed on portable gaming devices
that are used to play a game of chance. Further, a gaming machine
or server may include gaming logic for commanding a remote gaming
device to render an image from a virtual camera in a 3-D gaming
environment stored on the remote gaming device and to display the
rendered image on a display located on the remote gaming device.
Thus, those of skill in the art will understand that the present
invention, as described below, can be deployed on most any gaming
machine now available or hereafter developed.
[0151] Some preferred IGT gaming machines are implemented with
special features and/or additional circuitry that differentiates
them from general-purpose computers (e.g., desktop personal
computers and laptops). Gaming machines are highly regulated to
ensure fairness and, in many cases, gaming machines are operable to
dispense monetary awards of multiple millions of dollars.
Therefore, to satisfy security and regulatory requirements in a
gaming environment, hardware and software architectures may be
implemented in gaming machines that differ significantly from those
of general-purpose computers. A description of gaming machines
relative to general-purpose computing machines and some examples of
the additional (or different) components and features found in
gaming machines are described below.
[0152] At first glance, one might think that adapting PC
technologies to the gaming industry would be a simple proposition
because both PCs and gaming machines employ microprocessors that
control a variety of devices. However, because of such reasons as
1) the regulatory requirements that are placed upon gaming
machines, 2) the harsh environment in which gaming machines
operate, 3) security requirements, and 4) fault tolerance
requirements, adapting PC technologies to a gaming machine can be
quite difficult. Further, techniques and methods for solving a
problem in the PC industry, such as device compatibility and
connectivity issues, might not be adequate in the gaming
environment. For instance, a fault or a weakness tolerated in a PC,
such as security holes in software or frequent crashes, may not be
tolerated in a gaming machine because in a gaming machine these
faults can lead to a direct loss of funds from the gaming machine,
such as stolen cash or loss of revenue when the gaming machine is
not operating properly.
[0153] For the purposes of illustration, a few differences between
PC systems and gaming systems will be described. A first difference
between gaming machines and common PC based computers systems is
that gaming machines are designed to be state-based systems. In a
state-based system, the system stores and maintains its current
state in a non-volatile memory, such that, in the event of a power
failure or other malfunction the gaming machine will return to its
current state when the power is restored. For instance, if a player
was shown an award for a game of chance and, before the award could
be provided to the player the power failed, the gaming machine,
upon the restoration of power, would return to the state where the
award is indicated. This requirement affects the software and
hardware design on a gaming machine. As anyone who has used a PC
knows, PCs are not state machines and a majority of data is usually
lost when such a malfunction occurs.
[0154] A second important difference between gaming machines and
common PC based computer systems is that for regulation purposes,
the software on the gaming machine used to generate the game of
chance and operate the gaming machine has been designed to be
static and monolithic to prevent cheating by the operator of the
gaming machine. For instance, one solution that has been employed
in the gaming industry to prevent cheating and satisfy regulatory
requirements has been to manufacture a gaming machine that can use
a proprietary processor running instructions to generate the game
of chance from an EPROM or other form of non-volatile memory. The
coding instructions on the EPROM are static (non-changeable) and
must be approved by a gaming regulator in a particular jurisdiction
and installed in the presence of a person representing the gaming
jurisdiction. Any changes to any part of the software required to
generate the game of chance, such as adding a new device driver
used by the master gaming controller to operate a device during
generation of the game of chance can require a new EPROM to be
burned, approved by the gaming jurisdiction and installed on the
gaming machine in the presence of a gaming regulator. Regardless of
whether the EPROM solution is used, to gain approval in most gaming
jurisdictions, a gaming machine must demonstrate sufficient
safeguards that prevent an operator or player of a gaming machine
from manipulating hardware and software in a manner that gives them
an unfair and in some cases an illegal advantage. The gaming
machine should have a means to determine if the code it will
execute is valid. If the code is not valid, the gaming machine must
have a means to prevent the code from being executed. The code
validation requirements in the gaming industry affect both hardware
and software designs on gaming machines.
