U.S. patent application number 11/828952 was filed with the patent office on 2009-01-29 for amusement gaming access and authorization point.
Invention is credited to Dean P. Alderucci, Geoffrey M. Gelman, Howard W. Lutnick.
Application Number | 20090029766 11/828952 |
Document ID | / |
Family ID | 40281850 |
Filed Date | 2009-01-29 |
United States Patent
Application |
20090029766 |
Kind Code |
A1 |
Lutnick; Howard W. ; et
al. |
January 29, 2009 |
AMUSEMENT GAMING ACCESS AND AUTHORIZATION POINT
Abstract
In various embodiments, an electrical interface allows a player
at a casino to connect a personal computing device and to engage in
licensed gaming activities using the personal computing device.
Inventors: |
Lutnick; Howard W.; (New
York, NY) ; Gelman; Geoffrey M.; (Brooklyn, NY)
; Alderucci; Dean P.; (New York, NY) |
Correspondence
Address: |
DEAN P. ALDERUCCI
CANTOR FITZGERALD, L.P., 110 EAST 59TH STREET (6TH FLOOR)
NEW YORK
NY
10022
US
|
Family ID: |
40281850 |
Appl. No.: |
11/828952 |
Filed: |
July 26, 2007 |
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3232 20130101; G07F 17/3237 20130101 |
Class at
Publication: |
463/29 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A method comprising: receiving information about a player;
verifying based on the information about the player that the player
is eligible to engage in gambling activities; and providing the
player with a cable which is physically adapted to connect at one
end to a personal computer and which is physically adapted to
connect at the other end to a proprietary electrical interface used
for gambling activities.
2. The method of 1 in which: receiving information about the player
includes receiving information about the age of the player; and
verifying includes verifying based on the information about the age
of the player that the player is of an eligible age to engage in
gambling activities.
3. The method of 1 further including receiving a fee from the
player for the use of the cable.
4. The method of 1 further including: receiving a deposit from the
player prior to providing the player with the cable; receiving the
cable from the player; and returning the deposit to the player
after receiving the cable from the player.
5. The method of 1 in which providing includes providing the player
with a cable which has a universal serial bus connector at one end
and which is physically adapted to connect at the other end to a
proprietary electrical interface used for gambling activities.
6. The method of 1 in which providing includes providing the player
with a cable which has a serial port connector at one end and which
is physically adapted to connect at the other end to a proprietary
electrical interface used for gambling activities.
7. The method of 1 further including: receiving information about a
computing device of the player; and verifying based on the
information about the computing device that the computing device is
eligible to be used in gambling activities.
8. The method of 7 in which the computing device is one of: (a) a
personal computer; (b) a personal digital assistant; (c) a cellular
phone; (d) a laptop computer; (e) a Blackberry; and (f) a portable
music player.
9. A method comprising: receiving an indication that a computing
device has been connected to the terminus of a cable; verifying
that no electromagnetic signals are being broadcast wirelessly by
the computing device; receiving from the computing device an
identifier associated with an account; receiving an indication of a
bet amount from the computing device; determining an outcome of a
game; determining a payout associated with the outcome; and
adjusting a balance associated with the account based on the
payout.
10. The method of 9 in which verifying includes periodically
sampling the signal received at a receiver in the vicinity of the
computing device.
11. The method of 9 in which determining an outcome of a game
includes generating an outcome of a game.
12. The method of 9 further including transmitting to the computing
device an indication of the outcome.
13. The method of 9 further including: receiving a number of a
software license for software loaded on the computing device; and
verifying based on the number that the computing device is eligible
to be used in gambling activities.
14. The method of 9 further including: receiving an indication of a
password that has been entered into the computing device; and
verifying that the password is associated with a player who is
eligible to engage in gambling activities.
15. A system comprising: a dock for the docking of watercraft; a
casino server, the casino server operable to receive bets, conduct
games, and make payouts based on the outcomes of such games; and a
cable, the cable terminating at a first end with an electrical
interface for connecting with one or more computing devices, and
the cable connected at a second end to the casino server, wherein
the electrical interface is located on the dock.
16. The system of 15 in which the electrical interface is at a
point on the dock directly abutting a body of water.
17. The system of 15 in which the cable is directly connected to
the casino server at the second end.
18. The system of 15 in which the cable is connected at the second
end to a network which in turn connects to the casino server.
Description
BRIEF DESCRIPTION OF THE FIGURES
[0001] FIG. 1 shows a block diagram of interactive gaming system
A10 according to various embodiments.
[0002] FIG. 2 is a schematic diagram of a roulette table in a
casino with associated video camera and other parts of the system
in schematic form.
[0003] FIG. 3 is a schematic diagram of a terminal, computer or TV
type of display.
[0004] FIG. 4A shows a casino offering both in-house and on-line
(over a network) gaming, according to various embodiments.
[0005] FIG. 4B shows a casino according to some embodiments.
[0006] FIG. 5 shows a player communicating through the server of
the casino of FIG. 4A, according to some embodiments.
[0007] FIG. 6 shows the casino of FIG. 4A delivering a benefit to
the player, according to some embodiments.
[0008] FIG. 7 shows a display used by the casino of FIG. 4A to
verify electronically that a player is entitled to a benefit,
according to some embodiments.
[0009] FIG. 8 shows a system for detecting and controlling
collusion in a game, according to some embodiments.
[0010] FIG. 9 is a functional representation of a stored software
program of the application web server of FIG. 8, according to some
embodiments.
[0011] FIG. 10 is a functional representation of a stored software
program of the collusion detection server of FIG. 8, according to
some embodiments.
[0012] FIG. 11 is a block diagram of a general-purpose computer
system upon which various embodiments may be implemented.
[0013] FIG. 12 is a block diagram of a computer data storage system
with which various embodiments may be practiced.
[0014] FIG. 13 is a diagram showing components of the sports
betting computer according to some embodiments.
[0015] FIG. 14 is a diagram showing components of a payment
subsystem according to some embodiments.
[0016] FIG. 15 is a diagram showing components of a payout
subsystem according to some embodiments.
[0017] FIG. 16 is a diagram showing components of a sports betting
subsystem according to some embodiments.
[0018] FIG. 17 is a diagram showing a flow chart of a process for
placing a sports bet according to some embodiments.
[0019] FIG. 18 is a schematic view of a method of authenticating a
pre-generated random events sequence in an online casino game,
according to various embodiments.
[0020] FIG. 19 is a schematic view of a method of authenticating a
pre-generated random events sequence which is converted into a
digital digest, according to various embodiments.
[0021] FIG. 20 is a schematic view of a method of authenticating a
pre-generated random events sequence which is encrypted and
converted into a digital digest, according to various
embodiments.
[0022] FIG. 21 is a schematic view of a method of authenticating a
pre-generated random events sequence in a multiple-player game,
according to various embodiments.
[0023] FIG. 22 shows a gaming system according to some
embodiments.
[0024] FIG. 23 shows a communications network according to some
embodiments.
[0025] FIG. 24 shows a gaming service provider in communication
with a gaming communication device according to some
embodiments.
[0026] FIG. 25 shows a communications network according to some
embodiments.
[0027] FIG. 26 shows a gaming system according to some
embodiments.
[0028] FIG. 27 shows a wireless gaming system according to some
embodiments.
[0029] FIG. 28 shows a mobile gaming device with promotional
content according to some embodiments.
[0030] FIG. 29 is a block diagram of a gaming system in accordance
with some embodiments.
[0031] FIG. 30 is a block diagram of a payment system forming a
part of the gaming system illustrated in FIG. 8, according to some
embodiments.
[0032] FIG. 31 is a schematic diagram of a portable gaming device
of the gaming system illustrated in FIG. 8, according to some
embodiments.
[0033] FIG. 32a is a flow diagram of a method of use of a portable
gaming device by a player, according to some embodiments.
[0034] FIG. 32b is a flow diagram of a particular method of using
the portable gaming device by a player, according to some
embodiments.
[0035] FIG. 33 is a flow diagram of a method of use of the portable
gaming device by a gaming service operator, according to some
embodiments.
[0036] FIG. 34 is a flow diagram of a method of use of the portable
gaming device according to some embodiments.
[0037] FIG. 35 shows an embodiment of a spinning reel slot
machine.
[0038] FIG. 36a shows a direct video image in a display area,
according to some embodiments.
[0039] FIG. 36b shows a virtual video image in a display area,
according to some embodiments.
[0040] FIG. 37 shows a superimposed video image with instructional
information prompting the player to insert coins or play credits,
according to some embodiments.
[0041] FIG. 38 shows a superimposed video image depicting the
activated pay lines and the number of wagered credits per pay line,
according to some embodiments.
[0042] FIG. 39 shows a superimposed video image depicting the pay
table in response to a command by the player (e.g., by pressing a
"Pay Table" key on the button panel), according to some
embodiments.
[0043] FIG. 40 shows a superimposed video image highlighting the
winning combination(s) (e.g., "7," "7," "7") and its associated pay
line and depicting the award for that winning combination,
according to some embodiments.
[0044] FIG. 41 illustrates an embodiment of a gaming system in
accordance with some embodiments.
[0045] FIG. 42 is a perspective view of a slot machine 10.
[0046] FIG. 43 illustrates schematically an embodiment of a player
tracking card 59 disposed in a card reader 58
[0047] FIG. 44 is a perspective view of various possible
embodiments a gaming unit.
[0048] FIG. 44A illustrates an embodiment of a control panel for a
gaming unit.
[0049] FIG. 45 shows a game device according to some
embodiments.
[0050] FIG. 46 shows an apparatus for playing a game, according to
some embodiments.
[0051] FIG. 47 shows a block diagram of components for a
hand-reading system, according to some embodiments.
[0052] FIG. 48 shows a deck of cards according to some
embodiments.
[0053] FIG. 49 shows a game according to some embodiments.
[0054] FIG. 50 shows a table of probabilities of occurrence for
various hand categories according to some embodiments.
[0055] FIG. 51 shows a table of formulas for computing
probabilities of occurrence for various hand categories according
to some embodiments.
[0056] FIG. 52 shows a table of formulas for computing
probabilities of occurrence for various hand categories according
to some embodiments.
[0057] FIG. 53 shows a game of Blackjack according to some
embodiments.
[0058] FIG. 54 shows a game of Blackjack according to some
embodiments.
[0059] FIG. 55 shows a game of Blackjack according to some
embodiments.
[0060] FIG. 56 shows a game of Blackjack according to some
embodiments.
[0061] FIG. 57 shows a game of Blackjack according to some
embodiments.
[0062] FIG. 58 shows a game of Blackjack according to some
embodiments.
[0063] FIG. 59 shows a game of Blackjack according to some
embodiments.
DETAILED DESCRIPTION
Embodiments
[0064] In various embodiments, an electrical interface may allow a
person to plug in a laptop computer or other computing device or
other device and to thereby establish a connection with a casino
server, game server, or other device capable of conducting or
mediating a gambling game. Once connected, the person may make
bets, play games (e.g., games of chance such as slot machine games
and video poker games), and receive winnings (e.g., monetary
winnings) based on the results of the games. The electrical
interface may be a port, plug, connector, or other interface to
which person can link a computer. The interface may represent a
terminal end of a cable, wire, fiber optic, or other communication
line. The communication line may run from the electrical interface
to a casino server. The communication line may run directly to a
casino server, or may connect indirectly to the casino server, such
as through one or more routers, switches, signal amplifiers,
intermediate devices, or other devices. In various embodiments,
communication between the port and the casino server may not occur
entirely through physical connection, but may involve at least some
wireless communication.
[0065] A player may have the opportunity to use a favored device,
such as a favored laptop computer, to engage in gaming activities.
The player may plug such a device into an available electrical
interface in order to begin gaming. The player may thus have
additional options for gaming besides using existing slot machines
or table games, for example. In various embodiments, an electrical
interface available for gaming may be located in areas where slot
machines, game tables, or other gaming devices are not available.
Thus, the electrical interface may confer to a player additional
options for gaming activity.
[0066] The electrical interface may be subject to a regulatory or
approval process. The process may seek to establish that: (a) games
played through the electrical interface are fair; (b) people who
are not permitted to gamble cannot access the electrical interface
(e.g., children cannot access the electrical interface); (c) games
played through the interface are only accessible at certain times
or on certain dates (e.g., games are only accessible when children
are not likely to be around); (d) the communication from the
electrical interface to the casino server is not subject to
eavesdropping or other interception; (e) games played through the
electrical interface meet other applicable regulations (e.g., games
are the appropriate class for the jurisdiction; e.g., games have
the appropriate hold for the jurisdiction); (f) the electrical
interface is clearly marked as an interface through which gaming
may take place; (g) the electrical interface cannot easily be
confused with interfaces used for other purposes (e.g., interfaces
used to connect to the Internet); (h) the electrical interface
connects (e.g., connects at the other end of the communication
line) to an approved casino server or other approved devices; (i) a
player can only attach an approved computing device to the
electrical interface; and/or to establish any other relevant
points. [0067] 1. The Regulation Process. [0068] 1.1. How an outlet
is approved. [0069] 1.1.1. Test for signal loss along the line. The
connection between an electrical interface and the casino server
may be tested. Tests may ascertain whether there is any signal
leakage. For example, a signal power at one end of the connection
may be compared to the signal power at the other end of the
connection. If the loss in power is more than expected, there may
be the possibility of signal leakage and/or eavesdropping. In some
embodiments, the signal received at one end of the connection may
be compared to the signal originally transmitted at the other end
of the connection. This test may ensure that the signal is being
accurately transmitted. [0070] 1.1.2. Hook up a device and have it
play automatically and do statistical analysis of the outcomes. In
some embodiments, a computing device may be connected to an
electrical interface by regulators. The computing device may be
configured to initiate the play of games rapidly and automatically.
The computing outcomes of the games may be subject to statistical
analysis to ensure that the outcomes are fair and/or to ensure that
games played through the electrical interface have the hold
percentage or other metric that has been set forth by the casino,
game manufacturer, or other game promoter. [0071] 1.1.3. Safety. An
electrical interface may be tested for safety. Water may be spilled
on the electrical interface to verify that there is no
electrocution hazard. This may be of particular relevance if an
outlet is located on a dock as a place where waterborne craft can
plug in for gaming. [0072] 1.2. How is a person approved, how do
you avoid having a kid do this. Perhaps there is a camera there.
Perhaps outlets are only in casino areas. [0073] 1.2.1. Camera. In
some embodiments, a camera may be situated proximate to an
electrical interface. The camera may overlook the electrical
interface. The camera may capture video feed from the location of
the electrical interface. The video feed may be transmitted to the
casino server, to a casino representative, and/or to a regulator.
The feed from the camera may be periodically monitored to ensure
that only approved or legal activities are transpiring at the
electrical outlet. The camera feed may be monitored for the
presence of children, for example. If any unapproved or suspicious
activity is seen through the camera, various measures may be taken.
Continued gaming through the electrical interface may be halted or
prevented. One or more games which have already occurred may be
invalidated (e.g., payouts may be canceled; e.g., bets may be
returned). [0074] 1.3. Approved financial accounts. For example,
player is only allowed to use certain types of financial accounts
in certain areas (e.g., non-credit card accounts). Local gaming
regulations may forbid the use of certain types of accounts for
gaming purposes. For example, it may be impermissible to accept
credit cards for gaming purposes. Therefore, in various
embodiments, regulators may verify that electrical interfaces do
not accept money or other currency for betting from unapproved or
illegal accounts. The casino server may be configured to accept
only certain types of financial accounts. In some embodiments, a
player must have an account with the casino that has been funded
beforehand. For example, a player may visit a casino at one point
and deposit money into an account. The player may later access
funds from that account when gaming through an electrical
interface. However, the same player may be prevented from using
funds from a credit card account of the player's. [0075] 2. The
software for plugging in and playing. In some embodiments, certain
software may be necessary for a player to have on the player's
computing device before the player may engage in gaming activities
using the electrical interface. The software may perform a various
functions. The software may present game outcomes to a player in a
pleasing fashion. For example, the software may display animations
of cards being dealt. The software may also present a gambling
interface through which the player can make game decisions. For
example, the software may display a control window with various bet
buttons on it. The player may be able to click on bet buttons to
select a number of pay lines, and an amount to bet, for example.
Control buttons may include buttons for making strategy decisions,
such as which cards to hold in a game of video poker, or whether to
hit or stand in a game of blackjack. In some embodiments, the
software may be configured to recognize signals received by the
computing device through the electrical interface, and to create
signals to transmit to the casino server through the electrical
interface. The software may be capable of handling secure or
encrypted signals, allowing such signals to be communicated back
and forth with reduced risk of tampering, interceptions,
modification or other hazards. The software may be configured to
recognize the signals received from a casino server and to transmit
signals to the casino server in a form recognizable to the casino
server. For example, the software may allow the player's device and
the casinos server to communicate using a particular protocol for
encoding messages. [0076] 2.1. Software downloaded onto computing
device before you can plug in the computing device. In various
embodiments, software may be downloaded to a computing device
before the computing device is used for gaming through an
electrical interface. [0077] 2.1.1. Downloaded from the Internet.
In various embodiments, the software may be downloaded from the
Internet. A player may visit a website of the casino, for example.
A player may also obtain the software from the Web site of a
regulatory body, for example. When downloading software, a player
may provide registration information. Registration information may
also be provided automatically by the player's computing device.
Registration information may include information about the player,
such as the player's name, age, place of residence, and any other
information. Registration information may also include information
about a financial account to be used by the player. The player may
provide one or more financial account identifiers representing
financial accounts that the player is willing to use for gaming
purposes. In the future, the player may be permitted to use only
the accounts that he had previously registered (e.g., only accounts
that he had previously registered with the Website of the casino).
Registration information may include information about the
computing device of the player. Registration information may
include a unique identifier associated with one or more aspects of
the computing device. For example, registration information may
include a unique license number associated with the operating
system used by the computing device. For example, registration may
include a unique number associated with the processor (e.g., with
the Intel Pentium processor) used by the computing device. When the
player later attempts to engage in gaming activities through an
electrical interface, the casino server may check for one or more
identifiers that are associated with the computing device. The
player may thus need, in various embodiments, to use a
pre-registered computing device in order to engage in gaming
activities via an electrical interface. [0078] 2.1.2. Received on a
special disc from the casino. In various embodiments, a player may
receive software on a disc or through some other portable medium
(e.g., through a flash drive). The player may then load such
software to his computing device prior to engaging in gaming
activities. [0079] 2.1.3. Received via the electrical interface. In
various embodiments, a player may download software to his
computing device via the electrical interface. The software may be
downloaded from a casino server, for example. Once the software has
been downloaded, the player may engage in gaming activities. [0080]
2.2. Special ID that allows verification that it is valid software.
In various embodiments, the software itself which has been
downloaded for gaming purposes may have an identifier.
[0081] The identifier may be unique to the particular copy of the
software downloaded, so that each player has a uniquely labeled
copy of the software. When a player connects to a casino server via
an electrical outlet, the identifier may be transmitted from the
player's computing device to the server. The server may then be
able to determine with which copy of the software it is
communicating. If the copy of the software has previously been
associated with a player or with a computing device, the casino
server may be able to thereby determine with which player or with
which computing device it is communicating. [0082] 3. The protocol
for plugging in and playing. When a player device is first
connected to an electrical interface, the player device may go
through a protocol prior to the commencement of gaming activities.
The casino server may also be involved in the protocol. The
protocol may serve various purposes, such as establishing the
identity of the player, establishing that the player device is
approved for gaming activities, establishing that the player device
is properly configured for gaming activities (e.g., the player
device has software loaded for receiving bet inputs and for
displaying outcomes), and for various other purposes. [0083] 3.1.
Provide name. When a player device is connected to an electrical
interface and/or when gaming activities are to begin, a player may
provide a name. The player device may also provide various
information automatically on behalf of the player, for example. The
player may provide an identifier other than a name, such as a
player identification number, a player tracking card number, or any
other identifying information. [0084] 3.2. Provide password. A
player may provide a password, secret code, or any other piece of
secure information. Thus information may also be provided
automatically by the player device. [0085] 3.3. Provide financial
account identifier. A player may provide a financial account
identifier. The financial account identifier may be a credit card
number, bank account number, identifier for a casino account of the
player, or some other financial account identifier. The financial
account may be used to fund gaming activities of the player. For
example, bets may be taken from the financial account. Winnings may
be credited to the financial account. [0086] 4. Multiple computers
on an outlet (e.g., a Yacht has multiple computers). In various
embodiments, an electrical interface may be used to connect a
network of computing devices to the casino server. For example, a
single cable or other communication line may be connected to the
electrical interface by a player, but the single cable may itself
branch out and connect to two or more computing devices. One or
more of the multiple computing devices may be used for gaming. In
various embodiments, two more of the computing devices may be used
for gaming simultaneously. In various embodiments, one or more
(e.g., all) of the computing devices on the network may be subject
to registration requirements, and/or may need to have special
software downloaded, as described elsewhere herein. In various
embodiments, there may be a limit to the number of computing
devices that may be engaged in gaming activity through a signal
electrical interface. For example, the limit may be that only 10
devices may be engaged in gaming at once. Limitations may be set be
regulation and/or by the physical limits of hardware or software.
For example, the cable from the electrical interface to the casino
server may have limited bandwidth, or the casino server may have
limited capacity to generate outcomes. In some embodiments, a
single computing device connects to the electrical interface.
However, this single computing device may itself connect to one or
more other computing devices. For example, the computing device
most directly connected to the electrical interface may be a server
belonging to the player. The server may, in turn, be in
communication with one or more personal computers. [0087] In
various embodiments, an electrical interface may be located on or
near a dock. A yacht or other water craft may pull up to the
interface and connect with it. The yacht may include one or more
computing devices through which players in the yacht may engage in
gaming activities. [0088] 5. Hardware [0089] 5.1. An outlet. The
electrical interface may represent the terminal end of a cable or
other communication line connecting to the casino server. The
electrical interface may allow the attachment of a computing device
or of another communication line which itself connects to a
computing device. The electrical interface may include physical
features such as holes, protrusions, clips, hooks, metal contact
surfaces, screws, or other physical features. The physical features
may allow the connection of a computing device, e.g., through the
union of complementary three dimensional structures. Thus, for
example, a cable connected to the computing device may have prongs
in such a configuration as to fit the holes of the electrical
interface. [0090] 5.1.1. Labeling the outlet. The electrical
interface may have a distinctive appearance or markings. For
example, the electrical interface may be colored a bright shade of
green. The electrical interface may also be noted with a sign,
display, or other attention grabber. For example, a sign above an
electrical interface may read, "Plug in Your Computer Here for
Gaming, and Gaming Only". An electrical interface may be
distinguished with lights. For example, a blue colored light bulb
may be placed above each electrical interface. [0091] 5.1.2. Outlet
only in approved area. In various embodiments, an electrical
interface may only be placed in an approved area. Gaming regulators
may provide approval as to which rooms, or which other areas an
electrical interface may be placed in. Electrical interfaces may
thus be placed in accordance with the regulations. In some
embodiments, a casino server may be capable of activating or
deactivating an electrical interface. Thus, an electrical interface
may be built into an area of a casino and may remain deactivated
pending regulatory approval. In various embodiments, an electrical
interface may be activated or deactivated according to the time of
day or according to any other factors. For example, electrical
interfaces may be deactivated at times when many gaming devices at
a casino are empty, and activated at times when most gaming devices
are full. [0092] 5.2. Microphone, phone, or other two-way voice
channel. Perhaps for trouble shooting or getting help connecting to
the outlet. In some embodiments, proximate to an electrical
interface may be a microphone, phone, or other voice communication
channel. The communication channel may allow a player to speak with
a casino representative. The player may ask the casino
representative for help in connecting to the electrical outlet or
for help in any aspect of gaming through the electrical outlet. The
player may also be able to obtain other information or services via
the voice communication line. For example, the player may order a
drink, or the player may ask when the next show is starting. [0093]
5.3. Display screen may show instructions for connecting to the
outlet. This is what you do with a Windows PC. This is what you do
with a Mac. In various embodiments, a monitor or other display
screen may be situated near to an electrical interface. The
monitory may provide instructions to the player as to how to use
the electrical interface. In some embodiments, the casino server
may detect when a computing device has been connected to the
electrical interface and/or when a player has attempted to connect
a computing device to the electrical interface. The casino server
may then cause one or more messages to be displayed on the display
screen. The messages may welcome the player, may instruct the
player as to how to proceed, or may convey any other type of
information. In some embodiments, a speaker or other audio output
device may be present near to the electrical interface. The audio
output device may also convey instructions or other messages to a
player, such as when the player connects a computing device to the
electrical interface. [0094] 5.4. Separate line for connecting to
the Internet May need to download software from the Internet. In
various embodiments, a player may be able to connect to the
Internet (e.g., using his computing device) at a location near to
the electrical interface. For example, the casino may provide an
Internet access point through a wire-line or wireless connection.
The player may connect to the Internet, e.g., using the player's
computing device. Through the Internet, the player may download
software needed to engage in gaming activities using the electrical
interface. A sign or display may instruct the player as to what Web
site to access on the Internet in order to obtain the needed
software. In various embodiments, a different Web site may be
associated with each different electrical interface. Thus, a player
may access a different Web site and download different software for
each electrical interface he uses. In various embodiments, a player
may be able to access the Internet through an electrical interface
as well. In some embodiments, a separate line, or the electrical
interface, may be used by the player to access a different network,
such as an internal casino network. [0095] 5.5. Table, chairs near
the outlet. Other amenities near the outlet. Including a dock.
[0096] 5.5.1. A dock. A dock may be located near the electrical
interface. The electrical interface may be located on a dock. Boats
may pull up so as to allow players in the boat to connect to the
electrical interface. [0097] 5.5.2. Table. In various embodiments,
a table may be located near an electrical interface. The table may
be a permanent fixture (e.g., the table may be screwed into the
ground). The table may be more or less empty. The table may be
available for a player who wishes to rest his computing device on
the table while engaging in gaming activities through the
electrical interface. [0098] 5.5.3. Chairs. In various embodiments,
a chair, couch, or other place to sit may be located near an
electrical outlet. Chairs may be either permanent, semi-permanent,
or movable fixtures. Chairs may allow a player to sit while engaged
in gaming activity using the electrical interface. [0099] 5.6.
Special plug you must purchase to plug into it. You go through an
approval process getting the plug. It is really an adapter from
your computer to the outlet. In various embodiments, the physical
structure of the electrical interface is made to be unique (e.g.,
unlike any other plug or electrical connection point on the
market). For example, the electrical interface may accept pins or
prongs that are in a unique or irregular configuration. This may
make it difficult for unauthorized persons to simply connect their
computing devices to the electrical interface. In some embodiments,
a player who wishes to use an electrical interface must obtain an
adaptor. The adaptor may include a standard connector at one end
(e.g., a connector for a USB port), and may include the
non-standard connector for the electrical interface at the other
end. A player may use the standard end to connect to his computing
device, and the non-standard end to connect to the electrical
interface. The player may obtain the adaptor in various ways. In
some embodiments, the player may obtain the adaptor from a casino
employee, such as at a casino desk. In the process, the player may
submit background information about himself. The casino
representative may determine whether the player is eligible for
gaming using an electrical interface. If the player is eligible
(e.g., the player is not underage) then the casino representative
may provide the player with the adaptor. In various embodiments,
the player may be required to put up a deposit for the adaptor. The
player may forfeit the deposit if the adaptor is not later
returned. Each adaptor may have a unique identifier or other
identifying information, and may be traceable to the player. Thus,
the player may be discouraged from handing the adaptor to another
person. In various embodiments, a player may pay a rental or usage
fee for the adaptor. In some embodiments, a player may receive an
adaptor through the mail, such as after the player has registered
himself on the Web site of the casino server. [0100] 5.7. A
dangling cable. An electrical interface may include a cable or
other communication line. The cable may terminate with a standard
connector, such as with a plug for a universal serial bus (USB)
port. This may allow a player to connect a computing device with
the electrical interface more easily using a standard connector. In
various embodiments, the cable is part of the electrical interface
or is the electrical interface. In various embodiments, the cable
is loose and must be plugged in at one end to the electrical
interface, and at the other end to the player's computing device.
[0101] 5.7.1. A protected cable, e.g., with metal. In various
embodiments, any cable or other communication line for connecting
the player's computing device to the electrical interface may be
guarded or protected using a protective lining or shielding. For
example, a cable may be encased in metal or thick rubber. This may
help to shield the cable from rough handling by a player. [0102]
5.8. Outlet plugged with Wi-Fi box so you can game wirelessly. In
various embodiments, a wireless transmitter (e.g., a wireless
router) may be connected to an electrical interface. The wireless
transmitter may allow for communication between the transmitter and
a computing device. The communication may happen using Bluetooth,
Wi-Fi, or any other communication protocol or technology. A player
may thereby bring his computing device to within the vicinity of an
electrical interface without having to physically plug it in or
otherwise connect with the electrical interface. Instead, the
player's computing device may communicate wirelessly with the
wireless transmitter. Messages from the player's computing device
may be relayed to the casino server, and messages from the casino
server may be relayed to the player's computing device. The player
may engage in gaming activities on his computing device without
physically plugging it in. [0103] 6. Perhaps, the server causes a
real slot machine to generate outcomes, so that your laptop
computer is just displaying outcomes from a real slot machine. In
various embodiments, there may be various ways of generating an
outcome that will determine the payout of a player who is gaming
via an electrical interface. In some embodiments, a casino server
may generate the outcomes. For example, the casino server may
employ an algorithm to generate a random number, and use the random
number to determine an outcome. In some embodiments, a dedicated
gaming device (e.g., a slot machine; e.g., a video poker machine)
may generate the outcomes. The casino server may instruct a gaming
device to generate any outcomes needed for the player's gaming
experience. Such outcomes may be used to determine winnings and
losses for the player. Such outcomes may also be displayed for the
player.
[0104] 7. Player computing device may not transmit wirelessly while
connected to the electrical interface. In various embodiments, a
player may be ineligible to use the electrical interface with a
computing device while the computing device is also engaged in
external wireless communication. For example, a player may not
connect his computer to an electrical interface and connect
wirelessly to the Internet at the same time. Regulators may fear
that a computing device in wireless communication with, e.g., the
Internet may be controllable remotely. Thus, a remote player in a
non-gaming jurisdiction may effectively engage in gaming
activities. Thus, in various embodiments, signals emanating
wirelessly from a computing device may be monitored. Receivers in
the vicinity of the electrical interface may pick up wireless
signals, particularly in the frequencies or bands most commonly
used by computing devices and/or by cellular telephones. If signals
are detected emanating from the computing device, then gaming
activities using the computing device may be prevented. In some
embodiments, a player must sign a statement or otherwise enter into
an agreement not to engage in wireless communication through a
computing device that is also being used at the time for gaming
activities.
[0105] The following are embodiments, not claims:
[0106] A. A method comprising: [0107] receiving information about a
player; [0108] verifying based on the information about the player
that the player is eligible to engage in gambling activities; and
[0109] providing the player with a cable which is physically
adapted to connect at one end to a personal computer and which is
physically adapted to connect at the other end to a proprietary
electrical interface used for gambling activities.
[0110] B. The method of embodiment A in which: [0111] receiving
information about the player includes receiving information about
the age of the player; and [0112] verifying includes verifying
based on the information about the age of the player that the
player is of an eligible age to engage in gambling activities.
[0113] C. The method of embodiment A further including receiving a
fee from the player for the use of the cable.
[0114] D. The method of embodiment A further including: [0115]
receiving a deposit from the player prior to providing the player
with the cable; [0116] receiving the cable from the player; and
[0117] returning the deposit to the player after receiving the
cable from the player.
[0118] E. The method of embodiment A in which providing includes
providing the player with a cable which has a universal serial bus
connector at one end and which is physically adapted to connect at
the other end to a proprietary electrical interface used for
gambling activities.
[0119] F. The method of embodiment A in which providing includes
providing the player with a cable which has a serial port connector
at one end and which is physically adapted to connect at the other
end to a proprietary electrical interface used for gambling
activities.
[0120] G. The method of embodiment A further including: [0121]
receiving information about a computing device of the player; and
[0122] verifying based on the information about the computing
device that the computing device is eligible to be used in gambling
activities.
[0123] H. The method of embodiment G in which the computing device
is one of: (a) a personal computer; (b) a personal digital
assistant; (c) a cellular phone; (d) a laptop computer; (e) a
Blackberry; and (f) a portable music player.
[0124] I. A method comprising: [0125] receiving an indication that
a computing device has been connected to the terminus of a cable;
[0126] verifying that no electromagnetic signals are being
broadcast wirelessly by the computing device; [0127] receiving from
the computing device an identifier associated with an account;
[0128] receiving an indication of a bet amount from the computing
device; [0129] determining an outcome of a game; [0130] determining
a payout associated with the outcome; and [0131] adjusting a
balance associated with the account based on the payout.
[0132] J. The method of embodiment I in which verifying includes
periodically sampling the signal received at a receiver in the
vicinity of the computing device.
[0133] K. The method of embodiment I in which determining an
outcome of a game includes generating an outcome of a game.
[0134] L. The method of embodiment I further including transmitting
to the computing device an indication of the outcome.
[0135] M. The method of embodiment I further including: [0136]
receiving a number of a software license for software loaded on the
computing device; and [0137] verifying based on the number that the
computing device is eligible to be used in gambling activities.
[0138] N. The method of embodiment I further including: [0139]
receiving an indication of a password that has been entered into
the computing device; and [0140] verifying that the password is
associated with a player who is eligible to engage in gambling
activities.
[0141] O. A system comprising: [0142] a dock for the docking of
watercraft; [0143] a casino server, the casino server operable to
receive bets, conduct games, and make payouts based on the outcomes
of such games; and [0144] a cable, the cable terminating at a first
end with an electrical interface for connecting with one or more
computing devices, and the cable connected at a second end to the
casino server, [0145] wherein the electrical interface is located
on the dock.
[0146] P. The system of embodiment O in which the electrical
interface is at a point on the dock directly abutting a body of
water.
[0147] Q. The system of embodiment O in which the cable is directly
connected to the casino server at the second end.
[0148] R. The system of embodiment O in which the cable is
connected at the second end to a network which in turn connects to
the casino server.
Category 5 and Category 5e Cable
[0149] Category 5 cable, commonly known as Cat 5, is a twisted pair
cable type designed for high signal integrity. Many such cables are
unshielded but some are shielded. Category 5 has been superseded by
the Category 5e specification. This type of cable is often used in
structured cabling for computer networks such as Ethernet, and is
also used to carry many other signals such as basic voice services,
token ring, and ATM (at up to 155 Mbits, over short distances).
Category 5
[0150] The original specification for category 5 cable was defined
in ANSI/TIA/EIA-568-A, with clarification in TSB-95. These
documents specified performance characteristics and test
requirements for frequencies of up to 100 MHz.
[0151] Category 5 cable includes four twisted pairs in a single
cable jacket. This use of balanced lines helps preserve a high
signal-to-noise ratio despite interference from both external
sources and other pairs (this latter form of interference is called
crosstalk). It is most commonly used for 100 Mbps networks, such as
100BASE-TX Ethernet, although IEEE 802.3ab defines standards for
1000BASE-T-Gigabit Ethernet over category 5 cable. Cat 5 cable
typically has three twists per inch of each twisted pair of 24
gauge copper wires within the cable.
Category 5e
[0152] Cat 5e cable is an enhanced version of Cat 5 that adds
specifications for far end crosstalk. It was formally defined in
2001 in the TIA/EIA-568-B standard, which no longer recognizes the
original Cat 5 specification. Although 1000BASE-T was designed for
use with Cat 5 cable, the tighter specifications associated with
Cat 5e cable and connectors make it an excellent choice for use
with 1000BASE-T. Despite the stricter performance specifications,
Cat 5e cable does not enable longer cable distances for Ethernet
networks: cables are still limited to a maximum of 100 m (328 ft)
in length (normal practice is to limit fixed ("horizontal") cables
to 90 m to allow for up to 5 m of patch cable at each end). Cat 5e
cable performance characteristics and test methods are defined in
TIA/EIA-568-B.2-2001.
Connectors and Other Information
[0153] Usually, solid core cable is used for connecting the wall
socket to the socket in the patch panel, and stranded cable is used
for the patch leads between hub/switch and patch panel socket and
between wall port and computer. Cable types, connector types and
cabling topologies are defined by TIA/EIA-568-B. Nearly always,
8P8C modular connectors, often incorrectly referred to as "RJ-45",
are used for connecting category 5 cable.
Serial Port
[0154] In computing, a serial port is a serial communication
physical interface through which information transfers in or out
one bit at a time (contrast parallel port). Throughout most of the
history of personal computers, data transfer through serial ports
connected the computer to devices such as terminals or modems.
Mice, keyboards, and other peripheral devices also connected in
this way. While such interfaces as Ethernet, FireWire, and USB all
send data as a serial stream, the term "serial port" usually
identifies hardware more or less compliant to the RS-232 standard,
intended to interface with a modem or with a similar communication
device.
[0155] For the most part, the USB interface has replaced the serial
port--as of 2007, most modern computers are connected to devices
through a USB connection, and often don't even have a serial port
connection. The serial port is omitted for cost savings, and is
considered to be a legacy port.
Guide to Interpreting the Present Application
Terms
[0156] The term "product" means any machine, manufacture and/or
composition of matter, unless expressly specified otherwise.
[0157] The term "process" means any process, algorithm, method or
the like, unless expressly specified otherwise.
[0158] Each process (whether called a method, algorithm or
otherwise) inherently includes one or more steps, and therefore all
references to a "step" or "steps" of a process have an inherent
antecedent basis in the mere recitation of the term `process` or a
like term. Accordingly, any reference in a claim to a `step` or
`steps` of a process has sufficient antecedent basis.
[0159] The term "invention" and the like mean "the one or more
inventions disclosed in this application", unless expressly
specified otherwise.
[0160] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments", "one or more embodiments", "some
embodiments", "certain embodiments", "one embodiment", "another
embodiment" and the like mean "one or more (but not all)
embodiments of the disclosed invention(s)", unless expressly
specified otherwise.
[0161] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0162] A reference to "another embodiment" in describing an
embodiment does not imply that the referenced embodiment is
mutually exclusive with another embodiment (e.g., an embodiment
described before the referenced embodiment), unless expressly
specified otherwise.
[0163] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0164] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0165] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0166] The term "herein" means "in the present application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0167] The phrase "at least one of", when such phrase modifies a
plurality of things (such as an enumerated list of things) means
any combination of one or more of those things, unless expressly
specified otherwise. For example, the phrase "at least one of a
widget, a car and a wheel" means either (i) a widget, (ii) a car,
(iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel,
(vi) a car and a wheel, or (vii) a widget, a car and a wheel. The
phrase "at least one of", when such phrase modifies a plurality of
things does not mean "one of each of" the plurality of things.
[0168] Numerical terms such as "one", "two", etc. when used as
cardinal numbers to indicate quantity of something (e.g., one
widget, two widgets), mean the quantity indicated by that numerical
term, but do not mean at least the quantity indicated by that
numerical term. For example, the phrase "one widget" does not mean
"at least one widget", and therefore the phrase "one widget" does
not cover, e.g., two widgets.
[0169] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" describes both "based only on" and "based at least on". The
phrase "based at least on" is equivalent to the phrase "based at
least in part on".
[0170] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" do not mean "represents only", unless expressly
specified otherwise. In other words, the phrase "the data
represents a credit card number" describes both "the data
represents only a credit card number" and "the data represents a
credit card number and the data also represents something
else".
[0171] The term "whereby" is used herein only to precede a clause
or other set of words that express only the intended result,
objective or consequence of something that is previously and
explicitly recited. Thus, when the term "whereby" is used in a
claim, the clause or other words that the term "whereby" modifies
do not establish specific further limitations of the claim or
otherwise restricts the meaning or scope of the claim.
[0172] The term "e.g." and like terms mean "for example", and thus
does not limit the term or phrase it explains. For example, in the
sentence "the computer sends data (e.g., instructions, a data
structure) over the Internet", the term "e.g." explains that
"instructions" are an example of "data" that the computer may send
over the Internet, and also explains that "a data structure" is an
example of "data" that the computer may send over the Internet.
However, both "instructions" and "a data structure" are merely
examples of "data", and other things besides "instructions" and "a
data structure" can be "data".
[0173] The term "respective" and like terms mean "taken
individually". Thus if two or more things have "respective"
characteristics, then each such thing has its own characteristic,
and these characteristics can be different from each other but need
not be. For example, the phrase "each of two machines has a
respective function" means that the first such machine has a
function and the second such machine has a function as well. The
function of the first machine may or may not be the same as the
function of the second machine.
[0174] The term "i.e." and like terms mean "that is", and thus
limits the term or phrase it explains. For example, in the sentence
"the computer sends data (i.e., instructions) over the Internet",
the term "i.e." explains that "instructions" are the "data" that
the computer sends over the Internet.
[0175] Any given numerical range shall include whole and fractions
of numbers within the range. For example, the range "1 to 10" shall
be interpreted to specifically include whole numbers between 1 and
10 (e.g., 1, 2, 3, 4, . . . 9) and non-whole numbers (e.g., 1.1,
1.2, . . . 1.9).
[0176] Where two or more terms or phrases are synonymous (e.g.,
because of an explicit statement that the terms or phrases are
synonymous), instances of one such term/phrase does not mean
instances of another such term/phrase must have a different
meaning. For example, where a statement renders the meaning of
"including" to be synonymous with "including but not limited to",
the mere usage of the phrase "including but not limited to" does
not mean that the term "including" means something other than
"including but not limited to".
Determining
[0177] The term "determining" and grammatical variants thereof
(e.g., to determine a price, determining a value, determine an
object which meets a certain criterion) is used in an extremely
broad sense. The term "determining" encompasses a wide variety of
actions and therefore "determining" can include calculating,
computing, processing, deriving, investigating, looking up (e.g.,
looking up in a table, a database or another data structure),
ascertaining and the like. Also, "determining" can include
receiving (e.g., receiving information), accessing (e.g., accessing
data in a memory) and the like. Also, "determining" can include
resolving, selecting, choosing, establishing, and the like.
[0178] The term "determining" does not imply certainty or absolute
precision, and therefore "determining" can include estimating,
extrapolating, predicting, guessing and the like.
[0179] The term "determining" does not imply that mathematical
processing must be performed, and does not imply that numerical
methods must be used, and does not imply that an algorithm or
process is used.
[0180] The term "determining" does not imply that any particular
device must be used. For example, a computer need not necessarily
perform the determining.
Forms of Sentences
[0181] Where a limitation of a first claim would cover one of a
feature as well as more than one of a feature (e.g., a limitation
such as "at least one widget" covers one widget as well as more
than one widget), and where in a second claim that depends on the
first claim, the second claim uses a definite article "the" to
refer to the limitation (e.g., "the widget"), this does not imply
that the first claim covers only one of the feature, and this does
not imply that the second claim covers only one of the feature
(e.g., "the widget" can cover both one widget and more than one
widget).
[0182] When an ordinal number (such as "first", "second", "third"
and so on) is used as an adjective before a term, that ordinal
number is used (unless expressly specified otherwise) merely to
indicate a particular feature, such as to distinguish that
particular feature from another feature that is described by the
same term or by a similar term. For example, a "first widget" may
be so named merely to distinguish it from, e.g., a "second widget".
Thus, the mere usage of the ordinal numbers "first" and "second"
before the term "widget" does not indicate any other relationship
between the two widgets, and likewise does not indicate any other
characteristics of either or both widgets. For example, the mere
usage of the ordinal numbers "first" and "second" before the term
"widget" (1) does not indicate that either widget comes before or
after any other in order or location; (2) does not indicate that
either widget occurs or acts before or after any other in time; and
(3) does not indicate that either widget ranks above or below any
other, as in importance or quality. In addition, the mere usage of
ordinal numbers does not define a numerical limit to the features
identified with the ordinal numbers. For example, the mere usage of
the ordinal numbers "first" and "second" before the term "widget"
does not indicate that there must be no more than two widgets.
[0183] When a single device, article or other product is described
herein, more than one device/article (whether or not they
cooperate) may alternatively be used in place of the single
device/article that is described. Accordingly, the functionality
that is described as being possessed by a device may alternatively
be possessed by more than one device/article (whether or not they
cooperate).
[0184] Similarly, where more than one device, article or other
product is described herein (whether or not they cooperate), a
single device/article may alternatively be used in place of the
more than one device or article that is described. For example, a
plurality of computer-based devices may be substituted with a
single computer-based device. Accordingly, the various
functionality that is described as being possessed by more than one
device or article may alternatively be possessed by a single
device/article.
[0185] The functionality and/or the features of a single device
that is described may be alternatively embodied by one or more
other devices which are described but are not explicitly described
as having such functionality/features. Thus, other embodiments need
not include the described device itself, but rather can include the
one or more other devices which would, in those other embodiments,
have such functionality/features.
Disclosed Examples and Terminology Are Not Limiting
[0186] Neither the Title (set forth at the beginning of the first
page of the present application) nor the Abstract (set forth at the
end of the present application) is to be taken as limiting in any
way as the scope of the disclosed invention(s). An Abstract has
been included in this application merely because an Abstract of not
more than 150 words is required under 37 C.F.R. .sctn. 1.72(b).
[0187] The title of the present application and headings of
sections provided in the present application are for convenience
only, and are not to be taken as limiting the disclosure in any
way.
[0188] Numerous embodiments are described in the present
application, and are presented for illustrative purposes only. The
described embodiments are not, and are not intended to be, limiting
in any sense. The presently disclosed invention(s) are widely
applicable to numerous embodiments, as is readily apparent from the
disclosure. One of ordinary skill in the art will recognize that
the disclosed invention(s) may be practiced with various
modifications and alterations, such as structural, logical,
software, and electrical modifications. Although particular
features of the disclosed invention(s) may be described with
reference to one or more particular embodiments and/or drawings, it
should be understood that such features are not limited to usage in
the one or more particular embodiments or drawings with reference
to which they are described, unless expressly specified
otherwise.
[0189] No embodiment of method steps or product elements described
in the present application constitutes the invention claimed
herein, or is essential to the invention claimed herein, or is
coextensive with the invention claimed herein, except where it is
either expressly stated to be so in this specification or expressly
recited in a claim.
[0190] The preambles of the claims that follow recite purposes,
benefits and possible uses of the claimed invention only and do not
limit the claimed invention.
[0191] The present disclosure is not a literal description of all
embodiments of the invention(s). Also, the present disclosure is
not a listing of features of the invention(s) which must be present
in all embodiments.
[0192] Devices that are described as in communication with each
other need not be in continuous communication with each other,
unless expressly specified otherwise. On the contrary, such devices
need only transmit to each other as necessary or desirable, and may
actually refrain from exchanging data most of the time. For
example, a machine in communication with another machine via the
Internet may not transmit data to the other machine for long period
of time (e.g. weeks at a time). In addition, devices that are in
communication with each other may communicate directly or
indirectly through one or more intermediaries.
[0193] A description of an embodiment with several components or
features does not imply that all or even any of such
components/features are required. On the contrary, a variety of
optional components are described to illustrate the wide variety of
possible embodiments of the present invention(s). Unless otherwise
specified explicitly, no component/feature is essential or
required.
[0194] Although process steps, algorithms or the like may be
described or claimed in a particular sequential order, such
processes may be configured to work in different orders. In other
words, any sequence or order of steps that may be explicitly
described or claimed does not necessarily indicate a requirement
that the steps be performed in that order. The steps of processes
described herein may be performed in any order possible. Further,
some steps may be performed simultaneously despite being described
or implied as occurring non-simultaneously (e.g., because one step
is described after the other step). Moreover, the illustration of a
process by its depiction in a drawing does not imply that the
illustrated process is exclusive of other variations and
modifications thereto, does not imply that the illustrated process
or any of its steps are necessary to the invention(s), and does not
imply that the illustrated process is preferred.
[0195] Although a process may be described as including a plurality
of steps, that does not imply that all or any of the steps are
preferred, essential or required. Various other embodiments within
the scope of the described invention(s) include other processes
that omit some or all of the described steps. Unless otherwise
specified explicitly, no step is essential or required.
[0196] Although a process may be described singly or without
reference to other products or methods, in an embodiment the
process may interact with other products or methods. For example,
such interaction may include linking one business model to another
business model. Such interaction may be provided to enhance the
flexibility or desirability of the process.
[0197] Although a product may be described as including a plurality
of components, aspects, qualities, characteristics and/or features,
that does not indicate that any or all of the plurality are
preferred, essential or required. Various other embodiments within
the scope of the described invention(s) include other products that
omit some or all of the described plurality.
[0198] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are mutually
exclusive, unless expressly specified otherwise. Likewise, an
enumerated list of items (which may or may not be numbered) does
not imply that any or all of the items are comprehensive of any
category, unless expressly specified otherwise. For example, the
enumerated list "a computer, a laptop, a PDA" does not imply that
any or all of the three items of that list are mutually exclusive
and does not imply that any or all of the three items of that list
are comprehensive of any category.
[0199] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are
equivalent to each other or readily substituted for each other.
[0200] All embodiments are illustrative, and do not imply that the
invention or any embodiments were made or performed, as the case
may be.
Computing
[0201] It will be readily apparent to one of ordinary skill in the
art that the various processes described herein may be implemented
by, e.g., appropriately programmed general purpose computers,
special purpose computers and computing devices. Typically a
processor (e.g., one or more microprocessors, one or more
microcontrollers, one or more digital signal processors) will
receive instructions (e.g., from a memory or like device), and
execute those instructions, thereby performing one or more
processes defined by those instructions. Instructions may be
embodied in, e.g., one or more computer programs, one or more
scripts.
[0202] A "processor" means one or more microprocessors, central
processing units (CPUs), computing devices, microcontrollers,
digital signal processors, or like devices or any combination
thereof, regardless of the architecture (e.g., chip-level
multiprocessing/multi-core, RISC, CISC, Microprocessor without
Interlocked Pipeline Stages, pipelining configuration, simultaneous
multithreading).
[0203] Thus a description of a process is likewise a description of
an apparatus for performing the process. The apparatus that
performs the process can include, e.g., a processor and those input
devices and output devices that are appropriate to perform the
process.
[0204] Further, programs that implement such methods (as well as
other types of data) may be stored and transmitted using a variety
of media (e.g., computer readable media) in a number of manners. In
some embodiments, hard-wired circuitry or custom hardware may be
used in place of, or in combination with, some or all of the
software instructions that can implement the processes of various
embodiments. Thus, various combinations of hardware and software
may be used instead of software only.
[0205] The term "computer-readable medium" refers to any medium, a
plurality of the same, or a combination of different media, that
participate in providing data (e.g., instructions, data structures)
which may be read by a computer, a processor or a like device. Such
a medium may take many forms, including but not limited to,
non-volatile media, volatile media, and transmission media.
Non-volatile media include, for example, optical or magnetic disks
and other persistent memory. Volatile media include dynamic random
access memory (DRAM), which typically constitutes the main memory.
Transmission media include coaxial cables, copper wire and fiber
optics, including the wires that comprise a system bus coupled to
the processor. Transmission media may include or convey acoustic
waves, light waves and electromagnetic emissions, such as those
generated during radio frequency (RF) and infrared (IR) data
communications. Common forms of computer-readable media include,
for example, a floppy disk, a flexible disk, hard disk, magnetic
tape, any other magnetic medium, a CD-ROM, DVD, any other optical
medium, punch cards, paper tape, any other physical medium with
patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any
other memory chip or cartridge, a carrier wave as described
hereinafter, or any other medium from which a computer can
read.
[0206] Various forms of computer readable media may be involved in
carrying data (e.g. sequences of instructions) to a processor. For
example, data may be (i) delivered from RAM to a processor; (ii)
carried over a wireless transmission medium; (iii) formatted and/or
transmitted according to numerous formats, standards or protocols,
such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.quadrature.,
and TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure
privacy or prevent fraud in any of a variety of ways well known in
the art.
[0207] Thus a description of a process is likewise a description of
a computer-readable medium storing a program for performing the
process. The computer-readable medium can store (in any appropriate
format) those program elements which are appropriate to perform the
method.
[0208] Just as the description of various steps in a process does
not indicate that all the described steps are required, embodiments
of an apparatus include a computer/computing device operable to
perform some (but not necessarily all) of the described
process.
[0209] Likewise, just as the description of various steps in a
process does not indicate that all the described steps are
required, embodiments of a computer-readable medium storing a
program or data structure include a computer-readable medium
storing a program that, when executed, can cause a processor to
perform some (but not necessarily all) of the described
process.
[0210] Where databases are described, it will be understood by one
of ordinary skill in the art that (i) alternative database
structures to those described may be readily employed, and (ii)
other memory structures besides databases may be readily employed.
Any illustrations or descriptions of any sample databases presented
herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by, e.g., tables illustrated in drawings or
elsewhere. Similarly, any illustrated entries of the databases
represent exemplary information only; one of ordinary skill in the
art will understand that the number and content of the entries can
be different from those described herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) could be used to store and manipulate the data types
described herein. Likewise, object methods or behaviors of a
database can be used to implement various processes, such as the
described herein. In addition, the databases may, in a known
manner, be stored locally or remotely from a device which accesses
data in such a database.
[0211] Various embodiments can be configured to work in a network
environment including a computer that is in communication (e.g.,
via a communications network) with one or more devices. The
computer may communicate with the devices directly or indirectly,
via any wired or wireless medium (e.g. the Internet, LAN, WAN or
Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service
providers, bulletin board systems, a satellite communications link,
a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0212] In an embodiment, a server computer or centralized authority
may not be necessary or desirable. For example, the present
invention may, in an embodiment, be practiced on one or more
devices without a central authority. In such an embodiment, any
functions described herein as performed by the server computer or
data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
[0213] Where a process is described, in an embodiment the process
may operate without any user intervention. In another embodiment,
the process includes some human intervention (e.g., a step is
performed by or with the assistance of a human).
Continuing Applications
[0214] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in the present application, but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of the present application.
[0215] Applicants intend to file additional applications to pursue
patents for subject matter that has been disclosed and enabled but
not claimed in the present application.
U.S.C. .sctn. 112, paragraph 6
[0216] In a claim, a limitation of the claim which includes the
phrase "means for" or the phrase "step for" means that 35 U.S.C.
.sctn. 112, paragraph 6, applies to that limitation.
[0217] In a claim, a limitation of the claim which does not include
the phrase "means for" or the phrase "step for" means that 35
U.S.C. .sctn. 112, paragraph 6 does not apply to that limitation,
regardless of whether that limitation recites a function without
recitation of structure, material or acts for performing that
function. For example, in a claim, the mere use of the phrase "step
of" or the phrase "steps of" in referring to one or more steps of
the claim or of another claim does not mean that 35 U.S.C. .sctn.
112, paragraph 6, applies to that step(s).
[0218] With respect to a means or a step for performing a specified
function in accordance with 35 U.S.C. .sctn. 112, paragraph 6, the
corresponding structure, material or acts described in the
specification, and equivalents thereof, may perform additional
functions as well as the specified function.