[0155] A third important difference between gaming machines and
common PC based computer systems is that the number and kinds of
peripheral devices used on a gaming machine are not as great as on
PC based computer systems. Traditionally, in the gaming industry,
gaming machines have been relatively simple in the sense that the
number of peripheral devices and the number of functions of the
gaming machine have been limited. Further, in operation, the
functionality of gaming machines were relatively constant once the
gaming machine was deployed, i.e., new peripherals devices and new
gaming software were infrequently added to the gaming machine. This
differs from a PC where users will buy different combinations of
devices and software from different manufacturers and connect them
to a PC to suit their needs depending on a desired application.
Therefore, the types of devices connected to a PC may vary greatly
from user to user depending in their individual requirements and
may vary significantly over time.
[0156] Although the variety of devices available for a PC may be
greater than on a gaming machine, gaming machines still have unique
device requirements that differ from a PC, such as device security
requirements not usually addressed by PCs. For instance, monetary
devices, such as coin dispensers, bill validators, ticket printers
and computing devices that are used to govern the input and output
of cash to a gaming machine have security requirements that are not
typically addressed in PCs. Therefore, many PC techniques and
methods developed to facilitate device connectivity and device
compatibility do not address the emphasis placed on security in the
gaming industry.
[0157] To address some of the issues described above, a number of
hardware/software components and architectures are utilized in
gaming machines that are not typically found in general purpose
computing devices, such as PCs. These hardware/software components
and architectures, as described below in more detail, include but
are not limited to watchdog timers, voltage monitoring systems,
state-based software architecture and supporting hardware,
specialized communication interfaces, security monitoring and
trusted memory.
[0158] A watchdog timer is normally used in IGT gaming machines to
provide a software failure detection mechanism. In a normally
operating system, the operating software periodically accesses
control registers in the watchdog timer subsystem to "re-trigger"
the watchdog. Should the operating software fail to access the
control registers within a preset timeframe, the watchdog timer
will timeout and generate a system reset. Typical watchdog timer
circuits contain a loadable timeout counter register to allow the
operating software to set the timeout interval within a certain
range of time. A differentiating feature of some preferred circuits
is that the operating software cannot completely disable the
function of the watchdog timer. In other words, the watchdog timer
always functions from the time power is applied to the board.
[0159] IGT gaming computer platforms preferably use several power
supply voltages to operate portions of the gaming machine
circuitry. These can be generated in a central power supply or
locally on the circuit board. If any of these voltages falls out of
the tolerance limits of the circuitry they power, unpredictable
operation of the gaming machine may result. Though most modern
general-purpose computers include voltage monitoring circuitry,
these types of circuits only report voltage status to the operating
software. Out of tolerance voltages can cause software malfunction,
creating a potential uncontrolled condition in the gaming computer.
IGT gaming machines typically have power supplies with tighter
voltage margins than that required by the operating circuitry. In
addition, the voltage monitoring circuitry implemented in IGT
gaming machines typically has two thresholds of control. The first
threshold generates a software event that can be detected by the
operating software and an error condition generated. This threshold
is triggered when a power supply voltage falls out of the tolerance
range of the power supply, but is still within the operating range
of the circuitry. The second threshold is set when a power supply
voltage falls out of the operating tolerance of the circuitry. In
this case, the circuitry generates a reset, halting operation of
the computer.
[0160] The standard method of operation for IGT slot machine game
software is to use a state machine. Different functions of the game
(bet, play, result, points in the graphical presentation, etc.) may
be defined as a state. When a game moves from one state to another,
critical data regarding the game software is stored in a custom
non-volatile memory subsystem. This ensures the player's wager and
credits are preserved and minimizes potential disputes in the event
of a malfunction on the gaming machine.
[0161] In general, the gaming machine does not advance from a first
state to a second state until critical information that allows the
first state to be reconstructed is stored. This feature allows the
game to recover operation to the current state of play in the event
of a malfunction, loss of power, etc. that occurred just prior to
the malfunction. After the state of the gaming machine is restored
during the play of a game of chance, game play may resume and the
game may be completed in a manner that is no different than if the
malfunction had not occurred. Typically, battery backed RAM devices
are used to preserve this critical data although other types of
non-volatile memory devices may be employed. These memory devices
are not used in typical general-purpose computers.
[0162] As described in the preceding paragraph, when a malfunction
occurs during a game of chance, the gaming machine may be restored
to a state in the game of chance just prior to when the malfunction
occurred. The restored state may include metering information and
graphical information that was displayed on the gaming machine in
the state prior to the malfunction. For example, when the
malfunction occurs during the play of a card game after the cards
have been dealt, the gaming machine may be restored with the cards
that were previously displayed as part of the card game. As another
example, a bonus game may be triggered during the play of a game of
chance where a player is required to make a number of selections on
a video display screen. When a malfunction has occurred after the
player has made one or more selections, the gaming machine may be
restored to a state that shows the graphical presentation at just
prior to the malfunction including an indication of selections that
have already been made by the player. In general, the gaming
machine may be restored to any state in a plurality of states that
occur in the game of chance while the game of chance is played or
to states that occur between the play of a game of chance.
[0163] Game history information regarding previous games played
such as an amount wagered, the outcome of the game and so forth may
also be stored in a non-volatile memory device. The information
stored in the non-volatile memory may be detailed enough to
reconstruct a portion of the graphical presentation that was
previously presented on the gaming machine and the state of the
gaming machine (e.g., credits) at the time the game of chance was
played. The game history information may be utilized in the event
of a dispute. For example, a player may decide that in a previous
game of chance that they did not receive credit for an award that
they believed they won. The game history information may be used to
reconstruct the state of the gaming machine prior, during and/or
after the disputed game to demonstrate whether the player was
correct or not in their assertion. Further details of a state based
gaming system, recovery from malfunctions and game history are
described in U.S. Pat. No. 6,804,763, titled "High Performance
Battery Backed RAM Interface", U.S. Pat. No. 6,863,608, titled
"Frame Capture of Actual Game Play," U.S. application Ser. No.
10/243,104, titled, "Dynamic NV-RAM," and U.S. application Ser. No.
10/758,828, titled, "Frame Capture of Actual Game Play," all of
which are hereby incorporated by reference for all purposes.
[0164] Another feature of gaming machines, such as IGT gaming
computers, is that they often contain unique interfaces, including
serial interfaces, to connect to specific subsystems internal and
external to the slot machine. The serial devices may have
electrical interface requirements that differ from the "standard"
EIA 232 serial interfaces provided by general-purpose computers.
These interfaces may include EIA 485, EIA 422, Fiber Optic Serial,
optically coupled serial interfaces, current loop style serial
interfaces, etc. In addition, to conserve serial interfaces
internally in the slot machine, serial devices may be connected in
a shared, daisy-chain fashion where multiple peripheral devices are
connected to a single serial channel.
[0165] The serial interfaces may be used to transmit information
using communication protocols that are unique to the gaming
industry. For example, IGT's Netplex is a proprietary communication
protocol used for serial communication between gaming devices. As
another example, SAS is a communication protocol used to transmit
information, such as metering information, from a gaming machine to
a remote device. Often SAS is used in conjunction with a player
tracking system.
[0166] IGT gaming machines may alternatively be treated as
peripheral devices to a casino communication controller and
connected in a shared daisy chain fashion to a single serial
interface. In both cases, the peripheral devices are preferably
assigned device addresses. If so, the serial controller circuitry
must implement a method to generate or detect unique device
addresses. General-purpose computer serial ports are not able to do
this.
[0167] Security monitoring circuits detect intrusion into an IGT
gaming machine by monitoring security switches attached to access
doors in the slot machine cabinet. Preferably, access violations
result in suspension of game play and can trigger additional
security operations to preserve the current state of game play.
These circuits also function when power is off by use of a battery
backup. In power-off operation, these circuits continue to monitor
the access doors of the slot machine. When power is restored, the
gaming machine can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the slot machine software.