[0219] Computers, processors, computing devices and like products
are structures that can perform a wide variety of functions. Such
products can be operable to perform a specified function by
executing one or more programs, such as a program stored in a
memory device of that product or in a memory device which that
product accesses. Unless expressly specified otherwise, such a
program need not be based on any particular algorithm, such as any
particular algorithm that might be disclosed in the present
application. It is well known to one of ordinary skill in the art
that a specified function may be implemented via different
algorithms, and any of a number of different algorithms would be a
mere design choice for carrying out the specified function.
[0220] Therefore, with respect to a means or a step for performing
a specified function in accordance with 35 U.S.C. .sctn. 112,
paragraph 6, structure corresponding to a specified function
includes any product programmed to perform the specified function.
Such structure includes programmed products which perform the
function, regardless of whether such product is programmed with (i)
a disclosed algorithm for performing the function, (ii) an
algorithm that is similar to a disclosed algorithm, or (iii) a
different algorithm for performing the function.
[0221] Where there is recited a means for performing a function
that is a method, one structure for performing this method includes
a computing device (e.g., a general purpose computer) that is
programmed and/or configured with appropriate hardware to perform
that function. Also includes a computing device (e.g., a general
purpose computer) that is programmed and/or configured with
appropriate hardware to perform that function via other algorithms
as would be understood by one of ordinary skill in the art.
Disclaimer
[0222] Numerous references to a particular embodiment does not
indicate a disclaimer or disavowal of additional, different
embodiments, and similarly references to the description of
embodiments which all include a particular feature does not
indicate a disclaimer or disavowal of embodiments which do not
include that particular feature. A clear disclaimer or disavowal in
the present application shall be prefaced by the phrase "does not
include" or by the phrase "cannot perform".
Incorporation By Reference
[0223] Any patent, patent application or other document referred to
herein is incorporated by reference into this patent application as
part of the present disclosure, but only for purposes of written
description in accordance with 35 U.S.C. .sctn. 112, paragraph 1
and enablement in accordance with 35 U.S.C. .sctn. 112, paragraph
1, and should in no way be used to limit, define, or otherwise
construe any term of the present application where the present
application, without such incorporation by reference, would not
have failed to provide an ascertainable meaning, but rather would
have allowed an ascertainable meaning for such term to be provided.
Thus, the person of ordinary skill in the art need not have been in
any way limited by any embodiments provided in the reference
[0224] Any incorporation by reference does not, in and of itself,
imply any endorsement of, ratification of or acquiescence in any
statements, opinions, arguments or characterizations contained in
any incorporated patent, patent application or other document,
unless explicitly specified otherwise in this patent
application.
Prosecution History
[0225] In interpreting the present application (which includes the
claims), one of ordinary skill in the art shall refer to the
prosecution history of the present application, but not to the
prosecution history of any other patent or patent application,
regardless of whether there are other patent applications that are
considered related to the present application, and regardless of
whether there are other patent applications that share a claim of
priority with the present application.
Various Embodiments
Game in the Different Environments
[0226] In various embodiments, a gaming system provides a platform
for rapid play of card games, for maintenance of proper odds in
games, for more easy viewing of the gaming experience by a player,
for remote playing by a player, for allowing players to play each
other when the players are not near each other, and for other
benefits.
[0227] In various embodiments, a computerized gaming system
manipulates electronic representations of cards. The gaming system
may randomly determine an order of cards, using e.g., pseudo random
algorithms. The gaming system may then deal cards to one or more
players by sequentially dealing the cards to one or more players
and/or to a house or dealer. Depending on the game, players may
make one or more bets. Bets may be keyed in using any of a number
of possible interfaces, such as buttons, touch screens, computer
mice, trackballs, and so on. Depending on the game, players may
make one or more decisions in a game, including decisions
concerning whether to be dealt another card, whether to fold,
whether to split their hands, or whether to make any other
appropriate decision. Players may make decisions using any number
of interfaces, such as using computer mice, buttons, touch screens,
trackballs, or any other interfaces.
[0228] In various embodiments, a computer system reshuffles cards
after each game, or after a small number of games. The reshuffling
may be performed electronically, and so may occur near
instantaneously. This may save time over a shuffling process that
would be performed with a physical deck of cards.
[0229] Reshuffling a deck of cards after each game may ensure that
odds in each game remain constant or relatively constant. For
example, if cards are reshuffled after every game, then counting
strategies used in blackjack or other card games may be rendered
less effective or completely ineffective.
[0230] In various embodiments, cards numbered 1 through 6, or
equivalently labeled, for example are used to play a game of craps
or to play another dice game. For example, in a game of craps, a
"roll" is simulated with the deal of two cards. As will be
appreciated, each roll of the dice is considered to be an
independent, random event. However, with a deck of cards used to
conduct a game of dice, one could in principle make a prediction as
to the next deal based on previous cards dealt. This is because
each card dealt alters the composition of the remaining deck by
depleting the deck of one card, now known.
[0231] A computerized system according to various embodiments may
allow games using cards to more closely simulate games using dice.
The computerized system may do this, in some embodiments, by
frequently reshuffling electronic decks, so that new cards dealt
are independent of prior cards dealt, just as new rolls of dice
would be independent of prior rolls of dice.
Infinite Deck of Cards
[0232] A computerized system may also simulate an infinite deck or
a very large deck of cards. An infinite deck or very large deck may
be impractical with respect to a physical deck of cards. To
simulate an infinite deck of cards, a computer system may deal a
randomly chosen card when required. However, after each card is
dealt, the computer may make no change to its selection process,
e.g., the computer may make no assumptions that a deck of remaining
cards has been depleted. Thus, the computer may, on the next card,
deal the exact same card that it had previously dealt. As will be
appreciated, there may be other ways of simulating an infinite
deck. When an infinite deck is used, the odds of certain cards
being dealt do not depend on what cards have previously been dealt.
Thus, an infinite deck may be used to closely simulate a game of
dice.
Magnification
[0233] A computer system for playing card games according to
various embodiments, features a zoom or magnification option. A
player can press a button to increase the size of cards displayed
on his screen. The player may further touch particular cards on a
touch screen, or otherwise indicate such cards. The cards that a
player has indicated may expand in terms of their display size on a
display screen, so that they are more easily visible to a player.
The player may also reduce the size of cards or other items
displayed, e.g., so as to increase his field of the game. For
example, where a player is playing against multiple opponents, the
player may shrink the view of an individual opponent's cards so as
to be able to see all opponents' cards at once on the same display
screen.
[0234] In various embodiments, a game may be played at a physical
gaming table. The table may include a felt tabletop with markings,
chip racks, seats, positions for players and positions for dealers.
However, some players at the table may be visually challenged and
unable to see cards, bets, or other items at the table. According
to some embodiments, a camera or other imaging device may capture
an image of the table. The image may be displayed on a monitor or
other display screen proximate to the player. The player may be
able to change the magnification of the image by zooming in or
zooming out. Thus, a visually impaired player may still be able to
follow the action at a table my referring to a display screen where
he can magnify an image of the display screen.
Simultaneity
[0235] In various embodiments, a computer system is designed to
allow simultaneous actions or decisions by players in a game. In
some embodiments, players compete against one another in a card
game using the rules of blackjack, for example. Players bet and
raise each other by putting money into a pot. The winning player is
the player who has a hand with the point total closest to 21
without exceeding 21. In some embodiments, games can be played with
different maximum point totals, e.g., with 22 as a maximum point
total. In any event, in such a game, a first player may derive an
advantage by delaying a decision to hit or stand until he has seen
whether or not another player has chosen to hit or stand. Thus, to
prevent any one player from deriving an advantage, game rules may
dictate that all players in game should make a particular decision
(e.g., a hitstand decision) simultaneously, or at least without
knowledge of other players' hit stand decisions.
[0236] In various embodiments, a computer system may receive
decisions from multiple players in a game. As the computer system
receives each decision, the computer system may store the decision
in a computer memory. The computer may track how many player
decisions have been received. When all player decisions have been
received, the computer system may reveal all decisions to all
players, such as by showing the words "hit" or "stand" on a diagram
representing player positions at a virtual table and/or by showing
the actual cards.
[0237] In various embodiments, each player in a game may be
prompted to make a decision in turn with the decision not being
made known or only partially known to other players. For example, a
player may make a hit decision, with the resulting card being shown
only to that player. Alternatively, the player may make the hit
decision, with the resulting card being shown only to that player
but with other players receiving an indication of the decision. In
either case, another player may then be prompted to make a hit
decision, either having no or only limited knowledge of the
pervious hit decision (i.e., when an indication of the decision was
at least provided). At some later time, such as at the end of the
game, for example, all cards may then be made visible to all
players.
[0238] In a similar fashion, in various embodiments a computer
system may allow simultaneous bets to be placed. For example, all
players in a game may simultaneously make the decision to bet or
not and when all player decisions have been received, reveal all
decisions/bet amounts to all players. Thereafter, a player(s) that
entered a lesser amount than another may be prompted to fold or
enter an additional bet such that all players have entered an equal
amount, for example. In this way, no one player can gain an
advantage by watching others bet before making his decision to
bet.
People Don't Touch Cards
[0239] In traditional games of blackjack, it may not be desirable
to allow players to touch cards. When players touch cards, there is
a risk that the players will mark the cards or even replace the
cards with card that are more to their benefit. In traditional
games of blackjack, cards are dealt face up, so there is no
particular need for a player to touch a card, because the player
can see everything he needs to know about the card without touching
it. However, if cards were dealt face down, a player may be unable
to see the card without touching it.
[0240] Computer systems according to various embodiments allow
certain cards to be visible only to an individual player, and not
his opponents, while still making it unnecessary for a player to
touch his cards. A computer system according to various embodiments
allows players to play blackjack against one another, for example.
Each player is dealt at least one card which he is privileged to
know, but which no other player knows. The system allows players to
play at remote devices, terminals, computers, mobile gaming
devices, or other interfaces. Since the players are separate from
one another, cards can be displayed on a first player's terminal
without risk that the cards would be visible to other players. A
given player's terminal may display some of the cards belonging to
other players, but not all cards belonging to other players. For
example, in a game of blackjack, each player may begin with a hand
in which one card is private (visible only to that player) and in
which one card is public (visible to all players) and/or may
receive a hit that is kept private (visible only to that player) or
public (visible to all players). At some later time, such as at the
end of the game, for example, all cards may then be made visible to
all players.
[0241] Interface screens used with the computer system may thus
display cards for players to see privately, without the necessity
of players touching cards.
[0242] In some embodiments, a physical table, such as a blackjack
table, may include display screens. However, the screens may be
viewable from only a very narrow viewing range, e.g., due to
barriers placed along the sides of the display screen.
[0243] Such screens may also allow players to privately view cards
without the necessity of having them touch cards.
[0244] In various embodiments, any device that includes a display
(e.g., a mobile gaming device; e.g., a slot machine; e.g., a
personal computer) may display some or all cards dealt in a game.
For example, a mobile gaming device may display not only the cards
dealt to a particular player, but may also display cards dealt to
all other players. For instance, in the early phases of a game, a
player may be able to see only the cards in his own hand. However,
at the end of a game, a central server may transmit to all player
devices an indication of all cards that had been dealt to all
players in the game. Each player device may then display the cards
of every player in the game. In this way, a player may be able to
verify for himself why he won or why he lost, since he may be able
to compare the value of his hand with the value of the other
players' hands.
Table without Walls
[0245] A traditional craps table has one or more walls or barriers.
The dice can be thrown against the wall to ensure the randomness of
the throw. The wall further prevents the dice from escaping the
confines of the table surface. In various embodiments, a game of
craps, or another dice game is played at a table without walls
and/or without confinement of any kind. Cards are used at the table
in place of dice. Cards are dealt from a deck consisting of only
cards numbered 1 through 6. Since the cards are not thrown like
dice, confinement for cards may be unnecessary. Therefore, various
embodiments may include a table for craps without walls. The table
may include standard felt markings, such as areas for a pass line
bet, a come bet, a don't pass bet, odds bets, and other standard
areas. However, the table may lack walls.
Mobile Gaming
[0246] In various embodiments, players may play blackjack versus
one another using a mobile gaming devices. Players may each carry a
handheld gaming device (i.e., mobile gaming device). Each mobile
gaming device may be in communication with a central server. A
player may use his mobile gaming device to enter decisions in a
game. Decisions may include indications of amounts to bet,
indications of whether to hit or stand, etc. A mobile gaming device
may have buttons corresponding to one or more possible decisions.
For example, there may be a "hit" button, "stand" button, a "double
down" button, and other buttons appropriate to blackjack. The
mobile gaming device may transmit the decisions made by players to
the central server. The central server may shuffle cards using an
electronic shuffling algorithm. The central server may use other
algorithms for determining what cards should be dealt to what
players. The central server may then transmit to each mobile gaming
device an indication of cards that have been dealt. At the end of
the game, the central server may reference a set of game rules
(e.g., game rules that are stored in computer memory), in order to
determine a game winner. The central server may then provide an
indication to each participating player of the game winner. The
central server may also reveal hidden cards for one or more
players, and transmit an indication of such cards to other
players.
[0247] The central server may maintain an account associated with a
player. The account may comprise one or more records stored in a
database. The records may be stored in computer memory. A player
account may include information, such as a name of a player, an
address of a player, any other identifying information about a
player, and/or any other information about a player. The account
may further include information about a monetary balance, a balance
of casino credits, or any other balance of value. Thus, the account
may store a record of how much money belongs to a player. In
various embodiments, when a player indicates a bet or wager, such
as at a mobile gaming device, the server may deduct the amount of
the bet or wager from the player's account. In various embodiments,
when the player wins money, the money won may be added back to the
player's account.
[0248] In various embodiments, a player device, such as a mobile
gaming device, personal computer, standalone slot machine, or other
device, may prompt a player to take an action in a game. For
example, a mobile gaming device may display text prompting the
player to either hit or stand in a game of blackjack. A player
device may prompt a player to make a bet. For example, a player
device may prompt a player to decide whether to bet the pass-line
or the don't-pass-line in a game of craps. As another example, a
player device may prompt a player to decide how much to bet in a
game. A central server may initiate prompt messages, and transmit
such messages to a player device, at which time the player devices
may display the prompts. In some embodiments, a player device may
initiate prompts, e.g., when logic stored within the device
determines that a prompt must be shown to encourage a player to
take action and move a game along.
[0249] In various embodiments, a player may play craps or another
dice game using a mobile gaming device. The mobile gaming device
may present cards to a player in place of dice. The cards may be
numbered 1-6. On a given roll, the central server may determine two
cards from a randomly shuffled deck of cards. The central server
may then transmit an indication of such cards to the mobile gaming
device of the player. The player may indicate bets through the
mobile gaming device. The player may press a button on the mobile
gaming device indicating a desire to make a new roll (e.g., in the
event that a game has not ended).
Motion Control
[0250] In various embodiments, a mobile gaming device may include
one or more motion sensors. For example, the mobile gaming device
may include an accelerometer or gyroscope. The mobile gaming device
may include one or more location or positioning devices, such as a
Global Positioning System sensor. Logic contained within the mobile
gaming device or within the server may differentiate position
sensor readings in order to detect motion.
[0251] A player may move the mobile gaming device in order to
indicate decision in a game. Sensors within the mobile gaming
device may pick up the motion of the mobile gaming device. Logic
within the mobile gaming device or within the central server may
interpret the motions as commands to be used in a game. The motions
may be interpreted as commands to make a bet, to bet a certain
amount, to raise, to fold, to call, to check, to hit, to stand, to
double down, to bet the pass-line, to bet don't pass, or to make
any other type of bet in any game, or to take any other action in
any game.
Blackjack Motion Control
[0252] In various embodiments, a player may use a mobile gaming
device to play in a game of blackjack. In various embodiments, the
player may compete against other players. In traditional games of
blackjack, a player might indicate a decision with a tapping
motion. For example, in traditional games of blackjack the player
may tap the table twice in order to indicate a decision to hit. In
various embodiments, a player using a mobile gaming device to play
blackjack may shake the mobile gaming device twice in an
up-and-down motion.
Card Dice Motion Control
[0253] In various embodiments, a player may make a motion with a
mobile gaming device as if he is rolling the dice. For example, the
player may shake the mobile gaming device from side to side as if
he is cradling dice in his hands and rolling them around in his
hands. Then, the player may make a large sweeping motion with the
mobile gaming device as if actually rolling dice onto a table. The
mobile gaming device may deal one or more cards (e.g., from a deck
of cards numbered 1-6) upon detecting the player's sweeping
motion.
Internet
[0254] In various embodiments, players may participate in games
over a network. Thus, in various embodiments, a computer system may
include a central server in communication over a network with one
or more player devices. Player devices may include mobile gaming
device, personal computers, slot machines, or other devices. The
network may be a wireless network or a wired network. The network
may be the Internet. In various embodiments, players may
participate in games via personal computers while communicating
over the Internet with the central server. As with mobile gaming
devices, the central server may receive commands and instructions
from player devices, may determine cards dealt, may calculate
winners and losers, and may credit and debit player accounts as
appropriate.
Standalone Slot Machine.
[0255] In various embodiments, a player may participate in a game,
such as a game of blackjack or a game of dice using cards in place
of dice, at a standalone gaming device. A standalone gaming device
may include a fixed device, such as a slot machine, video poker
machine, video keno machine, bingo machine, or other device. The
gaming device may be networked to other gaming devices. For
example, a number of gaming devices may be linked to the same
central server. Thus, as with mobile gaming device and personal
computers, a central server may facilitate gaming competition among
players at different standalone devices.
[0256] In some embodiments, a player may play a game of blackjack
according to various embodiments by himself at a standalone gaming
device. The gaming device may simulate "virtual players" who are in
competition with the player. Thus, the real, or human player may
play against e.g., six virtual players in a game of blackjack. Each
of the real and virtual players may make bets and make decisions in
the game. The winner may be determined based on which of the
players is closest to 21 without having folded and without having
exceeded 21. If it is the real player who has won, then the amount
in the pot may be credited to the real player's account, paid out
in cash to the player, or otherwise provided to the player. If it
is a virtual player who has won, then the house may keep any money
from the pot.
[0257] A player may play dice games at a standalone device. The
standalone device may deal cards that are numbered 1-6, so as to
simulate rolls of dice. The player may win or lose according the
rules of the applicable dice game, e.g., craps.
Deck Sorting Device
[0258] In various embodiments, a deck with only cards 1-6 may be
formed from another deck, such as from a standard 52 card deck or
such as from a plurality of such decks. The card deck may be formed
using a card sorter. According to some embodiments, in operation,
the card sorter may receive a deck containing the cards 1-6 as well
as other cards, (e.g., 7, 8, 9, 10, J, Q, K). The card sorter may
form two decks from this. The first deck may include cards numbered
1-6, and the second deck may contain all other cards. The two decks
may be separated, such as into two different stacks or heaps of
cards.
[0259] A card sorter may include an optical reader or scanner for
reading card faces. The card sorter may further include a processor
and memory. The processor and memory may be formed from
semiconductors or from any other materials. The processor may be a
standard Intel processor, or any other processor.
Non-Computer Embodiments
[0260] In various embodiments, where applicable, embodiments
described herein may also be practiced without a computer system.
For example, players may play blackjack against one another using
physical cards and physical chips for betting. Players may also
play craps or other dice games using a physical deck of cards,
where such cards have been numbered 1-6.
[0261] In general, like reference numerals in different figures do
not necessarily refer to the same item. Reference numerals below,
until otherwise specified, refer only to FIGS. 1 through 21.
Architecture of a System According to Various Embodiments
[0262] Referring to FIG. 1, there is shown a block diagram of
interactive gaming system A10 according to various embodiments.
System A10 comprises controller A12 and a plurality of gaming
devices or machines G.sub.1, G.sub.2, G.sub.3, . . . G.sub.N
(collectively referred to herein as "gaming machines A14"). Each
gaming machine A14 has a wagering game that such as a
multi-spinning reel type wagering game, e.g. video slot machines.
Each gaming machine A14 includes at least one display screen for
viewing the player's results as well as other player's results. If
the wagering game is a video slot machine, then the display screen
can be used to view the wagering game. Controller A12 is linked to
and controls gaming machines A14. Controller A12 includes central
processing unit ("CPU") A16, random access memory A18,
read-only-memory A20, programmable interface circuitry A22, display
A24, user interface A26, random number generator A28, and one or
more servers S.sub.1, S.sub.2, S.sub.3, . . . S.sub.M (collectively
referred to herein as "servers" A30. Each server A30 is assigned to
handle a specific number of gaming machines A14. Interface
circuitry A22 includes multiplexing circuitry. However, it is to be
understood that this multiplexing circuitry can be replaced with
address/data bus and suitable decoders within each gaming machine
A14. System A10 further includes communication links A32.
Communication links A32 electronically link controller A12 with
gaming machines A14. Random number generator A28 is in
communication with and controls gaming machines A14, via interface
circuitry A22, such that gaming machines A14 have totally
impartial, random outputs as a function of stimuli provided by
random number generator A28. Each of the gaming machines A14 are
provided with an enabling means such as a push button, joy stick,
video-game pad arm or "touch screen" to activate and thus play the
wagering game.
[0263] Referring to FIG. 1, programmable interface circuitry A22
may be programmed to effect data communication between gaming
machines A14 and controller A12 when machines A14 and controller
A12 are arranged in different configurations. In various
embodiments, controller A12 is located in one particular location
and each gaming machine A14 is located at an internet location. In
another embodiment, controller A12 and gaming machines A14 are
located in the same physical location, e.g. within the same casino.
When each gaming machine A14 is located at an internet location,
each gaming machine A14 generally comprises the player's personal
computer and the appropriate software. In various embodiments, the
player downloads software made available on the internet by servers
A30. The software enables the player to communicate with controller
A12 and to play the wagering game and the desired theme game.
[0264] When system A10 is configured such that gaming machines A14
are located at remote sites that are linked to the internet, the
display screen of each player's personal computer is programmed to
initially display the interior of a casino. The player can scroll
using the keyboard or mouse to "move about the casino". In one
embodiment, the player's personal computer and software are
configured to provide "sounds" of a typical casino environment. The
"casino" displayed on the display screen includes a plurality of
groups or banks of slot machines. Each group of slot machines is
associated with a particular theme game. Indicia are provided to
identify which group of slot machines is associated with a
particular theme game. Each slot machine is associated with an icon
representing a chair or stool. When the player decides to play a
slot machine that is associated with a particular theme game, he or
she uses a computer mouse to "click" on the "chair icon" in front
of a slot machine that is part of the bank of gaming machine
associated with the desired theme game. System A10 then "tags" that
particular chair with the player's name or alias that he or she
uses on-line. The pre-programmed computer then provides a
particular screen configuration that corresponds to the selected
theme game. This is discussed in detail below.
[0265] System A10 can be controlled by a software program that
effects implementation of the steps of the processes according to
various embodiments. Thus, it is to be understood that system A10
can have any one of a variety of configurations, as described
above, and that interface circuitry A22 can be configured by CPU
A16 to handle data transfer between controller A12 and gaming
machines A14 in a manner that is compatible with any of the
particular configurations discussed above. It is also to be
understood that controller A12, as described above, is just one
example of a suitable controller and that other suitable controller
architecture can also be used.
[0266] Gaming system A10, according to various embodiments, can be
played by one or more players. Some of the theme games are
configured so that a plurality of players playing at a particular
bank of gaming machines can play as a group. If a group of players
are playing gaming system A10, the group of players are referred to
as a "Group". In some embodiments, games may be configured in
manner such that the players play against each other instead as a
group. In various embodiments, the system allows all players to
communicate with one another via e-mail while simultaneously
playing the wagering games.
Remote Participation in a Live Casino Game
[0267] Various embodiments pertain to the playing of casino table
type games such as roulette, dice and cards, from remote locations
while viewing actual games being played at a casino or similar
location.
[0268] One of the games played in a casino is roulette. This game
is played at a table around which a number of players sit or stand
and bet by placing chips on a betting grid of numbers in blocks,
intersections of blocks, black and red plays and odd and even
number selections. A wheel is spun and a ball falls into a numbered
pocket as the wheel stops thereby determining the winner of the
game who is paid off at various odds depending upon the type of bet
placed. Such a game is played at casinos throughout the world.
There is usually a considerable amount of interest and excitement
around the table as the game is played.
[0269] The game of roulette is also played via the Internet. Here
there is a computer generated simulation of the roulette table
betting grid and spinning wheel. This type of game originates from
any location capable of housing the computer and having the
necessary telecommunication connections. The player can play the
game for fun only or make wagers over the Internet such as by
establishing and using a credit card account. The Internet and
other telecommunication media may permit playing roulette from any
location in the world having the necessary equipment.
[0270] A similar situation exists with other casino table games
such as blackjack, dice and baccarat. In each of these games
players place bets on a table and there is player interaction as
the game is played as well as reaction in the crowd watching.
[0271] In various embodiments, a player establishes an information
link with a casino from an interface station including a video
monitor and keypad. In response to the player's entry of financial
account information, the casino establishes an information line
with the player's financial institution. The casino assigns the
player to a gaming table at which a "live" game is occurring,
transmitting all images of game play and instructions to the
player. The player transmits bet and game play information to the
casino. Because of the open line between the casino and player's
financial institution, bets are checked, winnings paid, and losses
debited.
[0272] Various embodiments include a system and method for playing
a roulette game in an interactive manner at a site remote from the
actual casino table while still having a view of and experiencing
the live casino action where the game is being played. In
accordance with various embodiments a camera follows a game that is
being played at a roulette table in a casino. A microphone can also
pick up the sound of the players at the table and the game
play.
[0273] In some embodiments, terminals are provided at various
locations in the casino remote from the table. The terminals are
connected to a distribution device that provides the necessary
communication between the players at the remote terminals and the
game being played at the casino table.
[0274] A remote terminal accepts cash or credit cards to set up an
account for the player. The remote terminal displays a picture
(video) of the actual casino table where the game is being played.
The remote terminal also contains its own computer (microprocessor)
that has various functions. Among these are the generation and
display of an electronic representation of the table betting grid,
this display also having a touch type keypad in some embodiments.
The player at the terminal uses the keypad and electronically
places a bet on the computer representation of the table betting
grid under the casino (house) roulette rules in the normal manner.
He also uses the touchpad to select the amount of the bet to be
placed. The remote terminal microprocessor is programmed with the
required information of odds to pay off when the player makes a
winning bet.
[0275] At the casino table the croupier conducts the game in the
normal manner. At a given time, normally just before or when the
ball is placed in the spinning wheel, no more bets are accepted.
This is signaled to the computers at the remote terminals which
locks out the players at these terminals from placing any more
bets. The players at the remote terminals can watch the actual game
play at the casino table and the reactions of the players. When the
ball drops in the wheel pocket and the game at the casino is
finished, the player sees the winning number result. The result
also is also made available electronically at the remote
terminals.
[0276] In various embodiments, the remote terminal microprocessor
maintains the terminal player account balance information. Upon the
result of the game winning number being transmitted to the remote
terminal, the terminal microprocessor make a calculation against
the bet made. If the bet was a loss, then the amount of the bet is
subtracted from the player's account. If the bet was a win, the
amount of the win is calculated at the usual casino odds, or at
some other odds as set, and the appropriate amount of the win is
credited to the player's account.
[0277] Various embodiments pertain to players who are not at the
casino and, effectively, can be located anywhere in the world.
Here, the game being played at the casino is followed by the camera
and the picture of the game play and results are transmitted via
telecommunications to remote locations. The transmission mode can
be the Internet, satellite or other wired or wireless communication
system, to players who play the roulette games using devices such
as personal computers or modalities such as a TV set connected to
the Internet with control boxes such as offered by WEBTV or AOLTV.
The devices can be either of stationary type or of the portable
type which can communicate by wireless. A program can be installed
in or downloaded to the remote player's device that has the
features of the previously described casino remote terminal, such
as betting odds calculation, generation and display of a betting
grid, placing a bet on the grid, etc.
[0278] In the remote player embodiments, the game being played at
the casino may be viewed and the game play sounds heard by the
player at the remote location. The player maintains an account
preferably at his own device that can have access to a central
computer such as at a bank or credit card company in communication
with the player's device. The player follows the table game by
viewing the transmission from the camera. When a game is completed
at the casino the result is transmitted and the player's computer
makes the necessary win and loss calculations based upon the result
of the game and this is entered in the player's account at his
device.
[0279] In some embodiments, a player who is not at the casino table
experiences the actual table play and crowd response and is able to
make wagers without having to be physically present at the game
table in the casino. The results of a bet are computed at the
location of the player and the player is presented with a running
total of his account so he can see the results of his wager and
monitor the amount wagered.
[0280] Various embodiments pertain to games played at a table such
as blackjack, dice, baccarat and similar games.
[0281] Various embodiments may allow players to play roulette and
other casino table type games at remote locations while following
an actual game that is being played at a casino table and using the
results of the casino game to determine betting results.
[0282] Various embodiments provide a system and method for playing
roulette and other casino table type games in which a player at a
terminal or other device remote from a game played at a casino game
table follows the game at the casino table, in which the player
uses a computer located at the terminal or device to place bets,
and in which computations are made of the winnings and losses as
the actual game is played.
[0283] Various embodiments provide a method and system for viewing
a roulette or other table game played at a casino from a remote
location from which bets are made and wins and losses are adjusted
against an account balance of the remote player.
[0284] FIG. 2 shows a conventional roulette table B10 that is in
common use at a casino. While various embodiments are described
relative to a roulette table its principles are applicable to other
table games such as blackjack, dice and baccarat. The table has the
usual wheel B12 that is manually spun by a croupier into which a
ball B11 is dropped at the beginning of the game. The ball B11 is
usually placed in a tray B11a during the time it is not in use. A
betting grid B13 is on the table, the grid containing the usual
format of squares or rectangles with a number in each and other bet
areas such as odd/even number, and red/black. A number of players
stand or sit around the table. A player makes a bet by placing one
or more chips of a given denomination on a number, intersection of
corners, on red/black, etc.
[0285] Shown located above the table is a video camera B14, such as
a video camera that is of the full color type. The camera B14 can
be hidden, as are many cameras in a casino used for surveillance
purposes, or can be a stand alone visible type if, for example, the
presence of the remote play feature is to be advertised. The camera
field of view may be limited to the hands of the players as they
place bets on the table and may not show the faces of the players.
This may be done to maintain privacy. A microphone B16 is also
placed adjacent the table to pick up the "crowd noise" of the
players. The microphone can be directional to pick up the sound of
the spinning wheel and ball.
[0286] The output cable B16 of the camera B14 and the output cable
B17 of the microphone B15 are shown. These are connected to a
distribution device B20 at a suitable location that includes the
type of broadcast facility that is to be used for the system. For
example, if the game is to be used only with remote terminals at
the casino, then there would be a type of a closed circuit TV
system. If the camera and audio output is to be broadcast over the
Internet, then there would be a suitable transmitter such as by
"streaming video" and "streaming audio". If broadcast is to be by
satellite then there would be communication such as by digital
transmission.
[0287] Also associated with the table B10 is a control box B18.
This is to be used to indicate specific events of a game during its
play, such as start of a game and the close of betting for a game,
that is, betting status signals. The control box B18 can be
actuated in a suitable manner, such as manually actuated by the
croupier, voice actuated and actuated at a remote location such as
by an operator at a central location that monitors play at a table.
In some embodiments, the control box B18 can be associated with
physical devices such as, for example, a tray T in which the game
ball B is placed and which has a micro switch or other type of
sensor. Placing the ball in the tray triggers a signal that
indicates the start of betting for a new game and removing the ball
from the tray to place it in the wheel triggers a signal that the
betting for the game is terminated. The close of betting also can
be indicated by a motion detector or the video camera each for
sensing start of spinning of the wheel and opening of betting for a
new game by sensing the wheel stopping its rotation. These betting
status signals are transmitted via the distribution device B20 to
the remote terminals.
[0288] FIG. 3 shows a remote terminal B40 for use at a casino or
other location. The terminal B40 has an input section B39 that
receives the video and data signals originating from the table.
Terminal B40 includes a video display B42 which receives the video
pictures of the table B10 action broadcast from the casino camera
B14. There is also an audio module B46 that has a speaker and
suitable volume control to play the sounds picked up from the
casino table by the microphone and other audio information, as
described below. The picture of the game being played at the table
and the table sound are features that add to more realism for the
player who is playing the game remote from the casino table.
[0289] Terminal B40 also includes a computer module B48 which has a
microprocessor and a memory. The computer module preferably is of
the type that makes the terminal B40 self-contained. That is, it
has an application program that can generate various displays,
perform the necessary computation for the odds of playing a game,
and for keeping a running account of the wins and losses of the
player. The terminal computer module B48 receives the betting
result and betting status data type signals produced at the table
B10.
[0290] Remote terminal B40 also includes a display B44 which
basically comprises three sections. The display B44 is controlled
by the terminal computer module B48 and a connecting communication
line B50 between the two is shown. The display B44 essentially is
an electronic table having features that corresponds to the actual
casino table.
[0291] The display B44 has a section B44a that displays a computer
module B48 generated simulation of the table betting grid. This
section also can display other information such as the odds for
various bets and bet combinations. The latter type of information
can be displayed continuously or only on demand.
[0292] The second section B44b of the display B44 is a touch type
screen that has a numeric keypad B53 with the usual 0-9 numbers, a
touch type Enter key B54 and a display window B55 that displays
data that has been entered. As part of a menu on the touch screen
B44b is a set of keys for the selection of the type of bet, that
is, straight number, combination of numbers, red/black and
odd/even. The third section B44c displays the account balance of
the player. All of the sections of the display B44 are generated
and controlled by the terminal computer module B48.
[0293] The terminal B40 audio module B46 also interacts with the
computer module B48. The audio module can be used to provide
information to help the player place his bets. For example, it can
give messages to the effect that a new game is starting, direct a
player to place a bet on grid number(s), and indicate that betting
is closed. Instead of the audio messages, the messages can be
displayed on any one of the sections of display B44 and there can
be a combination of audio and visual messages.
[0294] A bill acceptor B47 is also part of the terminal B40. Here
the player inserts bills of currency to build up credits in his/her
account. The bill acceptor accepts currency of the type used at the
casino or other type and of one or more denominations. As the
player inserts one or more bills into the acceptor to open his
account, the value is displayed in the display section B44c. The
acceptor B47 also can be replaced by a credit card reader or one
can be provided in addition to the acceptor.
[0295] The remote terminal B40 also has an internal printer B49.
When the player completes play at the terminal, he can request a
printout of his account which is provided by the printer B49. This
can be presented to a cashier at the casino to be redeemed for cash
or chips when there is a positive balance. If the player is playing
via a credit card, he can request from the terminal that winnings
in his account as stored in the computer module B48 be
electronically credited to his credit card account at a credit card
company or bank. A player can obtain cash from a credit card, such
as from an ATM machine.
[0296] In the operation of a remote terminal B40 for a new player,
the player inserts bills into the acceptor B47 or uses a credit
card. This opens the terminal and the amount of the account is
displayed on section B44c. The player then selects a preferred bet
amount, that is, the base amount of a bet such as would correspond
to a chip. For example, if a player opens an account for $100 and a
preferred bet amount of $5, he would have the equivalent of 20 $5
chips if actually playing at the casino table. A stack or stacks of
electronic chips of the proper amount and values can be displayed
such as on the electronic betting grid section B44a. The value of a
chip can be any amount, for example, even as small as 25 cents. The
small betting amounts usually are not permitted at the casino table
which often has a minimum bet of $5 or $10. The remote terminals
expand the customer base and the amount that the casino owner or
game operator can make during game play.
[0297] The player views the play in process at the casino table on
the video display B42 and can play along with the play at the
casino. The video display B42 preferably is left on at all times to
attempt to induce play at a terminal.
[0298] The player is advised that a new game is to start and to
place his bet. The start of a new game message, either audio or
visual, is triggered from the control box B18 associated with the
casino table. For example, as the ball B11 is placed in the tray
B11a at the casino table or the spinning of the wheel stops, the
distribution device at the casino broadcasts this to the remote
terminals. The player enters his bet via the touch screen B44b.
That is, the player selects whether it is a straight number,
combination or other type of bet. Different types of bets can be
made, like playing at the casino table. At the time of placing a
bet the player can consult the betting grid in display section
B44a. Instead of a touch type screen section B44b to designate the
number(s) or other type of bet, numbers can be selected by a
computer mouse point and click arrangement on the electronic grid
table B44a. This is of use particularly where the terminal is a PC
or other device that is off the casino physical site. In a PC or
similar device, a part of the display screen can be used for the
video display and another part for the computer generated
functions, such as the betting grid. In a device using an AOLTV or
WEBTV converter box or similar device the display screen of a
television screen would be similarly divided.
[0299] The type of bet selected is displayed in window B55. The
player enters the number or grid intersection numbers if the bet is
a combination. This is also displayed in window B55. The number,
intersection, red/black or odd/even bet also is displayed on the
electronic betting grid section B44a. The player then enters the
amount of the bet which also is displayed in window B55. The amount
of the bet also can be displayed on the betting grid section B44a
such as by showing the stacking of the electronic chip or chips of
the selected amount at the proper location of the grid. The chips
that are bet are removed from the player's purchased stack of
electronic chips.
[0300] The complete bet is displayed in window B55. If it is
acceptable, the player touching the Enter key B54. If not
acceptable, the bet is cancelled by touching a key on the keypad
B53, such as the star key, or a special Cancel key provided in
section B44b. At this time the bet data is entered in the memory of
the terminal computer module B48. If a mouse is used, there would
be a point and click at an Enter or cancel box displayed on the
screen.
[0301] The player can place additional bets for the game until a
signal originating from the control box B18 at the casino game
table, such as by removing the ball B11 from the tray B11a or the
start of the wheel spinning, indicates that the betting is closed
for the present game. The computer B48 at the remote terminal is
locked out from accepting any more bets. This can be indicated to
the player at the remote terminal by one or both of an audio and
computer generated visible message. During the time allotted for
making bets the player at the terminal can watch the action of the
players and the bets placed at the casino table B10.
[0302] The game is played at the casino table B10 and the players
at both the casino and at the remote terminals watch the wheel
spinning and the ball dropping. The sounds at the table also are
broadcast to the players at the remote terminals. The game result,
that is, the winning number of the pocket into which the ball
dropped and its color, is sent from the casino distribution device
B20 to the individual remote terminals. The computer module B48 at
a remote terminal B40 uses the game result and the bet(s) placed
information to compute whether there was a loss or a win. If a
loss, the computer subtracts the amount of the bet from the
player's account. If there was a win, the remote terminal computer
module B48 computes the amount of the win in accordance with the
odds of the type and the amount of the bet. That is, each of
straight number and number combination have different odds and
red/black and odd/even have the same odds but different from the
number type bets. The computer B48 has a program that provides for
this calculation. The calculated win amount is then credited to the
player's account. The account amount is displayed in the display
section B44c.
[0303] As can be seen, a player at a location remote from the
actual casino table can follow an actual game and can experience
much of the actual casino player reaction and sounds. This makes
the remote player's participation in playing much more realistic
and interesting.
[0304] The foregoing description is based on a standard casino
setting, such as found in Nevada and New Jersey U.S.A. It also
applies to private casinos. That is, a religious or veterans
organization holds a gambling night. The roulette table and camera
would be brought to the location of the organization as well as
remote terminals and communication apparatus. The remote terminals
can be placed throughout the location for those who like to play
alone or to handle any overflow.
[0305] Various embodiments are described relative to a roulette
table but have application to other casino table play type games.
For example, there can be a dice table at the casino which has the
camera and microphone described above. Here, the remote terminal
would have a video display of the casino dice table and a compute
generated representation of the table. The player at the remote
terminal places a bet and plays along with the player at the
casino. Here also, appropriate betting status signals are sent to
the remote terminals to designate the opening and closing of
betting, placing additional bets and results of the game. As
before, a program in the remote terminal computer module calculates
the winning based on house or other odds and credits this to the
remote terminal player's account. Losses are subtracted.
[0306] The remote terminal video display of actual game content is
also applicable to card games such as blackjack, poker and
baccarat.
[0307] A separate remote terminal can be provided for each type of
game or a single universal terminal can be provided for two or more
of the table games.
[0308] Specific features of the various embodiments are shown in
one or more of the drawings for convenience only, as each feature
may be combined with other features in accordance with various
embodiments. Alternative embodiments will be recognized by those
skilled in the art and are intended to be included within the scope
of the claims. Accordingly, the above description should be
construed as illustrative and not limiting.
Casino with On-Line Presence
[0309] FIG. 4A shows a casino offering both in-house and on-line
(over a network) gaming, according to various embodiments. In FIG.
4A, casino C105 includes various gaming devices, such as slot
machine C110 and blackjack C115. (A person skilled in the art will
recognize other games casino C105 might offer.) Casino C105 also
includes server C120, which tracks a player's activity within the
casino. Thus, as the player uses slot machine C110 or blackjack
table C115, the player's coin-in, winnings, etc. is all tracked via
server C120. The tracked data can be stored locally on server C120,
or it can be stored in a secure server offsite (see FIG. 5 below).
In addition, server C120, although shown as physically within the
confines of casino C105, can be located outside casino C105.
[0310] Casino C105 also offers on-line gaming web site C125. Web
site C125 offers Internet gaming similar to that offered in-house
at casino C105, but without using the physical devices available
in-house. For example, web site C125 might offer on-line versions
of slot machine game C130 or blackjack game C135. The credits used
by the player in Internet gaming can come from any desired source.
For example, the player can input a credit card number to web site
C125, which then issues the player a number of credits in exchange
for a charge to the player's credit card. Or the player can use
credits associated with the player's account. Systems for
transferring credits from a player's account to a gaming device are
described in U.S. patent application Ser. No. 09/134,285, filed
Aug. 14, 1998, and U.S. patent application Ser. No. 09/694,065,
filed Nov. 19, 2000, which are hereby incorporated by reference. A
person skilled in the art will recognize how the systems can be
modified to transfer credits to a web site offering Internet
gaming.
[0311] To use web site C125, a user connects to web site C125 from
a computer, such as computer system C140, across network C145.
Computer system C140 conventionally includes computer C145, monitor
C150, keyboard C155, and mouse C160. A person skilled in the art
will recognize that although computer system C140 is shown as a
desktop personal computer, other types of computers are
contemplated in various embodiments. For example, computer system
C140 can also be an Internet appliance, with monitor C150, keyboard
C155, and mouse C160 integrated into the housing of computer C145.
Computer system C140 can also take other forms: for example, a
personal digital assistant (PDA) or other handheld device, or even
a cellular telephone. Optional equipment not shown as part of
computer system C140 in FIG. 4A are other input/output devices,
such as a printer. Also not shown in FIG. 4A are the conventional
internal components of computer system C140: e.g., a central
processing unit, memory, file system, etc. Similarly, network C145
can be any variety of network, such as a local area network (LAN),
wide area network (WAN), wireless network, or global network (such
as the Internet), among others. Network C145 can also be any
combination of the above networks used to connect computer system
C140 and web site C125.
[0312] Although FIG. 4A shows web site C125 as being stored on
server C120 within casino C105, a person skilled in the art will
recognize that web site C125 can be stored on other servers.
Similarly, web site C125 can be accessible through server C105 or
can be totally separate, so that connecting to web site C125 does
not require a path through server C120. For example, FIG. 4B shows
an alternative embodiment. In FIG. 4B, web site C125 is hosted by
server C150, which is separate from casino C105. Server C150 can be
owned by casino C105, but physically separate from server C120. In
this embodiment, where server C150 and server C120 are separate
devices, typically server C150 does not store any player tracking
information, which is preferably stored on server C120. Server C150
can also be located in a different environment, outside casino
C105. Or server C150 can be a third party server, operated by a
third party instead of casino C105 (but perhaps with direction from
casino C105). A person skilled in the art will recognize other
possible variations.
[0313] Even if casino C105 does not own or operate server C150,
casino C105 will want to be able to track the player's activity on
web site C125. To enable this tracking, server C 50 can report the
player's activities to casino C150. Connection C 55 enables server
C 50 to report a player's activities to casino C105. A person
skilled in the art will recognize that connection C155 does not
have to be a direct physical connection. Instead, server C150 can
connect to casino C105 via network C145.
[0314] Although FIGS. 4A and 4B show web site C125 as providing the
on-line equivalent of gaming in-house at the casino, web site C125
can provide other forms of entertainment to players. For example,
rather than playing for money, web site C125 can offer players a
play-for-fun site. In this configuration, when players use web site
C125, they are not risking their own money. Nevertheless, casino
C105 might want to track the player's activities, to reward the
player for loyalty. For example, the player might earn points that
are redeemable at the casino. Thus, even though the casino does not
directly profit from the player's activities, there is an indirect
profit motive, as the player will eventually visit the casino to
redeem the points accrued, and hopefully spend money gambling at
the casino. In addition, if the casino offers multiple web sites to
players, some of the web sites can be configured for on-line
gaming, and others can be configured for play-for-fun.
[0315] Returning to FIG. 4A, as the player plays in-house at casino
C105, playing for example slot machine C110 or blackjack table
C115, information about the player's activity is tracked.
Similarly, as the player plays on-line at web site C125, playing
for example slot machine game C130 or blackjack game C135,
information about the player's activity is tracked. In some
embodiments, the combined data is stored offsite in a secure server
(as shown in FIG. 5 below). In a second embodiment the combined
data is stored in server C120. Regardless of where the data is
stored, the combined data gives the casino more information about
the player that it might otherwise have had.
[0316] Although FIGS. 4A and 4B only show a single casino, a person
skilled in the art will recognize that various embodiments may
include multiple casino properties. For example, a single web site
can track on-line gaming activity for players registered with more
than one casino property. In addition, a single casino can have
more than one web site (hosted on one or more servers, all of which
can be distinct from server C120), with player tracking data being
reported to server C120. A person skilled in the art will recognize
other possible variations.
[0317] FIG. 5 shows a player communicating through the server of
the casino of FIG. 4A, according to some embodiments. In FIG. 5,
computer system 140 is shown communicating with server C120. Server
C120, in turn communicates with ASP server C205, which in turn
communicates with secure server C210 behind firewall C215. Secure
server C210 can be used to store sensitive data: for example, a
player tracking data storing data about a player's activities and
his personal information, among other possibilities.
[0318] ASP server C205 is responsible for managing secure
communications between server C120 and secure server C210. In a
preferred embodiment, server C120 sends eXtensible Markup Language
(XML) requests to ASP server C205, which is the only device
permitted to access secure server C210 behind firewall C215. But a
person skilled in the art will recognize that server C120 can
communicate with ASP server C205 other than by using XML. By having
secure server C210 communicate with ASP server C205 rather than
secure server C210, sensitive data can be kept secure on secure
server C210 but still accessible from outside firewall C210 if the
request is transmitted in the correct manner. ASP server C205 can
then communicate with secure server C210 to obtain the response to
the requests, which can be securely transmitted back to server
C120, preferably using XML. Server C120 can then transform the XML
response into HyperText Markup Language (HTML) using an eXtensible
Stylesheet Language (XSL) Transformation (XSLT). The resulting HTML
can then be displayed to the player on computer system C140.
[0319] Communication between server C120 and ASP server C205 may be
encrypted. Any encryption scheme can be used: the Secure Sockets
Layer (SSL) encryption protocol used on the Internet is a standard
that can be applied to encrypt the communication. Similarly,
communication between ASP server C205 and secure server C210 is
preferably encrypted.
[0320] As an example of how the communications scheme of FIG. 5 can
be used, consider the situation in which the player wants to update
his personal information. (In this example, encrypted
communications are not described, but a person skilled in the art
will recognize how to introduce encrypted communications into the
example.) Since personal information is sensitive (the player would
not want it publicly available), the data would be stored on secure
server C210, behind firewall C215. So, using server C120 the player
can request to view his player data. (It is assumed at this point
that the player has identified himself to the system.) The browser
request made of server C120 is translated into an XML request of
ASP server C205, which is forwarded to secure server C210. Secure
server C210 responds with the personal information, which is formed
into XML and forwarded to server C120. Server C120 uses XSLT to
transform the XML data into an HTML page, which can then be
presented to the user. Using a form, the player can update his
personal data. XML form data can then be posted to ASP server C205,
which can update the database on secure server C210. ASP server
C205 sends an XML confirmation message back to server C120, which
again uses XSLT to transform the XML confirmation message into
HTML, which can be presented to the user.
Registering a Player
[0321] Of course, before a player can receive a benefit according
to FIGS. 6 and 7, the player must be registered with the casino.
The most traditional way for a player to register with the system
is to have the player come in to the casino to register. A casino
employee enters player data (either from a form prepared by the
player or live as the player provides the data) into a computer and
gives the player a player card. Then, when the player uses the
player card at any gaming device, the system can track the player's
activity. The player card can also have a number imprinted on it
that is unique to that player card: the player can then use that
number to identify himself for on-line gaming.
[0322] Instead of having players come to the casino in person to
register an account, there are other ways in which players can be
registered with the system. For example, the player can fill out an
electronic form, over the Internet. The player can then be mailed
the player card, and/or can be issued electronically an
identification number that can be used for on-line gaming.
[0323] Other ways can also be used to register the player. For
example, software exists that allow the Internet Protocol (IP)
address of a computer to be located geographically. Using such
software, a player can be located without having to type any
information. When the player first sets up his account, the system
can determine the player's location based on his IP address. But IP
addresses identify computers, not persons: it is not possible to
determine who is using the computer from the IP address. Further,
if IP addresses are dynamically assigned, they do not even uniquely
identify a computer.
[0324] Instead of assigning the player an identification number, an
existing ID for the player can be used. For example, each state
assigns persons in the state a unique driver's license number. The
combination of the issuing state and the ID number can uniquely
identify a player. The player can input this information to the
system, and the system can forward the information to a third party
database. The third party database can then return information
about the player. The combination of issuing state and ID number
can be used both to obtain information about a player for
registration purposes (in setting up the player's account) and for
identification purposes (for using the account).
[0325] In various embodiments, a combination of methods is used to
register a player. First, the IP address of the computer is checked
to determine the player's location. Then the player is prompted for
his ID number and issuing agency. The ID number and issuing agency
are forwarded to the third party database, both to verify the
player's location as determined by IP address and to obtain player
demographic information. If the player's location is verified, the
account is registered using the player's IP address, ID number, and
issuing agency. But if the player's location is not verified, then
the player is requested to telephone the casino or come in
personally, and have a casino employee register the player's
account.
Setting Player Preferences
[0326] Various embodiments provide a gaming machine that may be
customized according to one or more player preferences. A player
may view and modify player preferences stored in a player
preference account as preference account information. The
preference account information may include but is not limited to
loyalty point account information, loyalty point account settings,
promotional opportunities, preferred games, preferred game features
for the preferred games, preferred gaming machine settings,
preferred bonus games, preferred service options and preferred
progressive games. The preference account information may be stored
in a plurality of preference accounts on a preference account
server. Using a preference account interface which may be
compatible with a web-browser, a player may be able to view and
modify preference account information stored on the preference
account server from a number of remote devices such as a gaming
machine, a home computer, a hotel room video interface and a casino
kiosk.
Collusion Detection
[0327] It will be appreciated that the game of poker is a mixed
game, combining elements of both chance and skill or strategy. It
is known for two or more players in a poker game to co-ordinate
their respective playing strategies in order to gain an advantage
over the remaining players in the game, thereby destroying the
fairness of the game.
[0328] Some embodiments will be described with particular reference
to a system for detecting and controlling collusion in a game of
poker. However, this application is not to be construed as
limiting, in various embodiments.
[0329] Referring to FIG. 8, a system for detecting and controlling
collusion in a game of poker is indicted generally by reference
numeral (D1). The system (D1) includes a gaming server (D2) and a
number of portals (D3a, D3b) in the form of websites on the World
Wide Web of the Internet. In this embodiment, each one of the
portal websites is an online casino website hosted on a
corresponding casino web server (not shown). For convenience,
various embodiments will be described with particular reference to
only two such online casino websites (D3a, D3b). Each one of the
casino websites (D3a, D3b) is accessible by one or more would-be
poker players (not shown). Each would-be poker player accesses a
casino website by means of a corresponding Internet-enabled
computer workstation having a display (D5) and an associated
pointing device (D6), such a mouse or, alternatively, a touchpad.
In this embodiment, casino website (D3a) is shown as having one
computer workstation (D4) logically connected thereto, whereas
casino website (D3b) is shown as being logically connected to two
such computer workstations. It will be appreciated by those skilled
in the art that such online casino websites (D3a, D3b) can be
logically connected to any number of computer workstations (D4)
simultaneously, which number is physically limited only by
considerations of processing power and Internet access
bandwidth.
[0330] The system (D1) includes, further an administration facility
(D13) in the form of an application web server, which is
communicable with the gaming server (D2) along a communication
channel (D12). The detailed operation of the application web server
(D13) will be outlined in the description that follows. The system
(D1) also includes a collusion detection server (D14) that is
communicable with the gaming server (D2) along the communication
channel (D12).
[0331] The gaming server (D2), the online casino web servers (not
shown) corresponding to the online casino websites (D3a, D3b), the
computer workstations (D4), the application web server (D13) and
the collusion detection server (D14) are capable of communicating
with each other by means of an open communication channel that is,
in this embodiment, the Internet. Although the Internet is a single
packet-switched communication network, it represented in FIG. 8,
for convenience, as separate logical communication channels (D7,
D8, D9, D10, D11 and D12).
[0332] The application web server (D13) maintains a clearing
account facility (D15) that has a clearing account corresponding to
each one of the casino websites (D3a, D3b). Analogously, each
online casino web server (D3a, D3b) includes a corresponding credit
account facility (D16a, D16b) with a credit account corresponding
to each player who participates in the game of poker through one of
the computer workstations (D4). In the illustrated embodiment, the
credit account facility (D16a) therefore has one player account
associated with it, while credit account facility (D16b) has two
associated player credit accounts.
[0333] The gaming server (D2) operates under control of a stored
program capable of enabling a predetermined maximum number, say 8,
of players to participate in an instance of the game of poker. When
the number of players reaches this predetermined maximum number,
the stored program causes a further instance of the game to be
initiated, the new instance also being capable of accommodating a
further 8 players. In addition, the stored program initiates
different instances of the game for each one of a number of
different levels of play that are, in this embodiment, $1/$2,
$2/$4, $5/$10, $10/$20, $20/$40, fixed limit games over $20/$40,
and pot limit games. In this manner the gaming server is capable,
under stored program control, of spawning as many separate
instances of the game as required in order to accommodate the
requirement of a pool of players who desire to play the game at
different levels of play, in groups of a maximum of 8. Each
instance of the game spawned in this manner is treated as totally
independent of the other instances.
[0334] The online casino websites (D3a, D3b) enable a player
desiring to join the game to request, by means of one of the
computer workstations (D4), participation in the game and, once
admitted to a particular instance of the game, to place a wager on
a turn of that instance. Each participating player is presented
with an identical graphical user interface (GUI) on the display
(D5) of his respective computer workstation (D4) by the stored
program in the gaming server (D2). The GUI presents to the player a
suitable display of a poker game (not shown) with appropriate icons
that enable the player to make his own desired game play decisions
and to monitor the progress of the game by viewing the game play
decisions of the other participating players in the same instance
of the game.