[0168] Trusted memory devices are preferably included in an IGT
gaming machine computer to ensure the authenticity of the software
that may be stored on less secure memory subsystems, such as mass
storage devices. Trusted memory devices and controlling circuitry
are typically designed to not allow modification of the code and
data stored in the memory device while the memory device is
installed in the slot machine. The code and data stored in these
devices may include authentication algorithms, random number
generators, authentication keys, operating system kernels, etc. The
purpose of these trusted memory devices is to provide gaming
regulatory authorities a root trusted authority within the
computing environment of the slot machine that can be tracked and
verified as original. This may be accomplished via removal of the
trusted memory device from the slot machine computer and
verification of the secure memory device contents in a separate
third party verification device. Once the trusted memory device is
verified as authentic, and based on the approval of the
verification algorithms contained in the trusted device, the gaming
machine is allowed to verify the authenticity of additional code
and data that may be located in the gaming computer assembly, such
as code and data stored on hard disk drives. Some details related
to trusted memory devices that may be used in the present invention
are described in U.S. Pat. No. 6,685,567 from U.S. patent
application Ser. No. 09/925,098, filed Aug. 8, 2001 and titled
"Process Verification," which is hereby incorporated by reference
in its entirety and for all purposes.
[0169] Mass storage devices used in a general purpose computer
typically allow code and data to be read from and written to the
mass storage device. In a gaming machine environment, modification
of the gaming code stored on a mass storage device is strictly
controlled and would only be allowed under specific maintenance
type events with electronic and physical enablers required. Though
this level of security could be provided by software, IGT gaming
computers that include mass storage devices preferably include
hardware level mass storage data protection circuitry that operates
at the circuit level to monitor attempts to modify data on the mass
storage device and will generate both software and hardware error
triggers should a data modification be attempted without the proper
electronic and physical enablers being present.
[0170] Returning to the example of FIG. 11, when a user wishes to
play the gaming machine 2, he or she inserts cash through the coin
acceptor 28 or bill validator 30. Additionally, the bill validator
may accept a printed ticket voucher which may be accepted by the
bill validator 30 as indicia of credit when a cashless ticketing
system is used. At the start of the game, the player may enter
playing tracking information using the card reader 24, the keypad
22, and the florescent display 16. Further, other game preferences
of the player playing the game may be read from a card inserted
into the card reader. During the game, the player views game
information using the video display 34. Other game and prize
information may also be displayed in the information panel 36 and
video display screen 42 located in the top box.
[0171] During the course of a game, a player may be required to
make a number of decisions, which affect the outcome of the game.
For example, a player may vary his or her wager on a particular
game, select a prize for a particular game selected from a prize
server, or make game decisions which affect the outcome of a
particular game. The player may make these choices using the
player-input switches 32, the video display screen 34 or using some
other device which enables a player to input information into the
gaming machine. In some embodiments, the player may be able to
access various game services such as concierge services and
entertainment content services using the video display screen 34
and one or more input devices.
[0172] During certain game events, the gaming machine 2 may display
visual and auditory effects that can be perceived by the player.
These effects add to the excitement of a game, which makes a player
more likely to continue playing. Auditory effects include various
sounds that are projected by the speakers 10, 12, 14. Visual
effects include flashing lights, strobing lights or other patterns
displayed from lights on the gaming machine 2 or from lights behind
the belly glass 40. After the player has completed a game, the
player may receive game tokens from the coin tray 38 or the ticket
20 from the printer 18, which may be used for further games or to
redeem a prize. Further, the player may receive a ticket 20 for
food, merchandise, or games from the printer 18.
[0173] When a gaming platform is capable of providing multiple
games to a game player based upon a game selection made by the
player or an operator, it may be desirable from both an operator
perspective and a content provider perspective to provide
capabilities for allowing more complex game licensing methods. The
operator and content provider may use the licensing capabilities to
enter into licensing agreements that better reflect the value of
the content (e.g., game software) to each party. For instance, the
licensing parties may agree to utility model based licensing
schemes, such as a pay-per-use scheme. In a pay-per-use scheme,
operators only pay for game software that is utilized by their
patrons, protecting them from software titles that are "duds."