[0335] As shown in FIG. 9, the stored program also provides a
wagering means (D17) operable by any participating player to place
a wager on a turn of the game, as well as a discrimination means
(D18) capable of determining whether any wager placed by any one of
the participating players on the turn of the instance of the game
of poker is successful or unsuccessful. The stored program in the
gaming server (D2) also maintains a dynamic register (D19) of all
players admitted to, and actively participating in, all the spawned
instances of the poker from time to time, together with data
representative of a corresponding portal (D3a, D3b) through which
each participating player accessed the game. The dynamic register
(D19) also contains data representative of an instance of the game
in which the player is participating. The application web server
(D13) also settles the wagers of the participating players after
completion of every turn of all instances of the game.
[0336] In use, a player wishing to participate in the game of poker
uses a computer workstation (D4) to access an online casino website
(D3a, D3b) of his choice. The player is presented with an icon (not
shown) on the GUI on his computer workstation (D4), which the user
can activate in order to request participation in the poker game at
a desired level of play. The user's request for participation is
passed by the online casino website (D3a, D3b) to the gaming server
(D2), which adjudicates and processes the request in the following
manner: 1. if all existing instances of the poker game at the
desired level of play are currently being played by 8 players, the
existing instances of the game are all fully occupied and the
would-be player cannot be admitted. The user is notified of the
situation and is prompted to join a waiting list of would-be
players; 2. if any one of the existing instances of the poker game
at the desired level of play does have a vacancy, the would-be
player is removed from the waiting list and admitted to that
instance of the game and an appropriate GUI is presented to the
newly-admitted player to allow him to play the game and to place
wagers thereon; 3. the register of active participating players is
updated to include the details of the newly-admitted player,
together with data representative of the online casino website (D3a
or D3b) from which the player was admitted to the game, as well as
the particular instance of the game to which he has been admitted;
4. when the waiting list of would-be players at any particular
level of play has grown sufficiently large, say 4 or 5, the gaming
server spawns a new instance of the game at that level of play to
accommodate the would-be players in the waiting list, and the list
is flushed; and 5. the register of active participating players is
updated to include the details of all the newly-admitted players in
the newly-spawned instance of the game, together with data
representative of an online casino website (D3a or D3b) from which
the players were admitted to the game, as well as the particular
instance of the game to which the players have been admitted.
[0337] Any player is able to leave the instance of the poker game
in which he is participating at any time upon completion of a turn
of that instance of the game. When a participating player leaves an
instance of the poker game, the player's departure results in the
following actions: 1. the GUI corresponding to the poker game on
the computer workstation is replaced by one allowing the player to
select another casino game to play; 2. the departing player's
details are removed from the register of active participating
players; and 3. the remaining instances of the game are analyzed in
order to collapse any sparsely populated instances of the game and
to consolidate the participating players in these instances into a
single more densely-populated instance of the game.
[0338] The participating players in any instance of the game
utilize the wagering means (D17) to place wagers from time to time
on a turn of the poker game and to effect playing decisions
required during the progress of the turn, as described above. Once
the turn of the game has been completed, the discrimination means
(D18) determines which of the players is the winner of the turn and
the application web server (D13) settles the wagers placed by the
participating players on that turn of the instance of the game, as
follows: 1. the gaming server (D2) notifies an online casino
website (D3a, D3b) associated with each player who has made a wager
on the turn of the game. Each online casino website (D3a, D3b) then
debits the individual credit account of its associated player by an
amount equivalent to the magnitude of that player's wager; 2. the
clearing account of an online casino website (D3a, D3b) associated
with each player who has made a wager on the turn of the game is
then debited by an amount equivalent to the magnitude of that
player's corresponding wager; 3. the clearing account of an online
casino website (D3a, D3b) associated with the player who has made
the successful wager on the turn of the game is credited by an
amount equivalent to the total of all the wagers inclusive of the
successful wager; and 4. the gaming server (D2) also notifies the
online casino website (D3a, D3b) associated with the successful
player and that online casino website credits the individual credit
account of the successful player by an amount equivalent to the
total of all the wagers inclusive of the successful wager.
[0339] It is anticipated that the wagers placed by the
participating players in the game will be made with credit
purchased by such players prior to their participation in the game.
For this purpose each online casino (D3a, D3b) includes
credit-dispensing means (not shown) capable of dispensing credit to
any player who wishes to participate in the poker game. The player
may purchase credit by means of conventional credit or debit card
payment facilities that are well known in the art and that will not
be described here in detail. Whenever a player purchases credit
from the credit dispensing means, the corresponding online casino
(D3a, D3b) credits that player's credit account with an amount
equivalent to the quantity of credit purchased by the player.
[0340] In various embodiments, the application server (D13)
withholds a portion of the total of all the wagers on each turn of
the game as a rake for the benefit of the operator of the gaming
server (D2) and the online casino websites (D3a, D3b). A portion of
the rake is credited to the clearing account of each of the online
casinos (D3a, D3b) as a function of the proportion of players
participating in the turn of the instance of the game through that
particular casino website. In this variation of the embodiment, the
clearing account of the casino (D3a or D3b) associated with the
player who has made a successful wager on the turn of the game is
credited with an amount equivalent to the total of all the wagers
inclusive of the successful wager, less the amount of the rake.
Analogously, the credit account of the player who has made the
successful wager is credited by an amount equivalent to the total
of all the wagers, inclusive of the successful wager, less the
rake.
[0341] The collusion detection server (D14) maintains a recording
means in the form of a collusion detection database (D20), the
function of which will be described in greater detail below. The
collusion detection server (D14) operates under control of a stored
program capable of logging the playing history of each player who
participates an instance of the game of poker at some time. The
playing history includes an amount wagered on each turn of the game
in which the player has participated, as well as a corresponding
outcome of the wager. The outcome of the wager is taken to be a
profit made on the wager, if successful, and an amount of the wager
that is forfeited by the player if the wager is unsuccessful. In
this particular embodiment, the outcome of the successful wager is
thus the total of all the wagers by the participating players in
the turn of the instance of the game of poker, less the amount
wagered by the winning player, less the amount of the rake. The
logged information is recorded in the collusion detection database
(D20).
[0342] As shown in FIG. 10, the stored program in the collusion
detection server (D14) provides a ranking facility (D21) that is
operable to derive from the logged playing history of each player,
a corresponding primary statistic. A player's primary statistic is
re-calculated by the ranking facility (D21) each time the player's
playing history is updated with the outcome of a further turn of
the game in which the player has participated. The derived primary
statistic is stored in the collusion detection database (D20). The
primary statistic is a player's win/loss ratio over all turns
played by the player, which is calculated as: win .times./.times.
loss .times..times. (all .times..times. hands.times..times.
played)=Units+/-na where: Units+/-=sum of the outcomes of all the
wagers; and na=number of hands played by the player.
[0343] The stored program in the collusion detection server (D14)
also provides a monitoring means (D22) for continuously monitoring
the primary statistic of any player in the collusion detection
database (D20). The monitoring means (D21) generates an output in
the form of a flag when the primary statistic of any player changes
by more than a predetermined threshold. Such a change indicates a
change in that player's pattern of play and this may serve as an
indicator of possible collusion by that player that is worthy of
further investigation. In order to minimize the possibility of
generating spurious flags, the ranking facility (D21) derives the
primary statistic for a player once a playing history exceeding 300
turns of the game has been logged in the collusion detection server
(D14). It is anticipated that a particular player's win/loss ratio
will differ according to a level at which the game is played, the
player being more cautious when playing the game at a high level.
For this reason, the ranking facility (D21) computes a primary
statistic for each player for each level at which the game may be
played. In this instance, the levels of play are: games up to
$1/$2, games from $2/$4 to $5/$10, games from $10/$20 to $20/$40,
fixed limit games over $20/$40, Pot Limit games, and No Limit
games. Thus a primary statistic for a particular level of play will
only be derived by the ranking facility (D21) when a playing
history of 300 turns of the game has been logged for that
particular level of play.
[0344] The stored program in the collusion detection server (D14)
also provides a control facility (D23) that acts on the flag
generated by the monitoring means (D21) by suspending the
corresponding player from further participation in the game of
poker.
[0345] The ranking facility (D21) also computes a number of
secondary statistics relating to each player. When the primary
statistic has a positive value, indicating a winning player, a
first secondary statistic is a breakdown of that player's winnings
from the other players in the instance of the game. If an
inordinate percentage of that player's winnings is derived from one
or more other players, the monitoring means (D22) generates a flag.
Such a skewed pattern of winnings is a further indicator of
possible collusion by the winning player.
[0346] A further secondary statistic, which is computed when the
primary statistic for a player is negative, indicating a losing
player, is a breakdown of that player's losses to the other players
in the instance of the game. If an inordinate percentage of that
player's losses are made to one or more other players, the
monitoring means (D22) generates a flag.
[0347] A still further secondary statistic is computed as: raises
with/without a Raising Hand=R/RH where: R=total number of raises;
and RH=number of raising hands.
[0348] Each game play decision by a player to raise a prior wager
is analyzed by an analysis facility (D24) connected to the gaming
server (D2). The analysis facility (D24) evaluates whether the game
play decision was optimal in the light of the cards in the players
hand. A ratio close to 1 indicates that the player is raising
correctly. A ratio significantly greater than 1 means that the
player is raising too often with hands that are not adjudged to be
raising hands. This indicates that the player is a poor player, or
a colluder, and a flag is raised by the monitoring means (D22).
[0349] As a yet further statistic, a player's losses arising from
all raises are broken down and analyzed. An inordinately high
proportion of losses to one or more other participating players
causes the monitoring means (D22) to raise a flag.
[0350] It is anticipated that the two previous secondary statistics
can be advantageously employed to quickly analyze a new
participating player. With a logged playing history of only 20 or
30 turns of the game, these secondary statistics will be accurate
enough to enable the monitoring means (D22) to raise a flag, when
required.
Sports Betting
[0351] Various embodiments provide a system and method for
conducting sports and event betting. According to one aspect, the
ease of using a network (e.g., the Internet, cellular, and/or other
type of network) is combined with sports and event betting at a
land-based casino. Thus, sport and other types of event betting are
improved, as betting is more convenient to the bettor.
[0352] According to one embodiment, a bettor may sign onto a
website (e.g., through the Internet and/or other type of network)
to place a bet on any sports or other event including professional
and college football, soccer, baseball, basketball, auto racing,
and ice hockey, as well as cricket, rugby, and various sports
tournaments including the NCAA Men's and Women's Basketball
Championships and World Cup Soccer. Other events upon which a bet
may be placed include any type of event, such as, for example,
choosing the winner of a reality television show (e.g., the
Survivor reality show), when the first person lands on Mars, or the
winner of the next United States Presidential election.
[0353] According to one embodiment, a website (e.g., made available
through the Internet or other type of network) includes a listing
of all the possible bets that may be made. According to another
embodiment, the bettor may then select the wagers to be made
on-line and register the wagers to be made with the casino. One
advantage of this is especially apparent for complicated or
multiple selection events that may involve multiple selections of
events to occur. For instance, a bet involving the entire NCAA
Men's Basketball Championship Tournament which has 63 games and 64
teams is a complicated bet that may require multiple event
selections. In another example, choosing a fantasy league team
(e.g. for the National Football League (NFL)) may have as many as
30 team members or positions and as many as 60 choices for each
position, further complicating the wagering process. However, such
traditional wagers were limited to being placed in the gaming
establishment by the bettor. According to one aspect, the bettor is
permitted to arrange the bet outside of the gaming establishment,
and to make payment for the bet in a legal manner.
[0354] According to various embodiments, a bettor may propose a bet
for the website operator to consider. According to various
embodiments, a registration number is issued by the website
operator if the bet is accepted. According to various embodiments,
the bettor then proceeds to the land-based casino running the
website and pays for the registered bet. According to various
embodiments, by permitting the bettor to making the actual payment
for the wager at the land-based casino, legal issues with Internet
betting in the United States are reduced or eliminated. This method
is believed to provide convenience to the bettor because the bettor
can determine and place their bet(s) prior to going to the casino.
Further, such a method may provide additional foot traffic for the
casinos to enhance play of their other games, as bettors are
required to travel to the casino to make payment.
[0355] FIG. 17 shows one example process for conducting sports and
event betting according to various embodiments. At block E200,
process E230 begins with a bettor determining that he or she wants
to place a bet on a sports or other event. At block E202, the
bettor signs onto a website or other resource accessible through a
communication network. In one example system, the player accesses a
website that includes an interface (e.g., a graphical user
interface (GUI)) in which the player may log onto for security.
Further, the player may be permitted to access account information
and/or information specific to the bettor. This interface may be
used to access the website or Internet, or may be any other
interface (e.g., an interface used to access a download website
used for downloading betting software). The interface may be, for
example, an HTML, Java, or other type interface.
[0356] At block E204, the bettor reviews the available bets on the
website. According to some embodiments, the website may list all or
some of the possible bets that may be made. The possible bets that
may be shown may be determined according to the bettor's account or
betting profile (e.g., possible football bets will not be shown to
a bettor not interested in football). Available bets may also be
shown based on the historical betting behavior of the bettor.
[0357] Odds shown for a possible bet may be set or may be variable
depending upon when the bet is registered or when the bet is paid
for. For example, a bet on the winner of the Major League Baseball
World Series may have 6:1 odds after the regular season and before
the baseball playoffs start, 1:1 odds just before the World Series
starts, and 1:4 odds after the third game of the Series. For this
example, the odds of the registered bet may be determined at the
time the bet is registered or at the time the bet is paid for. If
the odds for a registered bet are determined at the time the bet is
registered, the land-based casino may require payment for the
registered bet within a specified time period (e.g. one minute, one
hour, one day, one week, one month, etc.) and this specified time
period may shorten as the sports or other event approaches.
[0358] At block E206, the bettor determines the bet(s) to make and
at block E208, the bettor registers the bet(s). For instance, the
bets may be registered on a website (e.g., through a communication
network including the Internet, cellular network, etc.). The bettor
may make a bet listed on the website. Alternatively or in addition
to the offered bets that are listed, the player may propose a bet
not on the website. For instance, in the case where a bet is not
listed on the website, the bettor may state the specific event that
is being bet on and the bettor or the website operator may
determine the odds to be given to the bettor for the bet.
[0359] When the website operator accepts the bet, the website may
provide a registration, transaction, or confirmation number to the
bettor for the bet(s) at block E210. The bettor then proceeds to
the land-based casino at block E212 for payment. For instance, the
bettor may proceed to a cashier, a kiosk, or other means available
for paying for the bet(s) at the casino or other legal gambling
jurisdiction. At block E214, the bettor provides the bet
registration number to the casino, the casino confirms the
registration number at block E216. At block E218, the bettor pays
the casino for the bet(s), and the bettor may obtain a betting slip
showing the bet(s) placed and the odds on the bet(s).
[0360] At block E220, the event is held that determines the outcome
of the bet and the casino determines if the bettor is a winner at
block E222. If the bettor is a winner, the casino then pays out the
winnings to the bettor at block E226. To receive the winnings, a
bettor may be required to return to the casino.
[0361] At block E220, it is possible that the bettor may need to
make more picks on the same bet. For example, a bettor may need to
make more picks for second and other additional rounds of a
multiple round tournament based upon the previous round's results.
Such a tournament may include, for example, the FIFA World Cup in
soccer or the NCAA Men's Basketball Championship. In such a
tournament, it is possible that a bettor may need to make all picks
for all rounds before placing the bet.
[0362] When paying for a registered bet, a bettor may pay, for
instance, using money, loyalty points, combination thereof, or any
other payment method. In particular, a bettor may pay using money
by debit card, credit card, check, cash or from an account credit
either with the gaming operator or an affiliated organization.
Alternatively or in addition to other payment methods, a bettor may
pay using loyalty points from an account held either by the gaming
operator or by an affiliated organization. Loyalty points may be
obtained from any type of organization but are generally associated
with loyalty programs such as frequent flier programs for airlines,
frequent stay programs for hotels or frequent visitor programs for
casinos. The bettor may pay in person (e.g., by using a cashier) or
by other methods within the casino including telephone, handheld
device, or kiosk. Payment may be in any form that is legal in the
particular jurisdiction.
[0363] The computer system or game operator may automatically
determine when a bettor is a winner. Such a result may be
automatically authenticated and verified by the computer system. In
this instance, the computer system may then notify the bettor that
he or she has won and what the winnings are. Notification of
winning to a bettor may occur by mail, e-mail, computer web or
network, telephone, television, pager, fax, kiosk or any other
method.
[0364] After a winner is authenticated and verified, the computer
system may then notify all bettors of the win. Additionally, the
computer system may display the winning bet, the bettor's identity
or the payout.
[0365] A bettor may also be able to replay or review a past bets
using an audio-enabled or video-enabled device. For instance, a
kiosk, telephone having a display, television, computer or handheld
device may be used to view past bets. By accessing a selected bet
in the computer system, a game player may be able to see the event
outcome, the bet odds, and the payout.
[0366] In one embodiment, a computer system may be used to operate
most acts of the betting operation, including taking, registering,
and paying out bets. For instance, computer system(s) used to
perform betting functions according to one embodiment may include
single or multiple computer systems, one or more of which may
include a supercomputer, a minicomputer, a mainframe computer, or a
personal computer. A computer system used to run-the betting
operation may also include any combination of computer system types
that cooperate to accomplish system-level tasks. Multiple computer
systems may also be used to run one or more betting operations. The
computer system also may include input or output devices, displays,
or storage units to facilitate the betting operation. It should be
appreciated that any computer system or systems may be used, and
various embodiments are not limited to any number, type, or
configuration of computer systems.
[0367] A computer system (e.g., system E300) that executes the
betting operation according to various embodiments may include, for
example, one or more component systems (e.g., systems E302, E304,
and/or E306 as shown in FIG. 13). One system component (e.g.,
payment system E302) may handle payment by bettors. Another system
component (e.g., sports betting system E306) may handle taking and
registering bets for one or more events, including sporting event.
Yet another system (e.g., payout system E304) may handle making
payouts to players. Such a betting system may also be connected
(e.g., by direct line or network) to other computer systems
including systems for handling casino or hotel loyalty programs,
reservations, in-room television viewing, gambling floor kiosks, or
other systems. Connections to other computer systems may be
performed using one or more of the system components described
below.
[0368] A payment component (e.g., system E302) may include one or
more of a number of well-known systems. For example, a bettor may
be able to pay for a bet through a casino cashier, kiosk or other
means that is connected to the payment computer system through an
interface. In the computer, data may be stored in a database that
is stored in the memory of a computer system. As used herein, a
"data structure" is an arrangement of data defined by
computer-readable signals. These signals may be read by a computer
system, stored on a medium associated with a computer system (e.g.,
in a memory, on a disk, etc.) and may be transmitted to one or more
other computer systems over a communications medium such as, for
example, a network. Also as used herein, a "user interface" or "UI"
is an interface between a human user and a computer that enables
communication between a user and a computer. Examples of UIs that
may be implemented with various embodiments include a graphical
user interface (GUI), a display screen, a mouse, a keyboard, a
keypad, a track ball, a microphone (e.g., to be used in conjunction
with a voice recognition system), a speaker, a touch screen, a game
controller (e.g., a joystick) etc, and any combinations
thereof.
[0369] Bettor information may also be entered into a payment system
component. Bettor information that may be input includes name,
address, telephone number and age, and payment information may
include a credit or debit card number or loyalty account
information. Based upon the payment information, the call center
representative may verify that the payment information is valid and
that enough credit or funds is available for the player's
bet(s).
[0370] Various pay systems and one or more user interfaces may be
located on computer systems coupled by a network with the computer
system(s) storing data having bettor, account and subscription
information. As used herein, a "network" or a "communications
network" is a group of two or more devices interconnected by one or
more segments of transmission media or active communications
equipment on which communications may be exchanged between the
devices.
[0371] The above examples are merely illustrative embodiments of a
payment system component. It should be appreciated that such an
illustrative embodiment is not intended to be limiting in scope, as
any of numerous other implementations of the pay system, for
example, variations for on-site casino payment, are possible and
are intended to fall within the scope of various embodiments. For
example, the payment system may include using pay-per-view systems
associated with interactive television in a casino hotel or the pay
engine may additionally deliver a receipt to the player by either
e-mail or mail. None of the claims set forth below are intended to
be limited to any particular implementation of a pay system unless
such claim includes a limitation explicitly reciting a particular
implementation.
[0372] Payout systems (e.g., system E304) are also well known. Any
of a number of standard systems or payout engines for making
payouts for winning may be used according to various embodiments as
shown in FIG. 15. For example, a standard application programming
interface such as `Quicken` (available commercially from Intuit
Inc., Mountain View, Calif., USA) may be used to write and mail
checks or credit a debit card, credit card (if legal in the
jurisdiction of play) or loyalty account. `Quicken` may obtain the
payout information by accessing a payout data structure across a
network. As used herein, an "application programming interface" or
"API" is a set of one or more computer-readable instructions that
provide access to one or more other sets of computer-readable
instructions that define functions, so that such functions can be
configured to be executed on a computer in conjunction with an
application program.
[0373] `Quicken` is merely an illustrative embodiment of the payout
system. Such an illustrative embodiment is not intended to be
limiting in scope, as any of numerous other implementations of the
payout system, for example, variations of online payout, are
possible and are intended to fall within the scope of various
embodiments. Additionally, a cashier may also have access to payout
information using a user interface to the payout data structure
through a network; the cashier then makes a payment to the winning
player based upon the accessed information.
[0374] A sports and event betting system (e.g., system E306 as
shown in FIG. 16) according to various embodiments may comprise of
a number of components for performing specific functions. These
components may include, for example, storage means that store data
structures having information relating to betting events and odds.
For example, such information may include event date, time, and
location, bettor's betting and win history, and event odds and
their dependence upon time of payment. A sports and event betting
system may also include components to access payment and payout
data structures.
[0375] The sports and event betting system may also include a
betting engine. A betting engine may perform, for example, some
functions according to process E230 shown in FIG. 17 and described
above. It should be appreciated that the betting process E230 may
include more or less acts as shown in FIG. 17, and that various
embodiments are not limited to any particular number of order of
acts (e.g., the order illustrated in FIG. 17) as the acts may be
performed in other orders, may include additional acts and one or
more of the acts of process E230 may be performed in series or in
parallel to one or more other acts, or parts thereof. For example,
blocks E214 and E218, or parts thereof, may be performed together,
and act E216 may be performed at any point after block E214
(including after block E218) of process E230.
[0376] Process E230 is merely an illustrative embodiment of a
method for performing sports or event betting. Such an illustrative
embodiment is not intended to be limiting in scope, as any of
numerous other implementations for performing sports or event
betting may be employed. None of the claims set forth below are
intended to be limited to any particular implementation of a method
of sports or event betting, unless such claim includes a limitation
explicitly reciting a particular implementation.
[0377] Process E230, acts thereof and various embodiments and
variations of these methods and acts, individually or in
combination, may be defined by computer-readable signals tangibly
embodied on a computer-readable medium, for example, a non-volatile
recording medium, an integrated circuit memory element, or a
combination thereof. Such signals may define instructions, for
example, as part of one or more programs, that, as a result of
being executed by a computer, instruct the computer to perform one
or more of the methods or acts described herein, and/or various
embodiments, variations and combinations thereof. Such instructions
may be written in any of a plurality of programming languages, for
example, Java, Visual Basic, C, C#, or C++, Fortran, Pascal,
Eiffel, Basic, COBOL, etc., or any of a variety of combinations
thereof. The computer-readable medium on which such instructions
are stored may reside on one or more of the components of a
general-purpose computer described above, and may be distributed
across one or more of such components.
[0378] The computer-readable medium may be transportable such that
the instructions stored thereon can be loaded onto any computer
system resource to implement the various embodiments discussed
herein. In addition, it should be appreciated that the instructions
stored on the computer-readable medium, described above, are not
limited to instructions embodied as part of an application program
running on a host computer. Rather, the instructions may be
embodied as any type of computer code (e.g., software or microcode)
that can be employed to program a processor to implement the
above-discussed aspects.
[0379] It should be appreciated that any single component or
collection of multiple components of a computer system, for
example, the computer system described below in relation to FIG.
11, that perform the functions described above with respect to
describe or reference the method can be generically considered as
one or more controllers that control the above-discussed functions.
The one or more controllers can be implemented in numerous ways,
such as with dedicated hardware, or using a processor that is
programmed using microcode or software to perform the functions
recited above.
[0380] Another component of the event betting system may include a
software component (e.g., a driver) that streams video via a
broadband, satellite or wireless medium to a user interface. If the
game is played completely automatically, the user interface may be
merely a video terminal including television with no user input
means. Viewing access may be controlled by standard methods for
conditional access including using set top box addresses, telephone
numbers or internet protocol (IP) addresses.
[0381] The above is merely an illustrative embodiment of a sports
and event betting system. Such an illustrative embodiment is not
intended to be limiting in scope, as any of numerous other
implementations of a sports and event betting system, for example,
variations of conditional access, are possible and are intended to
fall within the scope of various embodiments. None of the claims
set forth below are intended to be limited to any particular
implementation of a sports and event betting system unless such
claim includes a limitation explicitly reciting a particular
implementation.
[0382] System E300, and components thereof such as the payment,
payout and betting engines, may be implemented using software
(e.g., C, C#, C++, Java, or a combination thereof), hardware (e.g.,
one or more application-specific integrated circuits, processors or
other hardware), firmware (e.g., electrically-programmed memory) or
any combination thereof. One or more of the components of 300 may
reside on a single system (e.g., the payment subsystem), or one or
more components may reside on separate, discrete systems. Further,
each component may be distributed across multiple systems, and one
or more of the systems may be interconnected.
[0383] Further, on each of the one or more systems that include one
or more components of E300, each of the components may reside in
one or more locations on the system. For example, different
portions of the components of E300 may reside in different areas of
memory (e.g., RAM, ROM, disk, etc.) on the system. Each of such one
or more systems may include, among other components, a plurality of
known components such as one or more processors, a memory system, a
disk storage system, one or more network interfaces, and one or
more busses or other internal communication links interconnecting
the various components.
[0384] System E300 may be implemented on a computer system
described below in relation to FIGS. 11 and 12.
[0385] System E300 is merely an illustrative embodiment of the game
system. Such an illustrative embodiment is not intended to be
limiting in scope, as any of numerous other implementations of the
sports and event betting system, for example, variations of system
E300, are possible and are intended to fall within the scope of
various embodiments. For example, interactive television may also
be used to view the available bets. None of the claims set forth
below are intended to be limited to any particular implementation
of the betting system unless such claim includes a limitation
explicitly reciting a particular implementation.
[0386] Various embodiments may be implemented on one or more
computer systems. These computer systems may be, for example,
general-purpose computers such as those based on Intel PENTIUM-type
processor, Motorola PowerPC, Sun UltraSPARC, Hewlett-Packard
PA-RISC processors, or any other type of processor. It should be
appreciated that one or more of any type computer system may be
used to partially or fully automate play of the described game
according to various embodiments. Further, the software design
system may be located on a single computer or may be distributed
among a plurality of computers attached by a communications
network.
[0387] For example, various embodiments may be implemented as
specialized software executing in a general-purpose computer system
E400 such as that shown in FIG. 11. The computer system E400 may
include a processor E403 connected to one or more memory devices
E404, such as a disk drive, memory, or other device for storing
data. Memory E404 is typically used for storing programs and data
during operation of the computer system E400. Components of
computer system E400 may be coupled by an interconnection mechanism
E405, which may include one or more busses (e.g., between
components that are integrated within a same machine) and/or a
network (e.g., between components that reside on separate discrete
machines). The interconnection mechanism E405 enables
communications (e.g., data, instructions) to be exchanged between
system components of system E400. Computer system E400 also
includes one or more input devices E402, for example, a keyboard,
mouse, trackball, microphone, touch screen, and one or more output
devices E401, for example, a printing device, display screen, or
speaker. In addition, computer system E400 may contain one or more
interfaces (not shown) that connect computer system E400 to a
communication network (in addition or as an alternative to the
interconnection mechanism E405.
[0388] The storage system E406, shown in greater detail in FIG. 12,
typically includes a computer readable and writeable nonvolatile
recording medium E501 in which signals are stored that define a
program to be executed by the processor or information stored on or
in the medium E501 to be processed by the program. The medium may,
for example, be a disk or flash memory. Typically, in operation,
the processor causes data to be read from the nonvolatile recording
medium E501 into another memory E502 that allows for faster access
to the information by the processor than does the medium E501. This
memory E502 is typically a volatile, random access memory such as a
dynamic random access memory (DRAM) or static memory (SRAM). It may
be located in storage system 406, as shown, or in memory system
E404, not shown. The processor E403 generally manipulates the data
within the integrated circuit memory E404, E502 and then copies the
data to the medium E501 after processing is completed. A variety of
mechanisms are known for managing data movement between the medium
E501 and the integrated circuit memory element E404, E502. Various
embodiments are not limited to a particular memory system E404 or
storage system E406.
[0389] The computer system may include specially-programmed,
special-purpose hardware, for example, an application-specific
integrated circuit (ASIC). Various features or aspects may be
implemented in software, hardware or firmware, or any combination
thereof. Further, such methods, acts, systems, system elements and
components thereof may be implemented as part of the computer
system described above or as an independent component.
[0390] Although computer system E400 is shown by way of example as
one type of computer system upon which various embodiments may be
practiced, it should be appreciated that embodiments are not
limited to being implemented on the computer system as shown in
FIG. 11. Various embodiments may be practiced on one or more
computers having a different architecture or components that that
shown in FIG. 11.
[0391] Computer system E400 may be a general-purpose computer
system that is programmable using a high-level computer programming
language. Computer system E400 may be also implemented using
specially programmed, special purpose hardware. In computer system
E400, processor E403 is typically a commercially available
processor such as the well-known Pentium class processor available
from the Intel Corporation. Many other processors are available.
Such a processor usually executes an operating system which may be,
for example, the Windows 95, Windows 98, Windows NT, Windows 2000
(Windows ME) or Windows XP operating systems available from the
Microsoft Corporation, MAC OS System X available from Apple
Computer, the Solaris Operating System available from Sun
Microsystems, or UNIX available from various sources. Many other
operating systems may be used.
[0392] The processor and operating system together define a
computer platform for which application programs in high-level
programming languages are written. It should be understood that
various embodiments not limited to a particular computer system
platform, processor, operating system, or network. Also, it should
be apparent to those skilled in the art that various embodiments
are not limited to a specific programming language or computer
system. Further, it should be appreciated that other appropriate
programming languages and other appropriate computer systems could
also be used.
[0393] One or more portions of the computer system may be
distributed across one or more computer systems (not shown) coupled
to a communications network. These computer systems also may be
general-purpose computer systems. For example, various embodiments
may be distributed among one or more computer systems configured to
provide a service (e.g., servers) to one or more client computers,
or to perform an overall task as part of a distributed system. For
example, various embodiments may be performed on a client-server
system that includes components distributed among one or more
server systems that perform various functions according to various
embodiments. These components may be executable, intermediate
(e.g., IL) or interpreted (e.g., Java) code which communicate over
a communication network (e.g., the Internet) using a communication
protocol (e.g., TCP/IP).
[0394] It should be appreciated that various embodiments are not
limited to executing on any particular system or group of systems.
Also, it should be appreciated that various embodiments are not
limited to any particular distributed architecture, network, or
communication protocol. Various embodiments may be programmed using
an object-oriented programming language, such as SmallTalk, Java,
C++, Ada, or C# (C-Sharp). Other object-oriented programming
languages may also be used. Alternatively, functional, scripting,
and/or logical programming languages may be used. Various
embodiments may be implemented in a non-programmed environment
(e.g., documents created in HTML, XML or other format that, when
viewed in a window of a browser program, render aspects of a
graphical-user interface (GUI) or perform other functions). Various
embodiments may be implemented as programmed or non-programmed
elements, or any combination thereof.
[0395] Having now described some illustrative embodiments, it
should be apparent to those skilled in the art that the foregoing
is merely illustrative and not limiting, having been presented by
way of example only. Numerous modifications and other illustrative
embodiments are within the scope of one of ordinary skill in the
art and are contemplated as falling within the scope of the various
embodiments. In particular, although many of the examples presented
herein involve specific combinations of method acts or system
elements, it should be understood that those acts and those
elements may be combined in other ways to accomplish the same
objectives.
Verifying to the Player that Events were Random
[0396] Various embodiments may provide a means for verifying the
integrity and authenticity of a sequence of random events used in
an online casino game.
[0397] Various embodiments may provide a method of using a
pre-generated sequence of random events to play an online casino
game.
[0398] Various embodiments may provide a method of sending a
pre-generated sequence of random events to a user in an encrypted
and/or digested form so that the user cannot forecast the sequence
of random events in the online casino game.
[0399] Various embodiments may provide a method for providing the
user with an encryption key and the original random events sequence
at the end of a game session to decrypt and verify the
pre-generated random events sequence by comparing the stored random
events sequence with the original random events sequence and
thereby authenticate the random events sequence used in the online
casino game.
[0400] Various embodiments may provide a method of sending a
pre-generated sequence of random events to a user so that the user
may reassemble the random events after a game session is
completed.
[0401] Various embodiments provide a method of authenticating a
pre-generated random events sequence in an online casino game. In a
preferred embodiment, a user establishes communication with an
online casino to request a game session. The user requests a game
to play on the online casino from a list of available games such as
blackjack, roulette, craps, etc. Once the user completes the
selection of the game, the online casino receives the request and
initiates the game session. For each game, there is a certain
number and type of estimated random events that will be required to
play the game session to completion, or end the game session at the
discretion of the user. Each random event represents an action that
would occur at a real casino, such as drawing a card or rolling
dice. The online casino is equipped with a random number generator
which pre-generates an estimated number of random events and places
the random events into a random events sequence. The random events
sequence is coded into an encrypted sequence and then transmitted
to the user who stores the encrypted sequence until a game
verification stage. For the step of encoding, the random events
sequence may also be converted into a digital digest and
transmitted to the user, or first encrypted and then converted into
a digital digest and transmitted to the user.
[0402] At this stage in the game session, the user cannot interpret
the pre-generated encrypted random events sequence the user
receives from the online casino, and the online casino does not
have to be concerned about the user being able to unfairly forecast
the sequence of random events in the future. The user then
commences playing the specified game by requesting random events
from the online casino. The online casino receives these requests
from the user and responds by sending the user the next number
drawn sequentially from the pre-generated random events sequence.
Events from the random sequence are consumed by the online casino
during the game session. The user records all random events
received from the online casino. Once the number of random events
in the pre-generated sequence have been exhausted or the user
indicates an intent to terminate the game session, the online
casino communicates a "Game is Over" to the user and the game
ends.
[0403] The online casino then sends the user an encryption key for
game verification to prove the integrity of the game. The
encryption key allows the user to decode the encrypted random
events sequence that was previously transmitted to the user at the
beginning of the game session. The user decodes the encrypted
random events sequence and the decoded random events sequence is
compared to the record the user kept of the random events sequence
sent by the online casino. If the sequences are identical, then the
random events sequence was not altered or tampered with by the
online casino during the game session. If the random event sequence
recorded by the user and the random events sequence presented by
the online casino are different, the verification fails. The user
then communicates the failure to the online casino and an
appropriate action is taken.
[0404] The game session may also be played with more than one user.
The online casino may send the same encrypted sequence, which is
pre-generated, to each participant allowing them to recompile their
individual random events sequences into the original pre-generated
random events sequences and compare it with the random events
sequences sent by the online casino for verification purposes.
[0405] Various embodiments will now be described with reference to
FIGS. 18 to 21, which in general disclose a method for ensuring the
authenticity and integrity of online games, and more specifically a
method of authenticating a pre-generated random events sequence in
an online casino game.
[0406] Referring to FIG. 18, in a preferred embodiment, a user
establishes communication with an online casino F10 to request a
game session which is the equivalent of one game in an actual
casino. The user possesses the necessary computer, client game
software and any other basic materials and hardware needed to
establish communication with the online casino. The online casino
may be a single computer acting as a game server or several
computers where databases and processors are in different
locations. The user requests a game to play on the online casino
during the game session by selecting from a list of available
games. A list of typical games to play during the game session may
include one of the following games: blackjack, roulette, craps,
baccarat, slot machine, lottery, sports betting and poker. It is
understood that various embodiments are not limited to these games
and may include games not included in the above list.
[0407] Once the user completes the selection of the game and
communicates the game selected to the online casino, the online
casino receives the request and initiates the game session F12. For
each game, there is a certain number and type of estimated random
events that will be required to play the game session to
completion, or end the game session at the discretion of the user.
Each random event represents an action that would occur at a real
casino, such as drawing a card or rolling dice. For example, in the
game of blackjack, the type of random events which occur during the
game is the action of drawing cards. The number of random events in
one game session will typically not exceed 10,000 events. Events
from the random sequence are consumed by the online casino during
the game session. The online casino is equipped with a random
number generator which pre-generates the random events F14.
[0408] The online casino generates an estimated number of random
events and places the random events into a random events sequence
F16 which is a set of random events generated for the game session.
The random events sequence is coded into an encrypted sequence F18
and then transmitted to the user F20 who stores the encrypted
sequence until a game verification stage. The method used to
encrypt the random events sequence may be any well known encryption
method used in the art. As shown in FIGS. 19 and 20, respectively,
for the step of encoding, the random events sequence may also be
converted into a digital digest and transmitted to the user, or
first encrypted and then converted into a digital digest and
transmitted to the user, as described below.
[0409] Referring again to FIG. 18, at this stage in the game
session, the user cannot interpret the pre-generated encrypted
sequence and the online casino does not have to be concerned about
the user unfairly predicting the sequence of random events in the
future. The user then commences playing the specified game F22 by
requesting random events from the online casino. The online casino
receives these requests from the user and responds by sending the
user the next number drawn sequentially from the pre-generated
random events sequence. The user records all random events F24
received from the online casino. It is understood that the user may
record the random events manually, as a function of the client game
software or other well know methods for recording. Once the number
of random events in the pre-generated sequence have been exhausted
or the user indicates an intent to terminate the game session, the
online casino communicates a "Game is Over" to the user and the
game ends F26.
[0410] The online casino then sends the user an encryption key F28
for game verification to prove the integrity of the game. The
encryption key allows the user to decode the encrypted random
events sequence that was transmitted to the user at the beginning
of the game session. The user decodes the encrypted random events
sequence F30 and the decoded random events sequence is compared to
the record F32 the user kept of the random events sequence sent by
the online casino at the commencement of the game session. It is
understood that the user may compare the record the random events
manually, as a function of the client game software or other well
know methods for recording. If the sequences are identical, then
the game was fair F34 and the random events sequence was not
altered or tampered with during the game session. If the
verification fails, the user communicates the failure to the online
casino and an appropriate action is taken.
[0411] As shown in FIG. 17, the online casino may also encode the
pre-generated random events sequence using a digital digest at the
encoding step. The online casino converts the random events
sequence into the digital digest F36 before transmitting the
digital digest to the user F38. The specified game is played F22.
The user records the random events F24 during the game session.
Once the game ends F26, the online casino sends the user an
undigested random events sequence F40. The user then verifies the
authenticity of the random events sequence F42 sent by the online
casino by converting the undigested random events sequence into the
digital digest, and comparing this digital digest with the digital
digest sent by the casino at the commencement of the game. For the
verification to succeed, the two digital digests should be
identical. Once the random events sequence sent by the online
casino is thus verified, the user proceeds with verifying the
random events sequence F44 sent by the online casino during the
game session by comparing the verified undigested random events
sequence sent by the casino at the end of the game with the random
events sequences kept by the user. For the verification to succeed,
the two random events sequences must be identical. Similarly, the
comparison can be carried out by the user manually or by the client
software. If the sequences are identical, then the game was fair
F46 and the random events sequence was not altered or tampered with
during the game session. If the verification fails, the user
communicates the failure to the online casino and an appropriate
action is taken.
[0412] Referring to FIG. 20, the online casino may also encode the
pre-generated random events sequence by first encrypting and then
converting the encoded sequence into a digital digest to complete
the encoding step. The online casino encrypts the random events
sequence and then converts it into the digital digest F48 before
transmitting it to the user F50. The specified game is played F22.
The user records the random events F24 during the game session.
Once the game ends F26, the online casino transmits to the user an
undigested random events sequence in its encrypted form. The online
casino also transmits to the user an encryption key F52. The user
first authenticates the encrypted random events sequence by
converting it into a digital digest, and then comparing it to the
digital digest F54 sent at the commencement of the game session.
The random events sequence is then decoded F56 and compared to the
record the user kept of the random events sequence sent by the
online casino F58. The user may carry out the comparison manually
or by the client game software. For the verification to succeed,
the sequences must be identical. If the sequences are identical,
then the game was fair F60 and the random events sequence was not
altered or tampered with during the game session. If the
verification fails, the user communicates the failure to the online
casino and an appropriate action is taken.
[0413] Using the above method, the user may be confident that the
random events sequence was generated without fraudulent action or
knowledge of the online casino since the encrypted sequence was
pre-generated and sent to the user prior to beginning of the game
session, eliminating any chance for the online casino to modify the
sequence of events, and thus the game, in response to the user's
actions or steps during the game session.
[0414] Referring to FIG. 21, the game session may be played with
more than one user F62. The online casino may send the same
encrypted sequence, which is pre-generated, to each participant
(i.e. the encrypted sequence represents the same deck of cards).
Each user must have access to the sequence of random events
received by other users during the game session. At the end of the
game session, the users then collectively compare the sequence of
random events received to the sequence of random events that the
online casino transmitted at the beginning of the game session to
ensure that the sequence was not altered.
[0415] Although embodiments for ensuring the authenticity and
integrity of online games are described above, it is to be
understood that the features described may be used with any
electronic game or technology requiring authentication of a random
events sequence. Thus, the features and embodiments described above
are not to be construed as limiting.
Teams
[0416] Various embodiments relate to a computerized system that
facilitates team play of card gaming. The computerized system
includes at least a first computer for use by a first participant
associated with a first team; a second computer for use by a second
participant associated with a second team; a third computer for use
by a third participant associated with the first team; and a fourth
computer for use by a fourth participant associated with the second
team. A computer network links the first and second computers to
each other for allowing the first and second participants to
compete against each other for team points in a first set of card
gaming. Likewise, the computer network also links the third and
fourth computers to each other for allowing the third and fourth
participants to compete against each other for team points in a
second set of card gaming. A central server computer coupled to the
computer network coordinates the first, second, third and fourth
computers, and tallies together team points earned by participants
of each team to compute an overall team score for each team.
Preferably, the central server computer also computes the team
points earned individually by each of the first, second, third, and
fourth participants. The aforementioned computer network may be in
the form of a local area network, assuming that the aforementioned
computers are located relatively close to each other, as within a
casino. Alternatively, the aforementioned computer network may be
the internet in the case wherein one or more of such computers are
located remotely from the others.
INCORPORATION BY REFERENCE
[0417] The following are incorporated by reference herein: [0418]
U.S. Pat. No. 6,375,568; [0419] U.S. Pat. No. 6,575,834; [0420]
U.S. Pat. No. 5,800,268; [0421] US patent application publication
20070015587; [0422] U.S. Pat. No. 6,319,125; [0423] U.S. Pat. No.
5,655,961; [0424] US Patent application publication 20060194633;
[0425] US patent application publication 20060189381; [0426] US
patent application publication 20060172803; [0427] US patent
application publication 20060094497; and [0428] US patent
application publication 20060089189.
Mobile Games
[0429] Reference numerals below, until otherwise specified, refer
only to FIGS. 22 through 34.
[0430] In various embodiments, a distributed gaming system enables
participants to engage in gaming activities from remote and/or
mobile locations. The possible gaming activities include gambling,
such as that provided by casinos. Gambling activities may include
any casino-type gambling activities including, but not limited to,
slot machines, video poker, table games (e.g., craps, roulette,
blackjack, pai gow poker, Caribbean stud poker, baccarat, etc), the
wheel of fortune game, keno, sports betting, horse racing, dog
racing, jai alai, and other gambling activities. The gaming
activities can also include wagering on any type of event. Events
can include, for example, sporting events, such as horse or auto
racing, and athletic competitions such as football, basketball,
baseball, golf, etc. Events can also include such things that do
not normally involve wagering. Such events may include, without
limitation, political elections, entertainment industry awards, and
box office performance of movies. Gaming can also include
non-wagering games and events. Gaming can also include lotteries or
lottery-type activities such as state and interstate lotteries.
These can include all forms of number-selection lotteries,
"scratch-off" lotteries, and other lottery contests. The gaming
system may be implemented over a communications network such as a
cellular network or a private wireless and/or wireline network.
Examples of the latter include WiFi and WiMax networks. In some
embodiments, the gaming system communications network is entirely
independent of the Internet. In some embodiments, the gaming system
operation makes minimal use of the Internet, such that only
information for which there are no security issues is transmitted
via the Internet and/or such that information may be encrypted. In
various embodiments, the communications network enables players to
participate in gaming from remote locations (e.g., outside of the
gaming area of a casino). Also, the system may enable players to be
mobile during participation in the gaming activities. In various
embodiments, the system has a location verification or
determination feature, which is operable to permit or disallow
gaming from the remote location depending upon whether or not the
location meets one or more criteria. The criterion may be, for
example, whether the location is within a pre-defined area in which
gaming is permitted by law.
[0431] As shown in FIG. 22, for example, gaming system 10 may
include at least one user 12. The system may include additional
users such that there is at least a first user 12 and a second user
14. Multiple users may access a first gaming system 10, while other
multiple users access a second gaming system (not shown) in
communication with first gaming system 10. Users 12 and 14 may
access system 10 by way of a gaming communication device 13. Gaming
communication device 13 may comprise any suitable device for
transmitting and receiving electronic communications. Examples of
such devices include, without limitation, mobile phones, personal
data assistants (PDAs), computers, mini-computers, etc. Gaming
communication devices 13 transmit and receive gaming information to
and from communications network 16. Gaming information is also
transmitted between network 16 and a computer 18, such as a server,
which may reside within the domain of a gaming service provider 20.
The location of computer 18 may be flexible, however, and computer
18 may reside adjacent to or remote from the domain of gaming
service provider 20. Various embodiments may not include a gaming
service provider. The computer 18 and/or gaming service provider 20
may reside within, adjacent to, or remote from a gaming provider
(not shown in FIG. 22). The gaming service provider may be an
actual controller of games, such as a casino. As an example, a
gaming service provider may be located on the grounds of a casino
and the computer 18 may be physically within the geographic
boundaries of the gaming service provider. As discussed, however,
other possibilities exist for remote location of the computer 18
and the gaming service provider 20. Computer 18 may function as a
gaming server. Additional computers (not expressly shown) may
function as database management computers and redundant servers,
for example.
[0432] In various embodiments, software resides on both the gaming
communication device 13 and the computer 18. Software resident on
gaming communication device 13 may be operable to present
information corresponding to gaming activities (including gambling
and non-gambling activities discussed herein) to the user. The
information may include, without limitation, graphical
representations of objects associated with the activities, and
presentation of options related to the activities and selectable by
the user. The gaming communication device software may also be
operable to receive data from the computer and data input by the
user. Software resident on the computer may be able to exchange
data with the gaming communication device, access additional
computers and data storage devices, and perform all of the
functions described herein as well as functions common to known
electronic gaming systems.
[0433] Gaming information transmitted across network 16 may include
any information, in any format, which is necessary or desirable in
the operation of the gaming experience in which the user
participates. The information may be transmitted in whole, or in
combination, in any format including digital or analog, text or
voice, and according to any known or future transport technologies,
which may include, for example, wireline or wireless technologies.
Wireless technologies may include, for example, licensed or
license-exempt technologies. Some specific technologies which may
be used include, without limitation, Code Division Multiple Access
(CDMA), Global System for Mobile Communication (GSM), General
Packet Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x),
Public Switched Telephone Network (PSTN), Digital Subscriber Line
(DSL), Integrated Services Digital Network (ISDN), or cable modem
technologies. These are examples only and one of ordinary skill
will understand that other types of communication techniques are
also contemplated. Further, it will be understood that additional
components may be used in the communication of information between
the users and the gaming server. Such additional components may
include, without limitation, lines, trunks, antennas, switches,
cables, transmitters, receivers, computers, routers, servers, fiber
optical transmission equipment, repeaters, amplifiers, etc.
[0434] In some embodiments, the communication of gaming information
takes place without involvement of the Internet. However, in some
embodiments, a portion of the gaming information may be transmitted
over the Internet. Also, some or all of the gaming information may
be transmitted partially over an Internet communications path. In
some embodiments, some information is transmitted entirely or
partially over the Internet, but the information is either not
gaming information or is gaming information that does not need to
be maintained secretly. For instance, data that causes a graphical
representation of a table game on the user's gaming communication
device might be transmitted at least partially over the Internet,
while wagering information transmitted by the user might be
transmitted entirely over a non-Internet communications
network.
[0435] According to some embodiments, as shown in FIG. 23 for
example, the communications network comprises a cellular network
22. Cellular network 22 comprises a plurality of base stations 23,
each of which has a corresponding coverage area 25. Base station
technology is generally known and the base stations may be of any
type found in a typical cellular network. The base stations may
have coverage areas that overlap. Further, the coverage areas may
be sectorized or non-sectorized. The network also includes mobile
stations 24, which function as the gaming communication devices
used by users to access the gaming system and participate in the
activities available on the gaming system. Users are connected to
the network of base stations via transmission and reception of
radio signals. The communications network also includes at least
one voice/data switch, which may be connected to the wireless
portion of the network via a dedicated, secure landline. The
communications network may also include a gaming service provider,
which is likewise connected to the voice/data switch via a
dedicated, secure landline. The voice/data switch may be connected
to the wireless network of base stations via a mobile switching
center (MSC), for example and the landline may be provided between
the voice/data switch and the MSC.
[0436] Users access the gaming system by way of mobile stations
which are in communication with, and thus part of, the
communications network. The mobile station may be any electronic
communication device that is operable in connection with the
network as described. For example, in this particular embodiment,
the mobile station may comprise a cellular telephone.
[0437] In various embodiments, in the case of a cellular network
for example, the gaming system is enabled through the use of a
private label carrier network. Each base station is programmed by
the cellular carrier to send and receive private secure voice
and/or data transmissions to and from mobile station handsets. The
handsets may be pre-programmed with both gaming software and the
carrier's authentication software. The base stations communicate
via private T1 lines to a switch. A gaming service provider leases
a private T1 or T3 line, which routes the calls back to gaming
servers controlled by the gaming service provider. Encryption can
be installed on the telephones if required by a gaming regulation
authority, such as a gaming commission.
[0438] The cellular network may be a private, closed system. Mobile
stations communicate with base stations and base stations are
connected to a centralized switch located within a gaming
jurisdiction. At the switch, voice calls are transported either
locally or via long distance. Specific service provider gaming
traffic is transported from the central switch to a gaming server
at a host location, which can be a casino or other location.
[0439] As subscribers launch their specific gaming application, the
handset will only talk to certain base stations with cells or
sectors that have been engineered to be wholly within the gaming
jurisdiction. For example, if a base station is close enough to
pick up or send a signal across state lines, it will not be able to
communicate with the device. When a customer uses the device for
gaming, the system may prohibit, if desired, the making or
receiving voice calls. Moreover, voice can be eliminated entirely
if required. Further, the devices may not be allowed to "connect"
to the Internet. This ensures a high level of certainty that
bets/wagers originate and terminate within the boundaries of the
gaming jurisdiction and the "private" wireless system cannot be
circumvented or bypassed. Although in some embodiments some data
and/or voice traffic may be communicated at least partially over
the Internet, the communication path may not include the Internet
in other embodiments. Alternatively, in some embodiments, certain
non-gaming information may be transported over a path which
includes the Internet, while other information relating to the
gaming activities of the system is transported on a path that does
not include the Internet.
[0440] As shown in FIG. 24, a gaming communication device 32 is in
communication with a gaming service provider over a network 34. The
gaming service provider preferably has one or more servers, on
which are resident various gaming and other applications. As shown
in FIG. 24, some example gaming applications include horse racing
and other sports, financial exchange, casino and/or virtual casino,
entertainment and other events exchange, and news and real time
entertainment. Each of these applications may be embodied in one or
more software modules. The applications may be combined in any
possible combination. Additionally, it should be understood that
these applications are not exhaustive and that other applications
may exist to provide an environment to the user that is associated
with any of the described or potential activities.
[0441] In another embodiment, as shown in FIG. 25, for example, the
communications network comprises a private wireless network. The
private wireless network may include, for example, an 802.11x
(WiFi) network technology to cover "Game Spots" or "Entertainment
Spots." In FIG. 25, various WiFi networks are indicated as networks
41. Networks 41 may use other communications protocols to provide a
private wireless network including, but not limited to, 802.16x
(WiMax) technology. Further, networks 41 may be interconnected.
Also, a gaming system may comprise a combination of networks as
depicted in FIG. 25. For example, there is shown a combination of
private wireless networks 16, a cellular network comprising a
multi-channel access unit or sectorized base station 42, and a
satellite network comprising one or more satellites 46.
[0442] With respect to the private wireless network, because the
technology may cover small areas and provide very high-speed
throughput, the private wireless network is particularly
well-suited for gaming commission needs of location and identity
verification for the gaming service provider products. The gaming
spots enabled by networks 41 may include a current casino area 48,
new areas such as swimming pools, lakes or other recreational areas
49, guest rooms and restaurants such as might be found in casino 48
or hotels 45 and 47, residential areas 40, and other remote gaming
areas 43. The configuration of the overall gaming system depicted
in FIG. 25 is intended only as an example and may be modified to
suit various embodiments.
[0443] In some embodiments, the system architecture for the gaming
system includes:
(1) a wireless LAN (Local Access Network) component, which consists
of mostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust
security and authentication software; gaming software; mobile
carrier approved handsets with Windows.RTM. or Symbian.RTM.
operating systems integrated within; and
[0444] (a) CDMA-technology that is secure for over-the-air data
protection;
[0445] (b) at least two layers of user authentication, (that
provided by the mobile carrier and that provided by the gaming
service provider);
[0446] (c) compulsory tunneling (static routing) to gaming
servers;
[0447] (d) end-to-end encryption at the application layer; and
[0448] (e) state-of-the-art firewall and DMZ technologies;
(2) an MWAN (Metropolitan Wireless Access Network), which consists
of licensed and license-exempt, point-to-point links, as well as
licensed and license-exempt, point-to-multi-point technologies; (3)
private MAN (Metropolitan Access Network) T1 and T3 lines to
provide connectivity where wireless services cannot reach; and (4)
redundant private-line communications from the mobile switch back
to the gaming server.