[0174] Game platforms exist that provide access to multiple
electronic games. On these devices, a game selection menu may be
provided on a video display, which offers the patron the choice of
at least two electronic games. A game player may select a game of
their choice from the games available on the gaming machine.
Typically, the choices of games available to the player are only
those licensed for play on the gaming platform. The gaming platform
may provide a manual mechanism, such as a display interface on the
gaming machine, for updating and renewing licensing on the gaming
machine.
[0175] In some game platforms offering multiple games, the games
are stored on read-only memory devices, such as an EPROM chip set
or a CD-ROM. To provide a new or a different game on a gaming
platform of this type, a technician, usually accompanied by a
gaming regulator, must manually install a new memory device (e.g.
EPROM) and then manually update the licensing configuration on the
gaming machine. The gaming regulator then places evidence tape
across the EPROM. The evidence tape is used to detect tampering
between visits by the gaming regulator. Since operations performed
by entities other than a "trusted" 3.sup.rd party, such as a gaming
regulator, have been deemed untrustworthy, automatic game downloads
and automatic licensing management is not available on these
platforms.
[0176] The licensing of multiple games on a gaming machine is
described in U.S. Pat. No. 6,264,561, titled "Electronic Gaming
Licensing Apparatus and Method," assigned to IGT (Reno, Nev.),
which is incorporated herein by reference in its entirety and for
all purposes.
[0177] FIG. 12 illustrates an example of a network device that may
be configured as a server for implementing some methods and
apparatus of the present invention. Network device 1260 includes a
master central processing unit (CPU) 1262, interfaces 1268, and a
bus 1267 (e.g., a PCI bus). Generally, interfaces 1268 include
ports 1269 appropriate for communication with the appropriate
media. In some embodiments, one or more of interfaces 1268 includes
at least one independent processor and, in some instances, volatile
RAM. The independent processors may be, for example, ASICs or any
other appropriate processors. According to some such embodiments,
these independent processors perform at least some of the functions
of the logic described herein. In some embodiments, one or more of
interfaces 1268 control such communications-intensive tasks as
media control and management. By providing separate processors for
the communications-intensive tasks, interfaces 1268 allow the
master microprocessor 1262 efficiently to perform other functions
such as routing computations, network diagnostics, security
functions, etc.
[0178] The interfaces 1268 are typically provided as interface
cards (sometimes referred to as "linecards"). Generally, interfaces
1268 control the sending and receiving of data packets over the
network and sometimes support other peripherals used with the
network device 1260. Among the interfaces that may be provided are
FC interfaces, Ethernet interfaces, frame relay interfaces, cable
interfaces, DSL interfaces, token ring interfaces, and the like. In
addition, various high-speed interfaces may be provided, such as
fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM
interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI
interfaces, DHEI interfaces and the like.
[0179] When acting under the control of appropriate software or
firmware, in some implementations of the invention CPU 1262 may be
responsible for implementing specific functions associated with the
functions of a desired network device. According to some
embodiments, CPU 1262 accomplishes all these functions under the
control of software including an operating system and any
appropriate applications software.
[0180] CPU 1262 may include one or more processors 1263 such as a
processor from the Motorola family of microprocessors or the MIPS
family of microprocessors. In an alternative embodiment, processor
1263 is specially designed hardware for controlling the operations
of network device 1260. In a specific embodiment, a memory 1261
(such as non-volatile RAM and/or ROM) also forms part of CPU 1262.
However, there are many different ways in which memory could be
coupled to the system. Memory block 1261 may be used for a variety
of purposes such as, for example, caching and/or storing data,
programming instructions, etc.
[0181] Regardless of the network device's configuration, it may
employ one or more memories or memory modules (such as, for
example, memory block 1265) configured to store data, program
instructions for the general-purpose network operations and/or
other information relating to the functionality of the techniques
described herein. The program instructions may control the
operation of an operating system and/or one or more applications,
for example.
[0182] Because such information and program instructions may be
employed to implement the systems/methods described herein, the
present invention relates to machine-readable media that include
program instructions, state information, etc. for performing
various operations described herein. Examples of machine-readable
media include, but are not limited to, magnetic media such as hard
disks, floppy disks, and magnetic tape; optical media such as
CD-ROM disks; magneto-optical media; and hardware devices that are
specially configured to store and perform program instructions,
such as read-only memory devices (ROM) and random access memory
(RAM). The invention may also be embodied in a carrier wave
traveling over an appropriate medium such as airwaves, optical
lines, electric lines, etc. Examples of program instructions
include both machine code, such as produced by a compiler, and
files containing higher-level code that may be executed by the
computer using an interpreter.
[0183] Although the system shown in FIG. 12 illustrates one
specific network device of the present invention, it is by no means
the only network device architecture on which the present invention
can be implemented. For example, an architecture having a single
processor that handles communications as well as routing
computations, etc. is often used. Further, other types of
interfaces and media could also be used with the network device.
The communication path between interfaces may be bus based (as
shown in FIG. 12) or switch fabric based (such as a cross-bar).
[0184] FIG. 13 is a simplified block diagram depicting gaming
machines within a gaming establishment 1301. The gaming machines
are connected with a dedicated communication network via a host
server 1328 and a data collection unit (DCU) according to one
embodiment of the invention. According to some embodiments of the
invention, the DCU is an enhanced DCU as described in U.S. patent
application Ser. No. 10/187,059, entitled "Redundant Gaming Network
Mediation," which is hereby incorporated by reference in its
entirety.
[0185] In FIG. 13, gaming machine 1302, and the other gaming
machines 1330, 1332, 1334, and 1336, include a main cabinet 1306
and a top box 1304. The main cabinet 1306 houses the main gaming
elements and can also house peripheral systems, such as those that
utilize dedicated gaming networks. The top box 1304 may also be
used to house these peripheral systems.
[0186] The master gaming controller 1308 controls the game play on
the gaming machine 1302 and receives or sends data to various
input/output devices 1311 on the gaming machine 1302. The master
gaming controller 1308 may also communicate with a display
1310.
[0187] A particular gaming entity may desire to provide network
gaming services that provide some operational advantage. Thus,
dedicated networks may connect gaming machines to host servers that
track the performance of gaming machines under the control of the
entity, such as for accounting management, electronic fund
transfers (EFTs), cashless ticketing, such as EZPay.TM., marketing
management, and data tracking, such as player tracking. Therefore,
master gaming controller 1308 may also communicate with EFT system
1312, bonus system 1314, EZPay.TM. system 1316 (a proprietary
cashless ticketing system of the present assignee), and player
tracking system 1320. The systems of the gaming machine 1302
communicate the data onto the network 1322 via a communication
board 1318.
[0188] In general, the dedicated communication network is not
accessible to the public. Due to the sensitive nature of much of
the information on the dedicated networks, for example, electronic
fund transfers and player tracking data, usually the manufacturer
of a host system, such as a player tracking system, or group of
host systems, employs a particular networking language having
proprietary protocols. For instance, 10-20 different companies
produce player tracking host systems where each host system may use
different protocols. These proprietary protocols are usually
considered highly confidential and not released publicly. Thus,
whenever a new host system is introduced for use with a gaming
machine, rather than trying to interpret all the different
protocols utilized by different manufacturers, the new host system
is typically designed as a separate network. Consequently, as more
host systems are introduced, the independent network structures
continue to build up in the casino. Examples of protocol mediation
to address these issues may be found, for example, in U.S. Pat. No.
6,682,423, "Open Architecture Communications in a Gaming Network,"
which is hereby incorporated by reference in its entirety.
[0189] Further, in the gaming industry, gaming machines are made by
many different manufacturers. The communication protocols on the
gaming machine are typically hard-coded into the gaming machine
software, and each gaming machine manufacturer may utilize a
different proprietary communication protocol. A gaming machine
manufacturer may also produce host systems, in which case their
gaming machines are compatible with their own host systems.
However, in a heterogeneous gaming environment, such as a casino,
gaming machines from many different manufacturers, each with their
own communication protocol, may be connected to host systems from
many different manufacturers, each with their own communication
protocol. Therefore, communication compatibility issues regarding
the protocols used by the gaming machines in the system and
protocols used by the host systems must be considered.