[0449] Each of the "Game Spots" or "Entertainment Spots" is
preferably connected via the MWAN/MAN back to central and redundant
game servers. For accessing the private wireless networks 41, the
gaming communication devices may be WiFi- or WiMax-enabled PDAs or
mini-laptops, and do not have to be managed by a third-party
partner.
[0450] In various embodiments, the gaming system includes a
location verification feature, which is operable to permit or
disable gaming from a remote location depending upon whether or not
the location meets one or more criteria. A criterion may be, for
example, whether the location is within a pre-defined area in which
gaming is permitted by law. As another example, a criterion may be
whether the location is in a no-gaming zone, such as a school. The
location verification technology used in the system may include,
without limitation, "network-based" and/or "satellite-based"
technology. Network-based technology may include such technologies
as multilateration, triangulation and geo-fencing, for example.
Satellite-based technologies may include global positioning
satellite (GPS) technology, for example.
[0451] As previously discussed, the cellular approach preferably
includes the use of at least one cellular, mobile, voice and data
network. For gaming in certain jurisdictions, such as Nevada for
example, the technology may involve triangulation, global
positioning satellite (GPS) technology, and/or geo-fencing to avoid
the potential for bets or wagers to be made outside Nevada state
lines. In some embodiments, the network would not cover all of a
particular jurisdiction, such as Nevada. For instance, the network
would not cover areas in which cellular coverage for a particular
base station straddled the state line or other boundary of the
jurisdiction. This is done in order to permit the use of location
verification to insure against the chance of bets originating or
terminating outside of the state. Triangulation may be used as a
method for preventing gaming from unapproved locations.
Triangulation may be accomplished, for example, by comparing the
signal strength from a single mobile station received at multiple
base stations, each having GPS coordinates. This technology may be
used to pinpoint the location of a mobile station. The location can
then be compared to a map or other resource to determine whether
the user of the mobile station is in an unapproved area, such as a
school. Alternatively, GPS technology may be used for these
purposes.
[0452] As shown in FIG. 26, the gaming system includes a plurality
of gaming communication devices 54, 55, and 56. Device 54 is
located outside the gaming jurisdiction 58. Devices 55 and 56 are
both located inside gaming jurisdiction 58. However only device 56
is located within geo-fence 57, which is established by the
coverage areas of a plurality of base station 53. Thus, geo-fencing
may be used to enable gaming via device 56 but disable gaming via
devices 54 and 55. Even though some gaming communication devices
that are within the gaming jurisdiction 58, such as device 55, are
not permitted access to the gaming system, the geo-fence 57 ensures
that no gaming communication devices outside jurisdiction 58, such
as device 54, are permitted access.
[0453] Geo-fencing may not specify location. Rather, it may ensure
that a mobile station is within certain boundaries. For instance,
geo-fencing may be used to ensure that a mobile station beyond
state lines does not access the gaming system. Triangulation on the
other hand may specify a pinpoint, or near-pinpoint, location. For
example, as shown in FIG. 26, device 56 is triangulated between
three of the base stations 53 to determine the location of device
56. Triangulation may be used to identify whether a device, such as
a mobile station, is located in a specific spot where gambling is
unauthorized (such as, for example, a school). Preferably, the
location determination technology utilized in conjunction with
various embodiments meets the Federal Communication Commission's
(FCC's) Phase 2 E911 requirements. Geological Institute Survey
(GIS) mapping may also be utilized to compare identified
coordinates of a gaming communication device with GIS map features
or elements to determine whether a device is in an area not
authorized for gaming. It should be noted that any type of location
verification may be used such as triangulation, geo-fencing, global
positioning satellite (GPS) technology, or any other type of
location determining technology, which can be used to ensure, or
provide an acceptable level of confidence, that the user is within
an approved gaming area.
[0454] In various embodiments, location verification is
accomplished using channel address checking or location
verification using some other identifying number or piece of
information indicative of which network or portion of a network is
being accessed by the gaming communication device. Assuming the
usage of an identifying number for this purpose, then according to
one method of location checking, as an example, a participant
accesses the gaming system via a mobile telephone. The identifying
number of the mobile telephone, or of the network component being
accessed by the mobile telephone, identifies the caller's
connection to the mobile network. The number is indicative of the
fact that the caller is in a defined area and is on a certain
mobile network. A server application may be resident on the mobile
telephone to communicate this information via the network to the
gaming service provider. In a some embodiments, the identifying
number or information is passed from a first network provider to a
second network provider. For example, a caller's home network may
be that provided by the second provider, but the caller is roaming
on a network (and in a jurisdiction) provided by the first
provider. The first provider passes the identifying information
through to the second provider to enable the second provider to
determine whether the caller is in a defined area that does or does
not allow the relevant gaming activity. In various embodiments, the
gaming service provider either maintains, or has access to, a
database that maps the various possible worldwide mobile network
identifying numbers to geographic areas. Various embodiments
contemplate using any number or proxy that indicates a network,
portion of a network, or network component, which is being
connected with a mobile telephone. The identifying number may
indicate one or more of a base station or group of base stations, a
line, a channel, a trunk, a switch, a router, a repeater, etc.
[0455] In various embodiments, when the user connects his mobile
telephone to the gaming server, the gaming server draws the network
identifying information and communicates that information to the
gaming service provider. The software resident on the gaming
communication device may incorporate functionality that will, upon
login or access by the user, determine the user's location (based
at least in part on the identifying information) and send a message
to the gaming service provider. The identifying number or
information used to determine location may be country-specific,
state-specific, town-specific, or specific to some other definable
boundaries.
[0456] In connection with any of the location determination
methods, the gaming system may periodically update the location
determination information. This may be done, for example, during a
gaming session, at pre-defined time intervals to ensure that
movement of the gaming communication device to an unauthorized area
is detected during play, and not just upon login or initial
access.
[0457] Thus, depending on the location determination technology
being used, the decision whether to permit or prohibit a gaming
activity may be made at the gaming communication device, at the
gaming server, or at any of the components of the telecommunication
network being used to transmit information between the gaming
communication device and the gaming server (such as at a base
station, for example).
[0458] An aspect of the private wireless network related to
preventing gaming in unauthorized areas is the placement of
sensors, such as Radio Frequency Identification (RFID) sensors on
the gaming communication devices. The sensors trigger alarms if
users take the devices outside the approved gaming areas. Further,
the devices may be "tethered" to immovable objects. Users might
simply log in to such devices using their ID and password.
[0459] In various embodiments, a gaming system may include the
ability to determine the location of the gaming communication
device within a larger property, such as a casino complex. This may
allow certain functionalities of the device to be enabled or
disabled based upon the location of the device within the property.
For example, government regulations may prohibit using the device
to gamble from the guest rooms of a casino complex. Therefore,
particular embodiments may include the ability to determine the
location of the device within the property and then disable the
gambling functionality of the device from a guest room, or other
area where gambling is prohibited. FIG. 27 illustrates an example
of a wireless gaming system in which the location of a gaming
communication device 604 may be determined in accordance various
embodiments.
[0460] As shown in FIG. 27, a wireless gaming system comprises a
wireless network that at least partially covers casino complex 600
in which one or more gaming communication devices 604 may be used
to participate in a variety of gaming activities. The wireless
network may comprise at least three signal detection devices 602,
although various embodiments may include fewer or greater than
three signal detection. As shown in FIG. 27, the wireless network
comprises four signal detection devices 602, each located at one
corner of casino complex 600. In various embodiments, these signal
detection devices may comprise wireless access points, wireless
routers, wireless base stations, satellites, or any other suitable
signal detection device. Furthermore, although signal detection
devices 602 are illustrated as being located on the boundaries of
casino complex 600, signal detection devices may be located
anywhere inside or outside of casino complex 600, provided the
signal detection devices are operable to receive signals
originating from a gaming communication device 604 inside casino
complex 600. In various embodiments, signal detection devices 602
may also be used to transmit, as well as receive, signals to gaming
communication device 604.
[0461] In various embodiments, casino complex 600 may be divided
into one or more zones 608, which represent different areas of the
casino complex, such as the lobby, guest rooms, restaurants, shops,
entertainment venues, and pool areas. For example, as shown in FIG.
27, zone 608a may correspond to the casino lobby, zone 608b may
correspond to guest rooms, zone 608c may correspond to restaurants,
and zone 608d may correspond to the gaming floor of the casino.
Each zone 608 may be further divided into one or more sub-zones
606, each specifying a particular location within zone 608.
Sub-zones 606 may be arranged in a grid formation, each sub-zone
606 having a uniform size. In some embodiments, each sub-zone may
comprise 9 square feet (i.e., 3 feet by 3 feet). In some
embodiments, each sub-zone may comprise 100 square feet (i.e., 10
feet by 10 feet). The choice of the size of an area covered by a
sub-zone may depend on administrator preferences, technical
limitations of the wireless network, and governmental regulations,
as well as other considerations.
[0462] Particular embodiments may use this mapping of casino
complex 600 into a plurality of zones 608 and sub-zones 606 to
determine the location of gaming communication device 604 within
the complex. These embodiments may utilize the signal received by
signal detection devices 602 from gaming communication device 604
to determine the location of the device.
[0463] In various embodiments, the location of gaming communication
device 604 may be determined based upon the strength of the signal
received by each signal detection device 602 from device 604. In
various embodiments, this may be accomplished using a Received
Signal Strength Indication (RSSI) value or any other suitable
indication of signal strength. Generally, the closer a sub-zone is
to a signal detection device, the stronger the signal the signal
detection device will receive from a gaming communication device
located in that sub-zone. Therefore, given a plurality of signal
strength readings taken from different points in the casino complex
(i.e., signal detection devices 602), these different signal
strength readings may be used to determine the location of the
device.
[0464] With this in mind, each sub-zone 606 of casino complex 600
may be associated with a reference set of signal strengths received
by the signal detection devices from a device located in that
particular sub-zone. Typically, these values are generated, and
periodically recalibrated, by taking a reference reading from a
gaming communication device located that sub-zone. After each
sub-zone is associated with a reference set of signal strengths,
these reference signal strengths may be compared with the signal
strengths received by the signal detection devices from a gaming
communication device. Since each sub-zone has a unique set of
signal strengths, this comparison may be used to identify the
particular zone in which the gaming communication device is
located.
[0465] In various embodiments, the location of gaming communication
device 604 may be determined based upon an elapsed time between the
transmission of the signal from device 604 and the receipt of the
signal by each signal detection device 602. In various embodiments,
this elapsed time may be determined based on a Time Difference of
Arrival (TDOA), or any other suitable technology. As before in the
case of signal strengths, each sub-zone 606 may be associated with
a predetermined, or reference, set of elapsed times from
transmission to receipt of a signal from a gaming communication
device. This set of elapsed times will be different for each
sub-zone of the casino complex, as the time it takes a signal to
reach each signal detection device will depend on the proximity of
the sub-zone to each base station. By comparing the time from
transmission to receipt of a signal received by the signal
detection devices from a gaming communication device, the sub-zone
in which the device is located may be determined.
[0466] Once the location of the gaming communication device has
been determined, particular embodiments may then enable and/or
disable particular functions of the device based on this
determination. For example, as mentioned previously, particular
embodiments may disable the gaming communication device's gambling
functionality from a user's guest room, while still allowing the
user to use other device functions, such as purchasing merchandise
or services, or buying tickets to an entertainment event. Once the
user leaves his or her guest room, the gambling functionality of
the gaming communication device may be enabled. Similarly,
particular embodiments may prevent the gaming communication device
from being used to make financial transactions from the casino
floor. Once the user leaves the casino floor, such functionality
may be enabled. Similarly, other functionalities of the gaming
communication device may be enabled or disabled based upon the
location of the device within the property in accordance with
various embodiments.
[0467] In various embodiments, the various functionalities of the
gaming communication device may be enabled or disabled based upon
the zone 608 in which the device is located. In such embodiments,
each zone 608 of the casino complex may be associated with a set of
allowed activities. For example, the "lobby" zone 608a of the
casino complex may have all activities allowed, while the "guest
room" zone 608b of the property may have all activities allowed
except gambling. Based upon the gaming communication device's
location, the functionality of the gaming communication device may
be limited to the set of allowed activities for the zone in which
the device is located. As the gaming communication device travels
from zone to zone, the location of the device may be re-determined,
and the functionality of the device may be updated to reflect the
set of allowed activities for the zone in which the device is now
located.
[0468] Various embodiments may also use the location determination
to send location-specific information to the gaming communication
device. For example, a reminder that an entertainment event to
which the user has tickets is about to begin may be sent to the
user's device if the device (and therefore the user) is located in
a different part of the casino complex. In another embodiment, a
user may be alerted that the user's favorite dealer is on the
casino floor if the user is located in his or her guest room.
[0469] In various embodiments, the location of the gaming
communication device may be used to deliver goods and services
purchased or ordered by the user of the device. For example, in
various embodiments, the user may purchase food and beverages using
the device. The location of the device may then be used to deliver
the food and beverages to the user, even if the user relocates to
another sub-zone after placing his or her order.
[0470] The determination of the gaming communication device's
location may also be used to provide the user with directions to
another part of the casino complex. For example, a user that is
located on the casino floor that wishes to go to a specific
restaurant within the complex may be given direction based upon his
or her location. These directions may then be updated as the user
progresses towards his or her desired location. In the event the
user gets off-course, the location determination, which may be
updated during the user's travel, may be used to alert the user
that he/she has gotten off-course and then plot a new course to the
desired destination.
[0471] It should be understood that the foregoing descriptions
encompass but some of the implementation technologies that may be
used, according to various embodiments. Other technologies may be
used and are contemplated, according to various embodiments.
Various embodiments may be performed using any suitable technology,
either a technology currently existing or a technology which has
yet to be developed.
User Profiles
[0472] According to various embodiments, the wireless gaming system
can incorporate a user profile element. One or more user profiles
may be created, maintained, and modified, for example, on one or
more of the servers of the gaming system. Generally, the user
profiles include information relating to respective users. The
information may be maintained in one or more databases. The
information may be accessible to the gaming server and/or to one or
more mobile devices. The devices which may access the information
may, according to certain embodiments, include gaming devices or
gaming management devices. Gaming management devices may include
wireless devices used by casino staff to provide gaming services or
gaming management services.
[0473] Various embodiments include software and/or hardware to
enable the provision, modification, and maintenance of one or more
user profiles. Thus, one or more user profiles may each comprise a
set of data maintained in a data storage device. The data set(s)
for each respective user profile may reflect any of a number of
parameters or pieces of information, which relate to the particular
user(s) corresponding to the profile(s). Although not intended to
be exhaustive, such information may include, for example, gaming
activity preferences, such as preferred game and/or game
configuration, preferred screen configuration, betting preferences,
gaming location preferences, dining and other service preferences,
and so forth. The information may also include user identity
information, such as name, home address, hotel name and room
number, telephone numbers, social security numbers, user codes, and
electronic files of fingerprint, voice, photograph, retina scan, or
other biometric information. User profile information may also
include information relating to the user, but not determined by the
user or the user's activities. Such information may include any
information associated with, or made part of, a profile. For
example, an entity such as a casino, may include as part of a
profile certain rules governing the distribution of promotions or
offers to the user. User profile information can include any codes,
account numbers, credit information, approvals, interfaces,
applications, or any other information which may be associated with
a user. Thus, user profile information may include any information
that is particular to a given user. For example, profile
information may include the location(s) at which a particular user
has played, skill levels, success levels, types of games played,
and betting styles, and trends of information relating to the
user's activities.
[0474] In various embodiments, user profile information may include
concierge or other service information that is associated with a
user. Concierge services may include restaurant services,
entertainment services, hotel services, money management services,
or other appropriate services that may be offered to the user of a
gaming device. For example, restaurant services may include,
without limitation, services that allow the user to order drinks,
order food, make reservations, or perform other restaurant related
activities. As another example, entertainment services may include,
without limitation, services that allow the user to purchase show
tickets, arrange appointments or services, virtually shop, arrange
transportation, or perform other entertainment related activities.
Hotel services may include, for example, services that allow the
user to check in, check out, make spa appointments, check messages,
leave messages, review a hotel bill, or perform other guest-related
activities. Money management services may include, for example,
services that allow the user to transfer funds, pay bills, or
perform other money management activities.
[0475] The gaming system may be configured to establish a new
profile for any user who is using a gaming device for the first
time. Alternatively, a new profile may be established for a prior
user who has not played for a predetermined time period. The gaming
system may set up the profile, monitor user activities, adjust the
profile, and adjust information (such as graphics) displayed to the
user. The gaming system may be configured to use the profile
information to alter the presentation of gaming information to the
user. For example, if a prior user has returned to the gaming
system, the system may consult the profile for the user and
determine that in the prior session of gaming the user lost money
on craps but won money on blackjack. Based on this information, the
system may adjust the default gaming screen and present a blackjack
table for the user. As a further example, the profile information
may indicate that the majority of the user's prior blackjack time
was spent on $25 minimum tables. The system may, accordingly, make
a further adjustment to the gaming environment and make the
blackjack table being presented a $25 table. In this sense, the
gaming system enables personalized wireless gaming based on one or
more criteria maintained in a user profile.
[0476] The user profiles may be established, maintained, and
periodically updated as necessary to enable a gaming provider to
provide an enhanced, current, and/or customized gaming experience.
Updates may be undertaken based on any suitable trigger, such as
the occurrence of an event, the occurrence of a user activity, or
the passage of a certain predetermined time period. Any or all of
the profile information may be updated.
Alerts
[0477] In some embodiments, the gaming system may be configured to
initiate one or more alerts to one or more users based on any
number of criteria. For instance, an alert may be based on the
location of a user. The system may also be configured to keep track
of other non-location dependent parameters. The initiation of an
alert may depend on a time parameter. Gaming alerts can also be
based on this and/or other information maintained in a user
profile. Alerts can be prioritized for presentation and the content
and display of the alerts may be customized by the user or another
entity. As a related concept, the system may be configured to
provide directions and/or maps. Another related concept involves
enabling a user to view a certain activity or area remotely. The
alert may be generated in response to the existence of data within
a user profile. Additionally, the content and presentation of the
alert may be determined based on information in the user profile.
Thus, when the alerts occur and what the alerts indicate may be
customized or tailored according to user preferences (or any other
information maintained about the user (e.g., in a user
profile).
[0478] In some embodiments, an alert may be presented or displayed
to the user in a format determined, at least in part, by any of the
parameters described or contemplated herein. For example, if the
user is located outdoors, the display may be automatically
brightened in order to allow the user to more easily view the
alert. The alert may be presented in any one or a combination of
textual, visual, oral, or other information exchange formats.
Alerts presented to users on the screen of a gaming communication
device, for example, may be configured in any desirable manner.
Preferably, the information is displayed in a way as to most
effectively utilize the screen real estate to convey the alert
message. Thus, different alerts of differing types, or having
differing priorities, can be displayed differently on the gaming
device. For example, a more important alert can be displayed as a
popup while secondary alerts scroll at the bottom of the screen.
The player can register for alerts and determine his own particular
alert configuration preferences.
[0479] According to some embodiments, directional information may
be provided to one or more users. The directional information may
be associated with an alert. The directional information may be
based on any of the parameters described herein (e.g., profiles,
alerts, locations, changes in play or other activities, etc).
Directions may be given to activities, locations, seats, tables,
recreational spots, restaurants, change cages, information booths,
casinos, hotels, sports venues, theaters, etc. For example
directions may be given to a particular table or gaming area, a
casino other than the one where the user is presently located or
where another user is located, a restaurant that is specified in a
user profile, a sports book area of a casino, a hotel room,
etc.
[0480] The directions can be presented orally, textually, and/or
graphically (e.g., as map with zoom capabilities). An example of
how directions would be provided involves a user profile indicating
that the user likes to play high-limit blackjack on Saturday
nights, but that the user does not have a particular casino
preference. If the user enters any casino for which the system is
operable, the system provides the user with an alert inviting the
player to the high-limit blackjack tables and directional
information in the form of a visual route. Another example involves
a user leaving a sports book in a casino and the user has indicated
that he wants to play craps. The device gives walking directions to
the craps tables. Another example involves a user that has a
preferred list of dinner restaurants. At a predetermined time
(e.g., 8:00 pm), the system presents the user with the list, lets
the user make a selection and a reservation. The system then
provides the user with verbal directions from the user's current
location to the selected restaurant. The system may also be
configured to provide ancillary information based, at least in
part, on the alert, the profile, or the directional information
being provided. For example, the system may notify a user that the
user will need a cab, or will need to take the tram, or will need a
jacket and tie, or will need an umbrella, etc. depending on where
the user is going and the route he is taking.
[0481] According to various embodiments, the system enables a user
to view a certain activity or area remotely. For example, cameras
(or other viewing devices) may be disposed throughout a casino
property (or other relevant area). At kiosks, or on the wireless
gaming devices, users can "peek" into one or more selected areas to
see the activity in the selected area(s). For example, from the
pool, a user can tell if the craps tables have changed limits or
are filling up with people. From the craps table, a user can see if
the restaurant or bar is becoming crowded.
[0482] According to various embodiments, the operation of the
alerts module and the alerts methods are integrated with various
techniques for managing user profile information. An example of
this aspect is that the system may be configured to recognize that
a user has certain preferred dealers or stickmen when playing
certain casino games. When those dealers or stickmen are on duty,
and if the user is located in a certain area, or within a certain
distance, an alert may be sent inviting the user to participate in
the gaming activity at the particular table where the dealer or
stickman is on duty.
[0483] Thus, when user profile information indicates that a one or
more predetermined criteria are met, the system may send an alert
to the corresponding user or to another user. For example, the
system may "learn" that a player is a fan of certain sports teams.
The system monitors information about upcoming events that involve
those teams and, at a predetermined time, checks to see if the user
has placed a bet on the event(s). If not, the system invites the
user to visit a sports book to make a bet. As another example, the
system knows a user prefers $10 minimum tables and alerts the user
to the opening of a seat at such a table. As another example, the
alerts can be triggered by information which is not directly
related to or associated with the particular user (e.g., non-user
specific information). For instance an alert might be triggered by
a certain time or the occurrence of a certain event (e.g., the odds
given on a certain sports event changing by a certain predetermined
amount).
Service Applications
[0484] According to various embodiments, gaming services may be
provided as an application add-on to a pre-existing communication
or data service. Thus, gaming service applications may be made
available to customers of a pre-existing communication or data
service. For example, customers of a particular wireless telephone
or data service may be offered any one or combination of the
various gaming service applications discussed herein as an
additional feature that is bundled with the telephone or data
service. Although this document may refer to the communication
service bundled with offered gaming service applications as
including pre-existing communication services, it is recognized
that the gaming services applications may be offered and accepted
as part of a package with newly-activated communications service
plan. In still other embodiments, the gaming service may be
established first and the communication service may be added
later.
[0485] The gaming service applications bundled with, or otherwise
offered in conjunction with communication services, may be
customized to meet the needs of the customers, service providers,
or both. For example, a service provider may elect to make certain
gaming service applications available to only a subset of the
service providers' customers. Accordingly, not all customers
associated with a service provider may be offered gaming services.
As an another example of customized gaming service applications, a
communication service may offer customers a number of gaming
service plans which may provide different levels of service. For
example, certain services such as advertisement services and/or
promotional services may be free to customers of the communications
service. Such levels of service may be customer-selected, service
provider-selected, or both.
[0486] Customers may be billed separately for add-on gaming
services, or in conjunction with the invoice the customer already
receives for the pre-existing communications service. For instance,
in certain embodiments, gaming services may be billed as an add-on
in the same way that Caller ID services, call waiting services, and
call messaging services result in fees that are in addition to the
basic fees associated with communication services.
Peer-to-Peer Wireless Gaming
[0487] According to various embodiments, gaming services enable
peer-to-peer wireless gaming. Specifically, the system may enable
multiple players to participate in the same gaming activity at the
same time from dispersed locations. This may be particularly
desirable in the case of certain games such as, but without
limitation, horse racing, poker, and blackjack. The system may also
enable a single player to participate in multiple positions with
respect to a particular game. For example, a user may be permitted
to play multiple hands of blackjack. Particular aspects include
such features as providing assistance to a user in finding a
particular activity. For example, a first player may want to play
poker at a six-person table. The gaming system may be used to
identify such a poker table that has a position available for the
first user's participation. Additionally or alternatively, a first
player might want to play poker at the same table as a second
player, and the system may be configured to assist the first player
in finding a game in which the second player is already
participating.
[0488] Location determination techniques may be incorporated to
enable peer-to-peer gaming or related services. For example, a
"buddy network" may be established to track members of a selected
group. For example, a group of friends might all be in a gambling
jurisdiction but be located at various dispersed places within that
jurisdiction. The gaming system allows the establishment of a
private buddy network of peers for this group of friends. The
system enables one or more members of the group to track one or
more other members of the group. In various embodiments, the system
may also allow messages from and to one or more group members. For
example, the system also allows members to invite other members to
participate in certain wireless gaming activities. Additionally or
alternatively, the system may allow members of the group to bet on
the performance of another member of the group who is participating
in a virtual or actual game.
[0489] Location determination techniques may also be incorporate to
establish an "alert system." The alert system may be used to invite
certain types of players to participate in a gaming activity.
Criteria may then be used to identify users of gaming devices that
meet the criteria. For example, a gaming participant may wish to
initiate a gaming activity with other users of gaming devices that
qualify as "high rollers" or "high stakes gamers." As other
examples, a celebrity user may wish to initiate a gaming activity
with other celebrities, or a senior citizen may wish to initiate a
gaming activity with other senior citizens. In each instance, the
user may identify criteria that may then be used to identify other
gaming participants that meet these criteria for the initiation of
a peer-to-peer gaming event.
[0490] It should be understood that the foregoing descriptions
encompass but some of the implementation technologies that may be
used, according to various embodiments. Other technologies may be
used and are contemplated, according to various embodiments.
Various embodiments may be performed using any suitable technology,
either a technology currently existing or a technology which has
yet to be developed.
Gaming and Wireless System
[0491] Various embodiments include a gaming system including
hand-held personal gaming devices. The gaming system is adapted to
present one or more games to a user of one of the hand-held gaming
devices.
[0492] In various embodiments, the gaming system includes a
portable gaming device or interface. The portable gaming device has
a display for displaying game information to a player, at least one
input device for receiving input from the player and is capable of
receiving and sending information to a remote device/location. The
gaming system also includes a game server for generating game data,
transmitting game data to the portable gaming device and receiving
information, such as player input, from the portable gaming device.
The gaming system further includes a payment transaction server for
validating payment and establishing entitlement of a player to play
a game via the portable gaming device as provided by the game
server.
[0493] In various embodiments, the gaming system includes one or
more stationary gaming machines or other devices capable of
printing tickets having a value associated therewith. The portable
gaming device includes a ticket reader for reading ticket
information for use by the payment transaction server in verifying
the associated value for permitting the player to play the
game.
[0494] In one or more embodiments, the portable gaming devices
communicate with other devices (such as the game server) via a
wireless communication channel. Appropriate relays and transceivers
are provided for permitting the wireless communication.
[0495] In one or more embodiments, the portable gaming device
includes a plurality of interfaces for changing the configuration
of the gaming device or interacting with one or more transaction
servers. In some embodiments, a login interface is provided for
receiving login information regarding a user of the device. In
various embodiments, the number of interfaces or other functions or
features displayed or permitted to be accessed are configured
depending upon the user of the device. In the event a gaming
representative identifies himself, interfaces permitting access to
a variety of control functions may be provided. In the event a
player identifies themselves, such control functions may not be
accessible, but instead only consumer-related functions may be
accessible such as game play.
[0496] In one or more embodiments the gaming system includes one or
more transaction servers, such as a food transaction server. Using
an interface of the portable gaming device a player or other user
may request services from the food transaction server. For example,
a player may request food, drink, a restaurant reservation or other
service.
[0497] One or more embodiments comprise a method of playing a game
via a portable gaming device associated with a gaming network. In
some embodiments, a player obtains a portable gaming device, such
as by checking out the device from the hostess station of a
restaurant or the front desk of a hotel/casino. The player provides
value to the gaming operator, such as a credit card or cash
deposit. This value is associated with the server and matched with
a ticket number, player tracking number or other identifier.
[0498] The game device is configured for player play using the
login interface. The act of logging in may be performed by the
player or the gaming operator. The player next establishes
entitlement to obtain services, such as the playing of a game, by
showing the existence of value. In some embodiments, the player
scans his ticket using the ticket reader of the device. The scanned
information is transmitted to the payment transaction server for
verifying entitlement of the player to play a game or obtain other
services. In the event the entitlement is verified, then the player
is permitted to engage in the play of a game or request
service.
[0499] In the event a player wishes to play a game, the player
indicates such by selecting a particular game using a game play
interface. Upon receipt of such an instruction, the game server
generates game data and transmits it to the personal gaming device.
The transmitted data may comprise sound and video data for use by
the personal gaming device in presenting the game. The player is
allowed to participate in the game by providing input to the game
server through the personal gaming device. The game server
determines if the outcome of the game is a winning or losing
outcome. If the outcome is a winning outcome, an award may be
given. This award may be cash value which is associated with the
player's account at the payment transaction server. If the outcome
is a losing outcome, then a bet or wager placed by the player may
be lost, and that amount deducted from the player's account at the
transaction server.
[0500] FIG. 29 is a block diagram of a gaming system in accordance
with various embodiments.
[0501] As illustrated, the gaming system B20 includes a plurality
of gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h,
B22i, B22j. In some embodiments, these gaming machines B22a, B22b,
B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j are of the
stationary type. In general, the gaming machines B22a, B22b, B22c,
B22d, B22e, B22f, B22g, B22h, B22i, B22j are arranged to present
one or more games to a player. In various embodiments, the games
are of the type requiring the placement of a wager or bet and are
of the type by which a player receiving a winning outcome is
provided an award, such as a monetary award. These devices may
comprise for example, video poker and slot machines. In addition,
the gaming system B20 includes one or more hand-held, portable
gaming devices (PGDs) B24. The PGD B24 is also arranged to present
one or more games to a player, and as described below, may be used
as an access point for a variety of other services. The device
referred to herein as a "personal gaming device" may be referred to
by other terminology, such as a portable gaming interface, personal
game unit or the like, but regardless of the name of the device,
such may have one or more of the characteristics herein.
[0502] In addition, in various embodiments, the PGD B24 is in
communication with at least one gaming server B28. As described
below, in various embodiments, the one or more games which are
presented via the PGD B24 to the player are provided by the gaming
server B28.
[0503] The gaming machines B22a, B22b, B22c, B22d, B22e, B22f,
B22g, B22h, B22i, B22j and each PGD B24 is in communication with a
payment system referred to herein as the "EZ-Pay" system. This
system includes a server B26 for receiving and transmitting
information. In general, the EZ Pay system is utilized to accept
payment from a player for the playing of games and obtaining of
other goods and services, and for paying a player winnings or
awards.
[0504] In the embodiments illustrated, the gaming system B20
includes other servers B30, B32 for transmitting and/or receiving
other information. In some embodiments, one server B30 comprises a
prize transaction server. Another server B32 comprises a food
transaction server. In a some embodiments, information may be
transmitted between the PGD B24 and these servers B30, B32.
[0505] The EZ Pay system, according to various embodiments, will
now be described in more detail with reference to FIG. 30. The EZ
Pay system may constitute an award ticket system which allows award
ticket vouchers to be dispensed in lieu of the traditional coin
awards or reimbursements when a player wins a game or wishes to
cash out. These tickets may also be used by gaming machines and
other devices for providing value, such as for payment of goods or
services including as a bet or ante for playing a game.
[0506] FIG. 30 illustrates some embodiments of such a system in
block diagram form. As illustrated, a first group of gaming
machines B22a, B22b, B22c, B22d, and B22e is shown connected to a
first clerk validation terminal (CVT) B34 and a second group of
gaming machines B22f, B22g, B22h, B22i, and B22j is shown connected
to a second CVT B36. All of the gaming machines print ticket
vouchers which may be exchanged for cash or accepted as credit or
indicia in other gaming machines. When the CVTs B34,B36 are not
connected to one another, a ticket voucher printed from one gaming
machine may only be used as indicia of credit in another gaming
machine which is in a group of gaming machines connected to the
same CVT. For example an award ticket printed from gaming machine
B22a might be used as credit of indicia in gaming machines B22b,
B22c, B22d, and B22e, which are connected to the common CVT B34,
but may not be used in gaming machines B22f, B22g, B22h, B22i, and
B22j since they are each connected to the CVT B36.
[0507] The CVTs B34,B36 store ticket voucher information
corresponding to the outstanding ticket vouchers that are waiting
for redemption. This information is used when the tickets are
validated and cashed out. The CVTs B34,B36 store the information
for the ticket vouchers printed by the gaming machines connected to
the CVT. For example, CVT B34 stores ticket voucher information for
ticket vouchers printed by gaming machines B22a, B22b, B22c, B22d,
and B22e. When a player wishes to cash out a ticket voucher and the
CVTs B34,B36 are not connected to one another, the player may
redeem a voucher printed from a particular gaming machine at the
CVT associated with the gaming machine. To cash out the ticket
voucher, the ticket voucher is validated by comparing information
obtained from the ticket with information stored with the CVT.
After a ticket voucher has been cashed out, the CVT marks the
ticket as paid in a database to prevent a ticket voucher with
similar information from being cashed multiple times.
[0508] Multiple groups of gaming machines connected to the CVTs
B34,B36 may be connected together in a cross validation network
B38. The cross validation network typically comprises one or more
concentrators B40 which accept input from two or more CVTs and
enables communications to and from the two or more CVTs using one
communication line. The concentrator B40 is connected to a front
end controller B42 which may poll the CVTs B34,B36 for ticket
voucher information. The front end controller B42 is connected to
an EZ pay server B26 which may provide a variety of information
services for the award ticket system including accounting B44 and
administration B46.
[0509] The cross validation network allows ticket vouchers
generated by any gaming machine connected to the cross validation
network to be accepted by other gaming machines in the cross
validation network B38. Additional, the cross validation network
allows a cashier at a cashier station B48, B50, B52 to validate any
ticket voucher generated from a gaming machine within the cross
validation network B38. To cash out a ticket voucher, a player may
present a ticket voucher at one of the cashier stations B48, B50,
B52. Information obtained from the ticket voucher is used to
validate the ticket by comparing information on the ticket with
information stored on one of the CVTs B34,B36 connected to the
cross validation network B38. As tickets are validated, this
information may be sent to another computer B54 providing audit
services.
[0510] As described above, the gaming system B20 may also include
one or more hand-held PGDs B24. In various embodiments, the PGD B24
is a portable device capable of transmitting and receiving
information via a wireless communication link/network.
[0511] Referring again to FIG. 29, the gaming system B20 may
include a printer B56, wireless communication relays B58 and B60,
and wireless transceivers B62, B64, B66 and B68 connected to the
remote transaction servers B26, B28, B30 and B32. In various
embodiments, a player may obtain the PGD B24, and after being
provided with the appropriate authority, may play one or more games
and/or obtain other services including food services or
accommodation services.
[0512] FIG. 31 illustrates the PGD B24 and a block diagram of a
game and service system which may be implemented by the gaming
system B20 illustrated in FIG. 29. In various embodiments, the game
and service system B100 is comprised of at least one PGD B24 and a
number of input and output devices. The PGD B24 is generally
comprised of a display screen B102 which may display a number of
game service interfaces B106. These game service interfaces B106
are generated on the display screen B102 by a microprocessor of
some type (not shown) within the PGD B24. Examples of a hand-held
PGD B24 which may accommodate the game service interfaces B106
shown in FIG. 31 are manufactured by Symbol Technologies,
Incorporated of Holtsville, N.Y. The interface or menu data may be
stored in a local memory, or the data may be transmitted to the PGD
B24 from a remote location (such as a data server). This reduces
the memory requirement of the device.
[0513] The game service interfaces B106 may be used to provide a
variety of game service transactions and gaming operations
services, including the presentation for play by a user of one or
more games. The game service interfaces B106, including a login
interface B105, an input/output interface B108, a transaction
reconciliation interface B110, a ticket validation interface B115,
a prize services interface B120, a food services interface B125, an
accommodation services interface B130, a gaming operations
interface B135, and a game play interface B137 may be accessed via
a main menu with a number of sub-menus that allow a game service
representative or player to access the different display screens
relating to the particular interface.
[0514] In one or more embodiments, some or all of the interfaces
may be available to a user of the PGD B24. For example, in one or
more embodiments, the PGD B24 may have a dual purpose of both being
usable by a player to play games and engage in other activities,
and also be used by gaming operations personnel for use in
providing services to players and performing administrative
functions. In various embodiments, certain PGDs B24 may be
specially configured for use only by players, and other PGDs B24
may be specially configured for use only by gaming or other
personnel. In such event, the interfaces B106 may be custom
programmed.
[0515] In one or more embodiments, only certain interfaces B106 may
be displayed, depending on the status of the user of the PGD B24.
In some embodiments, the particular interfaces B106 which are
displayed and thus accessible for use are determined by the status
of the user as indicated through a login function. In various
embodiment, when the PGD B24 is operable (such as when a power
button is activated) the default status for the PGD B24 is the
display of the login interface B105. Once a user of the PGD B24 has
logged in, then the status of the PGD display is changed.
[0516] In one or more embodiments, the login interface B105 may
allow a game service representative to enter a user identification
of some type and verify the user identification with a password.
When the display screen B102 is a touch screen, the user may enter
the user/operator identification information on a display screen
comprising the login interface B105 using an input stylus B103
and/or using one or more input buttons B104. Using a menu on the
display screen of the login interface, the user may select other
display screens relating to the login and registration process. For
example, another display screen obtained via a menu on a display
screen in the login interface may allow the PGD B24 to scan a
finger print of the game service representative for identification
purposes or scan the finger print of a game player.
[0517] In the event a user identifies themselves as a gaming
operator or representative, then the PGD B24 may be arranged to
display one or more other interfaces such as those listed above and
described in detail below. In one or more embodiments, the default
status or login may be a "player" mode login.
[0518] In various embodiments, the login interface B105 may allow a
player to identify themselves to configure the PGD B24 to permit
the player to access a plurality of player services, such as
playing games and the like. In various embodiments, the login
interface B105 includes a request that the user identify themselves
as a "player" or "authorized personnel." In the event "authorized
personnel" is selected, then the above-referenced user
identification (including password) may be requested. If "player"
is selected, then in various embodiments the player is requested to
provide an EZ pay ticket. As described in more detail below, in
various embodiments, a player who wishes to play one or more games
or obtain other goods or services uses an EZ pay ticket to provide
the credit or payment therefor. The ticket may be obtained from a
cashier or by play of another gaming device (such as devices B22a,
B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 29).
The ticket may be verified through the EZ pay system described
above.
[0519] In various embodiments, the PGD B24 includes a ticket reader
B145 and a card reader B140. In some embodiments, the ticket reader
B145 may be of a variety of types. In some embodiments, the reader
comprises a bar-code reading optical scanner. In this arrangement,
a user of the PGD B24 may simply pass the bar-coded ticket in front
of the bar-code reader. In some embodiments, the card reader B140
comprises a magnetic-stripe card type reader for reading
information associated with a magnetic stripe of a card, such as a
player tracking card.
[0520] After having provided the appropriate authorization, access
may be provided to the user of the PGD B24 of one or more of the
following interfaces B106.
[0521] In one or more embodiments, an authorized user may be
provided with access to the input/output interface B108. In a
various embodiments, such access is only provided to a game service
operator and not a player. In one or more embodiments, the
input/output interface B108 permits a user to select, from a list
of devices stored in memory on the PGD B24, a device from which the
PGD may input game service transaction information or output game
service transaction information. For example, the PGD B24 may
communicate with the ticket reader B145. As another example, the
PGD B24 may input information from the card reader B140. Such input
may be useful, for example, if a game service operator wishes to
verify the authenticity of a player tracking card or the like.
[0522] The PGD B24 may output game and service transaction
information to a number of devices. For example, to print a
receipt, the PGD B24 may output information to a printer B150. In
this game service transaction, the PGD B24 may send a print request
to the printer B 50 and receive a print reply from the printer
B150. The printer B150 may be a large device at some fixed location
or a portable device carried by the game service representative. As
another example, the output device may be the card reader B140 that
is able to store information on a magnetic card or smart card.
Other devices which may accept input or output from the PGD B24 are
personal digital assistants, microphones, keyboard, storage
devices, gaming machines and remote transaction servers.
[0523] The PGD B24 may communicate with the various input
mechanisms and output mechanisms using both wire and wire-less
communication interfaces. For example, the PGD B24 may be connected
to the printer B150 by a wire connection of some type. However, the
PGD B24 may communicate with a remote transaction server B160 via a
wire-less communication interface including a spread spectrum
cellular network communication interface. An example of a spread
spectrum cellular network communication interface is Spectrum 24
offered by Symbol Technologies of Holtsville, N.Y., which operates
between about 2.4 and 2.5 Gigahertz. The information communicated
using the wire-less communication interfaces may be encrypted to
provide security for certain game service transactions such as
validating a ticket for a cash pay out. Some devices may
accommodate multiple communication interfaces. Such a spread
spectrum network is but one possible communication scheme.
[0524] Another type of interface that may be stored on the PGD B24
is the award ticket validation interface B115. In some embodiments,
this interface is only available to an authorized game service
representative, and not a player. Some embodiments of the award
ticket interface B115 may accommodate the EZ pay ticket voucher
system and validate EZ pay tickets as previously described.
However, when other ticket voucher systems are utilized, the award
ticket validation interface B115 may be designed to interface with
the other ticket voucher systems. Using the award ticket validation
interface B115, a game service representative may read information
from a ticket presented to the game service representative by a
game player using the ticket reader and then validate and pay out
an award indicated on the ticket.
[0525] In various embodiments, the award ticket contains game
service transaction information which may be verified against
information stored on a remote transaction server B160. To validate
the ticket may require a number of game service transactions. For
example, after obtaining game service transaction information from
the award ticket, the PGD B24 may send a ticket validation request
to the remote transaction server B160 using the spread spectrum
communication interface and receive a ticket validation reply from
the remote server B160. In particular, the validation reply and the
validation request may be for an EZ pay ticket. After the award
ticket has been validated, the PGD B24 may send a confirmation of
the transaction to the remote server B160. Details of the game
service transaction information validation process are described
with the reference to FIG. 33. In various embodiments, the award
ticket interface may be configured to validate award information
from a smart card or some other portable information device or
validate award information directly from a gaming machine.
[0526] As game and service transactions are completed, game and
service transaction information may be stored on a storage device
B155. The storage device B155 may be a remote storage device or a
portable storage device. The storage device B 55 may be used as a
back-up for auditing purposes when the memory on the PGD B24 fails
and may be removable from the PGD B24.
[0527] A type of game service interface that may be stored on the
PGD B24 is the prize service interface B120. As an award on a
gaming machine (i.e., machines B22a, B22b, B22c, B22d, B22e, B22f,
B22g, B22h, B22i, B22j in FIG. 29) or while playing a game via the
PGD B24, a game player may receive a ticket (such as issued by
other machine) that is redeemable for merchandise including a
bicycle, a computer or luggage or receive such an award directly
(such as while playing the PGD B24 itself). Using the prize service
interface B120, a game service representative or player may
validate the prize service ticket and then check on the
availability of certain prizes. For example, when the prize service
ticket indicates the game player has won a bicycle, the game
service representative may check whether the prize is available in
a nearby prize distribution center. Alternatively, a player may be
permitted to do the same thing. In some embodiments, a player may
be awarded a prize of a particular level, there being one or more
particular prizes on that level. In such events, the player may use
the interface B120 to determine what prizes are currently available
in the prize level just awarded. The PGD B24 may validate a prize
ticket and check on the availability of certain prizes by
communicating with a remote prize server. Further, the game service
representative may have the prize shipped to a game player's home
or send a request to have the prize sent to a prize distribution
location. The game service transactions needed to validate the
prize ticket including a prize validation request and a prize
validation reply, to check on the availability of prizes and to
order or ship a prize may be implemented using various display
screens located within the prize interface. The different prize
screens in the prize service interface B120 may be accessed using a
menu located on each screen of the prize service interface. In some
embodiments, the prize service interface B120 may be configured to
validate prize information from a smart card or some other portable
information device or validate award information directly from a
gaming machine.
[0528] A type of game service interface that may be stored on the
PGD B24 is the food service interface B125. As an award on a gaming
machine or as compensation for a particular amount of game play, a
game player may receive a free food or drink. Using the food
service interface B125, the player may redeem the food or drink
award, or a game service representative may validate such an award
(for example, the award may be provided to a player of a gaming
device B22a in the form of a ticket) and check on the availability
of the award. For example, when the game player has received an
award ticket valid for a free meal, the food service interface may
be used to check on the availability of a dinner reservation and
make a dinner reservation. As another example, the PGD B24 may be
used to take a drink or food order by the player thereof. Such an
order may be processed via the remote food server B32 (see also
FIG. 29). The transactions needed to validate a food ticket or
award, to check on the availability of food services, request a
food service and receive a reply to the food service request may be
implemented using various display screens located within the food
service interface B125. These display screens may be accessed using
a menu located on each screen of the food service interface. In
some embodiments, the food service interface may be configured to
validate food service information from a smart card or some other
portable information device.
[0529] Another type of game service interface that may be stored on
the PGD B24 is an accommodation service interface B130. As an award
for game play or as compensation for a particular amount of game
play, a game player may receive an award in the form of an
accommodation service such as a room upgrade, a free night's stay
or other accommodation prize. using the accommodation service
interface B130, the player may check on the availability of certain
accommodation prizes. For example, when the game player has
received an award for a room upgrade, the accommodation service
interface may be used to check on the availability of a room and to
make a room reservation. Regardless of whether the player has won
an accommodation award, the player may utilize the accommodation
service interface B130 to reserve a room (such as an additional
night's stay) or an upgrade to a room. In some embodiments, a
player of a game may be issued a ticket (such as from a
free-standing game device B22a, B22b, B22c, B22d, B22e, B22f, B22g,
B22h, B22i, B22j in FIG. 29), and a gaming representative may use
the accommodation service interface B130 in order to validate the
player's award ticket and check on the availability of the award
and institute the award. As another example, the PGD B24 may be
used to order a taxi or some other form of transportation for a
player at a gaming machine preparing to leave the game playing
area. The game playing area may be a casino, a hotel, a restaurant,
a bar or a store.
[0530] The PGD B24 may validate the accommodation service award and
check on the availability of certain accommodation awards by
communicating with a remote accommodation server. The transactions
needed to validate the accommodation ticket, check on the
availability of accommodation services, request an accommodation
service and receive a reply to the accommodation service request
may be implemented using various display screens located within the
accommodation service interface. These display screens may be
accessed using a menu located on each screen of the accommodation
service interface. In some embodiments, the accommodation service
interface may be configured to validate accommodation service
information from a smart card or some other portable information
device.
[0531] A type of game service interface that may be stored on the
PGD B24 is a gaming operations service interface B135. Using the
gaming service interface B135 on the PGD B24, a game service
representative may perform a number of game service transactions
relating to gaming operations. For example, when a game player has
spilled a drink in the game playing area, a game service
representative may send a request to maintenance to have someone
clean up the accident and receive a reply from maintenance
regarding their request. The maintenance request and maintenance
reply may be sent and received via display screens selected via a
menu on the screens of the gaming operations service interface. As
another example, when a game service representative observes a
damaged gaming machine such as a broken light, the game service
representative may send a maintenance request for the gaming
machine using the PGD B24. In one or more embodiments, a player may
be permitted various options through the gaming service interface
B135. For example, a player may be permitted to request a gaming
service representative or attendant using the interface B135.
[0532] A type of game service interface that may be stored on the
PGD B24 is a transaction reconciliation interface B110. In various
embodiments, the PGD B24 contains a memory storing game service
transaction information. The memory may record the type and time
when a particular game service transaction is performed. At certain
times, the records of the game service transactions stored within
the PGD B24 may be compared with records stored at an alternate
location. For example, for an award ticket validation, each time an
award ticket is validated and paid out, a confirmation is sent to a
remote server B160. Thus, information regarding the award tickets,
which were validated and paid out using the PGD B24, should agree
with the information regarding transactions by the PGD stored in
the remote server B160. The transaction reconciliation process
involves using the transaction reconciliation interface B110 to
compare this information. In various embodiments, only a gaming
service representative (and not a player) is permitted access to
the transaction reconciliation interface B110.
[0533] A type of game service interface that may be stored on the
PGD B24 is a voice interface B138. Using the spread spectrum
cellular or other communication network incorporated into the PGD,
a player and/or game service representative may use the PGD B24 as
a voice communication device. This voice interface B138 may be used
to supplement some of the interfaces previously described. For
example, when a game player spills a drink the game service
representative may send maintenance request and receive a
maintenance reply using the voice interface B138 on the PGD B24. As
another example, when a game player requests to validate a food
service such as free meal, such a request may be made by the player
or a game service representative at a restaurant or other location
using the voice interface B138 on the PGD B24. In some embodiments,
a player may be permitted to contact a player of another PGD B24,
such as by inputting a code number assigned to the PGD B24 through
which communication is desired. Such would permit, for example, a
husband and wife using two different PGDs B24 to communicate with
one another. The voice interface B138 may also permit a player to
contact the front desk of a hotel/casino, an operator of a
switchboard at the gaming location or the like.
[0534] A type of game service interface that may be stored on the
PGD B24 is a game play interface B137. In various embodiments, a
player is permitted to access the game play interface B137 in order
to select from one or more games for play. The game play interface
B137 may include a menu listing one or more games which the player
may play via the PGD B24. In various embodiments, game play is
facilitated with the game server B28 (see FIG. 29).
[0535] In one or more embodiments, the gaming control code is not
resident at the PGD B24, but instead at a secure, remote server.
Referring to FIG. 29, game play data is transmitted from the game
server B28 to the PGD B24, and from the PGD B24 to the game server
B28. Preferably, the PGD B24 is adapted to receive and process
data, such as by receiving video data and processing the data to
present the information on the display B102. Likewise, the PGD B24
is arranged to accept input and transmit that input or instruction
to the game server B28. This arrangement has the benefit that
nearly all aspects of the play of a game can be monitored, as it
requires the game play data to pass to or from a remote location.
This avoids, for example, storage of the gaming software at the PGD
B24 where it might be tampered with, copied or the like.
[0536] In one or more embodiments, each PGD B24 has a unique
identifier which is utilized to identify which PGD B24 data is
transmitted from and to which data is to be transmitted to. In some
embodiments, the game server B28 may thus be used to present the
same or different games to a plurality of players using different
PGDs B24, with the game data regarding a particular game being
played at a particular PGD B24 being directed to that PGD B24 using
its particular identifier.
[0537] As will be appreciated by those of skill in the art, the PGD
B24 may have a variety of configurations. As stated above, the PGD
B24 may be used in the gaming system B20 in which gaming code is
not stored directly at the PGD. In such an embodiment, the PGD B24
may have a much more limited amount of data memory. In some
embodiments, the PGD B24 includes a processor for executing control
code, such as that necessary to operate the display B102, accept
input from the stylus B103 or input buttons B104 or the like. In
addition, the PGD B24 preferably includes a buffer memory for
accepting data transmitted from the game server B28. This data may
comprise data for displaying game information, such as video and
sound content.
[0538] Various aspects of the use of the PGD B24 described above
will now be described. In one or more embodiments, the PGD B24 may
be used directly by a player. In various embodiments, a player may
use the PGD B24 to play one or more games, and obtain products and
services, such as food.
[0539] A method of use of the PGD B24, according to some
embodiments, is illustrated in FIGS. 32(a) and 32(b). In general, a
player must first obtain a PGD B24. For example, a player may check
out a PGD B24 from a gaming operator. The player then establishes
entitlement to use the PGD B24. In some embodiments, the player
must indicate player status at the login interface, and obtain a
valid ticket in order to activate the PGD B24. Once activated, the
player is permitted to engage in a variety of transactions using
the interfaces B106, such as playing a game, redeeming prizes and
awards, placing food and drink orders, placing reservations,
seeking gaming operator support and seeking a variety of other
goods and services as described in more detail below.
[0540] One example of a method of use of the PGD B24 by a player
will be described with reference to FIG. 32(a). In a first step
B400, the player first obtains the PGD B24. In some embodiments, a
gaming operator may have certain locations at which a player may
obtain the PGD B24, such as the front desk of a hotel/casino, the
hostess stand at a restaurant, from a gaming attendant or other
location as desired. In some embodiments, a gaming operator may
actually permit a player to retain the PGD B24, such as by renting,
selling or giving the PGD B24 away to a player.
[0541] In a step B402, the PGD B24 is activated. In some
embodiments, this step includes turning on the PGD B24 (such as
with a power switch) and logging in. In some embodiments, when the
PGD B24 is turned on, the login interface B105 is automatically
displayed. The login interface B105 may include "player" and
"authorized personnel" buttons which may be activated using the
stylus B103. The player may indicate "player" status by selecting
the player button with the stylus B103.
[0542] In some embodiments, the gaming operator may log the player
in. For example, when a player obtains the PGD B24 from a hostess
at a restaurant, the hostess may log in the player in player mode.
In some embodiments, the gaming operator may have certain PGDs B24
which are for use by players and certain others which are for use
by gaming personnel. In such event, the PGDs B24 which are
configured for player status may automatically be configured for
player mode after being turned on.
[0543] In a step B404, a player establishes entitlement to use the
PGD B24. In some embodiments, this step comprises the player
providing a valid ticket which is verifiable using the EZ pay
portion of the gaming system B20. In some embodiments, a player may
have obtained a ticket through play of a gaming machine, such as
gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h,
B22i, B22j of the gaming system B20. In some embodiments, a player
may be issued a ticket by a game service representative. For
example, a player may provide credit at a cashier cage (such as
with a credit card or cash) and be issued a ticket. A player may
also pay cash or the like to a restaurant hostess and be issued a
ticket.
[0544] Once the player has a ticket, the ticket may be scanned
using the ticket reader B145 of the PGD B24. For example, the
player may pass the ticket in front of the ticket reader B145. Once
the information is read by the PGD B24, the data may be transmitted
to the EZ pay server B26 for validation. Preferably, this
validation confirms that the particular ticket is authorized,
including the fact that it is outstanding and has value associated
therewith.
[0545] In one or more embodiments, entitlement may be established
in other manners. For example, in some embodiments, entitlement may
be established with a player tracking or identification card which
may be read using the card reader B140 of the PGD B24.
[0546] Establishing entitlement to use the PGD B24 may ensure that
the player has funds for paying to obtain services and products
available by use of the PGD B24. In one or more embodiments,
however, this step may be eliminated. For example, in some
embodiments, a player may be permitted to use the PGD B24 and then
pay for goods or services in other manners. In some embodiments, a
player may, for example, order food and then pay the server for the
food using a room charge or cash at the time the food is delivered.
In some embodiments, a player may use a credit card to pay to play
games or to pay for food or the like. In such event, a credit card
may be read by the card reader B140 at the time the services or
products are to be provided or are ordered by the player.
[0547] In a step B406, the player is then permitted to select one
or more selections from the interfaces B106. As stated above, a
player may not be permitted access to all of the interfaces B106.
In any event, a player may select, such as with the stylus B103, a
service from the group of interfaces B106. An example of the
engagement of a particular activity using the PGD B24 will be
described below with reference to FIG. 32(b).
[0548] Once a player no longer desires to engage in any more
activities using the PGD B24, the use session of the PGD B24 is
ended in a step B408, and in one or more embodiments, the PGD B24
is returned to the gaming operator. In various embodiments, once a
player no longer wishes to use the PGD B24, the player returns the
PGD B24 to the gaming operator. At that time, the gaming operator
may confirm that all transactions using the PGD B24 are closed or
complete, and pay the player any winnings. In some embodiments, a
player B24 is issued a new ticket representing the player's credit
(including any payments made in order to first use the PGD B24,
plus any winnings, less any expenditures).
[0549] An example of a method of using the PGD B24 wherein the
player has selected the option of game play using the game play
interface B137 will be described in detail with reference to FIG.
32(b). In a step B410 (which step comprises a particular embodiment
of step B406 of FIG. 32(a)), a player has selected the event or
service of "game play" using the game play interface B137.
[0550] In some embodiments, when a player has selected the game
play interface B137, a menu may be displayed to the player of the
one or more games which the player may be permitted to play. In
some embodiments, when the player selects the game play interface
B137, a signal is transmitted from the PGD B24 to the remote game
server B28 instructing the game server B28 that the player wishes
to play a game. In response, the game server B28 may send the
latest game menu to the PGD B24 for display. In this arrangement,
the menu of games which is available may be continuously updated at
one or more central locations (such as the server B28) instead of
at each PGD B24.
[0551] If the system B20 permits the player to select a game from a
menu of games, then the method includes the step of the player
selecting a particular game to be played. Once a game is selected,
or if only a single game option is provided, then game play begins.
In some embodiments, the game server B28 transmits data to the PGD
B24 for use by the PGD B24 in presenting the game, such as video
and audio content.
[0552] In some embodiments, in a step B412 a player is required to
place a bet or ante to participate in a game. In some embodiments,
the player may place the bet or ante using the EZ pay system. As
stated above, the player preferably establishes entitlement to use
the PGD B24 with an EZ pay ticket or other entitlement, which
ticket demonstrates that the player has monies or credits on
account which may be used to pay for goods and services. These
services include game play services.
[0553] In some embodiments, when the player establishes entitlement
to use the PGD B24, the value of the player's credits or monies are
displayed to the player so that the player is visually reminded of
these amounts. When a player begins play of a game, the player may
input a bet and ante which is no more than the value of the credits
or monies which the player has on account. Once a player has placed
a bet or ante, that information is transmitted to the EZ pay server
B26 and is deducted from the player's account. A new credit value
is then displayed at the PGD B24 to the player.
[0554] In various embodiments, a player may provide credit for a
bet or ante in other manners. For example, a player may swipe a
credit card through the card reader B140 in order to provide the
necessary credit for the bet or ante.
[0555] In a step B414, the player is then permitted to engage in
the game. In some embodiments, game play comprises the game server
B28 executing game code and transmitting information to the PGD B24
for presenting certain aspects of the game to the player. When
necessary, the player is permitted to provide input, and the input
data is transmitted from the PGD B24 to the game server B28.
[0556] As one example of a game, the game may comprise video poker.
In this embodiment, the game server B28 executes code for randomly
generating or selecting five cards. Data representing video images
of the cards is transmitted to the PGD B24, where the images of the
five dealt cards are displayed on the display screen B102.
[0557] The instruction "draw" or "stay" may be displayed to the
player. At that time, the player may select one or more of the
cards to hold or replace. In the event the player elects to replace
any card, that instruction is transmitted to the game server B28
which then randomly generates or selects replacement cards. The
replacement card data is transmitted to the PGD B24 and images of
the replacement cards are displayed.
[0558] In the event the hand of five cards (including any
replacement cards) is determined by the game server B28 to comprise
a predetermined winning hand, then the player may be paid a winning
amount. If not, then the player loses his bet or ante. This step
comprises step B416 of the method, that of determining the outcome
of the game.
[0559] If the outcome is a winning outcome, then the player may be
paid a winning by crediting the player's account through the EZ pay
server B26. In that event, the player's credits value as displayed
is updated to reflect the player's winnings.
[0560] A player may then elect to play the game again, play a
different game, or select one or more other services offered. In
some embodiments, a "return to main menu" button or the like may be
displayed to the player at all times, permitting the player to
return to a display including the various interfaces B106.
[0561] In some embodiments, when the player has completed use of
the PGD B24, the player returns the PGD B24 to the gaming operator.
For example, the player may return the PGD B24 to a cashier cage or
a game service operator. In various embodiments, the game service
operator or other party then issues the player a ticket for any
credit or value which remains in the player's account. The PGD B24
may then be deactivated so that it readied for use by another
player. In some embodiments, the PGD B24 may be deactivated by
turning its power off. In some embodiments, a "logout" interface or
option may be provided which causes the PGD B24 to return to a
default state seeking the login of a player or user.
[0562] The PGD B24 may be used by a game service operator. Several
examples of a method of such use are detailed below in conjunction
with FIGS. 29 and 30.
[0563] When a game service representative contacts a game player
seeking a game service in the game playing area B70 (see FIG. 29),
the game service representative uses an appropriate game service
interface on the display screen of the PGD B24, as described with
reference to FIG. 31, to provide the game service requested by the
game player. For example, when a game player requests an EZ pay
ticket validation, the game service representative brings the EZ
pay ticket validation interface onto the display screen of the PGD
B24 using menus available on the display screen B102. Then, the
game service representative scans the EZ pay ticket using a ticket
reader connected to the PGD B24 to obtain unique ticket
information. Next, the PGD B24 sends an EZ pay ticket validation
request using the wire-less communication interface to the EZ pay
server B26.
[0564] In various embodiments, the ticket validation request is
composed of one or more information packets compatible with the
wire-less communication standard being employed. Using a wireless
link B72, the one or more information packets containing the ticket
validation request are sent to the transceiver B62 connected to the
EZ pay server. The transceiver B62 is designed to receive and send
messages from the one or more PGDs B24 in the game playing area B70
in a communication format used by the PGDs. Depending on the
location of the PGD B24 in the game playing area B70, the
communication path for the information packets to and from the PGD
B24 may be through one or more wire-less communication relays
including B58 and B60. For example, when the PGD B24 is located
near gaming machine B22a, the communication path for a message from
the PGD B24 to the EZ pay server B26 may be from the PGD B24 to the
relay B60, from the relay B60 to the relay B58, from the relay B58
to the transceiver B62 and from the transceiver B62 to the EZ pay
server B26. As the location of the PGD B24 changes in the game
playing area B70, the communication path between the PGD B24 and
the EZ pay server B26 may change.
[0565] After receiving an EZ pay ticket validation reply from the
EZ pay server B26, the EZ pay ticket may be validated using an
appropriate display screen on the PGD B24. After cashing out the
ticket, the game service representative may send a confirmation of
the transaction to the EZ pay server B26 using the PGD B24. The
transaction history for the PGD B24 may be stored on the PGD B24 as
well as the EZ pay server B26. Next, a receipt for the transaction
may be printed out. The receipt may be generated from a portable
printer carried by the game server representative ad connected to
the PGD B24 in some manner or the receipt may be generated from a
printer B56 at a fixed location.
[0566] After providing a number of game services comprising a
number of game service transactions to different game players in
the game playing area B70 using the PGD B24, a game service
representative may log-off of the PGD B24 and return it to location
for secure storage. For example, at the end of a shift, the game
service representative may check the PGD B24 at some of the
locations, the device is unassigned to the particular game service
representative and then may be assigned to another game service
representative. However, before the PGD B24 is assigned to another
game service representative, the transaction history stored on the
PGD B24 may be reconciled with a separate transaction history
stored on a transaction server such as the EZ pay server B26.
[0567] The assigning and unassigning of the PGD B24 to a game
service representative and the transaction reconciliation are
performed for security and auditing purposes. Another security
measure which may be used on the PGD B24 is a fixed connection time
between the PGD B24 and a transaction server. For example, after
the PGD B24 has been assigned to a game service representative and
the game service representative has logged on the PGD B24, the PGD
B24 may establish a connection with one or more transaction servers
including the EZ pay server B26, a server B28, a server B30, or a
server B32. The connection between a transaction server and the PGD
B24 allows the PGD B24 to send information to the transaction
server and receive information from the transaction server. The
length of this connection may be fixed such that after a certain
amount of time the connection between the PGD B24 and the
transaction server is automatically terminated. To reconnect to the
transaction server, the login and registration process must be
repeated on the PGD B24.
[0568] A transaction server may provide one or more game service
transactions. However, the PGD B24 may connect with multiple
transaction servers to obtain different game service transactions.
For example, server B30 may be a prize transaction server allowing
prize service transactions and server B415 may be a food
transaction server allowing food service transactions. When a game
service representative receives a prize service request from a game
player, the PGD B24 may be used to contact the prize transaction
server B30 using a wire-less communication link between the PGD B24
and a transceiver B64 connected to the prize transaction server
B30. Similarly, when a game service representative receives a food
service request from a game player, the PGD B24 may be used to
contact the food transaction server B32 using a wire-less
communication link between the PGD B24 and a transceiver B66
connected to the food transaction server B32.
[0569] The different transaction servers including the servers B26,
B28, B30, B32 may be on separate networks or linked in some manner.
For example, server B32 is connected to network B74, server B26 is
connected to network B38, server B30 is connected to network B76,
and server B28 is connected to network B78. In this embodiment, a
network link B80 exists between network B76 and network B38. Thus,
server B26 may communicate with server B30 via the network link
B80. A communication link between different servers may allow the
servers to share game service transaction information and allow
different communication paths between the PGDs and the transaction
servers. Likewise, a network link B82 exists between network B78
and network B38, permitting the game server to communicate with the
EZ pay server B26.
[0570] FIG. 33 is a flow chart depicting a method for providing a
game service using a hand-held device. In step B500, a game service
representative receives the PGD B24 and logs in to the device to
assign the device. The check out process and assign process are for
security and auditing purposes. In a step B505, the game service
representative contacts a game player in the game playing area
requesting a game service of some type. In a step B510, the game
service representative selects an appropriate interface on the PGD
B24 using menus on the display screen B102 of the PGD that allow
the game service representative to provide a requested game
service. In a step B515, the game service representative inputs
game service transaction information required to perform a game
service transaction. For example, to validate an award ticket, the
game service representative may read information from the ticket
using a ticket reader. As another example, to provide a food
service including dinner reservation, the game service
representative may enter a game player's name to make the
reservation.
[0571] In a step B520, the transaction information obtained in step
B515 is validated as required. For example, when a player attempts
to cash out an award ticket, the information from the award is
validated to ensure the ticket is both genuine (e.g. the ticket may
be counterfeit) and has not already been validated. The validation
process requires a number of transfers of information packets
between the PGD B24 and the transaction server. The details of the
validation process for an award ticket validation are described
with reference to FIG. 34. When the transaction information is
valid, in a step B522, a game service transaction is provided. For
example, a room reservation may be made for a player requesting an
accommodation service. A confirmation of the game service
transaction may be sent to the transaction server for transaction
reconciliation in a step B545. In one or more embodiments, the
method may include the step of generating a receipt regarding the
game service transaction.
[0572] In a step B535, after providing the service, a game player
may request another game service. When a game player requests an
additional game service, the game service representative returns to
step B510 and selects an appropriate interface for the game
service. When a game player does not request an additional service
and it is not the end of a shift, in a step B530, the game service
representative returns to step B505 and contacts a new game player.
In a step B540, when a shift has ended, the game service
representative logs out of the PGD B24 and checks the device at a
secure location so that the PGD may be assigned to a different game
service representative. In step B545, before the PGD B24 is
assigned to a different game service representative, a transaction
history reconciliation is performed to ensure that the transaction
history stored on the PGD is consistent with the transactions
previously confirmed with a transaction server during the game
service representative's shift. The transaction history on the PGD
B24 may be stored on a removable memory storage device on the PGD.
Thus, the memory may be removed from the device for transaction
reconciliation and replaced with a new memory. Thus, the device
with the new memory may be assigned to a new game service
representative while the transaction history from the previous game
service representative assigned to the device is reconciled.
[0573] FIG. 34 is a flow chart depicting a method for validating
information for providing a personal game service. In the
embodiment shown in the figure, a ticket is validated in a manner
consistent with an EZ pay ticket system. The EZ pay ticket is
usually used for award tickets. However, the system may be adapted
to provide tickets for other services include food services, prize
services or accommodation services. In a step B600, a request for
game service transaction information read from a ticket is sent via
a wire-less communication interface on the PGD B24 to the
appropriate transaction server as described with reference to FIG.
29. In a step B605, the server identifies which clerk validation
ticket (CVT) B34,B36 owns the ticket. When a CVT owns a ticket, the
CVT has stored information regarding the status of a particular
ticket issued from a gaming machine connected to the CVT B34,B36.
In a step B610, the server sends a request to pay the ticket to the
CVT identified as the owner of the ticket. Typically, the pay
request indicated a service on the ticket has been requested. For a
cash ticket, a pay request means a request to cash out the ticket
has been made. For a free meal, a pay request means a request to
obtain the meal has been made. In a step B615, the CVT receives the
pay request for the ticket and marks the ticket pending. While the
ticket is pending, any attempts to validate a ticket with similar
information is blocked by the CVT.
[0574] In a step B620, the CVT B34,B36 sends back a reply with
context information to the server. As an example, the context
information may be the time and place when the ticket was issued.
The information from the CVT to the server may be sent as one or
more data packets according to a communication standard shared by
the CVT and server. In a step B625, after receiving the validation
reply from the CVT, the server marks the pay request pending and
sends a pay order to the PGD B24. While the pay request is pending,
the server will not allow another ticket with the same information
as the ticket with the pay request pending to be validated.
[0575] In a step B630, the game service representative may choose
to accept or reject the pay order form the server. When the game
service representative accepts the pay order from the server, in a
step B640, the PGD B24 sends a reply to the transaction server
confirming that the transaction has been performed. The transaction
server marks the request paid which prevents another ticket with
identical information from being validated. In a step B645, the
server sends a confirmation to the CVT which allows the CVT to mark
the request from pending to paid. When the game service
representative rejects the pay order from the server, in a step
B650, the PGD B24 sends a reply to the server to mark the pay
request from pending to unpaid. When the ticket is marked unpaid,
it may be validated by another PGD B24 or other validation device.
In a step B655, the server sends the reply to the CVT to mark the
pay request from pending to unpaid which allows the ticket to be
validated.
[0576] In one or more embodiments, a ticket may be used to provide
credit/value for establishing entitlement to a service or a good,
such as the right to play a game or obtain food. The PGD B24 may
include a card reader B140. In such an arrangement, a user of the
PGD B24 may use a credit card or other magnetic stripe type card
for providing credit/value. In various embodiments, the PGD B24 may
include one or more other types of devices for obtaining/receiving
information, such as a smart card reader. In such arrangements, the
PGD B24 device may read information from the credit card, smart
card or other device. These cards may comprise the well known
credit or debit cards. This information may be used to provide the
credit/value. In the example of a credit card, the user's account
information may be read from the card and transmitted from the PGD
B24 to the controller B42. Credit card/credit validation
information may be associated with a credit card server (not
shown). This credit card server may be associated with a bank or
other entity remote from the casino or place of use of the PGD B24
and the controller B42. A communication link may be provided
between the controller B42 and remote server for sending credit
card information there over.
[0577] In some embodiments, when a player utilizes a smart card or
credit card the amount of associated credit or value may be
transmitted to the EZ Pay server B26, and then the credited amount
may be treated in exactly the same manner as if the credit/value
had been provided by a ticket. When a player wishes to cash out,
the EZ Pay server B26 has a record of the original amount credited
and the amounts of any awards, losses or payments, and may then
issue the player a ticket representing the user's total credit.
[0578] In accordance with various embodiments, a gaming system is
provided which includes one or more portable gaming devices. The
portable gaming devices permit a player to play one or more games
at a variety of locations, such as a hotel room, restaurant or
other location. These locations may be remote from traditional
gaming areas where free-standing, generally stationary gaming
machines are located.
[0579] In one or more embodiments, a player may use the portable
gaming device to not only play games, but obtain other products and
services. In addition, in one or more embodiments, the portable
gaming device may be used by game service representatives to
perform a variety of functions and provide a variety of services to
a player.
[0580] It should be understood that the foregoing descriptions
encompass but some of the implementation technologies that may be
used, according to various embodiments. Other technologies may be
used and are contemplated, according to various embodiments.
Various embodiments may be performed using any suitable technology,
either a technology currently existing or a technology which has
yet to be developed.
Wireless Interactive System
[0581] According to various embodiments, a wireless interactive
gaming system includes one or more wireless gaming devices, a
receiver, and a central processor. The wireless interactive gaming
system may also include a terminal which is in communication with
the central processor.
[0582] In a gaming environment that employs a wireless interactive
gaming system, a player receives a wireless gaming device from a
game official who represents a gaming establishment or the "house".
The wireless gaming device is capable of receiving wager
information as commands entered by the player and transmitting the
received wager information along with identification information to
the receiver by wireless transmission.
[0583] The wireless interactive gaming system may support a number
of wireless gaming devices within one gaming establishment. The
range for the wireless transmission from a wireless gaming device
may be up to 100 feet.
[0584] According to various embodiments, a player inputs
information into a wireless gaming device, e.g., by pressing push
buttons or keys on the device. The wireless gaming device may
include any number, e.g. from 5 to 20, of buttons in a keypad-type
arrangement. Buttons may be marked with the digits 0 through 9 and
may also include a "$" (dollar sign) key and an "enter" key, so
that the player may easily input wager information. In various
embodiments, the wireless gaming device includes at least eight
player selection buttons (e.g., digits) and at least five special
function buttons, (e.g., to request the player's balance). In
various embodiments, the player can input some or all of the wager
information into the wireless gaming device by swiping a smart
card, which contains a microprocessor chip or a magnetic stripe
with encoded information, through a smart card reader on the
wireless gaming device.
[0585] In various embodiments, the wireless gaming device may
include an identifier. The identifier may be, e.g., a series of
alphanumeric characters, a bar code, or a magnetic stripe affixed
to the device. In various embodiments, the identifier may be a
digital code stored in a secure memory, e.g., an electronically
erasable programmable read only memory (EEPROM). The identifier may
thus be readable directly by the game official if it is a series of
alphanumeric characters, or it may be read automatically by a bar
code reader or a magnetic stripe reader. In various embodiments,
the identifier may be programmed in EEPROM or read from EEPROM
through an RS-232 port, which may be directly connected to encoder
and decoder circuitry in a terminal.
[0586] A wireless gaming device may store an encryption key. The
encryption key may be used to encrypt information that is
transmitted to the receiver from the device. Encryption of the
information transmitted to the receiver may limits tampering with
the wireless gaming device and may prevent unauthorized or
counterfeit devices from being used with the system.
[0587] In various embodiments, the encryption key may be stored in
the EEPROM. The EEPROM may have the advantage of being a memory
device which is difficult to access if the appropriate encoding
circuitry is not available. Thus, it is contemplated that the
encoding circuitry that downloads the encryption key into the
device may be securely held by the game official.
[0588] Alternately, the encryption key stored in the EEPROM may be
updated and changed for each player who receives a wireless gaming
device by directly connecting the device to encoding and decoding
circuitry in the terminal through a port at the time the wireless
gaming device is delivered to the player. Moreover, other digital
information related to the game being played may be downloaded from
the terminal to the EEPROM through a direct connection with the
wireless gaming device.
[0589] In various embodiments, a microprocessor controls the
operation of a wireless gaming device. The microprocessor receives
digital wager information entered by the player using buttons or
keys of the wireless gaming device. The microprocessor stores an
identification code associated with the wireless gaming device that
is a digital equivalent of the identifier of the wireless gaming
device. The microprocessor also executes software applications for
encrypting the identification code and the player's wager
information for transmission to the receiver. The software contains
an algorithm that encrypts a data packet including the
identification code and wager information using the encryption
key.
[0590] In various embodiments, a wireless gaming device has a
unique address, i.e. identification code, for communications with
the receiver and stores a player identification that is programmed
into the device by the central processor. The wireless gaming
device may include a wager amount register, which is maintained and
updated using the keys on the device. The value stored in the wager
amount register may be included in transmissions from the device to
the central processor. The value of the wager amount register may
default to a predetermined value, e.g. $1, when the device is
initialized, and can be further adjusted by the player. The
wireless gaming device may also include an account balance
register, which is maintained in the device and is updated by the
central processor periodically. The value of the account balance
register should default to $0 when the device is initialized.
[0591] The wireless gaming device may include player function keys.
The player function keys may be used to accomplish the following
functions:
1. Transmit a message to the receiver; 2. Request account balance
information; 3. Adjust the state of the device; 4. Affect the data
to be sent in the next transmitted message; 5. Increment the wager
amount register by a predetermined amount, e.g., $10, $5 or $1; 6.
Reset the wager amount register to the default value, e.g., $1.
[0592] The firmware of the wireless gaming device may only allow
for one press of buttons or keys every 100 ms. In various
embodiments, key presses are not queued; thus, when a key press
message is queued to be sent, no other player input is accepted
until the queued message has been sent.
[0593] The wireless gaming device may include a transmitter. The
transmitter may receive encrypted digital information from the
microprocessor and convert it to a signal for wireless transmission
to the receiver. The transmitter transmits signals wirelessly,
e.g., using radio frequency signals or infrared signals.
Communications between the receiver and the wireless gaming device
may be asynchronous at 2400 bits per second.
[0594] The wireless gaming device may include an identifying
circuit that drives the transmitter to periodically send an
identification signal to the receiver. The use of the identifying
circuit permits the receiver and the central processor to be
assured that the wireless gaming device is still active,
functioning and present in the gaming establishment. Thus, if the
wireless gaming device were removed from the gaming establishment,
the receiver and central processor would no longer receive and
detect the periodic identification signal sent by the identifying
circuit and the transmitter, and the game official may be alerted
that the wireless gaming device has been removed from the gaming
establishment.
[0595] The wireless gaming device may contain a real-time clock
that permits the microprocessor to monitor the current time and
date. The clock may consist of a timing circuit. The microprocessor
can use the time and date information obtained from clock to
perform calculations and other functions based on the current time
and date.
[0596] The wireless gaming device may also include a tag, such as
an electronic or magnetic component, which activates an alarm when
passed through a sensing apparatus located at the entrance and/or
exit of the gaming establishment. Activation of the alarm by
passing the wireless gaming device with the tag through the sensing
apparatus notifies the game official of an attempted removal of the
wireless gaming device from the gaming establishment.
[0597] The wireless gaming device may be powered by a battery
source contained within the device. A portable power source such as
battery source permits extended cordless operation of the wireless
gaming device throughout a gaming environment. The battery source
may be part of a removable, rechargeable battery pack that allows
the device to be recharged when it is not in use.
[0598] In some embodiments, the wireless gaming device displays
information such as game information on a device display, such as a
liquid crystal display (LCD) with a back-light. The LCD can be used
to display the values stored in the wager amount register and in
the account balance register. The wireless gaming device may
include a display receiver which receives digital information
transmitted from the receiver or from the central processor.
[0599] The device may also include a bicolor light emitting diode
(LED). The bicolor LED is capable of displaying at least two
colors, e.g., red and green. The green light may flash each time
the wireless gaming device sends a transmission to the receiver,
for a period of time to ensure that it is visible to the player.
The red light may illuminate when a key is pressed on the wireless
gaming device, and remain lit until the transmission is received by
the receiver; no additional key entry will be enabled when the red
light is lit. The wireless gaming device may also include
additional light emitting diodes, for example to indicate when the
account balance register is being updated and the balance
information is being displayed on the LCD.
[0600] The receiver is capable of receiving signals transmitted
from the transmitter in the wireless gaming device. The receiver
contains a decoder, which converts the received signals, e.g., into
digital information. This digital information contains at least the
identification code of the wireless gaming device and the player's
wager information. The receiver sends the digital information
obtained by the decoder to the central processor. Communications
between the central processor and the receiver may be by an RS-232
electrical interface data serial communications link, with
communications being asynchronous at either 9600 or 19,200 bytes
per second, in various embodiments.
[0601] The receiver may receive signals from many wireless devices
either simultaneously or in rapid succession, e.g., using
multiplexing techniques, so that many players can place wagers
using their wireless gaming devices during a short time interval.
The receiver differentiates signals received from the various
devices by the identification codes which are present in the
signals received by the receiver.
[0602] The central processor receives the identification code of a
wireless gaming device and the player's wager information from the
receiver. The central processor also decrypts this information
using the encryption key. The central processor is capable of
receiving data from multiple wireless gaming devices in an
apparently simultaneous manner.
[0603] In various embodiments, an account for the player is stored
in a database of the central processor. The database stores the
monetary value of the balance of the account associated with the
identifier of the wireless gaming device.
[0604] The central processor manages the player's account in the
database based on signals received from the player's wireless
gaming device as the player places wagers and when prizes are
awarded during play of the game. The central processor subtracts
money from the player's account balance when the player places a
wager. The player's account balance may be automatically increased
by the central processor when the player wins a game on which he
has placed a wager.
[0605] The central processor also stores and is capable of
executing software applications containing algorithms to calculate
players' account balances, wagers, and winnings. The central
processor should be able to execute all of the algorithms which
define the actions performed on the players' accounts during the
progress of the game, as wagers are entered, as winnings paid out,
and when funds are added to the players' accounts.
[0606] Algorithms in the software in the central processor may also
calculate odds and payouts for certain games, such as lottery-type
games, during play of the game. The odds and payouts at a
particular point in time may depend on the characteristics of the
game being conducted by the central processor, and may change as
the game progresses. These algorithms may be executed by the
central processor to provide exact calculations of the odds of
specific game events occurring and the associated prizes for a
player's correctly predicting the occurrence of one of those
events. The algorithms may be executed continuously, so that
real-time odds and payout can be calculated as the game
progresses.
[0607] The central processor may perform various actions on
players' accounts, resulting in various impacts on the accounts.
For example, if the player wins a game, his account is credited for
the payout based on his wager. If the player places a wager using
the wireless gaming device, his account is debited by the amount of
the wager. If the game official receives additional funds from the
player, the balance of the player's account is credited by the
amount of the funds. If the game official closes the player's
account and disburses funds to him, the balance of the player's
account is debited by the amount disbursed.
[0608] The central processor may be located in the gaming
establishment that houses the receiver. In various embodiments, the
central processor may be located remotely from the receiver,
communicating with the receiver via electronic digital telephone
communication or wireless transmission, such as a serial
communication link. Additionally, the central processor may perform
a multitude of functions for various receivers in a variety of
gaming environments.
[0609] In some embodiments, communication among the central
processor, the receiver, and the wireless gaming device involves a
polling scheme. Polling enables many wireless gaming devices to
communicate with a receiver without interference between them. Such
a polling scheme may include the transmission of digital signals in
the form of strings of hexadecimal characters. Preferably, all
communications between the central processor, the receiver and the
wireless gaming device are encrypted.
[0610] In such a polling scheme, hexadecimal characters may be
reserved for specific control protocols. For example, an attention
character is a header character used to begin all transmissions
from the central processor to the receiver, and serves to delineate
messages and synchronize the receipt of messages in the receiver.
The same function is implied when the attention character follows
in response to a message transmission. An acknowledgement character
is another header character which provides acknowledgement to the
transmitting device that the previous message's data has been
received and verified. The acknowledgement character can also
function as an attention character to begin a subsequent message.
An end of message character is used to indicate the end of a
transmission. Also, a complement next byte character allows for use
of reserved protocol characters within a normal transmission
message by avoiding a false control signal when a message data byte
matches one of the control characters. When a message byte that
needs to be sent matches one of the protocol control characters,
the complement next byte character is sent, followed by the one's
complement of the matching message byte.
[0611] Verification of received data may be accomplished using a
single byte checksum of the message information. This checksum may
be the one's complement of the sum of the original message data,
not including the header character. If the checksum results in a
value equal to one of the protocol control characters, it will be
treated in accordance with the function of the complement next byte
character.
[0612] In the polling scheme described above, there are three
different modes of communication over the link between the central
processor and the receiver. First, the central processor may send
messages intended for the receiver. Second, the central processor
may send messages intended for the wireless gaming device. Third,
the wireless gaming device may send messages intended for the
central processor. In various embodiments, messages sent by the
central processor may be in the form of a character string
formatted with a header character, followed by the identification
code of the intended device, the command or message, an end of
message character, and a checksum character. Messages received by
the receiver or the wireless gaming device may be acknowledged by
transmission of an acknowledgement character, but the central
processor need not acknowledge messages sent from the wireless
gaming devices. Messages sent by the central processor to be
received by the wireless gaming device may be broadcast to all of
the wireless gaming devices. A device address may be reserved as a
broadcast address for all of the wireless gaming devices, and all
devices will receive messages sent to this address; in this case,
no acknowledgement need be returned from any of the wireless gaming
devices.
[0613] Each command or message may begin with a command code to
signal how the information contained in the message is to be used.
Command codes for messages sent by the central processor to the
receiver and the wireless gaming device include the following:
1. Send a device address list to the receiver; 2. Send account
balance information to the addressed device; 3. Send command to
disable the addressed device; 4. Send command to enable the
addressed device.
[0614] In various embodiments, messages sent between the receiver
and the wireless gaming device may be in the form of a character
string formatted with a header character, followed by the
identification code of the intended device, the current wager
amount, the request, command or data, an end of message character,
and a checksum character. Command codes for requests, commands and
data sent between the receiver and the wireless gaming device
include the following:
1. Read user identification; 2. Read device address; 3. Read
balance register; 4. Read wager amount register; 5. Provide device
status; 6. Write user identification; 7. Write device address; 8.
Write balance register; 9. Write wager amount; 10. Perform self
test.
[0615] These command codes may be used to program the device
addresses and user identification information into the wireless
gaming devices, as well as to initialize the device to the default
state, i.e., the player's account balance of $0. The account
balance register and the user identification may each comprise two
characters, the least significant byte and the most significant
byte, allowing for the use a greater range of numbers for these
values.
[0616] Various embodiments include methods by which the central
processor communicates with a wireless gaming device. The central
processor transmits a string of hexadecimal characters, including,
e.g., a header character, followed by the device's identification
code, followed by a request, command or data, followed by an end of
message character, followed by a checksum character. After the
central processor transmits the character string, the wireless
gaming device receives the string, recognizes its identification
code, and executes any instructions in the string. When the central
processor sends an instruction to all wireless gaming devices
simultaneously, all currently active devices receive and execute
the instruction. The wireless gaming device does not send an
acknowledgement message to the central processor, although the
receiver may receive a transmission from the wireless gaming device
that the instruction was received properly. The central processor
also communicates with the receiver in a similar manner, except
that the receiver may send an acknowledgement message to the
central processor which includes the acknowledgement control
protocol character.
[0617] Similarly, the wireless gaming device communicates with the
receiver and the central processor using, e.g., hexadecimal
character strings. The receiver regularly and periodically polls
the active wireless gaming device for information requests or
wagering requests. If the player has entered a request into the
wireless gaming device since the last time the wireless gaming
device was polled, then the player's request will be transmitted to
the receiver.
[0618] Various embodiments include methods by which the wireless
gaming device receives and relays player requests to the central
processor. First, the player enters a request into the wireless
gaming device using buttons or keys. The player then presses a
button labeled, e.g., "enter" or "send," instructing the wireless
gaming device to send the request the next time the receiver polls
the wireless gaming device. When this button has been pressed, the
red light of the bicolor LED is illuminated, thereby informing the
player that the request is waiting to be sent. The request is
converted into a hexadecimal character string, including, e.g., a
header character, an identification code (or, alternatively, a
separate identification string reserved for a specific player), the
current wager amount, the player's request (e.g., to change the
wager amount or to send a balance update), an end of message
character, and a checksum character. The next time the receiver
polls the device, the transmitter of the device transmits the
character string to the receiver. When the wireless gaming device
is polled by the receiver, the green light of bicolor LED flashes,
informing the player that the request has been transmitted. The
receiver receives the request string, and transmits the string to
the central processor. The central processor then acts on the
player's request.
[0619] Using the terminal, the game official may process wagering
transactions and distribute wireless gaming devices. In various
embodiments, the terminal may include a bar code reader and/or a
magnetic stripe reader for rapid entry of the identifier of a
wireless gaming device prior to delivering the wireless gaming
device to the player. Reading devices provide information in the
form of digital data to the terminal. The terminal includes a
keyboard by which the game official can manually enter data to be
sent to the central processor. Using either reading device, the
keyboard, or a combination of these, the game official communicates
with the central processor to establish a player's account,
increase the balance of the account when the player tenders funds
to the game official, and decrease the balance of the account when
the player seeks to collect the cash value of his account
balance.
[0620] The player establishes a balance of the account associated
with his wireless gaming device, identified by an identifier, when
he receives the wireless gaming device from the game official. The
player may increase the monetary value of the balance of the
account by paying additional funds, in the form of cash or credit,
to the game official, who accesses the account stored in the
central processor through the terminal to increase the balance of
the account.
[0621] The wireless gaming device is returned to the game official
after the player has played one or more games. The readers may be
used to read the identifier for closing out the player's account
stored in the database of the central processor. The terminal
includes a terminal display which notifies the game official of the
balance of the player's account, so that the player may be paid the
cash value of the remaining balance of his account.
[0622] In some embodiments, an account status display device is
located in the gaming establishment to display players' account
information. In various embodiments, the display device may be,
e.g., a liquid crystal display or a cathode ray tube display. The
display device is controlled by the central processor, which sends
information to the display device for display to the players.
[0623] A player may look at the display device to confirm that
wagers transmitted from the wireless gaming device were received by
the receiver and sent to the central processor, to determine the
monetary balance of the player's account, and to verify that the
player's winnings have been credited to his account. The display
device displays key information necessary for a player to
participate in a game. The information displayed for each player
may include the account number, the player's account balance, the
player's last wager, and the player's last prize award or win.
[0624] The display device is divided into specific areas, e.g., a
display area, each area showing the account information for one
player. The size of the display area may be determined by the size
of the display device and the number of players who possess
wireless display devices. It is contemplated that only active
accounts will be displayed on the display device. If additional
display devices are required to display the information concerning
a large number of accounts, the central processor may be configured
to drive multiple similar display devices.
[0625] The display device may also be used to display the odds and
payouts for game wagers. Alternately, a separate display device
driven by the central processor may be used to display the odds and
payout information. Further, the odds and payouts may be displayed
on the device display 21.
[0626] Procedures for using the wireless interactive gaming system,
according to some embodiments, are now described. In some
embodiments, a player tenders money in the form of cash or credit,
e.g., $100, to a game official in the gaming establishment to
establish an account. The game official chooses a wireless gaming
device and uses, e.g., the bar code reader on the terminal to enter
the identifier of the wireless gaming device into the terminal. The
game official also inputs the amount of money tendered, i.e. $100,
into the terminal via keyboard. The game official hands the
wireless gaming device to the player and tells the player that his
account is, e.g., Account No. 12. Alternately, the player may
identify his account number directly from the identifier on the
wireless gaming device. The information entered by the game
official into the terminal is sent to the central processor, which
establishes an account record for the player in the database.
[0627] For this example, the central processor may be conducting a
racing game in which players choose a winning racing element on
which to place a wager for the next racing game to be displayed in
the gaming establishment. To place a wager, the player presses
buttons on the wireless gaming device.
[0628] In some embodiments, the player first presses the button
that corresponds to the number assigned to the racing element that
he chooses, e.g., "3", and then the wager amount, e.g., "$" and
"5", for a $5 wager. The player then presses the "enter" key to
transmit his wager to the central processor.
[0629] In an alternate embodiment, the game may be simplified so
that all wagers are placed for a fixed amount, e.g., $1, by
pressing a single button on the wireless gaming device. By pressing
the button that corresponds to the number assigned to the chosen
racing element, e.g., "3", the player places a $1 bet on racing
element number 3. The player can then place a larger wager on
racing element number 3, by pressing the "3" button the number of
times corresponding to the number of $1 bets he desires to make,
e.g., by pressing "3" five times to wager $5 on racing element
number 3.
[0630] Each time the player enters a wager, the wireless gaming
device forms a data packet containing the player's wager
information and the identification code of the wireless gaming
device. The data packet is encrypted and transmitted by the
transmitter via wireless communication.
[0631] The decoder in the receiver receives the encrypted data
packet transmitted by the transmitter. The encrypted data packet is
sent to the central processor, where it is decrypted. The central
processor uses the information it has obtained to update the
player's account in the database by subtracting the wagered amount
from the player's account balance and registers the player's wager
on the game.
[0632] After the game has been played, the central processor awards
prizes to winning players based on the wagers they have made and
the odds associated with the winning outcome of the game. If the
player in possession of the wireless gaming device is a winner, the
central computer updates the player's account in the database by
adding the monetary amount of the prize to the player's account
balance. Otherwise, the player's account remains unchanged.
[0633] When the player has finished playing games in the gaming
establishment, he returns the wireless gaming device to the game
official. The game official again inputs the identifier of the
wireless gaming device into the terminal, e.g., by using the bar
code reader of the terminal. The terminal accesses the player's
account information stored in the database of the central processor
to obtain the player's remaining account balance. The terminal
display displays the player's remaining account balance to the game
official, who then tenders the monetary value of that amount to the
player. The account is closed, and the transaction is recorded in
the central processor.
[0634] It should be understood that the foregoing descriptions
encompass but some of the implementation technologies that may be
used, according to various embodiments. Other technologies may be
used and are contemplated, according to various embodiments.
Various embodiments may be performed using any suitable technology,
either a technology currently existing or a technology which has
yet to be developed.
Hand-Held Wireless Game Player
[0635] Various embodiments include a hand-held wireless game player
for playing a game of chance. The hand-held wireless game player
may be generally characterized as including: 1) a wire-less
communication interface; 2) a display screen; 3) one or more input
mechanisms; and 4) a microprocessor configured i) to present the
game of chance on the display screen using operating instructions
received via the wireless communication interface from a master
gaming controller located on a gaming machine and ii) to send
information from input signals generated from the one or more input
mechanisms to the master gaming controller via the wire-less
communication interface. The wireless game player may be played in
a plurality of venue locations physically separate from the
location of the gaming machine where the plurality of venue
locations are selected from the group consisting of a keno parlor,
a bingo parlor, a restaurant, a sports book, a bar, a hotel, a pool
area and a casino floor area. The game of chance played on the
wireless game player may be selected from the group consisting of
slot games, poker, pachinko, multiple hand poker games, pai-gow
poker, blackjack, keno, bingo, roulette, craps and a card game.
Other games are also contemplated, in various embodiments.
[0636] In various embodiments, the wireless communication interface
may use a wireless communication protocol selected from the group
consisting of IEEE 802.11a, IEEE 802.11b, IEEE 802.11x, hyperlan/2,
Bluetooth, and HomeRF. The wireless game player may also comprise a
wire network interface for connecting the wireless game player to a
wire network access point. In addition, the wireless game player
may also comprise a peripheral interface for connecting to a
peripheral gaming device where the peripheral interface is a serial
interface, a parallel interface, a USB interface, a FireWire
interface, an IEEE 1394 interface. The peripheral gaming device may
be a printer, a card reader, a hard drive and a CD-DVD drive.
[0637] In various embodiments, the one or more inputs mechanisms on
the wireless game player may be selected from the group consisting
of a touch screen, an input switch, an input button and biometric
input device where the biometric input device may be a finger print
reader. The wireless game player may also include a detachable
memory interface designed to receive a detachable memory where the
detachable memory unit stores graphical programs for one or more
games of chance played on the wireless game player. The wireless
game player may also comprise one or more of the following: 1) an
audio output interface for receiving a head phone jack, 2) an
antenna, 3) a sound projection device, 4) a battery, 5) a power
interface for supplying power to the wireless game player from an
external power source and for charging the battery from the
external power source, 6) a memory unit where the memory unit may
store graphical programs for one or more games of chance played on
the wireless game player, 7) an electronic key interface designed
to receive an electronic key, and 8) a video graphics card for
rendering images on the display screen where the video graphics
card may be used to render 2-D graphics and 3-D graphics.
[0638] It should be understood that the foregoing descriptions
encompass but some of the implementation technologies that may be
used, according to various embodiments. Other technologies may be
used and are contemplated, according to various embodiments.
Various embodiments may be performed using any suitable technology,
either a technology currently existing or a technology which has
yet to be developed.
INCORPORATION BY REFERENCE
[0639] The following are incorporated by reference herein: [0640]
U.S. Pat. No. 6,676,522; [0641] U.S. Pat. No. 6,846,238; [0642]
U.S. Pat. No. 6,702,672.
Casinon Electronic Games
[0643] Reference numerals below, until otherwise specified, refer
only to FIGS. 35 through 40.
Play of the Game
[0644] FIG. 35 shows an embodiment of a spinning reel slot machine
10. The slot machine comprises a plurality of mechanical rotatable
reels 12a, 12b, 12c and a video display (see FIGS. 36a and 36b). In
response to a wager, the reels 12a, 12b, 12c are rotated and
stopped to randomly place symbols on the reels in visual
association with a display area 16. Payouts are awarded based on
combinations and arrangements of the symbols appearing in the
display area 16. The video display provides a video image 18
occupying the display area 16 and superimposed on the reels 12a,
12b, 12c. The video image 18 may be interactive with the reels 12a,
12b, 12c, may be static or dynamic, and may include such graphics
as payout values, a pay table, pay lines, bonus game features,
special effects, thematic scenery, and instructional information.
In the illustrated embodiment, the slot machine 10 is an "upright"
version in which the display area 16 is oriented vertically
relative to the player. Alternatively, the slot machine 10 may be a
"slant-top" version in which the display area 16 is slanted at
about a thirty degree angle toward the player of the slot machine
10.
[0645] Referring to FIGS. 36a and 36b, the video image 18 in the
display area 16 may be either a direct image (FIG. 36a) or a
virtual image (FIG. 36b), in various embodiments. If the video
image 18 is a direct image, as in FIG. 36a, the direct image may be
generated by a flat panel transmissive video display 14a positioned
in front of the reels 12a, 12b, 12c. The transmissive display 14a
may, for example, be a transmissive liquid crystal display (LCD)
commercially available from LG Phillips LCD Co., Ltd., of Seoul,
Korea. The transmissive display 14a may be outfitted with a touch
screen mounted to a front surface of the display 14a. The touch
screen contains soft touch keys denoted by the image on the
underlying display 14a and used to operate the slot machine 10.
[0646] If the video image 18 is a virtual image, as in FIG. 36b,
the virtual image is preferably generated by a projection
arrangement including a video display 14b and a partially
reflective mirror 20. The video display 14b and the partially
reflective mirror 20 are relatively positioned to project the
virtual image in front of the reels 12a, 12b, 12c between the reels
and a player. The video display 14b may be mounted below the reels
12a, 12b, 12c and is generally perpendicular to the display area
16. The mirror 20 may be mounted in front of the reels 12a, 12b,
12c and is oriented at approximately a forty-five degree angle
relative to both the video display 14b and the display area 16. The
virtual image is generally parallel to the display area 16 and may,
in fact, occupy the display area 16. Also, the virtual image may be
three-dimensional. In the embodiment of FIG. 36b, the display area
16 includes a glass cover/window. This cover is optionally
outfitted with a touch screen that contains soft touch keys denoted
by the virtual image and used to operate the slot machine 10.
[0647] The video display 14b in FIG. 36b may be a CRT, LCD, dot
matrix, LED, electro-luminescent, or other type of video display.
Also, instead of mounting the video display 14b below the reels
12a, 12b, 12c, the display 14b may be mounted above the reels with
the mirror 20 still oriented at approximately a forty-five degree
angle relative to both the video display 14b and the display area
16.
[0648] Referring back to FIG. 35, the slot machine 10 is operable
to play a basic slot game with the three mechanical spinning reels
12a, 12b, 12c and a bonus game triggered by a start-bonus outcome
in the basic game. The number of mechanical reels may vary, for
example, to include one or more additional reels. The mechanical
reels may be mounted to a horizontal axis to spin vertically as
shown or may, alternatively, be mounted to a vertical axis to spin
horizontally. Also, instead of each column of symbols being
associated with a single reel, each individual symbol may
associated with a single reel such that a symbol array of nine
symbols is associated with nine distinct reels. Each of five pay
lines 22a, 22b, 22c, 22d, 22e extends through one symbol on each of
the three mechanical reels. The number of pay lines may be more or
less than five and may have various configurations.
[0649] Generally, game play is initiated by inserting a number of
coins or playing a number of credits, causing a central processing
unit to activate a number of pay lines corresponding to the number
of coins or credits played. As shown in FIG. 37, the superimposed
video image 18 may depict instructional information prompting the
player to insert coins or play credits. The player selects the
number of pay lines (e.g., between one and five) to play by
pressing a "Select Lines" key on a button panel 24. The player then
chooses the number of coins or credits to bet on the selected pay
lines by pressing a "Bet Per Line" key on the button panel 24. As
shown in FIG. 38, the superimposed video image 18 may depict the
activated pay lines and the number of wagered credits per pay
line.
[0650] After activation of the pay lines, the reels 12a, 12b, 12c
may be set in motion by touching a "Spin Reels" key on the button
panel 24 or, if the player wishes to bet the maximum amount per
line, by using a "Max Bet Spin" key on the button panel 24.
Alternatively, other mechanisms such as, for example, a lever may
be used to set the reels in motion. The central processing unit
uses a random number generator to select a game outcome (e.g.,
"basic" game outcome) corresponding to a particular set of reel
"stop positions." The central processing unit then causes each of
the mechanical reels to stop at the appropriate stop position.
Symbols are printed on the reels to graphically illustrate the reel
stop positions and indicate whether the stop positions of the reels
represent a winning game outcome.
[0651] Winning basic game outcomes (e.g., symbol combinations
resulting in payment of coins or credits) are identifiable to the
player by a pay table. As shown in FIG. 39, the superimposed video
image 18 may depict the pay table in response to a command by the
player (e.g., by pressing a "Pay Table" key on the button panel
24). A winning basic game outcome occurs when the symbols appearing
on the reels 12a, 12b, 12c along an active pay line correspond to
one of the winning combinations on the pay table. A winning
combination, for example, could be three matching symbols along an
active pay line. If the displayed symbols stop in a winning
combination, the game credits the player an amount corresponding to
the award in the pay table for that combination multiplied by the
amount of credits bet on the winning pay line. As shown in FIG. 40,
the superimposed video image 18 may highlight the winning
combination(s) (e.g., "7," "7," "7") and its associated pay line
(e.g., pay line 22c) and depict the award for that winning
combination. The video image 18 may further include special effects
such as flashing the winning pay line(s) and/or the award and
providing explosions. The winning pay line(s) may flash, be
accompanied by exploding flashes, and display a portion of the pay
table. The player may collect the amount of accumulated credits by
pressing a "Collect" key on the button panel 24. In one
implementation, the winning combinations start from the first reel
12a (left to right) and span adjacent reels. In an alternative
implementation, the winning combinations start from either the
first reel 12a (left to right) or the third reel 12c (right to
left) and span adjacent reels
Pay Table
[0652] A game may have a pay table that defines all possible
outcomes of one play of the game that can result in awarding a
prize to a player.
[0653] In various embodiments, each line of the pay table defines
the number of coins required to be played, the criteria that
defines a win, the odds of the win criteria resulting from one play
of the game and the number of coins returned by the gaming device
to the player when a win is registered. In addition, a pay line may
include the ability to accept a progressive prize value from the
system. In various progressive gaming systems and methods this
allows the game's pay line to be linked to a system controlled
progressive prize.
[0654] A pay table may include a list of payouts on a slot machine
or a video poker machine. The table may show for each combination
of symbols and the number of coins bet, how main coins the bettor
will win.
[0655] On older machines and some newer reel machines, the pay
table may be listed on the face of the machine, usually above and
below the area containing the wheels.
[0656] Each machine may have a table that lists the number of
credits the player will receive if the symbols listed on the pay
table line up on the pay line of the machine. The pay table details
where the symbols must be for the bettor to be paid. In general,
the symbols must be centered directly under the pay line on the
machine. Video slot machines generally will only display the pay
line for lines that are winners.
[0657] Some machines offer symbols that are `wild` and will pay if
they are visible in any position, even if they are not on the pay
line. These wild symbols may also count for any other symbol on the
pay table.
[0658] Most video machines display the pay table when the player
presses a "pay table" button or touches "pay table" on the screen;
some have the pay table listed on the cabinet as well.
Progressive
[0659] Games of chance may be described as either progressive or
non-progressive. In non-progressive games, such as traditional
pull-tab, participants play for a chance to win a predetermined
prize, i.e., one of the winning cards. Progressive games, in
contrast, involve a jackpot or prize that grows during the play of
the game. Many state numbers lotteries, for instance, fall into the
progressive category because the prize increases over time as more
players participate. During the operation of a progressive game, a
portion of each player's purchase is dedicated to the prize. Thus,
the prize grows until the winning numbers are selected and the game
ends. Some slot machines also offer a progressive jackpot.
[0660] In various progressive gaming systems and methods a portion
of each wager is used to fund an increment to the current prize
value, fund the starting value of the next prize after a win
occurs, and other uses. Commonly the portion used, usually known as
contributions, is determined by control data related to percentages
and the coin denomination.
[0661] For example, assume a prize starts at $1,000,000 with a
contribution rate of 3.5% to fund the next prize's starting value
of $1,000,000 and a 2.5% contribution rate to the growth of the
current prize's value. Also assume it is linked to gaming devices
requiring a $2.00 wager. This means each wager contributes $0.07
(2.00*0.035=0.07) to the next prize's starting value and $0.05
(2.00*0.025=0.05) to the increment of the current prize value. With
these contribution percentages there must be about 14,285,715
handle pulls, or games played, between wins for the prize's
$1,000,000 starting amount to be funded.
(1,000,000/0.07=14,285,714.29). In essence the total wager amount
made over the theoretical life cycle of one prize award would be
$28,571,430.00 (14,285,715*2.00=28,571,430.00).
[0662] During this theoretical time period the prize value would
increase by $714,285 (0.05*14,285,714.29=714,285.7145) to make the
average prize value worth $1,714,285 for each theoretical win. Also
assume that a marketing study has determined that to sustain player
interest the prize should be won on average about once every month.
This means there should be about 14,285,715 handle pulls, or games
played, over a thirty day time span. If each gaming device were
able to average about 5 games played each minute for 10 hours a day
it would produce 3000 games played per day. If the prize were to be
won every thirty days and each gaming device generates 90,000
handle pulls a month (5 games*60 minute/hour*10 hours*30
days=90,000), there would have to be at least 159 gaming devices
attached to the prize (14,285,715/90,000=158.73 . . . ).
1. Linked Machines
[0663] 2. Often machines are linked together in a way that allows a
group of machines to offer a particularly large prize, or
"jackpot". Each slot machine in the group contributes a small
amount to this progressive jackpot, which is awarded to a player
who gets (for example) a royal flush on a video poker machine, or a
specific combination of symbols on a regular or 9 line slot
machine. The amount paid for the progressive jackpot is usually far
higher than any single slot machine could pay on its own. [0664] 3.
In some cases multiple machines are linked across multiple casinos.
In these cases, the machines may be owned by the machine maker who
is responsible for paying the jackpot. The casinos lease the
machines rather than owning them outright. Megabucks, including
Megabucks Nevada and penny Megabucks, is an example of linked
machines across multiple casinos. [0665] 4.
Central Computer, Network, and Accounting
[0666] Various embodiments include networked gaming devices.
Interconnecting a plurality of gaming devices such as slot machines
via a computer network to a central computer may provide
advantages. Some advantages of networked gaming devices may include
the ability to extract accounting data from the individual gaming
devices as well as providing player tracking. Various network
systems allow the central host computer to monitor the usage and
payout, collectively known as audit data, of the individual gaming
devices. This audit data includes data related to the number of
coins or tokens inserted into the device, the number of times the
device has been played, the amount paid in raises, the number and
the type of jackpots paid by the machine, the number of door
openings, etc. The host computer can then compile an accounting
report based on the audit data from each of the individual gaming
devices. This report can then be used by management, for example,
to assess the profitability of the individual gaming devices.
[0667] In some areas, regulations may encourage or require a
relatively detailed accounting of each video gaming machine's
activity to assure that the machine operates within regulated
standards. Meters are often provided to track money input into and
money dispensed from the machines. Because money may sometimes be
inserted to a machine but not wagered, for example where a player
inserts a certain amount of cash or credit but cashes out before
betting the entire amount, the simple ratio of money in to money
out does not necessarily accurately reflect the machine's
operational activities. Accordingly, it may be helpful to also
track the amount of money wagered and the amount of money or
credits won by the player.
[0668] In larger facilities such as casinos, a central computer may
monitor such information for a plurality of embedded system single
player gaming machines through a "location controller." Each video
gaming machine serially communicates with the location controller
to provide appropriate information to the central computer. If the
central computer detects an irregularity regarding a particular
game, it instructs the location controller to deactivate the game.
An exemplary system including a location controller and embedded
system circuitry at a video gaming machine for providing
information to the location controller is disclosed in U.S. Pat.
No. 5,429,361 and U.S. Pat. No. 5,470,079, the entire disclosure of
each of these patents being incorporated herein by reference for
all purposes.
[0669] Reference numerals below, until otherwise specified, refer
only to FIG. 41.
[0670] FIG. 41 illustrates an embodiment of a gaming system 10 in
accordance with some embodiments. Referring to FIG. 41, the gaming
system 10 may include a first group or network 12 of gaming units
20 operatively coupled to a network computer 22 via a network data
link or bus 24. The gaming system 10 may include a second group or
network 26 of gaming units 30 operatively coupled to a network
computer 32 via a network data link or bus 34. The first and second
gaming networks 12, 26 may be operatively coupled to each other via
a network 40, which may comprise, for example, the Internet, a wide
area network (WAN), or a local area network (LAN) via a first
network link 42 and a second network link 44.
[0671] The first network 12 of gaming units 20 may be provided in a
first casino or facility, and the second network 26 of gaming units
30 may be provided in a second casino or facility located in a
separate geographic location than the first facility. For example,
the two facilities may be located in different areas of the same
city, or they may be located in different states. The network 40
may include a plurality of network computers or server computers
(not shown), each of which may be operatively interconnected. Where
the network 40 comprises the Internet, data communication may take
place over the communication links 42, 44 via an Internet
communication protocol.
[0672] The network computer 22 may be a server computer and may be
used to accumulate and analyze data relating to the operation of
the gaming units 20. For example, the network computer 22 may
continuously receive data from each of the gaming units 20
indicative of the dollar amount and number of wagers being made on
each of the gaming units 20, data indicative of how much each of
the gaming units 20 is paying out in winnings, data regarding the
identity and gaming habits of players playing each of the gaming
units 20, etc. The network computer 32 may be a server computer and
may be used to perform the same or different functions in relation
to the gaming units 30 as the network computer 22 described
above.