[0190] In the present illustration, the gaming machines, 1302,
1330, 1332, 1334, and 1336 are connected to a dedicated gaming
network 1322. In general, the DCU 1324 functions as an intermediary
between the different gaming machines on the network 1322 and the
host server 1328. In general, the DCU 1324 receives data
transmitted from the gaming machines and sends the data to the host
server 1328 over a transmission path 1326. In some instances, when
the hardware interface used by the gaming machine is not compatible
with the host server 1328, a translator 1325 may be used to convert
serial data from the DCU 1324 to a format accepted by the host
server 1328. The translator may provide this conversion service to
a plurality of DCUs, such as 1324, 1340 and 1341.
[0191] Further, in some dedicated gaming networks, the DCU 1324 can
receive data transmitted from the host server 1328 for
communication to the gaming machines on the gaming network. The
received data may be communicated synchronously to the gaming
machines on the gaming network. Within a gaming establishment, the
gaming machines 1302, 1330, 1332, 1334 and 1336 are located on the
gaming floor for player access while the host server 1328 is
usually located in another part of gaming establishment 1301 (e.g.
the backroom), or at another location.
[0192] In a gaming network, gaming machines, such as 1302, 1330,
1332, 1334 and 1336, may be connected through multiple
communication paths to a number of gaming devices that provide
gaming services. For example, gaming machine 1302 is connected to
four communication paths, 1322, 1348, 1349 and 1350. As described
above, communication path 1322 allows the gaming machine 1302 to
send information to host server 1328. Via communication path 1348,
the gaming machine 1302 is connected to a clerk validation terminal
1342. The clerk validation terminal 1342 is connected to a
translator 1343 and a cashless system server 1344 that are used to
provide cashless gaming services to the gaming machine 1302. Gaming
machines 1330, 1332, 1334 and 1336 may also be connected to the
clerk validation terminal 1342 and may also receive cashless system
services.
[0193] Via communication path 1349, the gaming machine 1302 is
connected to a wide area progressive (WAP) device 1346. The WAP is
connected to a progressive system server 1347 that may be used to
provide progressive gaming services to the gaming machines. The
progressive game services enabled by the progressive game network
increase the game playing capabilities of a particular gaming
machine by enabling a larger jackpot than would be possible if the
gaming machine was operating in a "stand alone" mode. Playing a
game on a participating gaming machine gives a player a chance to
win the progressive jackpot. The potential size of the jackpot
increases as the number of gaming machines connected in the
progressive network is increased. The size of the jackpot tends to
increase game play on gaming machines offering a progressive
jackpot.
[0194] In some embodiments of the present invention, gaming
machines and other devices in the gaming establishment depicted in
FIG. 13 are connected to a central system and/or other gaming
establishments via one or more networks, which may be public or
private networks. For example, host server 1328 and/or progressive
system server 1347 may be connected to an outside network. In other
embodiments, a bingo server, a switch, or another type of network
device may be part of an interface with an outside network. A
network device that links a gaming establishment with another
gaming establishment and/or a central system will sometimes be
referred to herein as a "site controller."
[0195] While the invention has been particularly shown and
described with reference to specific embodiments thereof, it will
be understood by those skilled in the art that changes in the form
and details of the disclosed embodiments may be made without
departing from the spirit or scope of the invention. For instance,
various alternative hardware embodiments are contemplated to
leverage the use of player tracking data. The method can also
include classifying the user based on the approximated satisfaction
that the user will have in the relationships that user forms with
others. Candidates for matching with the user are identified based
on the classification of the user. Also, the gaming network may be
connected to other devices including other servers or gaming
devices over the Internet or through other wired and wireless
systems. Moreover, embodiments of the present invention may be
employed with a variety of network protocols and architectures.
Thus, the examples described herein are not intended to be limiting
of the present invention. It is therefore intended that the
appended claims will be interpreted to include all variations,
equivalents, changes and modifications that fall within the true
spirit and scope of the present invention.
* * * * *