[0673] Although each network 12, 26 is shown to include one network
computer 22, 32 and four gaming units 20, 30, it should be
understood that different numbers of computers and gaming units may
be utilized. For example, the network 12 may include a plurality of
network computers 22 and tens or hundreds of gaming units 20, all
of which may be interconnected via the data link 24. The data link
24 may provided as a dedicated hardwired link or a wireless link.
Although the data link 24 is shown as a single data link 24, the
data link 24 may comprise multiple data links.
[0674] Various embodiments include a system for operating networked
gaming devices. The system according to various embodiments allows
a casino in which the system is installed to run promotions or
bonuses on any properly equipped gaming machines while
simultaneously gathering player tracking and accounting data from
all machines. The system provides the capability for the casino to
select which of the plurality of machines are used in any given
promotion. The system further allows any number of different
promotions to operate simultaneously.
[0675] The system includes a plurality of gaming devices or
machines connected to an associated floor controller over a
network. The system includes one or more of said floor controllers.
The floor controllers are interconnected by a high-speed network,
such as an Ethernet network, to a database where accounting and
player tracking data is stored. The system can also include pit
terminals and/or fill and jackpot processing terminals. Each
promotion involves sending a reconfiguration command from the floor
controller to a gaming device that has been selected to be part of
a given promotion over the associated network. Upon receipt of the
reconfiguration command, the gaming device reconfigures its payout
schedule in accordance with the received reconfiguration command.
In some embodiments, this reconfiguration includes activating a
bonus payout schedule. A partial list of the promotions according
may include, without limitation: a multiple jackpot wherein the
gaming device reconfigures its payout to be a multiple of its
default payout schedule; a bonus jackpot wherein the gaming device
reconfigures its payout schedule to payout an additional bonus
amount when certain conditions are met; and a progressive jackpot
wherein two or more gaming devices are combined in a progressive
jackpot having a progressive jackpot payout schedule. In addition
to these, many other promotions are possible by the above-described
system for controlling and monitoring a plurality of gaming
devices.
[0676] The system may support player tracking, in some embodiments,
by recording machine transactions including time of play, machine
number, duration of play, coins in, coins out, hand paid jackpots
and games played. The player tracking is conducted over the same
network as the accounting data is extracted. This allows the
provision of bonusing to certain individual players as well as
during certain times. Various embodiments include a system which
monitors and reports how many coins are played by each player. The
system, according to various embodiments, includes the ability to
record how long each player spends at each machine and the number
of coins won, games played, and hand jackpots won by each player.
All this information is stored on the database, which can be later
analyzed for future targeted direct mailing campaigns. The player
tracking according to various embodiments also allows the casino to
schedule buses and other groups and measure their profitability.
The system also allows for cashless play as well as advanced
accounting and security features.
Bonus Game
[0677] Various embodiments include the concept of a "secondary" or
"bonus" game that may be played in conjunction with a "basic" game.
The bonus game may comprise any type of game, either similar to or
completely different from the basic game, which is entered upon the
occurrence of a selected event or outcome of the basic game.
[0678] Various embodiments comprise methods of playing games,
gaming devices and table games utilizing a primary game, e.g.,
rotatable reels, and at least one discernible indicia of a
secondary game, possibly comprising a payout indicator. The
secondary game may be separate from the primary game either
physically or temporally.
[0679] According to various embodiments, a bonus payout indicator
is clearly visible to a player and is operable when primary reels
of a primary game slot machine stop on certain predetermined
indicia. According to some embodiments, a secondary payout
indicator is in the form of a rotatable bonus wheel which can be
caused to spin automatically or in response to some action by a
player, e.g., the player pushing a button, when the primary game
indicates one of a predetermined plurality of indicia. The wheel is
caused to gradually reduce speed and when the wheel stops, a
pointer indicates the payout to be awarded to the player.
[0680] Various embodiments further comprise a discernible
multiplier which provides the ability to change either the payout
from the primary gaming unit or the secondary payout indicator, or
both. Various embodiments contemplate providing a payout from the
primary gaming unit, a payout indicated by the secondary indicator
only, a payout from the primary gaming unit or the secondary
indicator as changed by the multiplier, or a separate, plurality of
payouts from the primary gaming unit and the secondary indicator
either with or without modification by a multiplier.
[0681] According to various embodiments, the mechanical bonus
payout indicator is electronically operated and is linked to a
random number generator which determines where the secondary
indicator actually stops.
[0682] According to various embodiments, when the primary unit
stops on one of a predetermined plurality of winning indicia sets,
a second event actuator is placed in an active state. According to
various embodiments, a person, such as the player, must actuate the
actuator in order to operate the bonus indicator.
[0683] According to various embodiments, the bonus actuator
requires operator intervention so that a player must involve a
casino attendant who can activate the bonus indicator.
[0684] According to another various embodiments, the bonus
indicator is connected to a drive mechanism which gradually reduces
the rate of spin of the bonus wheel before the bonus wheel
stops.
[0685] Various embodiments comprise gaming devices having
electronic means for displaying indicia of rotatable reels such as
a video screen and/or means for displaying indicia of a secondary
payout indicator, such as a video screen. Various embodiments
comprise methods for playing a game of chance. One method comprises
the steps of displaying a first randomly selected combination of
indicia, said displayed indicia selected from the group consisting
of slot reels, indicia of at least one reel, indicia of at least
one playing card, and combinations thereof; generating at least one
signal corresponding to at least one select display of first
indicia; providing at least one discernible indicia of a mechanical
bonus indicator, said bonus indicator indicia indicating at least
one of a plurality of possible payouts, wherein said bonus
indicator indicia providing means is operatively connected to said
first, standard gaming unit and actuatable in response to said
signal. According to various embodiments, the discernable indicia
of a mechanical bonus indicator gradually reduces the rate of
movement of the mechanical bonus indicator for some period of time
prior to actually providing the discernable indicia of a payout.
According to another embodiment, a multiplier is provided to
multiply at least one payout by a multiple which is most preferably
indicated to a player. The multiple can preferably sequentially
change as discernable indicia change. For example, a plurality of
multiples can be synchronized with a plurality of discernable
indicia on the mechanical bonus indicator such that the multiple
changes as the payout indicated changes.
[0686] Various embodiments include a method of conducting a game of
chance comprising the steps of providing a player with an
opportunity to place a wager; displaying a randomly selected
combination of indicia, said displayed indicia selected from the
group consisting of reels, indicia of at least one and preferably a
plurality of reels, indicia of at least one and preferably a
plurality of playing cards, and combination thereof; generating at
least one signal corresponding to at least one select display of
said indicia; providing at least one discernible indicia of a
mechanical bonus indicator, said bonus indicator indicia indicating
at least one of a plurality of possible bonuses, wherein said bonus
indicator indicia is in the form of a wheel or reel and is
actuatable in response to said signal.
[0687] A bonus game may include another gaming machine or a random
selection device which is enabled by a bonus qualifying signal from
an underlying or primary gaming machine. A wide variety of bonus
games, features, and devices are known some of which are set forth
next.
[0688] The WHEEL OF GOLD.TM. and WHEEL OF FORTUNE.TM. slot casino
games incorporate a single play bonusing feature. A rotating wheel
is activated by the player depressing a bonus spin button when
certain indicia appears on the reels of the slot game and is used
to award bonus payouts in a spin of the wheel. A separate
multiplier may be used to multiply the bonus payouts. After the
bonus spin, play resumes in the underlying gaming machine.
[0689] In various embodiments, a bonus game involving multiple
plays is presented for an underlying gaming machine such as a slot
machine. Here a Bernoulli trial procedure is used to allow a player
to repeatedly play a high odds bonus game (such as another slot
game) and receive awards until a losing combination occurs (i.e.,
winning until losing). The hit rate in the bonus game is greater
than 50% (possibly higher than 70%) which may result in a much
lower hit rate in the underlying game. This hit rate difference
causes the player to endure the low hit rate of the underlying slot
game in order to qualify for the high hit rate of the bonus game.
The length of the bonus game is longer when the hit rate for the
bonus game is higher. This bonus feature allows a player to win
each bonus game and collect winnings until the player receives a
losing combination (i.e., losing until winning).
[0690] One slot machine main game is interconnected with a slot
machine secondary game. The player has the option of pushing a
button which debits his credit meter by the appropriate amount to
play the secondary game such as another slot game. Hence, the
player gambles an amount in order to play the bonus game.
[0691] Various embodiments include an electronic gaming apparatus
and method therefore wherein each play in the bonus is the result
of successive underlying game play. Included are an electronic
primary gaming device such as a poker or a slot machine and an
electronic secondary gaming device based on bingo. When a winning
combination such as three queens appears in the primary game, a
space in the bingo matrix is turned over to reveal a bingo symbol.
Play continues on the primary game until a winning sequence occurs
in the bingo game. The right to play the bingo secondary game does
not occur unless the player inserts three or more coins into the
primary game. Play continues until the game achieves a bingo in
which case the player receives a prize.
[0692] Various embodiments include a slot machine having a jackpot
feature whereby the prize value is transferred between separate
jackpot displays as successive games are played. Some of the reel
symbols are overprinted with a number and when that number lands on
the payline, it is used to climb a ladder. The ladder enables the
player to obtain one or all of the prizes in the upper portion of
the slot machine. For example, if the overlaid number lands the
player on a first playing level, then the player receives all three
prizes. If the overlaid number lands the player on a second level,
then the player can select which one of the three prizes to
receive. If the player lands on a third level, then it becomes a
game of skill to select which of the three prizes he selects.
Finally, if the player lands on a fourth level, then the prize is
randomly selected. The prize may also be randomly doubled.
[0693] Various embodiments include a plurality of slot machines
interconnected to an electronic controller which displays a
separate race game. Each time a particular predetermined
combination of indicia appears in the display of a particular slot
machine, a signal is generated from the slot machine which advances
the racing element through a particular predetermined distance. If
the player's horse reaches the finish line before a timer display
times out, then the slot player wins an additional prize. The
players are not racing against each other, but against a clock.
[0694] Various embodiments include a gaming machine including a
processor operable in a basic mode and a bonus mode for controlling
game play. In the basic mode, the processor operates to select a
basic game outcome from among a plurality of possible basic game
outcomes. The possible basic game outcomes include a start-bonus
outcome the occurrence of which causes the processor to shift
operation from the basic mode to the bonus mode. The processor is
operable to define a plurality of player-selectable bonus game
outcomes. In the bonus mode, a player selects one or more of the
bonus game outcomes and credits are awarded based upon which ones
of the bonus game outcomes are selected.
[0695] Various embodiments include a gaming machine including a
processor operable to selecting a game outcome from among a number
of possible game outcomes. A number of the possible game outcomes
are identifiable according to a pay table as winning combinations,
whereas a remaining number of the possible game outcomes are
identified as apparent losing combinations. The gaming machine
includes means for awarding credits upon occurrences of the winning
combinations and upon occurrence of at least one of the apparent
losing combinations.
[0696] Various embodiments include a gaming machine including a
processor operable in a basic mode and a bonus mode for controlling
game play. In the basic mode, the processor operates to select a
basic game outcome from among a plurality of possible basic game
outcomes. The possible basic game outcomes include one or more
bonus-resource outcomes the occurrence of which causes the
processor to generate a bonus game resource exercisable in a bonus
game. The gaming machine includes means for shifting operation of
the processor from the basic mode to the bonus mode. The processor
is operable to define a plurality of possible bonus game outcomes.
In the bonus mode, upon selection of a bonus game outcome, the
bonus game resource(s) generated in the basic game may be exercised
to affect the bonus game outcome. In one embodiment, where the
bonus game outcome would otherwise cause the processor to end the
bonus game, an exercise of a bonus game resource in conjunction
with the bonus game outcome causes the processor to continue
operation in the bonus mode, thereby allowing the player to
continue playing the bonus game.
[0697] Reference numerals below, until otherwise specified, refer
only to FIG. 42.
[0698] FIG. 42 is a perspective view of a slot machine 10. A slot
machine 10 may include rotatable reels 60, each having a plurality
of symbols thereon that are randomly displayed when a mechanical
lever 12 is pulled and the reels 60 are rotated. If the symbol
displayed is a predefined symbol, or predefined combination of
symbols, the player may receive a payout either through coin chute
20, which deposits winnings into coin trough 30, or by increasing
the player's credits displayed in credit window 40. A slot machine
10 may also include a microprocessor, or other central processing
unit as well as memory. In such a case, a display screen (not
shown) (e.g., a cathode ray tube (CRT), plasma display, liquid
crystal display (LCD), and/or a display based on light-emitting
diodes (LED)) may be operably coupled to the computer to replace
the reels 60 and provide a simulation of reels and their rotation,
the output of a random number generator being used to direct the
types and combinations of symbols displayed on the display
screen.
[0699] A coin slot 14, currency validator 16 or card acceptor
device 18 (to accept a credit card, gaming card, player card, smart
card and the like) permits a player to activate a base game on the
slot machine 10. A player may have a predefined chance, or odds, of
winning a payout for the base game based on the mathematical odds
that a winning symbol or combination of symbols will be randomly
displayed on the indicia of the reels 60. The odds may be adjusted
by changing the number of possible non-winning symbols or
combination of non-winning symbols in relation to the number of
possible winning symbols or combination of winning symbols. The
odds of winning a payback and the amount to be awarded to a winning
player in relation to the amount wagered may be defined in the form
of a "pay table" or "par sheet."
[0700] Initiating a base game on a slot machine 10 may be done as
simply as by inserting a coin, token or other type of currency
equivalent (debit card or credit card) into a gaming device such as
slot machine 10. Another example of a player action which may be
taken in initiating a base game includes inserting an
identification card, such as a "smart card," having a programmed
microchip or a magnetic strip coded with a player's identification,
credit totals and other relevant information. Such smart cards or
"player cards" may be used in player tracking systems. Various
embodiments include a card that contains information about the
player which is pertinent to the gaming activity such as points
awarded based upon the player's gaming activity. The player may
insert the card in a gaming device at the time of play. When the
player indicates that he or she has finished play on that gaming
device, the card is updated with player activity information. The
player can then insert the card into a different gaming device,
which makes the player activity information stored on the card
available to the player tracking system. In various embodiments a
gaming device may accept preprinted coupons, or cash out slips, to
initiate a base game and to print the cash out slips directly from
the gaming device. In various embodiments, money may be transferred
to a game through an electronic funds transfer process.
[0701] Gaming device displays may include multiple images
representing various aspects of a game such as a game portion, a
credit total portion and a wager amount portion. Other displays may
include an additional bonus award portion to indicate an amount of
a bonus award which may be won, typically through multiple or
secondary games.
Internet Gaming
[0702] In various embodiments, it is also possible to participate
in a game of chance via the Internet. This may accomplished through
a casino or game host site offering displays similar to those found
in conventional gaming devices. Generally, to play a game of chance
via the Internet, a software file is downloaded to a player's
computer or terminal, which may then be used to install the
necessary software for the game and access the casino or game host
Internet site. As with a conventional gaming device, Internet games
may be accessed using an identification code or name to identify
the specific player and retrieve that player's credit total or play
history.
[0703] Bonus gaming may include employing a secondary game that
will execute if the player achieves a predefined outcome associated
with the base game. In many cases, the bonus game is a singular
event in that the play changes to the bonus game when a certain
base game outcome is achieved and the bonus game is then played to
completion. For example, when the reels of a slot machine stop on
certain predetermined indicia, a bonus game may be initiated by
pressing a button and bonus indicator actuated to display a
randomly determined bonus award. In various embodiments, the bonus
game is a more sequential event in that progress through the bonus
game is determined by continued play in the base game.
[0704] In some bonus game embodiments, the possible primary game
outcomes include a special symbol combination that causes a
computer processor to generate a bonus game resource exercisable in
the bonus game. For example, one or more bonus game resources can
be used to override the end-bonus outcome and thereby allow the
play of the bonus game to continue.
[0705] Various embodiments allow the player to have further
interaction in the bonus game by providing a touch screen where the
player can select objects by touching the screen positions. Various
values are then revealed to the player until an end-bonus outcome
is encountered.
[0706] In various embodiments, bonus gaming may be conducted
through a plurality of networked, or linked, gaming devices such
that the secondary gaming activity might involve a plurality of
players wagering on base games at separate gaming devices. Various
bonus games may allow a player to compete with a plurality of other
players for a secondary prize. In various embodiments, a bonus game
may include one or more contestants in a race. In one embodiment,
each player wagering at a primary gaming unit may be represented by
a particular contestant in the race. The contestant representing a
particular player advances in the race according to the represented
player's gaming activity at the primary gaming unit. The race ends
upon a contestant finishing or upon the expiration of a
predetermined amount of time, whichever comes first.
[0707] Various embodiments include a system of linked gaming
devices wherein the generation of certain symbols at each gaming
device is used to build up a pooled bonus value. A bonus award is
then awarded to the player that causes the accumulated bonus value
to meet or exceed a predetermined value.
[0708] Various gaming systems may include progressive systems in
which the bonus award amount increments as base games are played on
individual or linked gaming devices. In various progressive
systems, a game controller is connected to a plurality of machines.
A win is generated approximately every one half minute (every eight
handle pulls), adding to the progressive bonus pool. Accordingly,
the value of the progressive bonus rapidly increments.
[0709] Various gaming systems and methods for providing a bonus
game allow players to compete directly against another player or
for the players to act in collaboration with one another to win a
prize.
Virtual Reel
[0710] A game apparatus having a plurality of reels mounted for
rotation about an axis and which can be set into motion by the
pulling of a lever. Indicia are fixed to the outer peripheries of
these reels to indicate reel positions and a brake is operable to
stop the reels at any randomly pre-selected position.
[0711] A random number generator is provided with electronic
circuitry which computes the random stop position at which the reel
should be stopped by the physical brake. This is done with an
electronically random number selected from a group of numbers which
exceeds the number of physical reel positions such that one
physical reel position is represented by one or several positions
on the virtual or electronically generated reel which is in affect,
randomly stopped by the random number generator. In various
embodiments, the physical reels are only used as a display of the
random number generated result and are not the game itself as in
standard slot machines. In this manner, a standard slot machine or
gaming apparatus can be made to function at payout odds,
independent of the limits set by the number of physical reels and
their physical stop positions, by changing the random number
generator.
Random Number Generators
[0712] In various embodiments, slot machines are computerized, so
that the odds of various outcomes are whatever they are programmed
to be. In various embodiments, the reels and lever may be present
for historical and entertainment reasons. In various embodiments,
the positions the reels will come to rest on are chosen by a random
number generator (RNG) contained in the machine's software.
[0713] The RNG may be constantly generating random numbers, at a
rate of thousands to millions per second. As soon as the lever is
pulled or the "Play" button is pressed, the most recent random
number may be used to determine the result. This means that the
result may vary depending on exactly when the game is played. A
fraction of a second earlier or later, and the result may be
different. In various embodiments, the RNG may be a pseudorandom
number generators
Player Tracking
[0714] A gaming device apparatus may include a player tracking card
that may be disposed in the card reader. The player tracking card
may comprise a data storage device that stores data representing
the identification of a player. Additionally, the player tracking
card may comprise a first card surface, a second card surface, and
a light transmissive body portion extending between the first card
surface and the second card surface. The player tracking card may
be positioned in a card illumination position wherein the first
card surface is disposed in the card reader so that the first card
surface is positioned adjacent the light generating source
associated with the card reader, and the second card surface of the
player tracking card remains visible outside the card reader. Also,
when said player tracking card is in the card illumination
position, light generated by the light generating source may be
transmitted into the first card surface of the player tracking card
and then transmitted through the light transmissive body portion of
the player tracking card so that light may be visible to the user
through the second card surface.
[0715] Player tracking, as the name indicates, may involve tracking
individual player usage of gaming devices. In various embodiments,
the player is issued a player identification card which has encoded
thereon a player identification number that uniquely identifies the
player. The individual gaming devices are fitted with a card
reader, into which the player inserts a player tracking card prior
to playing the associated gaming device. The card reader reads the
player identification number off the card and informs a central
computer connected thereto of the player's subsequent gaming
activity. By tracking the individual players, individual player
usage can be monitored by associating certain of the audit data
with the player identification numbers. This allows gaming
establishments to target individual players with direct marketing
techniques according to the individual's usage.
[0716] Reference numerals below, until otherwise specified, refer
only to FIGS. 43-44A.
[0717] FIG. 43 illustrates schematically an embodiment of a player
tracking card 59 disposed in a card reader 58. The player tracking
card 59 is positioned in a card illumination position. The card
reader 58 may include a mounting plate 113 to assist in securing
the card reader 58 to the housing 50 of the gaming apparatus 20.
The card reader 58 may also include a chassis 114 which may
comprise a first side rail 116, a second side rail 118, and a back
structure 120.
[0718] The card reader 58 of FIG. 43 may also include a number of
light generating sources 122. The light generating sources 122
shown in FIG. 43 are fixed to the back structure 122 of the chassis
114, however the light generating sources 122 may also be secured
directly to the housing 50 of the gaming apparatus 20 or any other
structure within the housing 50 that is separate from the card
reader 58. The light generating sources 122 may comprise LEDs,
OLEDs, incandescent lamps, fluorescent lights, or any other device
capable of generating light. If a plurality of the light generating
sources 122 are used, they may produce light that is uniform in
color or they may produce a plurality of different colors. The
light generating sources 122 may be connected to the controller 100
through a plurality of corresponding conductors 124 to control the
intensity and pattern of illumination of the light generating
sources 122. The conductors 124 may be connected to a modular
connector 126 for ease of installation into the gaming apparatus
20.
[0719] The player tracking card 59 may be positioned in the card
illumination position when the card 59 is disposed in the card
reader and a first card surface 127 is adjacent the light
generating sources 122. In the embodiment shown in FIG. 43, the
player tracking card 59 may rest on the side rails 116 and 118 and
the first card surface 127 may abut the back structure 120 of the
chassis 114 when the player tracking card 59 is in the card
illumination position. Thus, when the player tracking card 59 is in
the card illumination position, light generated by the light
generating sources 122 is transmitted into the first card surface
127 of the player tracking card 59.
[0720] A data reading apparatus 128 may also be included in the
gaming apparatus to read data from the player tracking card 59 that
is disposed in the card reader 58. The data reading apparatus 128
may be attached to the chassis 114 so that it is in close proximity
to the player tracking card 59 when the player tracking card 59 is
disposed in the card reader 58 and in the card illumination
position. The data reading apparatus 128 may read data from the
player tracking card 59 in a variety of ways. For example, the data
reading apparatus 128 may read data from a magnetic strip or from
an optically readable material such as ink, both of which may be
located on a surface of the player tracking card 59. Various
embodiments may utilize multiple data reading apparatuses to read
data from additional magnetic strips or optically readable
materials located on the same surface or on different surfaces of
the player tracking card 59. As another example, the data reading
apparatus 128 may utilize an antenna to couple with a corresponding
antenna in the player tracking card 59 so that data is thereby
transmitted.
[0721] The data reading apparatus 128 may be interconnected to the
controller 100 so that the data may be stored and possibly acted
on, such as by energizing a light generating source 122. While not
shown, a data writing apparatus may also be included to write new
data to the player tracking card 59. This may be a separate
component, or it may be combined with the data reading apparatus
128.
Types of Machines (Video, Mechanical)
[0722] A gaming apparatus, for example as maybe located in a
casino, may allow a customer of the casino to play one or more
games, such as poker, blackjack, slots, keno, and bingo. A customer
may approach a gaming apparatus, and select a desired game from the
games offered on the gaming apparatus. Upon selection of the
desired game, that game may appear on the gaming apparatus, at
which time the customer may be allowed to play.
[0723] During play, the customer may place a wager, and proceed
with the selected game. For example, where the customer is playing
slots, a lever may be pulled to spin the reels. The reels may then
stop on various symbols, which may determine the customer's payout
for that spin, after which the customer may place another wager and
proceed as discussed above. Where the customer has selected to play
blackjack or poker, the player may hit a "deal card" button to deal
out the cards for the respective card game. The customer may alter
his wager during the particular hand based on which cards are
dealt, and in some card games, replace cards, or continue to
request cards. After all replacements and/or requests are made, a
payout may be determined, and the player may continue by placing
another wager and playing a new hand.
[0724] An apparatus may comprise a gaming apparatus with a housing
and a display unit that is associated with the housing and is
capable of generating video images. The gaming apparatus may also
include a value input device that is capable of allowing the player
to deposit a medium of value. Additionally, the gaming apparatus
may comprise a card reader having a light generating source that is
associated with the card reader and a data reading apparatus that
is also associated with the card reader. The gaming apparatus may
also comprise a controller, wherein the controller is operatively
coupled to the display unit, the value input device, and the card
reader. The controller may have a processor and a memory
operatively coupled to the processor. Additionally, the controller
may be programmed to allow a person to make a wager and to cause a
video image to be generated on the display unit after the value
input device detects deposit of value by the person.
[0725] The video image may represent a game selected from the group
of games consisting of video poker, video blackjack, video slots,
video keno and video bingo, in which case the video image may
comprise an image of at least five playing cards if the game
comprises video poker. Likewise, the video image may comprise an
image of a plurality of playing cards if the game comprises video
blackjack. If the game selected by the player is video slots, the
video image may comprise an image of a plurality of simulated slot
machine reels. The video image may comprise an image of a plurality
of keno numbers if the game comprises video keno, or the video
image may comprise an image of a bingo grid if the game comprises
video bingo. The controller may also be programmed to determine an
outcome of the game represented by the video image and a value
payout associated with the outcome of the game.
[0726] FIG. 44 is a perspective view of various possible
embodiments of one or more of the gaming units 20. Although the
following description addresses the design of the gaming units 20,
it should be understood that the gaming units 30 may have the same
design as the gaming units 20 described below. It should be
understood that the design of one or more of the gaming units 20
may be different than the design of other gaming units 20, and that
the design of one or more of the gaming units 30 may be different
than the design of other gaming units 30. Each gaming unit 20 may
be any type of gaming unit and may have various different
structures and methods of operation. For exemplary purposes,
various designs of the gaming units 20 are described below, but it
should be understood that numerous other designs may be
utilized.
[0727] Referring to FIG. 44, the gaming unit 20 may include a
housing or cabinet 50 and one or more input devices, which may
include a coin slot or acceptor 52, a paper currency acceptor 54, a
ticket reader/printer 56 and a card reader 58, which may be used
for several purposes, as will be described in detail below. A value
input device may include any device that can accept value from a
customer. As used herein, the term "value" may encompass gaming
tokens, coins, paper currency, ticket vouchers, credit or debit
cards, and any other object representative of value.
Ticket Readers
[0728] If provided on the gaming unit 20, the ticket reader/printer
56 may be used to read and/or print or otherwise encode ticket
vouchers 60. The ticket vouchers 60 may be composed of paper or
another printable or encodable material and may have one or more of
the following informational items or gaming data printed or encoded
thereon: the casino name, the type of ticket voucher, a validation
number, a bar code with control and/or security data, the date and
time of issuance of the ticket voucher, redemption instructions and
restrictions, a description of an award, and any other information
that may be necessary or desirable. Different types of ticket
vouchers 60 could be used, such as bonus ticket vouchers,
cash-redemption ticket vouchers, casino chip ticket vouchers, extra
game play ticket vouchers, merchandise ticket vouchers, restaurant
ticket vouchers, show ticket vouchers, etc. The ticket vouchers 60
could be printed with an optically readable material such as ink,
or data on the ticket vouchers 60 could be magnetically encoded.
The ticket reader/printer 56 may be provided with the ability to
both read and print ticket vouchers 60, or it may be provided with
the ability to only read or only print or encode ticket vouchers
60. In the latter case, for example, some of the gaming units 20
may have ticket printers 56 that may be used to print ticket
vouchers 60, which could then be used by a player in other gaming
units 20 that have ticket readers 56.
[0729] If provided, the card reader 58 may include any type of card
reading device, such as a magnetic card reader or an optical card
reader, and may be used to read data from a card offered by a
player, such as a credit card or a player tracking card 59. If
provided for player tracking purposes, the card reader 58 may be
used to read gaming data from, and/or write gaming data to, player
tracking cards that are capable of storing data representing the
identity of a player, the identity of a casino, the player's gaming
habits, etc. The card reader 58 may also include additional
components that are described in conjunction with FIG. 43.
[0730] The gaming unit 20 may include one or more audio speakers
62, a coin payout tray 64, an input control panel 66, and a color
video display unit 70 for displaying images relating to the game or
games provided by the gaming unit 20. The audio speakers 62 may
generate audio representing sounds such as the noise of spinning
slot machine reels, a dealer's voice, music, announcements or any
other audio related to a casino game. The input control panel 66
may be provided with a plurality of pushbuttons or touch-sensitive
areas that may be pressed by a player to select games, make wagers,
make gaming decisions, etc.
Reel Slot Machine
[0731] A reel spinning slot machine may comprise a plurality of
mechanical rotatable reels controlled by a processor. In response
to a wager, the processor randomly selects an outcome from a
plurality of possible outcomes and then causes the reels to be
rotated and stopped to display the selected outcome. The selected
outcome is represented by certain symbols on the reels being in
visual association with a display area. If the selected outcome
corresponds to a winning outcome identified on a pay table, the
processor instructs a payoff mechanism to award a payoff for that
winning outcome to the player in the form of coins or credits.
[0732] In one embodiment, a slot machine comprises a CPU and a reel
mechanism. The CPU operates the slot machine in response to a
wager. The reel mechanism includes a motor, a symbol-bearing reel,
and a reel driver. The motor includes a rotatable shaft, and the
reel is mounted to the shaft. The reel driver includes a local
microcontroller distinct from and coupled to the CPU. The reel
driver is coupled to the motor to cause the motor to rotate the
reel.
[0733] The CPU issues high-level commands to the reel driver
related to rotation of the reel. The high-level commands may, for
example, include a start spin command for starting rotation of the
reel and a stop command for stopping the reel at a specified
position. However, to free up the CPU for other tasks, the local
microcontroller performs low-level reel driver operations related
to the rotation of the reel. The low-level reel driver operations
may, for example, include sampling a state of the reel in real
time, performing calculations, and responding with control
changes.
Fixed Pool Games
[0734] A fixed pool game may include a game in which a specified
amount of money or prizes (the prizes having calculable monetary
equivalents) are distributed into a set of individually purchasable
and winnable units, where each individual unit has a known cost,
and where the set further includes purchasable units having no
prize. Thus, the total amount of prizes, the prize distribution
(i.e., the number of prizes at each level), and the total return if
all individually purchasable units are sold are known at the game's
outset.
[0735] The individually purchasable units may be generated and
distributed as tickets. Two forms of tickets may include pull tab
tickets, which may be called pulltabs, and scratch-off tickets,
which may be called scratchers. Pull tab tickets may be constructed
from paper of various thickness, having two layers. The first layer
may have some type of indication of the purchasers' winnings, if
any, and the second layer may cover the first. The second layer may
be glued to the first layer around three edges, covering the
results. The fourth edge may have a small tab, allowing the
purchaser to grab hold of it. The tab, upon being pulled, pulls the
layers apart and reveals the purchasers' winnings, if any.
Scratchers may use an opaque material that covers portions of the
ticket, where the covered portions have the predetermined results
on them. The purchaser scrapes off the opaque material, revealing
any winnings.
[0736] The distribution of the total winnings, coupled with the
cost of each individually purchasable unit, is determined by those
making up the game. The exact mechanics and mathematics of each
game pool depends on the goals of the issuer, including the target
play audience (how much to charge per purchasable unit or ticket or
play), the desired return on investment, and size of the pool, as
well as other considerations. The tickets (individually purchasable
units) for the entire game are then printed and distributed, and
may be organized into decks with different decks sold to different
locations. Players, by purchasing a ticket, are buying one
individually purchasable unit from the overall ticket or game event
pool.
[0737] This may be referred to as a fixed-pool lottery, meaning
there is a fixed pool of tickets (or results) having a
predetermined number of winners and losers, and a purchaser takes a
chance on getting a winning result by entering the "lottery",
meaning taking the chance they will buy a winning ticket from the
pool.
[0738] Fixed-pool lottery based games may be displayed in many
ways. For example, such games may be displayed as a poker hand, in
order to mimic actual poker play.
[0739] The player may bet a certain amount to play the game. This
corresponds to an individually purchasable unit (note that
different betting amounts may participate in different fixed-pool
lotteries) for the lottery being used. The game may then get the
result of a random drawing from a central server or location having
several operating pools. The result may be sent back to the game
machine. The game machine may then represent the results as a
game.
Video Wagering Games
[0740] Video wagering games may be set up to mimic a table game
using adaptations of table games rules and cards.
[0741] Reference numerals below, until otherwise specified, refer
only to FIGS. 45-47.
Gaming Devices
[0742] FIG. 45 shows a game device according to some embodiments.
The game device has a cabinet 100 enclosing a video display 102 and
a set of standard game play buttons shown generally as buttons 106.
The game device also comprises the internal hardware and software
needed for gaming devices, including at least one processor,
dynamic memory, non-volatile memory, system support circuitry such
that the operating system of choice will run properly, and I/O
connections including interfaces to the various player interfaces
such as play buttons 106 and video 102 output, and an interface to
an external network connection shown as SMIB (slot machine
interface board) 108. Also included is the software needed to
implement the specific game. The internals are not illustrated.
SMIB 108 interfaces with a network connection 110, e.g., to an RGC
(remote game controller, not shown). Alternatively, 108 may be an
ethernet connection to an ethernet-based backbone network 110.
Apparatus for Playing Over a Communications System
[0743] FIG. 46 shows an apparatus for playing a game, according to
some embodiments. There is a plurality of player units 40-1 to 40-n
which are coupled via a communication system 41, such as the
Internet, with a game playing system comprising an administration
unit 42, a player register 43, and a game unit 45. Each unit 40 is
typically a personal computer with a display unit and control means
(a keyboard and a mouse).
[0744] When a player logs on to the game playing system, their unit
40 identifies itself to the administration unit. The system holds
the details of the players in the register 43, which contains
separate player register units 44-1 to 44-n for all the potential
players, i.e., for all the members of the system.
[0745] Once the player has been identified, the player is assigned
to a game unit 45. The game unit contains a set of player data
units 46-1 to 46-6, a dealer unit 47, a control unit 48, and a
random dealing unit 49.
[0746] Up to seven players can be assigned to the game unit 45.
There can be several such units, as indicated, so that several
games can be played at the same time if there are more than seven
members of the system logged on at the same time. The assignment of
a player unit 40 to a player data unit 46 may be arbitrary or
random, depending on which player data units 46 and game units 45
are free. Each player data unit 46 is loaded from the corresponding
player register unit 44 and also contains essentially the same
details as the corresponding player unit 40, and is in
communication with the player unit 40 to keep the contents of the
player unit and player data unit updated with each other. In
addition, the appropriate parts of the contents of the other player
data units 46 and the dealer unit 47 are passed to the player unit
40 for display.
[0747] The logic unit 48 of the game unit 45 steps the game unit
through the various stages of the play, initiating the dealer
actions and awaiting the appropriate responses from the player
units 40. The random dealing unit 49 deals cards essentially
randomly to the dealer unit 47 and the player data units 46. At the
end of the hand, the logic unit passes the results of the hand,
i.e. the wins and/or losses, to the player data units 46 to inform
the players of their results. The administrative unit 42 also takes
those results and updates the player register units 44
accordingly.
[0748] The player units 40 are arranged to show a display. To
identify the player, the player's position is highlighted. As play
proceeds, so the player selects the various boxes, enters bets in
them, and so on, and the results of those actions are displayed. As
the cards are dealt, a series of overlapping card symbols is shown
in the Bonus box. At the option of the player, the cards can be
shown in a line below the box, and similarly for the card dealt to
the dealer. At the end of the hand, a message is displayed
informing the player of the results of their bets, i.e., the
amounts won or lost.
Server Based Gaming
[0749] In various embodiments, gaming devices such as
electronically controlled slot, video and similar machines may
include a central controller including a processor and a memory.
The central controller controls the gaming machine, including the
presentation of one or more games to a player at the gaming
machine.
[0750] The processor of the gaming controller may execute code to
control the operation of the gaming machine. This code is stored at
the memory of the gaming controller. The control code, including
specific game code, may be loaded into the memory when the gaming
machine is manufactured.
[0751] In various embodiments, it may be desirable to change the
control and/or game code associated with the gaming machine
controller. For example, the operator may wish to change the
"paytable" so that the gaming machine returns a higher percentage
of bets wagered. The operator may also wish to update an older game
with a newer, more desirable one.
[0752] Various embodiments include a gaming machine code download
system and a method of managing or controlling the download of code
to a gaming machine.
[0753] Various embodiments comprise a method of downloading code,
information or data to a gaming machine from a remote device. In
some embodiments, the method includes the step of storing gaming
machine code at the remote device. A request for gaming machine
code is generated, and the request is provided to the remote
device. In accordance with some embodiments of the method, the
gaming machine code is transmitted from the remote device to a
first device of the gaming machine over a communication link in
response to the request. The game code is processed, and all or a
portion of the processed gaming code is provided to a gaming
machine controller or other second device of the gaming machine for
use.
[0754] In various embodiments, the method is implemented in an
environment including a gaming machine, a communication network and
at least one remote device. The gaming machine includes at least
one gaming controller adapted to control the gaming machine,
including for the purpose of presenting a game at the gaming
machine. The gaming machine controller preferably includes a
processor and a memory.
[0755] The gaming machine also includes a secondary device. The
secondary device may comprise a player tracking controller. The
player tracking controller includes a processor and a memory. One
or more devices may be associated with the player tracking
controller, such as a player tracking card reader and keypad.
[0756] In various embodiments, the player tracking controller
includes a communication interface. The communication interface is
associated with at least one network. In one embodiment, the
network is a player tracking network including a player tracking
host. The player tracking host includes a memory for storing player
information, including information regarding a player's play at one
or more gaming machines.
[0757] In various embodiments, a game code host is associated with
the player tracking network. Game code is transferred from the game
code host to the gaming machine via the player tracking network.
Transmitted game code is preferably directed to the player tracking
controller of a gaming machine, which processes the code and
transmits it to the gaming machine controller.
[0758] A variety of systems or configurations of apparatus are
contemplated for various embodiments. In some embodiments of a
method, a request for gaming code is generated at the gaming
machine and is transmitted to the game code host. The request may
be generated by the gaming machine controller or player tracking
controller/device. For example, in some embodiments, a request may
be generated by the player tracking controller in response to the
identification of a player by use of a player tracking card at a
card reader of the player tracking device of the gaming
machine.
[0759] Gaming code is transmitted from the game code host to the
player tracking controller via the network or other communication
link. In some embodiments, this link is part of a player tracking
network which associates the player tracking device of the gaming
machine with a player tracking host. In another embodiment, the
link is a separate link from a link connecting the player tracking
device of the gaming machine with the player tracking host, such as
a wireless communication link to the game code host. The player
tracking controller may process the gaming code in a variety of
manners, including by storing all or a portion of the gaming
code.
[0760] In various embodiments, a request for code is accompanied by
information regarding the priority of the request. The method may
include the step of queuing the code and transmitting it to the
gaming machine at one or more particular times.
[0761] The gaming code may comprise a variety of information in a
variety of forms. For example, the gaming code may comprise
information used by the gaming machine controller for controlling
or operating one or more peripheral devices of the gaming machine,
such as a bill validator. The gaming code may also comprise a set
of code permitting the gaming machine controller to present a
particular game or games to a player.
INCORPORATION BY REFERENCE
[0762] The following are incorporated by reference herein: [0763]
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[0801] U.S. patent application publication 20060183529
Cards
[0802] Playing cards have been in existence for many years.
Although there are many types of playing cards that are played in
many different types of games, the most common type of playing
cards consists of 52 cards, divided out into four different suits
(namely Spades, Hearts, Diamonds and Clubs) which are printed or
indicated on one side or on the face of each card. In the standard
deck, each of the four suits of cards consists of 13 cards,
numbered either two through ten, or lettered A (Ace), K (King), Q
(Queen), or J (Jack), which is also printed or indicated on the
face of each card. Each card will thus contain on its face a suit
indication along with a number or letter indication. The King,
Queen, and Jack usually also include some sort of design on the
face of the card, and may be referred to as picture cards.
[0803] In some cases, the 52 card standard playing deck also
contains a number of extra cards, sometimes referred to as jokers,
that may have some use or meaning depending on the particular game
being played with the deck. For example, if a card game includes
the jokers, then if a player receives a joker in his "hand" he may
use it as any card in the deck. If the player has the ten, jack,
queen and king of Spades, along with a joker, the player would use
the joker as an Ace of Spades. The player will then have a Royal
Flush (ten through Ace of Spades).
[0804] Many different games can be played using a standard deck of
playing cards. The game being played with the standard deck of
cards may include other items, such as game boards, chips, etc., or
the game being played may only need the playing card deck itself.
In most of the games played using a standard deck of cards, a value
is assigned to each card. The value may differ for different
games.
[0805] Usually, the card value begins with the number two card as
the lowest value and increases as the numbers increase through ten,
followed in order of increasing value with the Jack, Queen, King
and Ace. In some games the Ace may have a lower value than the two,
and in games where a particular card is determined to be wild, or
have any value, that card may have the greatest value of all. For
example, in card games where deuces, or twos, are wild, the player
holding a playing card containing a two can use that two as any
other card, such that a nine and a two would be the equivalent of
two nines.
[0806] Further, the four different suits indicated on the cards may
have a particular value depending on the game. Under game rules
where one suit, i.e., Spades, has more value than another suit,
i.e., Hearts, the seven of Spades may have more value than the
seven of Hearts.
[0807] It is easy to visualize that using the different card
quantity and suit values, many different games can be played. In
certain games, it is the combination of cards that one player
obtains that determines whether or not that player has defeated the
other player or players. Usually, the more difficult the
combination is to obtain, the more value the combination has, and
the player who obtains the more difficult combination (also taking
into account the value of the cards) wins the game.
[0808] For instance in the game of Poker, each player may
ultimately receive five cards. The player who obtains three cards
having similar numbers on their face, i.e., the four of Hearts,
four of Diamonds and four of Clubs, will defeat the player having
only two cards with the same numerical value, i.e., the King of
Spades and the King of Hearts. However, the player with five cards
that all contain Clubs, commonly known as a flush, will defeat the
player with the same three of a kind described above.
[0809] In many instances, a standard deck of playing cards is used
to create gaming machines. In these gaming machines players insert
coins and play certain card games, such as poker, using an
imitation of standard playing cards on a video screen, in an
attempt to win back more money than they originally inserted into
the machine.
[0810] Another form of gambling using playing cards utilizes
tables, otherwise known as table games. A table uses a table and a
dealer, with the players sitting or standing around the table. The
players place their bets on the table and the dealer deals the
cards to each player. The number of cards dealt, or whether the
cards are dealt face up or face down, will depend on the particular
table game being played.
[0811] Further, an imitation or depiction of a standard playing
card is used in many handheld electronic games, such as poker and
blackjack, and in many computer games and Internet games. Using a
handheld electronic game or a computer terminal that may or may not
be connected to the Internet, a player receives the imitation
playing cards and plays a card game either against the computer or
against other players. Further, many of these games can be played
on the computer in combination with gambling.
[0812] Also, there are many game shows that are broadcasted on
television that use a deck of playing cards in the game play, in
which the cards are usually enlarged or shown on a video screen or
monitor for easy viewing. In these television game shows, the
participants play the card game for prizes or money, usually
against each other, with an individual acting as a host overseeing
the action.
[0813] Also, there are lottery tickets that players purchase and
play by "scratching off" an opaque layer to see if they have won
money and prizes. The opaque layer prevents the player from knowing
the results of the lottery ticket prior to purchasing and
scratching off the layer. In some of these lottery tickets, playing
cards are used under the opaque layer and the player may need to
match a number of similar cards in order to win the prizes or
money.
Rules of Card Games
Rules of Poker
[0814] In a basic poker game, which is played with a standard
52-card deck, each player is dealt five cards. All five cards in
each player's hand are evaluated as a single hand with the presence
of various combinations of the cards such as pairs,
three-of-a-kind, straight, etc. Determining which combinations
prevail over other combinations is done by reference to a table
containing a ranking of the combinations. Rankings in most tables
are based on the odds of each combination occurring in the player's
hand. Regardless of the number of cards in a player's hand, the
values assigned to the cards, and the odds, the method of
evaluating all five cards in a player's hand remain the same.
[0815] Poker is a popular skill-based card game in which players
with fully or partially concealed cards make wagers into a central
pot. The pot is awarded to the player or players with the best
combination of cards or to the player who makes an uncalled bet.
Poker can also refer to video poker, a single-player game seen in
casinos much like a slot machine, or to other games that use poker
hand rankings.
[0816] Poker is played in a multitude of variations, but most
follow the same basic pattern of play.
[0817] The right to deal each hand typically rotates among the
players and is marked by a token called a `dealer` button or buck.
In a casino, a house dealer handles the cards for each hand, but a
button (typically a white plastic disk) is rotated clockwise among
the players to indicate a nominal dealer to determine the order of
betting.
[0818] For each hand, one or more players are required to make
forced bets to create an initial stake for which the players will
contest. The dealer shuffles the cards, he cuts, and the
appropriate number of cards are dealt to the players one at a time.
Cards may be dealt either face-up or face-down, depending on the
variant of poker being played. After the initial deal, the first of
what may be several betting rounds begins. Between rounds, the
players' hands develop in some way, often by being dealt additional
cards or replacing cards previously dealt. At the end of each
round, all bets are gathered into the central pot.
[0819] At any time during a betting round, if a player makes a bet,
opponents are required to fold, call or raise. If one player bets
and no opponents choose to match the bet, the hand ends
immediately, the bettor is awarded the pot, no cards are required
to be shown, and the next hand begins. The ability to win a pot
without showing a hand makes bluffing possible. Bluffing is a
primary feature of poker, one that distinguishes it from other
vying games and from other games that make use of poker hand
rankings.
[0820] At the end of the last betting round, if more than one
player remains, there is a showdown, in which the players reveal
their previously hidden cards and evaluate their hands. The player
with the best hand according to the poker variant being played wins
the pot.
[0821] The most popular poker variants are as follows:
Draw Poker
[0822] Players each receive five--as in five-card draw--or more
cards, all of which are hidden. They can then replace one or more
of these cards a certain number of times.
Stud Poker
[0823] Players receive cards one at a time, some being displayed to
other players at the table. The key difference between stud and
`draw` poker is that players are not allowed to discard or replace
any cards.
Community Card Poker
[0824] Players combine individually dealt cards with a number of
"community cards" dealt face up and shared by all players. Two or
four individual cards may be dealt in the most popular variations,
Texas hold `em and Omaha hold ` em, respectively.
5. Poker Hand Rankings
[0825] Straight flush
[0826] A straight flush is a poker hand such as Q J 10 9 8, which
contains five cards in sequence, all of the same suit. Two such
hands are compared by their high card in the same way as are
straights. The low ace rule also applies: 5.diamond-solid.
4.diamond-solid. 3.diamond-solid. 2.left brkt-bot. A.diamond-solid.
is a 5-high straight flush (also known as a "steel wheel"). An
ace-high straight flush such as A K Q J 10 is known as a royal
flush, and is the highest ranking standard poker hand (excluding
five of a kind).
Examples
[0827] 7 6 5 4 3 , beats 5 4 3 2 A
[0828] J 10 9 8 7 ties J.diamond-solid. 10.diamond-solid.
9.diamond-solid. 8.diamond-solid. 7.diamond-solid.
Four of a Kind
[0829] Four of a kind, or quads, is a poker hand such as 9 9
9.diamond-solid. 9 J , which contains four cards of one rank, and
an unmatched card. It ranks above a full house and below a straight
flush. Higher ranking quads defeat lower ranking ones. Between two
equal sets of four of a kind (possible in wild card and community
card games), the kicker determines the winner.
Examples
[0830] 10 10.diamond-solid. 10 10 5.diamond-solid. ("four tens" or
"quad tens") defeats 6.diamond-solid. 6 6 6 K ("four sixes" or
"quad sixes")
[0831] 10 10.diamond-solid. 10 10 Q ("four tens, queen kicker")
defeats 10 10.diamond-solid. 10 10 5.diamond-solid. ("four tens
with a five")
Full House
[0832] A full house, also known as a boat or a full boat, is a
poker hand such as 3 3 3.diamond-solid. 6 6 , which contains three
matching cards of one rank, plus two matching cards of another
rank. It ranks below a four of a kind and above a flush. Between
two full houses, the one with the higher ranking set of three wins.
If two have the same set of three (possible in wild card and
community card games), the hand with the higher pair wins. Full
houses are described by the three of a kind (e.g. Q-Q-Q) and pair
(e.g. 9-9), as in "Queens over nines" (also used to describe a two
pair), "Queens full of nines" or simply "Queens full".
Examples
[0833] 10 10 10.diamond-solid. 4 4.diamond-solid. ("tens full")
defeats 9 9 9 A A ("nines full")
[0834] K K K 3.diamond-solid. 3 ("kings full") defeats 3 3
3.diamond-solid. K K.diamond-solid. ("threes full")
[0835] Q Q.diamond-solid. Q, 8 8 ("queens full of eights") defeats
Q Q.diamond-solid. Q 5 5 ("queens full of fives")
Flush
[0836] A flush is a poker hand such as Q 10 7 6 4, which contains
five cards of the same suit, not in rank sequence. It ranks above a
straight and below a full house. Two flushes are compared as if
they were high card hands. In other words, the highest ranking card
of each is compared to determine the winner; if both have the same
high card, then the second-highest ranking card is compared, etc.
The suits have no value: two flushes with the same five ranks of
cards are tied. Flushes are described by the highest card, as in
"queen-high flush".
Examples
[0837] A Q 10 5 3 ("ace-high flush") defeats K Q J 9 6 ("king-high
flush")
[0838] A.diamond-solid. K.diamond-solid. 7.diamond-solid.
6.diamond-solid. 2.diamond-solid. ("flush, ace-king high") defeats
A Q 10 5 3 ("flush, ace-queen high")
[0839] Q 10 9 5 2 ("heart flush") ties Q 10 9 5 2 ("spade
flush")
Straight
[0840] A straight is a poker hand such as Q J 10 9 8 , which
contains five cards of sequential rank, of varying suits. It ranks
above three of a kind and below a flush. Two straights are ranked
by comparing the high card of each. Two straights with the same
high card are of equal value, and split any winnings (straights are
the most commonly tied hands in poker, especially in community card
games). Straights are described by the highest card, as in
"queen-high straight" or "straight to the queen".
Examples
[0841] 8 7 6 5 4 ("eight-high straight") defeats 6.diamond-solid. 5
4.diamond-solid. 3 2 ("six-high straight") [0842] 8 7 6 5 4 ties 8
7.diamond-solid. 6 5 4 ,
[0843] A hand such as A K Q.diamond-solid. J 10 is an ace-high
straight, and ranks above a king-high straight such as K Q J 10
9.diamond-solid.. But the ace may also be played as a 1-spot in a
hand such as 5 4.diamond-solid. 3.diamond-solid. 2 A, called a
wheel or five-high straight, which ranks below the six-high
straight 6 5 4 3 2 . The ace may not "wrap around", or play both
high and low in the same hand: 3 2.diamond-solid. A K Q is not a
straight, but just ace-high no pair.
Three of a Kind
[0844] Three of a kind, also called trips, set or a prile, is a
poker hand such as 2.diamond-solid. 2 2 K 6, which contains three
cards of the same rank, plus two unmatched cards. It ranks above
two pair and below a straight. Higher ranking three of a kind
defeat lower ranking three of a kinds. If two hands have the same
rank three of a kind (possible in games with wild cards or
community cards), the kickers are compared to break the tie.
Examples
[0845] 8 8 8.diamond-solid. 5 3 ("three eights") defeats 5 5
5.diamond-solid. Q.diamond-solid. 10 ("three fives")
[0846] 8 8 8.diamond-solid. A 2.diamond-solid. ("three eights, ace
kicker") defeats 8 8 8.diamond-solid. 5 3 ("three eights, five
kicker")
Two Pair
[0847] A poker hand such as J J 4 4 9, which contains two cards of
the same rank, plus two cards of another rank (that match each
other but not the first pair), plus one unmatched card, is called
two pair. It ranks above one pair and below three of a kind.
Between two hands containing two pair, the higher ranking pair of
each is first compared, and the higher pair wins. If both have the
same top pair, then the second pair of each is compared. Finally,
if both hands have the same two pairs, the kicker determines the
winner. Two pair are described by the higher pair (e.g., K K) and
the lower pair (e.g., 9 9 ), as in "Kings over nines", "Kings and
nines" or simply "Kings up".
Examples
[0848] K K.diamond-solid. 2 2.diamond-solid. J ("kings up") defeats
J.diamond-solid. J 10 10 9 ("jacks up")
[0849] 9 9.diamond-solid. 7.diamond-solid. 7 6 ("nines and sevens")
defeats 9 9 5 5.diamond-solid.K ("nines and fives")
[0850] 4 4 3 3 K.diamond-solid. ("fours and threes, king kicker")
defeats 4 4.diamond-solid. 3.diamond-solid.3 10 ("fours and threes
with a ten")
One Pair
[0851] One pair is a poker hand such as 4 4 K 10.diamond-solid.5 ,
which contains two cards of the same rank, plus three unmatched
cards. It ranks above any high card hand, but below all other poker
hands. Higher ranking pairs defeat lower ranking pairs. If two
hands have the same rank of pair, the non-paired cards in each hand
(the kickers) are compared to determine the winner.
Examples
[0852] 10 10 6 4 2 ("pair of tens") defeats 9 9 A Q.diamond-solid.
10.diamond-solid. ("pair of nines")
[0853] 10 10.diamond-solid. J.diamond-solid. 3 2 ("tens with jack
kicker") defeats 10 10 6 4 2 ("tens with six kicker")
[0854] 2.diamond-solid. 2 8 5 4 ("deuces, eight-five-four") defeats
2 2 8 5 3 , ("deuces, eight-five-three")
High Card
[0855] A high-card or no-pair hand is a poker hand such as K J 8
7.diamond-solid.3 , in which no two cards have the same rank, the
five cards are not in sequence, and the five cards are not all the
same suit. It can also be referred to as "nothing" or "garbage,"
and many other derogatory terms. It ranks below all other poker
hands. Two such hands are ranked by comparing the highest ranking
card; if those are equal, then the next highest ranking card; if
those are equal, then the third highest ranking card, etc. No-pair
hands are described by the one or two highest cards in the hand,
such as "king high" or "ace-queen high", or by as many cards as are
necessary to break a tie.
Examples
[0856] A.diamond-solid. 10.diamond-solid. 9 5 4 ("ace high")
defeats K Q.diamond-solid. J 8 7 ("king high")
[0857] A Q 7.diamond-solid. 5 2 ("ace-queen") defeats
A.diamond-solid. 10.diamond-solid. 9 5 4 ("ace-ten")
[0858] 7 6 5 4.diamond-solid. 2 ("seven-six-five-four") defeats 7
6.diamond-solid. 5.diamond-solid. 3 2 ("seven-six-five-three")
Decks Using a Bug
[0859] The use of joker as a bug creates a slight variation of game
play. When a joker is introduced in standard poker games it
functions as a fifth ace, or can be used as a flush or straight
card (though it can be used as a wild card too). Normally casino
draw poker variants use a joker, and thus the best possible hand is
five of a kind, as in A A.diamond-solid. A A Joker.
Rules of Caribbean Stud
[0860] Caribbean Stud.TM. poker may be played as follows. A player
and a dealer are each dealt five cards. If the dealer has a poker
hand having a value less than Ace-King combination or better, the
player automatically wins. If the dealer has a poker hand having a
value of an Ace-King combination or better, then the higher of the
player's or the dealer's hand wins. If the player wins, he may
receive an additional bonus payment depending on the poker rank of
his hand. In the commercial play of the game, a side bet is usually
required to allow a chance at a progressive jackpot. In Caribbean
Stud.TM. poker, it is the dealer's hand that must qualify. As the
dealer's hand is partially concealed during play (usually only one
card, at most) is displayed to the player before player wagering is
complete), the player must always be aware that even ranked player
hands can lose to a dealer's hand and no bonus will be paid out
unless the side bet has been made, and then usually only to hands
having a rank of a flush or higher.
Rules of Blackjack
[0861] Some versions of Blackjack are now described. Blackjack
hands are scored according to the point total of the cards in the
hand. The hand with the highest total wins as long as it is 21 or
less. If the total is greater than 21, it is a called a "bust."
Numbered cards 2 through 10 have a point value equal to their face
value, and face cards (i.e., Jack, Queen and King) are worth 10
points. An Ace is worth 11 points unless it would bust a hand, in
which case it is worth 1 point. Players play against the dealer and
win by having a higher point total no greater than 21. If the
player busts, the player loses, even if the dealer also busts. If
the player and dealer have hands with the same point value, this is
called a "push," and neither party wins the hand.
[0862] After the initial bets are placed, the dealer deals the
cards, either from one or more, but typically two, hand-held decks
of cards, or from a "shoe" containing multiple decks of cards,
generally at least four decks of cards, and typically many more. A
game in which the deck or decks of cards are hand-held is known as
a "pitch" game. "Pitch" games are generally not played in casinos.
When playing with more than one deck, the decks are shuffled
together in order to make it more difficult to remember which cards
have been dealt and which have not. The dealer deals two cards to
each player and to himself. Typically, one of the dealer's two
cards is dealt face-up so that all players can see it, and the
other is face down. The face-down card is called the "hole card."
In a European variation, the "hole card" is dealt after all the
players' cards are dealt and their hands have been played. The
players' cards are dealt face up from a shoe and face down if it is
a "pitch" game.
[0863] A two-card hand with a point value of 21 (i.e., an Ace and a
face card or a 10) is called a "Blackjack" or a "natural" and wins
automatically. A player with a "natural" is conventionally paid 3:2
on his bet, although in 2003 some Las Vegas casinos began paying
6:5, typically in games with only a single deck.
[0864] Once the first two cards have been dealt to each player and
the dealer, the dealer wins automatically if the dealer has a
"natural" and the player does not. If the player has a "natural"
and the dealer does not, the player automatically wins. If the
dealer and player both have a "natural," neither party wins the
hand.
[0865] If neither side has a "natural," each player completely
plays out their hand; when all players have finished, the dealer
plays his hand.
[0866] The playing of the hand typically involves a combination of
four possible actions "hitting," "standing," "doubling down," or
"splitting" his hand. Often another action called "surrendering" is
added. To "hit" is to take another card. To "stand" is to take no
more cards. To "double down" is to double the wager, take precisely
one more card and then "stand." When a player has identical value
cards, such as a pair of 8s, the player can "split" by placing an
additional wager and playing each card as the first card in two new
hands. To "surrender" is to forfeit half the player's bet and give
up his hand. "Surrender" is not an option in most casino games of
Blackjack. A player's turn ends if he "stands," "busts" or "doubles
down." If the player "busts," he loses even if the dealer
subsequently busts. This is the house advantage.
[0867] After all players have played their hands, the dealer then
reveals the dealer's hole card and plays his hand. According to
house rules (the prevalent casino rules), the dealer must hit until
he has a point total of at least 17, regardless of what the players
have. In most casinos, the dealer must also hit on a "soft" 17
(e.g., an Ace and 6). In a casino, the Blackjack table felt is
marked to indicate if the dealer hits or stands on a soft 17. If
the dealer busts, all remaining players win. Bets are normally paid
out at odds of 1:1.
[0868] Four of the common rule variations are one card split Aces,
early surrender, late surrender and double-down restrictions. In
the first variation, one card is dealt on each Ace and the player's
turn is over. In the second, the player has the option to surrender
before the dealer checks for Blackjack. In the third, the player
has the option to surrender after the dealer checks for Blackjack.
In the fourth, doubling-down is only permitted for certain card
combinations.
Insurance
[0869] Insurance is a commonly-offered betting option in which the
player can hedge his bet by wagering that the dealer will win the
hand. If the dealer's "up card" is an Ace, the player is offered
the option of buying Insurance before the dealer checks his "hole
card." If the player wishes to take Insurance, the player can bet
an amount up to half that of his original bet. The Insurance bet is
placed separately on a special portion of the table, which is
usually marked with the words "Insurance Pays 2:1." The player
buying Insurance is betting that the dealer's "hole card" is one
with a value of 10 (i.e., a 10, Jack, Queen or King). Because the
dealer's up card is an Ace, the player who buys Insurance is
betting that the dealer has a "natural."
[0870] If the player originally bets $10 and the dealer shows an
Ace, the player can buy Insurance by betting up to $5. Suppose the
player makes a $5 Insurance bet and the player's hand with the two
cards dealt to him totals 19. If the dealer's hole card is revealed
to be a 10 after the Insurance betting period is over (the dealer
checks for a "natural" before the players play their hands), the
player loses his original $10 bet, but he wins the $5 Insurance bet
at odds of 2:1, winning $10 and therefore breaking even. In the
same situation, if the dealer's hole card is not one with a value
of ten, the player immediately loses his $5 Insurance bet. But if
the player chooses to stand on 19, and if the dealer's hand has a
total value less than 19, at the end of the dealer's turn, the
player wins his original $10 bet, making a net profit of $5. In the
same situation, if the dealer's hole card is not one with a value
of ten, again the player will immediately lose their $5 Insurance
bet, and if the dealer's hand has a total value greater than the
player's at the end of both of their turns, for example the player
stood on 19 and the dealer ended his turn with 20, the player loses
both his original $10 bet and his $5 Insurance bet.
Basic Strategy
[0871] Blackjack players can increase their expected winnings by
several means, one of which is "basic strategy." "Basic strategy"
is simply something that exists as a matter of general practice; it
has no official sanction. The "basic strategy" determines when to
hit and when to stand, as well as when doubling down or splitting
in the best course. Basic strategy is based on the player's point
total and the dealer's visible card. Under some conditions (e.g.,
playing with a single deck according to downtown Las Vegas rules)
the house advantage over a player using basic strategy can be as
low as 0.16%. Casinos offering options like surrender and
double-after-split may be giving the player using basic strategy a
statistical advantage and instead rely on players making mistakes
to provide a house advantage.
[0872] A number of optional rules can benefit a skilled player, for
example: if doubling down is permitted on any two-card hand other
than a natural; if "doubling down" is permitted after splitting; if
early surrender (forfeiting half the bet against a face or Ace up
card before the dealer checks for Blackjack) is permitted; if late
surrender is permitted; if re-splitting Aces is permitted
(splitting when the player has more than two cards in their hand,
and has just been dealt a second ace in their hand); if drawing
more than one card against a split Ace is permitted; if five or
more cards with a total no more than 21 is an automatic win
(referred to as "Charlies").
[0873] Other optional rules can be detrimental to a skilled player.
For example: if a "natural" pays less than 3:2 (e.g., Las Vegas
Strip single-deck Blackjack paying out at 6:5 for a "natural"); if
a hand can only be split once (is re-splitting possible for other
than aces); if doubling down is restricted to certain totals (e.g.,
9 11 or 10 11); if Aces may not be re-split; if the rules are those
of "no-peek" (or European) Blackjack, according to which the player
loses hands that have been split or "doubled down" to a dealer who
has a "natural" (because the dealer does not check for this
automatically winning hand until the players had played their
hands); if the player loses ties with the dealer, instead of
pushing where neither the player or the dealer wins and the player
retains their original bet.
Card Counting
[0874] Unlike some other casino games, in which one play has no
influence on any subsequent play, a hand of Blackjack removes those
cards from the deck. As cards are removed from the deck, the
probability of each of the remaining cards being dealt is altered
(and dealing the same cards becomes impossible). If the remaining
cards have an elevated proportion of 10-value cards and Aces, the
player is more likely to be dealt a natural, which is to the
player's advantage (because the dealer wins even money when the
dealer has a natural, while the player wins at odds of 3:2 when the
player has a natural). If the remaining cards have an elevated
proportion of low-value cards, such as 4s, 5s and 6s, the player is
more likely to bust, which is to the dealer's advantage (because if
the player busts, the dealer wins even if the dealer later
busts).
[0875] The house advantage in Blackjack is relatively small at the
outset. By keeping track of which cards have been dealt, a player
can take advantage of the changing proportions of the remaining
cards by betting higher amounts when there is an elevated
proportion of 10-value cards and Aces and by better lower amounts
when there is an elevated proportion of low-value cards. Over time,
the deck will be unfavorable to the player more often than it is
favorable, but by adjusting the amounts that he bets, the player
can overcome that inherent disadvantage. The player can also use
this information to refine basic strategy. For instance, basic
strategy calls for hitting on a 16 when the dealer's up card is a
10, but if the player knows that the deck has a disproportionately
small number of low-value cards remaining, the odds may be altered
in favor of standing on the 16.
[0876] There are a number of card-counting schemes, all dependent
for their efficacy on the player's ability to remember either a
simplified or detailed tally of the cards that have been played.
The more detailed the tally, the more accurate it is, but the
harder it is to remember. Although card counting is not illegal,
casinos will eject or ban successful card counters if they are
detected.
[0877] Shuffle tracking is a more obscure, and difficult, method of
attempting to shift the odds in favor of the player. The player
attempts to track groups of cards during the play of a multi-deck
shoe, follow them through the shuffle, and then looks for the same
group to reappear from the new shoe, playing and betting
accordingly.
Tracking the Action at a Table
[0878] U.S. Pat. No. 6,579,181 generally describes, "a system for
automatically monitoring playing and wagering of a game. In one
illustrated embodiment, the system includes a card deck reader that
automatically reads a respective symbol from each card in a deck of
cards before a first one of the cards is removed from the deck. The
symbol identifies a value of the card in terms of rank and suit,
and can take the form of a machine-readable symbol, such as a bar
code, area or matrix code or stacked code. In another aspect, the
system does not decode the read symbol until the respective card is
dealt, to ensure security.
[0879] "In another aspect, the system can include a chip tray
reader that automatically images the contents of a chip tray. The
system periodically determines the number and value of chips in the
chip tray from the image, and compares the change in contents of
the chip tray to the outcome of game play to verify that the proper
amounts have been paid out and collected.
[0880] "In a further aspect, the system can include a table monitor
that automatically images the activity or events occurring at a
gaming table. The system periodically compares images of the gaming
table to identify wagering, as well as the appearance, removal and
position of cards and/or other objects on the gaming table. The
table monitoring system can be unobtrusively located in the chip
tray."
[0881] U.S. Pat. No. 6,579,181 generally describes "a drop box that
automatically verifies an amount and authenticity of a deposit and
reconciles the deposit with a change in the contents of the chip
tray. The drop box can image different portions of the deposited
item, selecting appropriate lighting and resolutions to examine
security features in the deposited item.
[0882] "In another aspect, the system can employ some, or all of
the components to monitor the gaming habits of players and the
performance of employees. The system can detect suspect playing and
wagering patterns that may be prohibited. The system can also
identify the win/loss percentage of the players and the dealer, as
well as a number of other statistically relevant measures. Such
measures can provide a casino or other gaming establishment with
enhanced automated security, and automated real-time accounting.
The measures can additionally provide a basis for automatically
allocating complimentary benefits to the players."
[0883] Various embodiments include an apparatus, method and system
which utilizes a card dispensing shoe with scanner and its
associated software which enable the card dealer when dealing the
game from a card dispensing shoe with scanner preferably placed on
a game table where the twenty-one game to be evaluated by the
software is being played, to use one or more keyboard(s) and/or LCD
displays coupled to the shoe to identify for the computer program
the number of the active players' seats, or active players,
including the dealer's position relative thereto and their active
play at the game table during each game round dealt from the shoe.
These keyboards and LCD displays are also used to enter other data
relevant to each seat's, or player's, betting and/or decision
strategies for each hand played. The data is analyzed by a computer
software program designed to evaluate the strategy decisions and
betting skills of casino twenty-one, or blackjack players playing
the game of blackjack during real time. The evaluation software is
coupled to a central processing unit (CPU) or host computer that is
also coupled to the shoe's keyboard(s) and LCD displays. The dealer
using one or more keyboard(s) attached to or carried by the shoe,
or a keyboard(s) located near the dealer is able to see and record
the exact amount bet by each player for each hand played for the
game to be evaluated. The optical scanner coupled to the CPU reads
the value of each card dealt to each player's hand(s) and the
dealer's hand as each card is dealt to a specific hand, seat or
position and converts the game card value of each card dealt from
the shoe to the players and the dealer of the game to a card count
system value for one or more card count systems programmed into the
evaluation software. The CPU also records each players decision(s)
to hit a hand, and the dealer's decision to hit or take another
card when required by the rules of the game, as the hit card is
removed from the shoe. The dealer uses one or more of the keyboards
and LCD displays carried by the shoe to record each player's
decision(s) to Insure, Surrender, Stand, Double Down, or Split a
hand. When the dealer has an Ace or a Ten as an up-card, he/she may
use one or more of the keyboards to prompt the computer system's
software, since the dealer's second card, or hole-card, which is
dealt face down, has been scanned and the game card value thereof
has been imported into the computer systems software, to instantly
inform the dealer, by means of one or more of the shoe's LCDs, if
his/her game cards, or hand total, constitutes a two-card "21" or
"Blackjack".
[0884] In various embodiments, a card playing system for playing a
card game which includes a card delivery shoe apparatus for use in
dealing playing cards to at least one player for the playing of the
card game comprises, in combination, housing means having a chute
for supporting at least one deck of playing cards for permitting
movement of the playing cards one at a time through the chute, the
housing means having an outlet opening that permits the playing
cards of the deck to be moved one-by-one out of the housing means
during the play of a card game, card scanning means located within
the housing means for scanning indicia located on each of the
playing cards as each of the playing cards are moved out from the
chute of the housing means, means for receiving the output of the
card scanning means for identifying each of the playing cards
received by each player from the shoe, for evaluating information
relative to each players received playing cards and their values
with information as to playing tactics used by each player relative
to the values of the received playing cards, and for combining all
of this information for identifying each player's playing strategy,
and a playing table coupled to the card delivery shoe apparatus and
having at least one keypad means located thereon for permitting at
least one player to select various card playing options to wager
upon.
[0885] In various embodiments, a card playing system for playing a
card game which includes a card delivery shoe apparatus for use in
dealing playing cards to at least one player for the playing of the
card game comprises, in combination, housing means having a chute
for supporting at least one deck of playing cards for permitting
movement of the playing cards one at a time through the chute, the
housing means having an outlet opening that permits the playing
cards of the deck to be moved one-by-one out of the housing means
during the play of a card game, card scanning means located within
the housing means for scanning indicia located on each of the
playing cards as each of the playing cards are moved out from the
chute of the housing means, means for receiving the output of the
card scanning means for identifying such of the playing cards
received by each player from the shoe apparatus, for evaluating
information relative to each player's received playing cards and
their values with information as to betting tactics used by each
player relative to playing cards previously dealt out from the shoe
apparatus providing card count information, and for combining all
of this information for identifying each player's card count
strategy, and a playing table coupled to the card delivery shoe
apparatus and having at least one keypad means located thereon for
permitting the at least one player to select at least one of
various card playing options to wager upon.
[0886] In various embodiments, a card playing system for playing a
card game which includes a card delivery shoe apparatus for use in
dealing playing cards to at least one player for the playing of a
card game comprises, in combination, housing means having a chute
for supporting at least one deck of playing cards for permitting
movement of the playing cards one at a time through the chute, the
housing means having an outlet opening that permits the playing
cards of the deck to be moved one-by-one out of the housing means
during the play of a card game, card scanning means located within
the housing means for scanning indicia located on each of the
playing cards as each of the playing cards are moved out from the
chute of the housing means, means for receiving the output of the
card scanning means for identifying each of the playing cards
received by each player from the shoe apparatus, for evaluating
information relative to each player's received playing cards and
their values with information as to playing tactics used by each
player relative to the values of the received playing cards, for
combining use of all of this information for identifying each
player's playing strategy, and for also identifying each player's
card count strategy based on each player's betting tactics used by
each player relative to playing cards previously dealt out from the
shoe apparatus providing card count information, and a playing
table coupled to the card delivery shoe apparatus and having at
least one keypad means located thereon for permitting the at least
one player to select at least one of various card playing options
to wager upon.
[0887] In various embodiments, a secure game table system, adapted
for multiple sites under a central control, allows for the
monitoring of hands in a progressive live card game. A live card
game has at least one deck, with each deck having a predetermined
number of cards. Each game table in the system has a plurality of
player positions with or without players at each position and a
dealer at a dealer position.
[0888] In one embodiment, for providing additional security, a
common identity code is located on each of the cards in each deck.
Each deck has a different common identity code. A shuffler is used
to shuffle the decks together and the shuffler has a circuit for
counting of the cards from a previous hand that are inserted into
the shuffler for reshuffling. The shuffler circuit counts each card
inserted and reads the common identity code located on each card.
The shuffler circuit issues a signal corresponding to the count and
the common identity code read. The game control (e.g., the
computer) located at each table receives this signal from the
shuffler circuit and verifies that no cards have been withdrawn
from the hand by a player (or the dealer) or that no new cards have
been substituted. If the count is not proper or if a game card
lacks an identity code or an identity code is mismatched, an alarm
signal is generated indicating that a new deck of cards needs to be
used and that the possibility of a breach in the security of the
game has occurred.
[0889] In yet another embodiment of security, a unique code, such
as a bar code, is placed on each card and as each card is dealt by
the dealer from a shoe, a detector reads the code and issues a
signal to the game control containing at least the value and the
suit of each card dealt in the hand. The detector may also read a
common identity deck code and issue that as a signal to the game
control. The shoe may have an optical scanner for generating an
image of each card as it is dealt from the shoe by the dealer in a
hand. The game control stores this information in a memory so that
a history of each card dealt from the shoe in a hand is
recorded.
[0890] In yet another embodiment of security, an integrated
shuffler/shoe obtains an optical image of each card dealt from the
shoe for a hand and for each card inserted into the shuffler after
a hand. These images are delivered to the game control where the
images are counted and compared. When an irregular count or
comparison occurs, an alarm is raised. The shuffler and shoe are
integrated to provide security between the two units.
[0891] In another embodiment of security for a live card game, a
game bet sensor is located near each of the plurality of player
positions for sensing the presence of a game bet. The game bet
sensor issues a signal counting the tokens placed. It is entirely
possible that game bet sensors at some player positions do not have
bets, and therefore, the game control that is receptive of these
signals identifies which player positions have players placing game
bets. This information is stored in memory and becomes part of the
history of the game.
[0892] In another embodiment of security, a progressive bet sensor
is located at each of the plurality of player positions and senses
the presence of a progressive bet. The progressive bet sensor
issues a signal that is received by the game control, which records
in memory the progressive bets being placed at the respective
player position sensed. If a progressive bet is sensed and a game
bet is not, the game control issues an alarm signal indicating
improper betting. At this point, the game control knows the
identity of each player location having placed a game bet and, of
those player positions having game bets placed, which player
positions also have a progressive bet. This is stored in memory as
part of the history of the hand.
[0893] In yet another embodiment of security, a card sensor is
located near each player position and the dealer position. The card
sensor issues a signal for each card received at the card sensor.
The game control receives this issued signal and correlates those
player positions having placed a game bet with the received cards.
In the event a player position without a game bet receives a card
or a player position with a game bet receives a card out of
sequence, the game control issues an alarm. This information is
added to the history of the game in memory, and the history
contains the value and suit of each card delivered to each player
position having a game bet.
[0894] A progressive jackpot display is located at each game table
and may display one or more jackpot awards for one or more winning
combinations of cards. In various embodiments, the game control at
each table has stored in memory the winning combinations necessary
to win the progressive jackpots. Since the game control accurately
stores the suit and value of each card received at a particular
player position, the game control can automatically detect a
winning combination and issue an award signal for that player
position. The dealer can then verify that that player at that
position indeed has the correct combination of cards. The game
control continuously updates the central control interconnected to
all other game tables so that the central control can then inform
all game tables of this win including, if desirable, the name of
the winner and the amount won.
[0895] The central control communicates continuously with each game
control and its associated progressive jackpot display may receive
over a communication link all or part of the information stored in
each game control.
[0896] Various embodiments include a card shoe with a device for
automatic recognition and tracking of the value of each gaming card
drawn out of the card shoe in a covered way (face down).
[0897] Various embodiments include a gaming table with a device for
automatic recognition of played or not played boxes (hands),
whereby it has to realize multiple bets on each hand and the use of
insurance lines. Further more, the gaming table may include a
device to recognize automatically the number of cards placed in
front of each player and the dealer.
[0898] Various embodiments include the recognition, tracking, and
storage of gaming chips.
[0899] In various embodiment, an electronic data processing (EDP)
program may process the value of all bets on each box and
associated insurance line, control the sequence of delivery of the
cards, control the distribution of the gaming cards to each player
and the dealer, may calculate and compare the total score of each
hand and the dealer's, and may evaluate the players' wins.
[0900] Gaming data may then be processed by means of the EDP
program and shown simultaneously to the actual game at a special
monitor or display. Same data may be recalled later on to monitor
the total results whenever requested.
[0901] Various embodiments include:
a gaming table and a gaming table cloth arranged on the gaming
table, the gaming table cloth provided with betting boxes and areas
designated for placement of the gaming chips and other areas
designated for placement of the playing cards; a card shoe for
storage of one or more decks of playing cards, this card shoe
including means for drawing individual ones of the playing cards
face down so that a card value imprint on the drawn card is not
visible to a player of the game of chance; card recognition means
for recognizing this card value imprint on the drawn card from the
card shoe, this card recognition means being located in the card
shoe; an occupation detector unit including means for registering a
count of gaming chips placed on the designated areas and another
count of playing cards placed on the other designated areas on the
table cloth, this occupation detector unit being located under the
table cloth and consisting of multiple single detectors allocated
to each betting box, each area for chips and each other area for
playing cards respectively; a gaming bet detector for automatic
recognition or manual input of gaming bets; and a computer
including means for evaluating the play of the game of chance
according to the rules of the game of chance, means for storing
results of the play of the game of chance and means for displaying
a course of the play of the game of chance and the results from
electronic signals input from the gaming bet detector, the
occupation detector unit and the card recognition means.
[0902] According to various embodiments, the card recognition means
comprises an optical window arranged along a movement path of the
card image imprint on the playing card drawn from the card shoe; a
pulsed light source for illuminating a portion of the drawn playing
card located opposite the optical window; a CCD image converter for
the portion of the drawn playing card located opposite the optical
window; an optical device for deflecting and transmitting a
reflected image of the card value imprint from the drawn playing
card to the CCD image converter from that portion of the drawn
playing card when the drawn card is exactly in a correct drawn
position opposite the optical window; and sensor means for
detecting movement of the drawn card and for providing a correct
timing for operation of the pulsed light source for transmission of
the reflected image to the CCD image converter. The optical device
for deflecting and transmitting the reflected image can comprise a
mirror arranged to deflect the reflected image to the CCD image
converter. Alternatively, the optical device for deflecting and
transmitting the reflected image comprises a reflecting optical
prism having two plane surfaces arranged at right angles to each
other, one of which covers the optical window and another of which
faces the CCD image converter and comprises a mirror, and the
pulsed light source is arranged behind the latter plane surface so
as to illuminate the drawn card when the drawn card is positioned
over the optical window. Advantageously the sensor means for
detecting movement of the drawn card and for providing a correct
timing comprises a single sensor, preferably either a pressure
sensor or a photoelectric threshold device, for sensing a front
edge of the drawn card to determine whether or not the drawn card
is being drawn and to activate the CCD image converter and the
pulsed light source when a back edge of the drawn card passes the
sensor means. Alternatively, the sensor means can include two
electro-optical sensors, one of which is located beyond a movement
path of the card image imprint on the drawn playing card and
another of which is located in a movement path of the card image
imprint on a drawn playing card. The latter electro-optical sensor
can includes means for activating the pulsed light source by
sensing a color trigger when the card value imprint passes over the
optical window. In preferred embodiments of the card shoe the
pulsed light source comprises a Xenon lamp.
[0903] In various embodiments of the gaming apparatus the single
detectors of the occupation detector unit each comprise a light
sensitive sensor for detection of chips or playing cards arranged
on the table cloth over the respective single detector. Each single
detector can be an infrared sensitive photodiode, preferably a
silicon photodiode. Advantageously the single detectors can be
arranged in the occupation detector unit so that the chips or
playing cards placed over them on the table cloth are arrange over
at least two single detectors.
[0904] The gaming apparatus may includes automatic means for
discriminating colored markings or regions on the chips and for
producing a bet output signal in accordance with the colored
markings or regions and the number of chips having identical
colored markings or regions.
[0905] The gaming bet detector may include automatic means for
discriminating between chips of different value in the game of
chance and means for producing a bet output signal in accordance
with the different values of the chips when the chips are bet by a
player. In various embodiments the gaming bet detector includes a
radio frequency transmitting and receiving station and the chips
are each provided with a transponder responding to the transmitting
and receiving station so that the transponder transmits the values
of the bet chips back to the transmitting and receiving
station.
[0906] The connection between the individual units of the gaming
apparatus and the computer can be either a wireless connection or a
cable connection.
Following the Bets
[0907] Various embodiments include a smart card delivery shoe that
reads the suit and rank of each card before it is delivered to the
various positions where cards are to be dealt in the play of the
casino table card game. The cards are then dealt according to the
rules of the game to the required card positions. Different games
have diverse card distribution positions, different card numbers,
and different delivery sequences that the hand identifying system
may encompass, in various embodiments. For example, in the most
complex of card distribution games of blackjack, cards are usually
dealt one at a time in sequence around a table, one card at a time
to each player position and then to the dealer position. The one
card at a time delivery sequence is again repeated so that each
player position and the dealer position have an initial hand of
exactly two cards. Complexity in hand development is introduced
because players have essentially unlimited control over additional
cards until point value in a hand exceeds a count of twenty-one.
Players may stand with a count of 2 (two aces) or take a hit with a
count of 21 if they are so inclined, so the knowledge of the count
of a hand is no assurance of what a player will do. The dealer, on
the other hand, is required to follow strict house rules on the
play of the game according to the value of the dealer's hand. Small
variances such as allowing or disallowing a hit on a "soft"
seventeen count (e.g., an Ace and a 6) may exist, but the rules are
otherwise very precise so that the house or dealer cannot exercise
any strategy.
[0908] Other cards games may provide equal numbers of cards in
batches. Variants of stud poker played against a dealer, for
example, would usually provide hands of five cards, five at a time
to each player position and if competing against a dealer, to the
dealer position. This card hand distribution is quite simple to
track as each sequence of five cards removed from the dealer shoe
is a hand.
[0909] Other games may require cards to be dealt to players and
other cards dealt to a flop or common card area. The system may
also be programmable to cover this alternative if it is so
desired.
[0910] Baccarat is closer to blackjack in card sequence of dealing,
but has more rigid rules as to when hits may be taken by the player
and the dealer, and each position may take a maximum of one card as
a hit. The hand identification system according to various
embodiments may be able to address the needs of identifying hands
in each of these types of games and especially must be able to
identify hands in the most complex situation, the play of
blackjack.
[0911] In various embodiments, where cameras are used to read
cards, the light sensitive system may be any image capture system,
digital or analog, that is capable of identifying the suit and rank
of a card.
[0912] In various embodiments, a first step in the operation is to
provide a set of cards to the smart delivery shoe, the cards being
those cards that are going to be used in the play of a casino table
card game. The set of cards (usually one or more decks) is provided
in an already randomized set, being taken out of a shuffler or
having been shuffled by hand. A smart delivery shoe is described in
U.S. patent application Ser. No. 10/622,321, titled SMART DELIVERY
SHOE, which application is incorporated herein in its entirety by
reference. Some delivery systems or shoes with reading capability
include, but are not limited to those disclosed in U.S. Pat. Nos.
4,750,743; 5,779,546; 5,605,334; 6,361,044; 6,217,447; 5,941,769;
6,229,536; 6,460,848; 5,722,893; 6,039,650; and 6,126,166. In
various embodiments, the cards are read in the smart card delivery
shoe, such as one card at a time in sequence. Reading cards by edge
markings and special codes (as in U.S. Pat. No. 6,460,848) may
require special encoding and marking of the cards. The entire
sequence of cards in the set of cards may thus be determined and
stored in memory. Memory may be at least in part in the smart
delivery shoe, but communication with a central processor is
possible. The sequence would then also or solely be stored in the
central computer.
[0913] In various embodiments, the cards are then dealt out of the
smart delivery shoe, the delivery shoe registering how many cards
are removed one-at-a-time. This may be accomplished by the above
identified U.S. patent application Ser. No. 10/622,321 where cards
are fed to the dealer removal area one at a time, so only one card
can be removed by the dealer. As each card is removed, a signal is
created indicating that a specific card (of rank and suit) has been
dealt. The computer and system knows only that a first card has
been dealt, and it is presumed to go to the first player. The
remaining cards are dealt out to players and dealer. In the play of
certain games (e.g., stud variants) where specific numbers of cards
are known to be dealt to each position, the shoe may be programmed
with the number of players at any time, so hands can be correlated
even before they have been dealt. If the shoe is playing a stud
variant where each player and the dealer gets three cards (Three
Card Poker.TM. game), the system may know in advance of the deal
what each player and the dealer will have as a hand. It is also
possible that there be a signal available when the dealer has
received either his first card (e.g., when cards are dealt in
sequence, one-at-a-time) or has received his entire hand. The
signal may be used to automatically determine the number of player
positions active on the table at any given time. For example, if in
a hand of blackjack the dealer receives the sixth card, the system
may immediately know that there are five players at the table. The
signal can be given manually (pressing a button at the dealer
position or on the smart card delivery shoe) or can be provided
automatically (a card presence sensor at the dealer's position,
where a card can be placed over the sensor to provide a signal).
Where an automatic signal is provided by a sensor, some physical
protection of the sensor may be provided, such as a shield that
would prevent accidental contact with the sensor or blockage of the
sensor. An L-shaped cover may be used so a card could be slid under
the arm of the L parallel to the table surface and cover the sensor
under that branch of the L. The signal can also be given after all
cards for the hand have been delivered, again indicating the number
of players, For example, when the dealer's two cards are slid under
the L-shaped cover to block or contact the sensor, the system may
know the total number of cards dealt on the hand (e.g., 10 cards),
know that the dealer has 2 cards, determine that players therefore
have 8 cards, and know that each player has 2 cards each, thereby
absolutely determining that there are four active player positions
at the table (10-2=8 and then 8/2=4 players). This automatic
determination may serve as an alternative to having dealers input
the number of players each hand at a table or having to manually
change the indicated number of players at a table each time the
number changes.
[0914] Once all active positions have been dealt to, the system may
now know what cards are initially present in each player's hand,
the dealer's hand, and any flop or common hand. The system
operation may now be simple when no more cards are provided to play
the casino table game. All hands may then be known and all outcomes
may be predicted. The complication of additional cards will be
addressed with respect to the game of blackjack.
[0915] After dealing the initial set of two cards per hand, the
system may not immediately know where each remaining card will be
dealt. The system may know what cards are dealt, however. It is
with this knowledge and a subsequent identification of discarded
hands that the hands and cards from the smart delivery shoe can be
reconciled or verified. Each hand is already identified by the
presence of two specifically known cards. Hands are then played
according to the rules of the game, and hands are discarded when
play of a hand is exhausted. A hand is exhausted when 1) there is a
blackjack, the hand is paid, and the cards are cleared; 2) a hand
breaks with a count over twenty-one and the cards are cleared;
and/or a round of the game is played to a conclusion, the dealer's
hand completed, all wagers are settled, and the cards are cleared.
As is typically done in a casino to enable reconciling of hands
manually, cards are picked up in a precise order from the table.
The cards are usually cleared from the dealer's right to the
dealer's left, and the cards at each position comprise the cards in
the order that they were delivered, first card on the bottom,
second card over the first card, third card over the second card,
etc. maintaining the order or a close approximation of the order
(e.g., the first two cards may be reversed) is important as the
first two cards form an anchor, focus, basis, fence, end point or
set edge for each hand. For example, if the third player position
was known to have received the 10 of hearts (10H) and the 9 of
spades (9S) for the first two card, and the fourth player was known
to receive the 8 of diamonds (8D) and the 3 of clubs (3C) for the
first two cards, the edges or anchors of the two hands are 9S/10H
and 8D/3C. When the hands are swept at the conclusion of the game,
the cards are sent to a smart discard rack (e.g., see U.S. patent
application Ser. No. 10/622,388, which application is incorporated
herein by reference in its entirety) and the hand with the 9S/10H
was not already exhausted (e.g., broken or busted) and the swept
cards consist of 9S, 10H, 8S, 8D and 3C (as read by the smart
discard rack), the software of the processor may automatically know
that the final hands in the third and fourth positions were a count
of 19 (9S and 10H) for the third hand and 19 (8D and 3C originally
plus the 8S hit) for the fourth hand. The analysis by the software
specifically identifies the fourth hand as a count of 19 with the
specific cards read by the smart discard shoe. The information from
reading that now exhausted hand is compared with the original
information collected from the smart delivery shoe. The smart
delivery shoe information when combined with the smart discard rack
information shall confirm the hands in each position, even though
cards were not uniformly distributed (e.g., player one takes two
hits for a total of four cards, player two takes three hits for a
total of five cards, player three takes no hit for a total of two
cards, player four takes one hit for a total of three cards, and
the dealer takes two hits for a total of four cards).
[0916] The dealer's cards may be equally susceptible to analysis in
a number of different formats. After the last card has been dealt
to the last player, a signal may be easily and imperceptibly
generated that the dealer's hand will now become active with
possible hits. For example, with the sensor described above for
sensing the presence of the first dealer card or the completion of
the dealer's hand, the cards would be removed from beneath the
L-shaped protective bridge. This type of movement is ordinarily
done in blackjack where the dealer has at most a single card
exposed and one card buried face down. In this case, the removal of
the cards from over the sensor underneath the L-cover to display
the hole card is a natural movement and then exposes the sensor.
This can provide a signal to the central processor that the
dealer's hand will be receiving all additional cards in that round
of the game. The system at this point knows the two initial cards
in the dealer's hand, knows the values of the next sequence of
cards, and knows the rules by which a dealer must play. The system
knows what cards the dealer will receive and what the final total
of the dealer's hand will be because the dealer has no freedom of
decision or movement in the play of the dealer's hand. When the
dealer's hand is placed into the smart discard rack, the discard
rack already knows the specifics of the dealer's hand even without
having to use the first two cards as an anchor or basis for the
dealer's hand. The cards may be treated in this manner in some
embodiments.
[0917] When the hands are swept from the table, dealer's hand then
players' hands from right to left (from the dealer's position or
vice-versa if that is the manner of house play), the smart discard
rack reads the shoes, identifies the anchors for each hand, knows
that no hands swept at the conclusion can exceed a count of
twenty-one, and the computer identifies the individual hands and
reconciles them with the original data from the smart delivery
shoe. The system thereby can identify each hand played and provide
system assurance that the hand was played fairly and
accurately.
[0918] If a lack of reconciling by the system occurs, a number of
events can occur. A signal can be given directly to the dealer
position, to the pit area, or to a security zone and the cards
examined to determine the nature and cause of the error and inspect
individual cards if necessary. When the hand and card data is being
used for various statistical purposes, such as evaluating dealer
efficiency, dealer win/loss events, player efficiency, player
win/loss events, statistical habits of players, unusual play
tactics or meaningful play tactics (e.g., indicative of card
counting), and the like, the system may file the particular hand in
a `dump` file so that hand is not used in the statistical analysis,
this is to assure that maximum benefits of the analysis are not
tilted by erroneous or anomalous data.
[0919] Various embodiments may include date stamping of each card
dealt (actual time and date defining sequence, with concept of
specific identification of sequence identifier possibly being
unique). The date stamping may also be replaced by specific
sequence stamping or marking, such as a specific hand number, at a
specific table, at a specific casino, with a specific number of
players, etc. The records could indicate variations of indicators
in the stored memory of the central computer of Lucky 777 Casino,
Aug. 19, 1995, 8:12:17 a.m., Table 3, position 3, hand 7S/4D/9S, or
simply identify something similar by alphanumeric code as
L7C-819-95-3-3-073-7S/4D/9S (073 being the 73rd hand dealt). This
date stamping of hands or even cards in memory can be used as an
analytical search tool for security and to enhance hand
identification.
[0920] FIG. 47 shows a block diagram of components for the
hand-reading system on a table 4, including a smart card-reading
delivery shoe 8 with output 14 and a smart card-reading discard
rack 12 with output 18. Player positions 6 are shown, as is a
dealer's hand position sensor 10 without output port 16.
[0921] The use of the discard rack acting to reconcile hands
returned to the discard rack out-of-order (e.g., blackjack or bust)
automatically may be advantageous, in some embodiments. The
software as described above can be programmed to recognize hands
removed out-of-dealing order on the basis of knowledge of the
anchor cards (the first two cards) known to have been dealt to a
specific hand. For example, the software will identify that when a
blackjack was dealt to position three, that hand will be removed,
the feed of the third hand into the smart card discard tray
confirms this, and position three will essentially be ignored in
future hand resolution. More importantly, when the anchor cards
were, for example, 9S/5C in the second player position and an
exhausted hand of 8D/9S/5C is placed into the smart discard rack,
that hand will be identified as the hand from the second player
position. If two identical hands happen to be dealt in the same
round of play, the software will merely be alerted (it knows all of
the hands) to specifically check the final order of cards placed
into the smart discard rack to more carefully position the location
of that exhausted hand. This is merely recognition software
implementation once the concept is understood.
[0922] That the step of removal of cards from the dealer's sensor
or other initiated signal identifies that all further cards are
going to the dealer may be useful in defining the edges of play
between rounds and in identifying the dealer's hand and the end of
a round of play. When the dealer's cards are deposited and read in
the smart discard rack, the central computer knows that another
round of play is to occur and a mark or note may be established
that the following sequence will be a new round and the analytical
cycle may begin all over again.
[0923] The discard rack indicates that a complete hand has been
delivered by absence of additional cards in the Discard Rack
in-feed tray. When cards are swept from an early exhausted hand
(blackjack or a break), they are swept one at a time and inserted
into the smart discard rack one at a time. When the smart discard
rack in-feed tray is empty, the system understands that a complete
hand has been identified, and the system can reconcile that
specific hand with the information from the smart delivery shoe.
The system can be hooked-up to feed strategy analysis software
programs such as the SMI licensed proprietary Bloodhound.TM.
analysis program.
[0924] Various embodiments include a casino or cardroom game
modified to include a progressive jackpot component. During the
play of a Twenty-One game, for example, in addition to this normal
wager, a player will have the option of making an additional wager
that becomes part of, and makes the player eligible to win, the
progressive jackpot. If the player's Twenty-One hand comprises a
particular, predetermined arrangement of cards, the player will win
all, or part of, the amount showing on the progressive jackpot.
This progressive jackpot feature is also adaptable to any other
casino or cardroom game such as Draw Poker, Stud Poker, Lo-Ball
Poker or Caribbean Stud.TM. Poker. Various embodiments include a
gaming table, such as those used for Twenty-One or poker, modified
with the addition of a coin acceptor that is electronically
connected to a progressive jackpot meter. When player drops a coin
into the coin acceptor, a light is activated at the player's
location indicating that he is participating in the progressive
jackpot component of the game during that hand. At the same time, a
signal from the coin acceptor is sent to the progressive meter to
increment the amount shown on the progressive meter. At the
conclusion of the play of each hand, the coin acceptor is reset for
the next hand. When a player wins all or part of the progressive
jackpot, the amount showing on the progressive jackpot meter is
reduced by the amount won by the player. Any number of gaming
tables can be connected to a single progressive jackpot meter.
Card Shufflers
[0925] Various embodiments include an automatic card shuffler,
including a card mixer for receiving cards to be shuffled in first
and second trays. Sensors detect the presence of cards in these
trays to automatically initiate a shuffling operation, in which the
cards are conveyed from the trays to a card mixer, which randomly
interleaves the cards delivered to the mixing mechanism and
deposits the interleaved cards in a vertically aligned card
compartment.
[0926] A carriage supporting an ejector is reciprocated back and
forth in a vertical direction by a reversible linear drive while
the cards are being mixed, to constantly move the card ejector
along the card receiving compartment. The reversible linear drive
is preferably activated upon activation of the mixing means and
operates simultaneously with, but independently of, the mixing
means. When the shuffling operation is terminated, the linear drive
is deactivated thereby randomly positioning the card ejector at a
vertical location along the card receiving compartment.
[0927] A sensor arranged within the card receiving compartment
determines if the stack of cards has reached at least a
predetermined vertical height. After the card ejector has stopped
and, if the sensor in the compartment determines that the stack of
cards has reached at least the aforesaid predetermined height, a
mechanism including a motor drive, is activated to move the
wedge-shaped card ejector into the card receiving compartment for
ejecting a group of the cards in the stack, the group selected
being determined by the vertical position attained by the
wedge-shaped card ejector.
[0928] In various embodiments, the card ejector pushes the group of
cards engaged by the ejector outwardly through the forward open end
of the compartment, said group of cards being displaced from the
remaining cards of the stack, but not being completely or fully
ejected from the stack.
[0929] The card ejector, upon reaching the end of its ejection
stroke, detected by a microswitch, is withdrawn from the card
compartment and returned to its initial position in readiness for a
subsequent shuffling and card selecting operation.
[0930] In various embodiments, a technique for randomly selecting
the group of cards to be ejected from the card compartment utilizes
solid state electronic circuit means, which may comprise either a
group of discrete solid state circuits or a microprocessor, either
of which techniques preferably employ a high frequency generator
for stepping a N-stage counter during the shuffling operation. When
the shuffling operation is completed, the stepping of the counter
is terminated. The output of the counter is converted to a DC
signal, which is compared against another DC signal representative
of the vertical location of the card ejector along the card
compartment.
[0931] In various embodiments, a random selection is made by
incrementing the N-stage counter with a high frequency generator.
The high frequency generator is disconnected from the N-stage
counter upon termination of the shuffling operation. The N-stage
counter is then incremented by a very low frequency generator until
it reaches its capacity count and resets. The reciprocating
movement of the card ejector is terminated after completion of a
time interval of random length and extending from the time the high
frequency generator is disconnected from the N-stage counter to the
time that the counter is advanced to its capacity count and reset
by the low frequency generator, triggering the energization of the
reciprocating drive, at which time the card ejector carriage coasts
to a stop.
[0932] In various embodiments, the card ejector partially ejects a
group of cards from the stack in the compartment. The partially
displaced group of cards is then manually removed from the
compartment. In another preferred embodiment, the ejector fully
ejects the group of cards from the compartment, the ejected cards
being dropped into a chute, which delivers the cards directly to a
dealing shoe. The pressure plate of the dealing shoe is initially
withdrawn to a position enabling the cards passing through the
delivery shoe to enter directly into the dealing shoe, and is
thereafter returned to its original position at which it urges the
cards towards the output end of the dealing shoe.
[0933] Various embodiments include a method and apparatus for
automatically shuffling and cutting playing cards and delivering
shuffled and cut playing cards to the dispensing shoe without any
human intervention whatsoever once the playing cards are delivered
to the shuffling apparatus. In addition, the shuffling operation
may be performed as soon as the play of each game is completed, if
desired, and simultaneously with the start of a new game, thus
totally eliminating the need to shuffle all of the playing cards
(which may include six or eight decks, for example) at one time.
Preferably, the cards played are collected in a "dead box" and are
drawn from the dead box when an adequate number of cards have been
accumulated for shuffling and cutting using the methods according
to various embodiments.
[0934] Various embodiments include a computer controlled shuffling
and cutting system provided with a housing having at least one
transparent wall making the shuffling and card delivery mechanism
easily visible to all players and floor management in casino
applications. The housing is provided with a reciprocally slidable
playing card pusher which, in the first position, is located
outside of said housing. A motor-operated transparent door
selectively seals and uncovers an opening in the transparent wall
to permit the slidably mounted card pusher to be moved from its
aforementioned first position to a second position inside the
housing whereupon the slidably mounted card pusher is then
withdrawn to the first position, whereupon the playing cards have
been deposited upon a motorized platform which moves vertically and
selectively in the upward and downward directions.
[0935] The motor driven transparent door is lifted to the uncovered
position responsive to the proper location of the motor driven
platform, detected by suitable sensor means, as well as depression
of a foot or hand-operated button accessible to the dealer.
[0936] The motor driven platform (or "elevator") lifts the stack of
playing cards deposited therein upwardly toward a shuffling
mechanism responsive to removal of the slidably mounted card pusher
and closure of the transparent door whereupon the playing cards are
driven by the shuffling mechanism in opposing directions and away
from the stack to first and second card holding magazines
positioned on opposing sides of the elevator, said shuffling
mechanism comprising motor driven rollers rotatable upon a
reciprocating mounting device, the reciprocating speed and roller
rotating speed being adjustable. Alternatively, however, the
reciprocating and rotating speeds may be fixed; if desired,
employing motors having fixed output speeds, in place of the
stepper motors employed in one preferred embodiment.
[0937] Upon completion of a shuffling operation, the platform is
lowered and the stacks of cards in each of the aforementioned
receiving compartments are sequentially pushed back onto the moving
elevator by suitable motor-driven pushing mechanisms. The order of
operation of the pushing mechanisms is made random by use of a
random numbers generator employed in the operating computer for
controlling the system. These operations can be repeated, if
desired. Typically, new cards undergo these operations from two to
four times.
[0938] Guide assemblies guide the movement of cards onto the
platform, prevent shuffled cards from being prematurely returned to
the elevator platform and align the cards as they fall into the
card receiving regions as well as when they are pushed back onto
the elevator platform by the motor-driven pushing mechanism.
[0939] Upon completion of the plurality of shuffling and cutting
operations, the platform is again lowered, causing the shuffled and
cut cards to be moved downwardly toward a movable guide plate
having an inclined guide surface.
[0940] As the motor driven elevator moves downwardly between the
guide plates, the stack of cards engages the inclined guide surface
of a substantially U-shaped secondary block member causing the
stack to be shifted from a horizontal orientation to a diagonal
orientation. Substantially simultaneously therewith, a
"drawbridge-like" assembly comprised of a pair of swingable arms
pivotally mounted at their lower ends, are swung downwardly about
their pivot pin from a vertical orientation to a diagonal
orientation and serve as a diagonally aligned guide path. The
diagonally aligned stack of cards slides downwardly along the
inclined guide surfaces and onto the draw bridge-like arms and are
moved downwardly therealong by the U-shaped secondary block member,
under control of a stepper motor, to move cards toward and
ultimately into the dealing shoe.
[0941] A primary block, with a paddle, then moves between the
cut-away portion of the U-shaped secondary block, thus applying
forward pressure to the stack of cards. The secondary block then
retracts to the home position. The paddle is substantially
rectangular-shaped and is aligned in a diagonal orientation. Upon
initial set-up of the system the paddle is positioned above the
path of movement of cards into the dealing shoe. The secondary
block moves the cut and shuffled cards into the dealing shoe and
the paddle is lowered to the path of movement of cards toward the
dealing shoe and is moved against the rearwardmost card in the
stack of cards delivered to the dealing shoe. When shuffling and
cutting operations are performed subsequent to the initial set-up,
the paddle rests against the rearwardmost card previously delivered
to the dealing shoe. The shuffled and cut cards sliding along the
guide surfaces of the diagonally aligned arms of the draw
bridge-like mechanism come to rest upon the opposite surface of the
paddle which serves to isolate the playing cards previously
delivered to the dispensing shoe, as well as providing a slight
pushing force urging the cards toward the outlet slot of the
dispensing shoe thereby enabling the shuffling and delivering
operations to be performed simultaneously with the dispensing of
playing cards from the dispensing shoe.
[0942] After all of the newly shuffled playing cards have been
delivered to the rear end of the dispensing shoe, by means of the
U-shaped secondary block the paddle which is sandwiched between two
groups of playing cards, is lifted to a position above and
displaced from the playing cards. A movable paddle mounting
assembly is then moved rearwardly by a motor to place the paddle to
the rear of the rearmost playing card just delivered to the
dispensing shoe; and the paddle is lowered to its home position,
whereupon the motor controlling movement of the paddle assembly is
then deenergized enabling the rollingly-mounted assembly supporting
the paddle to move diagonally downwardly as playing cards are
dispensed from the dispensing shoe to provide a force which is
sufficient to urge the playing cards forwardly toward the playing
card dispensing slot of the dealing shoe. The force acting upon the
paddle assembly is the combination of gravity and a force exerted
upon the paddle assembly by a constant tension spring assembly.
Jogging (i.e., "dither") means cause the paddle to be jogged or
reciprocated in opposing forward and rearward directions at
periodic intervals to assure appropriate alignment, stacking and
sliding movement of the stack of playing cards toward the card
dispensing slot of the dealing shoe.
[0943] Upon completion of a game, the cards used in the completed
game are typically collected by the dealer and placed in a dead box
on the table. The collected cards are later placed within the
reciprocally movable card pusher. The dealer has the option of
inserting the cards within the reciprocally slidable card pusher
into the shuffling mechanism or, alternatively, and preferably, may
postpone a shuffling operation until a greater number of cards have
been collected upon the reciprocally slidable card pusher. The
shuffling and delivery operations may be performed as often or as
infrequently as the dealer or casino management may choose. The
shuffling and playing card delivery operations are fully automatic
and are performed without human intervention as soon as cards are
inserted within the machine on the elevator platform. The cards are
always within the unobstructed view of the players to enable the
players, as well as the dealer, to observe and thereby be assured
that the shuffling, cutting and card delivery operations are being
performed properly and without jamming and that the equipment is
working properly as well. The shuffling and card delivery
operations do not conflict or interfere with the dispensing of
cards from the dispensing shoe, thereby permitting these operations
to be performed substantially simultaneously, thus significantly
reducing the amount of time devoted to shuffling and thereby
greatly increasing the playing time, as well as providing a highly
efficient random shuffling and cutting mechanism.
[0944] The system is controlled by a microcomputer programmed to
control the operations of the card shuffling and cutting system.
The computer controls stepper motors through motor drive circuits,
intelligent controllers and an opto-isolator linking the
intelligent controllers to the computer. The computer also monitors
a plurality of sensors to assure proper operation of each of the
mechanisms of the system.
Casino Countermeasures
[0945] Some methods of thwarting card counters include using a
large number of decks. Shoes containing 6 or 8 decks are common.
The more cards there are, the less variation there is in the
proportions of the remaining cards and the harder it is to count
them. The player's advantage can also be reduced by shuffling the
cards more frequently, but this reduces the amount of time that can
be devoting to actual play and therefore reduces the casino
profits. Some casinos now use shuffling machines, some of which
shuffle one set of cards while another is in play, while others
continuously shuffle the cards. The distractions of the gaming
floor environment and complimentary alcoholic beverages also act to
thwart card counters. Some methods of thwarting card counters
include using varied payoff structures, such Blackjack payoff of
6:5, which is more disadvantageous to the player than the standard
3:2 Blackjack payoff.
Video Wagering Games
[0946] Video wagering games are set up to mimic a table game using
adaptations of table games rules and cards.
[0947] In one version of video poker the player is allowed to
inspect five cards randomly chosen by the computer. These cards are
displayed on the video screen and the player chooses which cards,
if any, that he or she wishes to hold. If the player wishes to hold
all of the cards, i.e., stand, he or she presses a STAND button. If
the player wishes to hold only some of the cards, he or she chooses
the cards to be held by pressing HOLD keys located directly under
each card displayed on the video screen. Pushing a DEAL button
after choosing the HOLD cards automatically and simultaneously
replaces the unchosen cards with additional cards which are
randomly selected from the remainder of the deck. After the STAND
button is pushed, or the cards are replaced, the final holding is
evaluated by the game machine's computer and the player is awarded
either play credits or a coin payout as determined from a payoff
table. This payoff table is stored in the machine's computer memory
and is also displayed on the machine's screen. Hands with higher
poker values are awarded more credits or coins. Very rare poker
hands are awarded payoffs of 800-to-1 or higher.
Alternative Technologies
[0948] It will be understood that the technologies described herein
for making, using, or practicing various embodiments are but a
subset of the possible technologies that may be used for the same
or similar purposes. The particular technologies described herein
are not to be construed as limiting. Rather, various embodiments
contemplate alternate technologies for making, using, or practicing
various embodiments.
INCORPORATION BY REFERENCE
[0949] The following patents and patent applications are
incorporated by reference herein for all purposes: [0950] U.S. Pat.
No. 6,579,181 [0951] U.S. Pat. No. 6,299,536 [0952] U.S. Pat. No.
6,093,103 [0953] U.S. Pat. No. 5,941,769 [0954] U.S. Pat. No.
7,114,718 [0955] US patent application publication 20050012269
[0956] U.S. Pat. No. 4,515,367 [0957] U.S. Pat. No. 5,000,453
[0958] U.S. Pat. No. 7,137,630 [0959] U.S. Pat. No. 7,137,629
Card Game
[0960] Reference numerals below, until otherwise specified, refer
only to FIGS. 48 through 52.
[0961] The following embodiments may be implemented electronically
on any applicable of the aforementioned architectures. The
following embodiments may be implemented, for example, on system of
networked devices, such as networked mobile gaming devices,
networked personal computers, networked standalone gaming devices,
or combinations thereof. In various embodiments, a central server
may facilitate various games. The central server may communicate
with various devices (e.g., via wireless communication; e.g., via
optical cables), and may thereby receive game decisions from
players at those devices as well as communicate to those players
new developments in the game. In various embodiments, the following
embodiments may be implemented as standalone gaming devices, such
as at slot machines or video poker machines.
[0962] In various embodiments, multiple players may simultaneously
play in the same game in which events and actions of one player
(e.g., bets made, card received, cards revealed, etc) may or may
not affect other players. According to various embodiments, the
system may display the events and actions of one player to all
players as the events and actions occur, may not display the events
and actions of one player to other players, and/or may display the
events and actions of one player to all players at some time after
which the event and actions occur.
[0963] According to other embodiments, common events (such a common
cards) may be displayed to all players.
Embodiments
[0964] FIG. 48, shows a deck of cards according to some embodiments
is shown. The deck may include 24 cards. The deck may include four
suits, including spades, hearts, diamonds, and clubs. Within each
suit may be included six ranks, including the Ace, 2, 3, 4, 5, and
6. In various embodiments, the Ace represents a 1. In various
embodiments, a plurality of decks like the deck depicted in FIG. 48
may be combined into a single larger deck. As will be appreciated
by one skilled in the art, ranks and suits may include different
labels, or may be represented with different symbols. For example,
instead of "clubs", a suit might be "rabbits". As will be
appreciated, ranks of cards may have different labels than "1",
"2", etc. In some embodiments, cards may have only ranks and no
suits. In some embodiments, cards may have different colors
depending on their suits. For example, spades and clubs are black,
while hearts and diamonds are red.
[0965] According to some embodiments, the deck shown in FIG. 48 may
be used to play craps. According to some embodiments, the cards may
be used in place of dice. FIG. 49 shows a game of craps according
to some embodiments. The game involves two players, "Player X" and
"Player Y". The two players share two common cards which count, for
each of the two players, as the first roll of the game. Note that
as used herein, the term "roll" may refer to the dealing of one or
more cards. Remaining rolls, "roll 2", "roll 3" and "roll 4" are
made with individual cards effecting only one of the two players.
As depicted in FIG. 49, roll 1 establishes a point of 8 (3 plus 5)
for both players. Player X loses since, on roll 4, he achieves a 7
without ever achieving the point of 8. Player Y, on the other hand,
wins since Player Y achieves the point of 8 on roll 3. Note that as
depicted in FIG. 49, Player X and Player Y shared common cards but
had different game results. Further, Player X and Player Y
completed different numbers of rolls. As will be appreciated by one
skilled in the art, additional players may participate in the game.
Additional players may likewise share the common cards, while
receiving their own individual cards.
Algorithms for Determining the Payout of a Bet in a Craps Game
[0966] A player may be paid according to standard rules of craps,
with the dealer's cards regarded as the first roll, and with player
cards regarded as all subsequent rolls. For example, suppose the
player makes a pass line bet. If the dealer then deals himself a 7
or 11, the player wins. However, if the dealer deals himself a 2,
3, or 12, the player loses. Any other dealer number establishes a
"point number". The player then receives two cards at a time until
he is dealt either the point number or a 7. If the player receives
the point number first, he wins. If he receives the 7 first, he
loses. Player wins are paid at 1:1. Thus, for example, an algorithm
for determining a payment for a player may use a table with column
A containing the dealer card total, column B containing the total
for the last two cards dealt to the player, and column C
indicating, for each pair of data in columns A and B, whether the
player wins or loses. For instance, an entry of 6 in column A and 6
in column B would correspond to a player win. However, an entry of
6 in column A and 7 in column B would correspond to a player loss.
Exemplary entries are shown below.
TABLE-US-00001 Column A: Dealer Column B: Card total for Column C:
Game Card Total Last 2 Player Cards Result 4 4 Player Wins 4 7
Dealer Wins 5 5 Player Wins 5 7 Dealer Wins 6 6 Player Wins
Bets on Others
[0967] In various embodiments, a player may designate another
player to bet on. For example, if a first player feels that a
second player is lucky, the first player may bet on the second
player. There are various ways in which a first player may indicate
that he is betting on a second player, in various embodiments. In
some embodiments, the first player may place a physical token on
the playing surface, the token displaying a seat number. The token
may thereby indicate that the first player is placing a bet on a
second player seated in the displayed seat number. In some
embodiments, the first player may place a wager inside a specially
marked area of the playing surface, where any chips placed in the
area are understood to constitute a bet on the second player. In
some embodiments, the first player may have specially colored or
otherwise marked chips that can be clearly understood to belong to
the first player. The first player may then place such chips in
front of the second player to indicate a bet on the second
player.
[0968] In various embodiments, a first player may bet on some
combination of players winning. In some embodiments, the first
player may place a bet that wins only if every player at a table
wins. In some embodiments, the first player may place a bet that
wins only if no player at the table wins. In some embodiments, the
first player may place a bet that wins if at least a predetermined
number of players at a table win.
[0969] It will be appreciated by one skilled in the art that a
first player may be on the results of a game played by a second
player for any type of game, not just craps. For example, a first
player may bet that a second player will lose a game of poker.
Card Properties
[0970] In some embodiments, a player may place a bet, such as a
side bet, on receiving particular card combinations. Such card
combinations may include two or more cards of the same suit, two or
more cards of the same rank, two or more cards of consecutive rank,
or two or more cards of both the same rank and suit. For example, a
player may place a bet on receiving two Aces of spades. If, on his
first roll (e.g., first deal of two cards), the player receives two
Aces of spades, then the bet may win and the player may receive,
e.g., a payment equal to ten times his bet. If a player bets on
receiving a combination comprising more than two cards, then
winning the bet may require more than one "roll", e.g., more than
one deal of two cards.
[0971] In some embodiments, a player may place a bet on receiving
one or more five-card combinations which constitute hands of poker.
For example, a player may bet on receiving a straight, flush,
full-house, etc. The player may receive a payment on his bet based
on the poker ranking of the five-card combination.
[0972] In some embodiments, there is a separate side-bet required
of the player in order to receive payment for any card
combinations, such as poker combinations, that do not factor into
the play of the craps game. It will be appreciated by one skilled
in the art that any one of the following may occur: 1) the player
wins on a main bet (e.g., a bet on craps) but loses on a side bet
(e.g., a bet on receiving a poker card combination); 2) the player
wins on the main bet and wins on the side bet; and 3) the player
loses on the main bet and loses on the side bet. In some
embodiments, the player may receive a payment based on card
combinations unrelated to the game of craps, just for placing his
bet on the game of craps.
[0973] In some embodiments, cards dealt to a player for a first
roll in the game are left visible on the playing surface even as
additional cards are dealt as part of additional rolls. In this
way, for a given game of craps, all rolls may be visible at once.
This may allow a player to win payments based on cards included in
multiple rolls.
[0974] In some embodiments, a house or casino can modify the rules
of craps to account for the particular characteristics of cards.
For example, a typical pass line bet will lose if a player rolls a
two (i.e., both cards show a one) on his first roll. However, the
casino may desire to improve the player odds as part of a
promotion. Therefore, in some embodiments, the casino may modify
the rules such that a player may roll on his first roll a two
consisting of two Aces of spades, and receive his bet back rather
than losing his bet. In various embodiments, the use of cards
containing ranks as well as suits allows the casino to make more
fine-grained divisions between outcomes. Rather than providing a
fixed payout for a fixed numerical roll, the same numerical roll
may yield different payouts depending on the suits of the cards
constituting the roll.
[0975] In some embodiments, a player may be prevented from varying
the size of his bets. This may help to prevent a player from taking
advantage of favorable card distributions remaining in a deck after
one or more games have been played, and raising his bets
accordingly. In some embodiments, one or more card decks used in a
game of craps may be reshuffled after a predetermined number of
games of cards are dealt, e.g., to prevent players from taking
advantage of favorable card distributions.
[0976] In a game of craps, players may compete against one another
as to who will win first (e.g., in the fewest number of rolls), who
will win at all, who will roll the most different numbers during a
game, or based on any other factor. For example, the players may
place bets in the main game of craps, but may also place side bets
with one another that allow players to compete with one another in
addition to competing against the house.
[0977] In some embodiments, one or more cards may be dealt face
down. With face down cards present, players may compete against one
another while maintaining some cards in secret.
[0978] In some embodiments, players may bet against one another. A
first player wins a bet with a second player if the first player
wins his game of craps and the second player does not win his own
game. Suppose, on two respective players' first rolls, a first
player is dealt a six face up and another card face down. The
second player is dealt a one face up and another card face down.
The first player appears to have the more favorable situation since
he cannot now achieve two of the losing outcomes (i.e., a two or a
three on the first roll), while the second player has only avoided
one losing outcome (i.e., a twelve on the first roll). Thus the
first player may bet and force the second player to match his bet
or fold. The first player may place such a bet even if he knows
that his face-down card is also a six, giving him a losing outcome.
Thus, the first player may bluff the second player out of the game
even when the first player might otherwise lose.
[0979] In some embodiments, a player may view one card in a roll.
For example, one card of a roll is dealt face up and the other card
of the roll is dealt face down. The player may then be given the
opportunity of placing a bet with a modified payout odds. For
example, after the first card in a roll is visible to a player, the
player may make a "pass" bet. However, rather than being paid 1:1
as in a standard game, the player may be paid only 8:10. The second
card in the roll may then be dealt and/or revealed.
[0980] In various embodiments, special cards may be added to the
one or more decks used for craps. Such cards may include, for
example, sevens, wild cards, or jokers. A player who is dealt a
seven, for example, may use that card in isolation as his roll, and
may thereby win on his first roll. Wild cards may be used as any of
a set of numbers, depending on which is most favorable to a
player.
[0981] In some embodiments, the one or more decks used for craps or
other games can be weighted or stacked to include more of one type
of card than another. The weighting may prove either favorable or
unfavorable to the player depending on the objective of the casino.
For example, as a way to favor the player, the casino may add extra
"five" cards to the deck. The extra five cards make it less likely
that a player will roll a two, three, or twelve on his first roll,
since none of these combinations include a "five card".
Embodiments Special to Multiple Players
[0982] In some embodiments, one player may act as the house against
one or more other players. The house player may thus be responsible
for paying winning bets to other players, but may benefit from
receiving losing bets from other players.
[0983] In some embodiments, players may receive bonus payments
based on the results of multiple players at a table. For example,
players may receive a bonus if everyone wins or if everyone loses
at a table.
[0984] In some embodiments, a single player may play multiple games
simultaneously. For example, a player may be dealt two initial
hands, each representing a separate initial roll. Depending on the
initial rolls, the player may be dealt further cards in each
separate game. The player may thus win one game and lose another,
win both, or lose both.
Tracking Bets
[0985] In order to facilitate the tracking of bets from multiple
players in multiple different games of craps, betting options may
be limited. For example, betting options may be limited to pass or
don't pass bets.
Physical Design of the Table
[0986] Various embodiments may include modified table designs.
Tables may include chairs since there may be a limited playing
surface area, a correspondingly limited number of hands that can be
accommodated at once, and therefore, an ability to seat all current
players. In various embodiments, a table may be constructed without
side walls extending above the surface. When cards are used, there
may be no need for a wall against which dice are thrown. In some
embodiments, a table may include a card shuffler, card shoe, and/or
card reader.
Anti-Cheating Efforts
[0987] Various embodiments may limit the possibility of foul play.
House rules may prevent players from touching cards, may require
the dealer to burn a card before one or more rolls, and/or may
require a player to remove his hands from the playing surface after
betting.
Common Cards
[0988] In various embodiments, one or more common cards are dealt.
Common cards may affect the outcomes of games and or bets placed by
a plurality of players. In some embodiments, all cards dealt at a
table apply to all players. Therefore, for example, two players who
have both placed the same type of bet (e.g., pass) will have the
same result (e.g., win, lose).
[0989] In some embodiments, common cards account for one or more
rolls, while private or individual cards account for one or more
additional rolls. For example, the dealer deals a 4 and a 2 as
common cards, establishing a 6 as a point for all players.
Thereafter, each player is dealt two cards. A first player may
receive a 5 and a 1, thereby matching the point and winning.
However, a second player may receive a 4 and a 3, thereby obtaining
a 7 and losing. Thus, in some embodiments, two or more players can
share a set of common cards, yet achieve different game outcomes
(e.g., win versus lose).
[0990] In some embodiments, cards dealt to or on behalf of a first
player may apply to a second player, possibly in addition to
applying to the first player.
Giving Players Control
[0991] In craps played with dice, players often enjoy feeling in
control by being able to throw the dice themselves. Various
embodiments of craps and other games played with cards provide the
player with at least a feeling of control. In some embodiments, a
player may choose which of two hidden cards will be dealt to him.
In some embodiments, a player may choose one or more discards or
burn cards to be made from the top of one or more decks used to
play a game. The player may be dealt the one or more cards after
the burn cards.
Altering the Deck Markings
[0992] In various embodiments, the pips on the cards can be
patterned as on dice rather than as they are on standard cards.
Thus the face of the cards may be made to look more like die
faces.
[0993] In various embodiments, the "A" or Ace symbol of a standard
deck of cards may be altered to be "1". This may avoid
disappointment from a player who receives Ace-Ace on a first roll,
thinks he has a great hand, and never-the-less loses.
Forming/Manufacturing/Packaging the Deck
[0994] In various embodiments, the one or more decks are
manufactured only with cards 1-6. In various embodiments, the one
or more decks are formed from standard decks of cards by removing
all cards other than the 1-6, with an Ace treated as a 1. For
example, the one or more decks used in various embodiments may be
formed by removing all sevens, eights, nines, tens, jacks, queens,
and kings from a standard deck.
[0995] Various embodiments may employ standard decks comprising
Aces, 2-10's, jacks, queens, and kings. However, the cards may be
given different interpretations such that each is interpreted as a
card 1-6. For example, a seven is interpreted as a one, an eight
interpreted as a two, a nine as a three, a ten as a four, a jack as
a five, a queen as a six, and a king as a one.
[0996] Various embodiments use a plurality of decks, where each
deck consists of 24 cards, with cards 1-6 in each of the four
suits, namely spades, diamonds, hearts, and clubs. The plurality of
decks may be combined into a single deck. The single deck may be
used for multiple games, with cards depleted from the deck as more
games are played. When the deck has been depleted to some extent,
the cards may be reshuffled and the full deck used again.
Computer Implemented Embodiments
[0997] As indicated, the embodiments described herein may be
implemented electronically by computers. In some embodiments, a
computer may simulate play from an infinite deck. An infinite deck
may be simulated by immediately replacing any card that has been
dealt so that the deck remains undepleted. The use of a simulated
infinite deck means that the dealing of a first card does not
change the odds of any second card, even a second card of the same
rank and suit as the first card. In some embodiments, only each new
"roll" of two cards is from an infinite deck. Thus, the second card
in a roll may be constrained to be a card of a different rank and
or suit from that of the first card in the roll.
[0998] As will be appreciated, a computer can simulate a deck of
cards in many ways. For example, to simulate a single deck, a
computer may store integers 1-24 in 24 separate memory locations.
Each integer may represent a card, with a table or any other
suitable function providing a mapping between integers and cards.
For example, the integer 2 may map to the 2 of clubs. The integer
24 may map to the six of spades. A computer may deal a card by
using a random number generator to generate a random integer
between 1 and 24, inclusively. If the computer simulates an
infinite deck, the integers stored in memory do not change.
However, if the computer simulates a finite deck, then the
selection of a first random number will, after the corresponding
card has been "dealt", cause the first random number to be erased
from the list of integers stored in memory. Thereafter, if the
random number generator outputs a second random number equal to the
first random number, the random number generator will be caused to
output another random number since the first random number is no
longer available.
[0999] In various embodiments, a computer may simulate a game which
uses 1, 2, 3, 4, or any number of combined decks, any number of
cards, any number of suits of cards, and/or any number of ranks of
cards.
[1000] In various embodiments, a player may select one or more wild
or special cards to be added to the one or more decks used for
play. For example, a "7" card, which is not normally in the one or
more decks, may be added. A player receiving a 7 card on the
initial draw could be considered to have rolled a 7 and thereby win
the game (e.g., in a game of craps).
Odds
[1001] In various embodiments, a table of data is used to determine
probabilities corresponding to various hands of poker. The table
may include one column containing descriptions of categories of
hands of poker. Exemplary categories are: 5 of a kind flush; 5 of a
kind; straight flush; straight; 4 of a kind flush; 4 of a kind;
full house flush; full house; flush; 3 of a kind flush; 3 of a
kind; 2 pair flush; 2 pair; pair flush; pair; and nothing. The
table may include another column containing probabilities. In
various embodiments, the table may be used to generate a set of
payout ratios, such that the payout percentage (expected payout as
a percent of amount wagered) is less than 100%. The expectation
function takes the product, for each possible hand category, of the
probability and the corresponding payout ratio. The sum of all
these products is then determined to yield the output of the
expectation function, in this case the payout percentage.
[1002] A new table may be generated with one column containing
descriptions of categories of poker hands, and another column
containing payout ratios determined as above for the corresponding
categories. The new table may be used during play of a poker game
to determine a player's payout based on a category of hand achieved
by the player.
[1003] FIG. 50 depicts an exemplary table showing the probabilities
of various five-card hands occurring on a first deal for various
numbers of decks.
[1004] FIG. 51 depicts an exemplary table showing the formulas for
the probabilities of various five-card hands occurring on an
initial deal, and for a variable number of decks. Note that the
combine (a, b) formula means a!/(b!(a-b)!). Further, as depicted in
FIG. 51, variables consisting of a letter and number, such as "E3",
refer to the contents of the cell in the column described by the
letter and the row described by the number. In FIG. 51, for
example, the contents of cell E3 is 5. It will be appreciated that
the formulas depicted in FIG. 51 represent formulas understood by a
common spreadsheet program, Microsoft Excel.RTM., but may be
written using any other equivalent mathematical or computer
notation. In various embodiments, a table of data contains two
columns, one column containing descriptions of hands, and one
column containing formulas for computing the probabilities of such
hands occurring.
[1005] FIG. 52 depicts an exemplary table showing the formulas for
the probabilities of various five-card hands occurring on an
initial deal from an infinite or simulated infinite deck.
Processes According to Some Embodiments
[1006] In various embodiments, the house may receive a first wager
from a first player and a second wager from a second player,
wherein the value of the second wager is the same as the value of
the first wager. For example, both the first player and the second
player place a wager of $10. The house may shuffle a deck of cards,
wherein each card displays indicia indicative of an integer of the
set {1, 2, 3, 4, 5, 6}. The indicia may include the numerals one
through six, e.g., Arabic, Roman, Kanji, etc. The letter A, or the
word "Ace" may indicate the integer 1. The house may generate a
first random number by drawing first and second cards from the
deck, determining first and second integers associated,
respectively, with the first and second cards by reference to the
indicia on the cards, and determining the sum of the first and
second integers to yield the first random number. For example, if
the indicia on the first and second cards are the numerals "3" and
"5", respectively, then the associated integers may be 3 and 5. The
first and second cards may constitute common cards for use by all
players in a game. The first random number may thus establish a
point for all players. If the first random number is a 2, 3, or 12,
then all players may lose. If the first random number is a 7 or 11,
then all players may win.
[1007] The house may generate a second random number. For example,
the second random number is generated after the first random
number. The house may generate the second random number by drawing
third and fourth cards from the deck, determining a third integer
associated with the third card, determining a fourth integer
associated with the fourth card, and determining the sum of the
third and fourth integers, thereby determining the second random
number. The third and fourth cards may be private or individual
cards for the first player. The second random number may be
associated with the first player.
[1008] The house may generate a third random number. For example,
the third random number is generated after the second random
number. The house may generate the third random number by drawing
fifth and sixth cards from the deck, determining a fifth integer
associated with the fifth card, determining a sixth integer
associated with the sixth card, and determining the sum of the
fifth and sixth integers, thereby determining the third random
number. The fifth and sixth cards may be private or individual
cards for the second player. The third random number may be
associated with the second player.
[1009] The house may determine a payment for the first player based
on an algorithm. The algorithm may be the rules of craps, which
translate numbers achieved by a given player during a game into win
or loss outcomes, and which thus determine the payment due to the
player in light of his wager. Thus, if the first random number is a
seven or eleven, the first player may receive twice his wager back.
If the first player still has possession of his wager, he may
receive a payment equal to his wager, in addition to keeping his
wager. If the first random number is a two, three, or twelve, the
player may lose his wager and receive nothing back. If the second
random number is equal to the first random number, the first player
has achieved the point and therefore the first player may receive
twice his wager, or a payment equal to his wager if he is still in
possession of his wager. If the second random number is a seven,
then the player may lose his wager and receive nothing back.
[1010] The house may determine a payment for the second player
based on the same algorithm, e.g., the rules of craps. However,
with the second player, the inputs to the algorithm are different,
since the second player has been dealt different cards than the
first player. In other words, with the second player, the algorithm
compares the third random number to the first random number to see
if the second player should receive nothing back or should receive
twice his wager. This is because the third random number is
associated with the second player. In particular, the payment for
the second player may be different from the payment for the first
player, even though the first player and the second player have
made the same wager. This is because the first player may have won
his game and the second player may have lost his game, or vice
versa. If the first random number is one of the set {4, 5, 6, 8, 9,
10}, the second random number is seven, and third random number is
equal to the first random number, then the first player will have
lost while the second player will have won. Accordingly, the first
player will receive nothing while the second player may receive
twice his wager. As will be appreciated, various embodiments may
include more than two players.
[1011] In some embodiments, one person may place a bet on the
outcomes obtained by each member or every member of a group. In
some embodiments, two players play separate games of craps, a first
player receiving a first set of two cards, and a second player
receiving a second set of two cards, each from a deck of cards
comprising the cards depicted in FIG. 48. The first player and the
second player may receive cards from separate decks, or the first
player and the second player may receive cards from the same deck.
A first payment is determined for the first player and a second
payment determined for the second player based on the rules of
craps. The first payment is provided to the first player and the
second payment provided to the second player. A third payment is
determined based on the first set of two cards and based on the
second set of two cards. Thus, the third payment may come from a
group result, in which two or more players contribute to the group
result. The group result may be based on the cards players receive
while playing craps, but the group result may be determined in a
manner either dependent or wholly independent of the rules of
craps.
[1012] The third payment may be a non-zero payment if both the
first set of two cards and the second set of two cards are each
part of winning craps games. For example, the third payment may be
non-zero if the first set of two cards taken together with a third
set of two cards dealt to the first player, and the second set of
two cards taken together with a fourth set of two cards dealt to
the second player, each result in winning craps games.
[1013] The third payment may also be non-zero if the first player
and the second player receive some number of identical cards. For
example, the third payment may be non-zero only if all cards
included in the first set of two cards and the second set of two
cards are identical (e.g., all are aces of spades).
[1014] Once the third payment is determined, a portion of the third
payment may be provided to the first player, and a portion provided
to the second player. The portions may be equal or may depend on
the size of a wager received from the first player relative to a
wager received from the second player.
[1015] As will be understood by one skilled in the art, the third
payment may, in various embodiments, be based on the results of
more than two players, e.g., based on three players, based on four
players, etc. The third payment might constitute a payment for a
bet on a group outcome. It will also be appreciated that a bet may
be made on a group outcome for games other than craps. For example,
a third payment may be made for a bet on the results of multiple
players in a game of poker. For example, a third payment may be
made if more than two players in a game of poker obtain a full
house or better.
[1016] In various embodiments, a payment made (e.g., to a bettor)
for a bet made on a group outcome may vary based on the number of
players that must contribute to the group outcome. For example, a
bettor who bets that five out of six people will win might be
entitled to a larger payment than is a bettor who bets that three
out of six people will win.
Further Embodiments
[1017] In various embodiments, a player may buy insurance against a
particular roll coming up 7. For example, a player may have
significant money at risk on a game and may be worried about a
particular roll of the dice. Therefore, the player may purchase
insurance to protect his money at risk on the role. In one
embodiment, the player is provided a betting option for "7". The
player may bet an amount equal to 1/4 his total money at risk in
order to insure it.
Blackjack Game Embodiments
[1018] Reference numerals below, until otherwise specified, refer
only to FIGS. 53 through 59.
[1019] The following embodiments may be implemented on any
applicable of the aforementioned architectures. The following
embodiments may be implemented, for example, on system of networked
devices, such as networked mobile gaming devices, networked
personal computers, networked standalone gaming devices, or
combinations thereof. In various embodiments, a central server may
facilitate various games. The central server may communicate with
various devices (e.g., via wireless communication; e.g., via
optical cables), and may thereby receive game decisions from
players at those devices as well as communicate to those players
new developments in the game. In various embodiments, the following
embodiments may be implemented at standalone gaming devices, such
as at slot machines or video poker machines.
[1020] In various embodiments, multiple players may simultaneously
play in the same game in which events and actions of one player
(e.g., bets made, card received, cards revealed, etc) may or may
not affect other players. According to various embodiments, the
system may display the events and actions of one player to all
players as the events and actions occur, may not display the events
and actions of one player to other players, and/or may display the
events and actions of one player to all players at some time after
which the event and actions occur.
[1021] According to other embodiments, common events (such a common
cards) may be displayed to all players.
Embodiments
[1022] As used herein, the terms "pot" may to refer to a collection
of money, currency, poker chips, coins, or other consideration, to
which players have contributed, and at least a portion of which is
awarded to one or more players. The one or more players to which
the pot is awarded may be e.g., winners of a game. Contributions to
the pot may include antes, bets, raises, and calls.
[1023] As used herein, the term "bust" may be used as a verb and
refer to the act of exceeding 21 points in a game of Blackjack. For
example, a player who starts with 15 points and is then dealt an 8
has busted since his resultant point total of 23 exceeds 21. The
term "busted" may be used as an adjective to refer to a hand with a
point total exceeding 21, e.g., a "busted hand".
[1024] As used herein, the term "down card" may be used to refer to
a card that is dealt face-down. The down card may be dealt, for
example, to a player or to the house. A player who receives a down
card may have the opportunity to examine the down card while still
hiding its face from the view of others. In this way, the player
may become aware of the rank and/or suit of the down card without
other players or the house becoming aware of the rank and/or
suit.
[1025] As used herein, the term "hit" may be used as a verb to
refer to the act of receiving an additional card into a player's
hand, or to the act of providing a player with an extra card for
his hand. "Hitting" is often a decision made by a player to receive
an extra card. After the player receives the card, the card may
count as part of the player's hand and thereby contribute to the
player's point total. As used herein, the term "hit" may also be
used as a noun to refer to the act of receiving a new card, or to
the act of deciding to receive a new card. For example, "the player
has taken a hit".
[1026] As used herein, the term "stand" may be used as a verb to
refer to a player decision not to receive an additional card into
his hand.
[1027] As used herein, the term "round" may be used, depending on
context, to refer to a period during which players bet, or to a
period during which players make hit/stand decisions. The terms
"betting round", "round of betting", and the like may refer to a
period during which each player can check, bet, raise, call, or
fold. The betting round may end once all but one player has folded,
or once all bets or raises have been matched or called by remaining
players. The terms "decision round", "round of decisions", "round
of Blackjack decisions" and the like may be used to refer to a
period during which one or more players make decision to hit or
stand. The round of decisions may end once all remaining players in
a game have chosen to stand. The round of decisions may end once
all remaining players in a game have been given a single
opportunity to hit or stand.
[1028] Various embodiments include a multi-player game of Blackjack
in which the house does not compete, but in which players compete
against one another. The house may take a rake from each pot. A
starting two-card hand may be dealt to all players. In some
embodiments, one card may be dealt face-up, with the other card
face-down. In other embodiments, both cards may be face-up, or both
face-down. Players may bet based on their cards. Betting may
include "checks", "bets", "raises", "calls", and "folds". After a
round of betting, players may make the Blackjack decisions of "hit"
or "stand", and may accordingly receive additional cards. In
various embodiments, the additional cards may also be either
face-up or face-down. There may follow an additional round of
betting. Then, a new round of Blackjack decisions may commence.
After some number of rounds of betting and Blackjack decisions, the
game may end with players revealing all their hidden cards. The
winner of the pot is the player who hasn't folded, and who has the
largest point total less than or equal to 21.
Processes According to Some Embodiments
[1029] According to some embodiments, a plurality of players (e.g.,
six players) may sit around a table. A dealer is present for
dealing cards, for ensuring fair play, for pushing pots to the
winner, and so on. The dealer may also collect a house fee,
commission, rake, or other compensation. However, the dealer need
not actually play in the game. In general, a sequence of action may
occur in a certain order, proceeding in a clockwise direction from
e.g., "player 1" to "player 6".
[1030] According to some embodiments, at the beginning of each
game, a player who is first to act is designated. For convenience,
this player shall be referred to as player 1. Player 1 may be
chosen at random, or may be chosen based on who was the first to
act in the prior game. For example player 1 in a new game may be
seated one spot to the left of the person who was player 1 in the
prior game.
[1031] According to some embodiments, one or more players then put
in an ante. In some embodiments, each player puts in an ante of
equal value. In other embodiments, a subset of players put an
initial amount into the pot. If a subset of the players put in an
initial amount, then this subset of players may be excused from
matching, or calling, one or more future bets since amounts put in
initially may count as e.g., automatic bets.
[1032] According to some embodiments, the dealer then deals two
cards to each player. In some embodiments, one card is dealt
face-up and one is dealt face-down. However, in other embodiments,
both cards are face-up, or both cards are face-down.
[1033] In embodiments where no automatic bets have been placed,
player 1 has the first option to bet. He may either "check"
(decline to bet) or bet some amount of money. In various
embodiments, the bet size may be a fixed regulated amount, or may
be at the discretion of the player. If the first player checks, the
second may also check, and so on. However, once a player bets,
subsequent players have the option of either "folding" (quitting
the hand and losing claim to the pot), "calling" (matching the
amount of one or more prior bets but not exceeding), or "raising"
(exceeding the amount of one or more prior bets). Betting may thus
proceed clockwise around the table until all players remaining in
the game have placed equal amounts of money into the pot (or unless
someone is "all-in"). During a betting round, or at any other time,
a player may fold and thereby quit the game, relinquishing his
claim on any pot.
[1034] During betting rounds, a player unable to match the full
amount of a prior bet may nevertheless bet all his money and
thereby go "all-in". The term "all-in" means that a player has
placed all his money or funds into the pot and thus has no
remaining funds. A player who is all-in may be eligible to win some
portion of the pot should he have the best hand. In some
embodiments, a player who is "all-in" may win only the bets that he
has been able to match with his own money. For example, if a first
player has bet $10, and a second player goes "all-in" for $4, then
the second player may be eligible to win his own $4 bet plus a
portion of the first player's bet equal to $4. However, the second
player may not be eligible to win the full $10 bet by the first
player since the second player has not matched the full amount of
the first player's bet.
[1035] In some embodiments, once betting has ended for a round,
each player is given the option to hit or stand, as in conventional
Blackjack. Players who opt to hit receive a new card. The card is
dealt face-up in some embodiments, and face-down in some
embodiments.
[1036] In some embodiments, each player is given only a single
chance to receive a new card. Once all players have made their
choice, a new round of betting commences. Once again, player 1 can
"check" or "bet". Subsequent players can "check", "bet", "call",
"raise", or "fold" as circumstances permit. After betting ends,
player 1 may again decide whether to hit or stand. In some
embodiments, a player is only allowed to hit if he has hit in all
prior rounds. In some embodiments, a player may hit regardless of
whether he has hit in prior rounds or not. After player 1 has
decided, player 2 decides, and so on to player 6 (or the last
player to act).
[1037] In some embodiments, once all players remaining in a game
have made hit/stand decisions, another round of betting commences.
The sequence of hit/stand decisions and betting rounds may proceed
any number of times, in various embodiments. In some embodiments,
players are given three opportunities to hit. Prior to the first
opportunity, and after the last, there are betting rounds, for a
total of 4 betting rounds.
[1038] According to some embodiments, at the conclusion of all
betting rounds, players remaining in the hand reveal all of their
down cards. Note that before players reveal their down cards,
players know their own down cards, but not the down cards of anyone
else. Each player's cards are totaled according to the conventional
rules of Blackjack. For example, face cards count as 10, and aces
as 1 or 11 according to which is more favorable. The player closest
to 21 without exceeding 21 wins the pot. There are various ways of
splitting ties. In some embodiments, the pot is split evenly among
all tied winners. In some embodiments, prior to the awarding of the
pot to the winner(s), the dealer takes a portion from the pot for
the house. For example, the dealer takes 10% away from the pot for
the house.
[1039] A player whose cards total 22 or more may win if he succeeds
in getting all other players to fold before he reveals his
cards.
Processes According to Some Embodiments
[1040] In various embodiments, a player may receive additional
cards following his initial two-card hand, and may place bets
against other players based on his hand of three or more cards. Two
cards are dealt to a first player. Three cards are dealt to a
second player. The three cards dealt to the second player may
include a first card and a second card dealt to the second player.
For example, the first and second cards may constitute the second
player's initial hand. After the first card and the second card are
dealt to the second player, the second player may indicate a desire
to receive an additional card, e.g., a desire to hit. Thus, a third
card may be dealt to the second player. After the three cards are
dealt to the second player, the second player may place a first
bet. The first player may place a second bet which is equal to the
first bet. For example, the first player may call the bet made by
the second player.
[1041] A first point total may be determined for the first player
based on the two cards dealt to the first player. The first point
total may be derived from the sum of the points of the two cards
dealt to the first player. The first point total may also include
points of further cards dealt to the first player.
[1042] A second point total may be determined for the second player
based on the three cards dealt to the second player. The second
point total may be derived from the sum of the points of the three
cards dealt to the second player. The second point total may also
include points of further cards dealt to the second player.
[1043] In determining the first and/or second point totals, each
card dealt to the first and/or second player may be associated with
an integer as follows. The integer two is associated with any card
of rank two. The integer three is associated with any card of rank
three. The integer four is associated with any card of rank four.
The integer five is associated with any card of rank five. The
integer six is associated with any card of rank six. The integer
seven is associated with any card of rank seven. The integer eight
is associated with any card of rank eight. The integer nine is
associated with any card of rank nine. The integer ten is
associated with any card of rank ten, jack, queen or king. The
integer eleven is associated with any card of rank ace. To then
determine the second point total, for example, the sum of the three
integers associated with the cards dealt to the second player is
determined. The second point total is then reduced by ten if the
second point total exceeds 21 and at least one of the cards dealt
to the second player is an ace. In other words, an ace may be
counted as a 1 rather than an 11 if counting the ace as an 11 would
put the second point total over 21.
[1044] A portion of the first bet is paid to the first player based
on whether the first point total is less than 22 and exceeds the
second point total. For example, a portion of the first bet is paid
to the first player if the first player's point total is less than
22 but exceeds the second player's point total. Further, a portion
of the second bet is paid to the first player based on whether the
first point total is less than 22 and exceeds the second point
total. Thus, by winning the game against the second player, the
first player may receive a portion of bets placed by the second
player and a portion of bets that the first player placed. Paying a
portion of the first bet may include paying the first bet less a
commission. In other words, the first player may win the bets
placed for the game less a commission, rake, or other house
fee.
[1045] Various embodiments allow various bets, such as raises. In
various embodiments, two cards are dealt to a first player. Two
cards are dealt to a second player. A first bet is received from
the first player. For example, the first player places a bet into
the pot. After the first bet is received from the first player, but
before additional cards are dealt, a second bet is received from
the second player, wherein the second bet is larger than the first
bet. For example, the second player may raise the first player by
matching the first player's bet and putting in additional money.
Thus, the second player may put a raise into the pot. A third bet
may then be received from the first player, in which the third bet
is equal to the difference between the second bet and the first
bet. For example, the third bet may constitute a call by the first
player of the second player's raise. A first point total for the
first player is determined based on the two cards dealt to the
first player. A second point total for the second player is
determined based on the two cards dealt to the second player. A
portion of the second bet is paid to the first player based on
whether the first point total is less than 22 and exceeds the
second point total. A portion of the first bet may further be paid
to the first player based on whether the first point total is less
than 22 and exceeds the second point total. The portion of the
first bet may be e.g., the first bet less a commission, rake, or
other house fee. A portion of the third bet may further be paid to
the first player based on whether the first point total is less
than 22 and exceeds the second point total. The portion of the
third bet may be e.g., the third bet less a commission, rake, or
other house fee.
[1046] In various embodiments a player may commit to a strategy in
a game. The player may be required to commit to offset another
advantage, such as not having to put more money into the pot. In
various embodiments, two cards are dealt to a first player. Two
cards are dealt to a second player. An indication of a commitment
is received from the second player to follow a particular game
strategy. Receiving an indication of a commitment may include
receiving an indication that the second player will not receive
more than a fixed number of additional cards. For example, the
second player may indicate that he will not receive more than two
additional cards. Receiving an indication of a commitment may
include receiving an indication that the second player will
continue to receive additional cards until a third point total for
the second player exceeds a fixed total. For example, the second
player may indicate that he will continue taking hits until the
point total in his hand exceeds 16. In various embodiments, at
least one additional card is dealt to the second player in
accordance with the particular game strategy. A first bet is
received from a first player. A first point total for the first
player is determined based on the two cards dealt to the first
player. A second point total for the second player is determined
based on the two cards dealt to the second player. A portion of the
first bet is paid to the second player based on whether the second
point total is less than 22 and exceeds the first point total. For
instance, a portion of the first bet is paid to the second player
if the second player wins over the first player.
[1047] The portion of the first bet to be paid to the second player
may be determined as follows. A first amount by which the first bet
exceeds the second bet is determined. The first amount from the
first bet is returned to the first player. The remaining portion of
the first bet is paid to the second player based on whether the
second point total is less than 22 and exceeds the first point
total. For example, the second player receives only the portion of
the first player's bet that the second player has matched. For
example, if the first player makes a bet of $10, and the second
player can only match $7 of the first player's bet, then the second
player may only receive, upon winning the game, a portion of the
first player's bet equal at to $7 (in addition to the second
player's own bet of $7).
[1048] Various embodiments may include receiving, after receiving
the first bet but before paying a portion of the first bet, a
second bet from the second player, wherein the second bet is less
than the first bet. For example, the first bet may be $10, and the
second bet may be only $7. The second bet may comprise all of the
second player's remaining funds. Thus, the second player may be
"all-in".
Some Illustrative Embodiments
[1049] With reference to FIG. 53, an illustrative game of Blackjack
according to some embodiments is described. Six players, labeled
"player 1" through "player 6" are arrayed about a table (not shown
explicitly). The game has begun with player 1 placing an automatic
bet of one chip (depicted as a shaded circle), and player 2 having
placed an automatic bet of two chips. Each player has been dealt
two cards, one face-up and one face-down. The face-down cards are
known only to the respective players. As depicted in the figure,
player 1's face-up card is the 3 of diamonds, player 2's face-up
card is the 10 of hearts, and so on.
[1050] FIG. 54 shows a second snapshot of the illustrative game.
Following the deal of the initial two cards, player 3 has called
the automatic bet of player 2 by placing two chips in the pot.
Player 4 has folded, and therefore has given up his claim on the
pot. Player 4 is no longer a participant in the game, and so his
hand is not shown. Player 5 has also called the automatic bet.
Player 6 has both called the automatic bet of 2 chips, and has
raised an additional 2 chips, placing a total of 4 chips in the
pot.
[1051] FIG. 55 depicts a third snapshot of the illustrative game.
Players 1, player 2, and player 3 have each called the raise made
by player 6, and have thus each contributed a total of 4 chips to
the pot. Player 5 has decided to fold without calling the raise.
The initial two chips he has placed in the pot remain. The round of
betting has now ended with all remaining players having contributed
an equal amount to the pot.
[1052] FIG. 56 depicts a fourth snapshot of the illustrative game.
A round of Blackjack decisions has just been completed. Player 1
has decided to hit once and then to hit again. After hitting the
first time, player 1 received the nine of diamonds. After hitting
the second time, player 1 received the king of spades. Note that
player 1 now shows 22 points face-up and has therefore certainly
busted. In the present illustrative game, player 1 is now
eliminated from the game and is therefore ineligible to win the
pot. Player 2 has hit once and received the seven of clubs. Player
3 has decided not to hit. Player 6 has hit once and received the
six of hearts. Meanwhile, the money previously placed into the pot
has been consolidated at the center of the table.
[1053] FIG. 57 depicts a fifth snapshot of the illustrative game. A
new round of betting has commenced. The first to act, player 2 has
initially checked, i.e., declined to bet. Note that player 1 was
previously the first to act, but player 2 is now the first to act
since player 1 has been eliminated. Player 3 has put in the first
bet for the round, consisting of 2 chips. Player 6 has called by
putting in 2 chips. Player 2 has then called the bet of 2 and also
raised an additional 2, putting in a total of 4 chips. As will be
seen later, but is currently hidden, player 2 has already achieved
a point total of 22, and has therefore busted. Player 2's raise is
therefore a bluff, an attempt to get the other players to fold so
that player 2 can take the pot without his busted hand being
revealed.
[1054] FIG. 58 depicts a sixth snapshot of the illustrative game.
The raise made by player 2 has been called by both player 3 and
player 6, each of whom has placed an additional two chips in the
pot. All betting rounds and decision rounds have ended, and it is
time for a winner to be determined. Thus, the down cards for each
player are revealed. Player 2 has 22 points and has therefore
busted. Player 3 has 20 points, his ace counting as 11. Player 6
has 21 points. Therefore, player 6 is the winner, since he has the
highest point total not exceeding 21.
[1055] FIG. 59 depicts an alternate variation of the illustrative
game. During the round of decisions, players that choose to hit
share common cards. A player's decision to hit is shown and tracked
by means of a token or marker. In this case, the marker is a small
circular disk labeled "H" for "hit". As depicted in FIG. 59, player
1 has chosen to hit twice, and thus has two markers in front of
him. Both common card 1 and common card 2 count towards player 1's
point total. Player 2 has chosen to hit once, and therefore has
only one marker in front of him. Only common card 1, the nine of
diamonds, counts towards player 2's point total. Player 3 has
chosen not to hit. Thus, none of the common cards count towards
player 3's point total. Player 6 has chosen to hit once. Thus,
common card 1 also counts towards player 6's point total.
Similarly, in a computer implementation of the game, players may
all make a hit decision(s) at the same time, with the system then
revealing one or more common cards to the players.
Sequence of Decisions
[1056] In some embodiments, a player's decisions (i.e., hit or
stand) are hidden from others until all players have made their
decision for the round. Then all players receive cards based on
their decisions. A player does not thereby get to base his decision
on the decision of another player made during that round.
[1057] In some embodiments, a player may hit multiple times during
a round. For example, a dealer may ask the player whether the
player wishes to hit. The player may respond in the affirmative and
thereby receive a card. The dealer may then immediately ask the
player whether he would like another card. The player may respond
in the affirmative and thereby receive another card. The dealer may
then immediately ask the player whether he would like still another
card. The player may respond in the affirmative and thereby receive
still another card. This process may continue until the player
declines to receive an additional card. The dealer may then ask the
next player if the next player would like a card. The next player
may respond in the affirmative and receive a card. The process
continues.
[1058] In some embodiments, a player may hit multiple times during
a round. A first player may receive one card. The first player may
then be required to wait for other players to have the opportunity
to receive a card before the first player has the opportunity to
receive a second card. Once the first player receives the second
card, the first player may be required to wait for other players to
have the opportunity to receive a card before the first player has
the opportunity to receive a third card. The process may continue
until no player wants any additional cards.
[1059] Thus, there may be a series of decisions made, each
happening one card at a time. In some embodiments, player decisions
are disclosed to other players at a table. However, the player
cards are not. Thus, before making his decision, player B may know
that player A "hit", but may not know what card player A
received.
Busting
[1060] In some embodiments, a player loses if he ever busts. Even
if a player does not have a full 22 points visible (i.e., 22 points
associated with face-up cards), the player may become ineligible to
win the pot once he busts. In some embodiments, if a player is
found to have busted after all other players have folded, then the
pot may be awarded to the last player who folded. In some
embodiments, if a player is found to have busted after all other
players have folded, then the pot may be split among all
players.
[1061] In some embodiments, a player can bust but still win e.g.,
by bluffing his opponent out of the hand.
[1062] In some embodiments, a player is forced out of the hand once
he shows at least 22 points with cards that are face-up. In some
embodiments, a player may still win so long as he does not show 22
points in cards that are face-up.
Insurance
[1063] In some embodiments, players may have the opportunity to buy
insurance that pays if another player has a Blackjack. In some
embodiments, there may be joint insurance. Joint insurance may pay
off if any of two or more players has a Blackjack. In some
embodiments, the joint insurance pays off only if both of two
players have Blackjack. In some embodiments, insurance may be
offered for any desired permutation or combination of Blackjacks,
and the payoffs and required bet amounts set accordingly.
[1064] In some embodiments, a player with Blackjack (i.e., a
two-card hand consisting of an ace and either a ten, jack, queen,
or king) wins even if another player also has 21 points but does
not have Blackjack. Therefore, for example, if a first player shows
an ace face-up, a second player may wish to buy insurance against
the first player having Blackjack.
Group Outcomes
[1065] In some embodiments, a group of players is rewarded for an
outcome or set of cards achieved by players in the group. For
instance, if all six players at a table get Blackjack, then the
group of players at the table wins a large payout. In some
embodiments, one or more players may place a side bet that pays if
some combination of players at the table receive Blackjack. For
example, the side bet may win if five out of the six players
achieve Blackjack. The payout associated with the side bet may
increase as more people are required to win for the bet to pay. For
example, a bet that four people will achieve Blackjack may pay more
than does a bet that three people will achieve Blackjack.
Transferring Cards
[1066] In some embodiments, a player may offer to give a card to
another player. In a two-player game, an interesting dynamic may
arise. On the one hand, the receiving player may strongly desire
the card. However, the player providing the card may also benefit
by getting rid of the card, e.g., by turning a busted hand into a
hand which is less than or equal to 21. Both players must thus
weigh the trade-offs inherent in helping themselves versus helping
their opponent.
[1067] In some embodiments one player may force another player to
take a card. For example, one player may force another to hit. One
player may transfer a card from his own hand to another player's
hand. The player initiating or forcing the transfer may be required
to pay for the privilege, e.g., by putting money into the pot.
Common Cards
[1068] In some embodiments, players receive two cards initially and
then each make decisions to hit or stand. After all players
remaining in a game have made their hit/stand decisions, a single
common card is dealt. The common card applies to only those players
who hit. Subsequent common cards may be dealt for players who hit a
second time, third time, etc. In some embodiments, the common card
is dealt only if a majority of players wish to hit, in which case
the common card may apply to all players, even those that did not
choose to hit. Thus, for example, a player who did not want to hit
may nevertheless achieve a busted hand by virtue of having the
common card applied to him. In some embodiments, of a player's
first two cards, one is a private or individual card while another
is a common card. Thus, all players begin by sharing one common
card. In some embodiments, common cards constitute the initial two
cards in every player's hand.
[1069] In some embodiments, a player may use for his hand a subset
of the common cards dealt. For example, a player may hold as his
individual cards the two of hearts and the six of diamonds. Three
common cards are dealt, including the ten of spades, the eight of
hearts, and the three of clubs. The player may thus choose to use
the ten of spades and the three of clubs to complete his hand,
giving him a point total of 21, which is equal to 2+6+10+3.
[1070] In some embodiments, a player may take a hit as an
alternative to using a common card. For example, after all players
make a decision, a common card is dealt. For those players that hit
but didn't like the common card, the players may have a second
opportunity to hit.
Ties
[1071] In some embodiments two or more players may finish a game
with equal point totals. Such a game may be regarded as a tie
between those players. In particular, a game may be regarded as a
tie if the two or more players with equal point totals also have
point totals higher than all players who have not busted and who
are not among the two or more players with equal point totals. An
example of a tied game would be a game in which two players at a
table each have 19 points, and no other players at the table have
hands with 19, 20, or 21 points.
[1072] In various embodiments, any money in a pot is split equally
or approximately equally between players who have tied. If there is
not an evenly divisible amount of money in the pot, then one player
among the tied players may receive slightly more money than another
player among the tied players.
[1073] In some embodiments, in the event of a tie, the first to act
wins. This may provide the first player with compensation for the
disadvantage of acting first.
[1074] In some embodiments, attributes of the cards are used to
break ties. The hand containing the highest card according to some
ordering scheme may win. For example, although both a king and a
jack count as 10 in Blackjack, the hand with a king may win over
the hand with a jack in the event of a tie. Thus, in some
embodiments, the poker ranking of cards may be used to break ties.
In the prior example, a king has a higher ranking in poker than
does a jack. In some embodiments, ties may be broken by treating
player hands as poker hands and declaring the winner to be the
person with the highest poker hand. Thus, a 9-9 would win over a
10-8 because the former comprises a pair in the game of poker.
[1075] Ties may be broken based on suits of the cards. For example,
hands containing spades may be favored over hands not containing
spades, hands with hearts favored over hands not containing spades
or hearts, and hands with diamonds favored over hands not
containing spades, hearts or diamonds.
[1076] In some embodiments, ties may broken based on the number of
cards players have been dealt. For example, in the event of a tie,
the player with the fewest cards in his hand may win.
[1077] In some embodiments, ties may be broken based on the order
of cards dealt. Given identical hands, the player whose first card
dealt is the highest may win. For example, a player who has been
dealt a 9 followed by an 8 may win over a player who has been dealt
an 8 followed by a 9.
[1078] In some embodiments, a tie may be broken with a playoff
game. The playoff game may comprise an additional game of
Blackjack. The playoff game may comprise a single card dealt to
each player, with the highest card winning. The playoff may
comprise an additional card dealt to each player's hand, with the
player improving the most, or avoiding busting declared the
winner.
[1079] In some embodiments, two or more players remaining in a game
may all have busted hands. In some embodiments, the player with the
busted hand with the lowest point total may win. In some
embodiments, the pot may be split. In some embodiments, cards may
be removed one at a time from the players' hands until one or more
hands are under 22 again, after which a winner may be
determined.
[1080] In some embodiments, a tie may be broken based on the flip
of a coin or based on any other random event.
Rule Differences for Players Early and Late to Act
[1081] In some embodiments, a first player who acts before a second
player may be at a disadvantage with respect to the second player.
The disadvantage may occur because the second player may observe
the first player's strategy, as well as an outcome of the first
player's strategy, before having to decide on his own strategy. For
example, the second player may be able to wait to see if the first
player busts before deciding whether to risk taking a hit on a hand
with a high point total.
[1082] In some embodiments, early to act players (e.g., players 1
and 2) may receive compensating advantages. In some embodiments,
early to act players may have more cards dealt face-down than do
later players. For example, a player who is first to act has both
cards of an initial hand dealt face-down. A player who acts later
may receive, as his first two cards, one card face-up and one card
face-down. Players who are early to act may have more options than
do later players. For example, early players may have more
opportunities to hit than do later players. For example, player 1
may be allowed to hit up to four times, while player 5 may be
allowed to hit only up to two times. In some embodiments, the
players that are first to bet during a round may be the last to
actually receive their cards during decision rounds. For example,
player 1 may be required to place the first bet during a round of
betting. However, player 6 may be required to make the first
hit/stand decision between rounds of betting. In general, players
acting earlier may be subject to different rules or restrictions
than are players who act later.
Rounds of Betting
[1083] In various embodiments, rounds of betting may occur at
predefined points in the game. In various embodiments, there may be
limits to the number of rounds of betting. Such limits may occur by
limiting the number of hit/stand decisions available to
players.
[1084] In some embodiments, there may be a round of betting after
everyone is given an opportunity to take a single card. For
example, the dealer goes around the table asking everyone if they
hit or stand. Those who hit get one card only (but may hit again in
subsequent rounds). Those who stand get no cards. Once each player
has had an opportunity to hit or stand, a round of betting may
commence. In some embodiments, all players remaining in the game
may be required to take part in the betting, regardless of their
prior hit/stand decision. In some embodiments, players who have
made a stand decision need not take part in the subsequent betting.
Player who stand and do not take part in the subsequent round of
betting may not be eligible to win the portion of the pot that
comes from the subsequent round of betting.
[1085] In some embodiments, there may be a round of betting after
just one player has made a hit/stand decision. For example, player
1 may decide to hit and thereby receive an extra card. A round of
betting may then commence. Player 2 may then decide to stand.
Another round of betting may then commence. Player 3 may then
decide to hit. Still another round of betting may then commence,
and so on. In some embodiments, rounds of betting may commence
after only certain decisions. For example, a round of betting
commences only after a player has hit, but not after a player has
decided to stand.
[1086] In some embodiments, there may be a fixed limit on the
number of cards a player can receive. For instance, a player may be
limited to taking only three cards after the initial two cards have
been dealt. Accordingly, there may be four rounds of betting, one
after the initial two cards are dealt, and one round each after all
players are given an opportunity to take an additional card.
[1087] In some embodiments, there may be a fixed number of rounds
of betting, but players may have the opportunity to take an
unlimited number of cards between rounds of betting, prior to a
round of betting, and/or after a round of betting. For example,
player 1 can hit twice before a given round of betting. Prior to
the next round of betting, player 1 can hit again. In some
embodiments, when a player stands, he is not necessarily prevented
from receiving further cards, he is just prevented from receiving
further cards until after the next round of betting. In some
embodiments, once a player stands, he may not receive another card
for the remainder of the game.
[1088] In some embodiments, there may be an indefinite number of
rounds of betting until all players "stand" on a given round of
Blackjack decisions.
Avoiding Unlimited Hits
[1089] In some embodiments, there may be an opportunity for a
player to cause trouble by taking an unlimited number of hits, thus
exhausting the deck or forcing many rounds of betting to benefit
another one of his hands, or to benefit a confederate player.
Therefore, a player may be limited to some predetermined number of
hits and/or to some predetermined number of total cards. For
example, no player may have a hand with more than six cards. In
some embodiments, a player may be prevented from taking hits once
he shows a point total of 22 or more, e.g., in cards that are
face-up. In some embodiments, a player may be penalized if he is
found to have taken a hit once his hand reached a point total of 21
or more. For example, after a game, a player's down cards may be
revealed. If it is found that that player already had 22 points
prior to his last hit, the player may be asked to leave the
table.
Limitations on Future Actions
[1090] In some embodiments, once a player stands, the player may or
may not be allowed to take a card in a future round. In embodiments
where a player is prevented from future hits after standing, the
game may proceed more smoothly since the house will not have to
take the time to ask certain players what decisions they would like
to make.
[1091] In some embodiments, a player may go "all-in" when it would
require all his money or more than all his money to place or match
a bet. When going "all-in" a player may be required to commit to a
future strategy. For example, the player commits to take exactly
one more hit. This may avoid an advantageous situation for a player
where he gets to make future decisions without the cost of putting
in future bets.
Side Bets
[1092] In some embodiments, a first player may be interested in
competing against only certain other players. For instance, the
first player may feel he has no chance to beat everyone else, but
has a chance against the person to his right. Therefore, the two or
more players may place side bets against one another. Side bets may
go into a separate pot which is paid (after any rakes, commissions,
etc.) to the winner(s) of the side bet. For example, suppose player
1 has a side bet against player 2, in which both player 1 and
player 2 have placed a $10 bet into the side pot. At the end of the
game, player 1 may have 18 points while player 2 has 17 points.
Therefore, the side pot of $20 may be paid to player 1. This may
occur despite player 3 having a point total of 21. Player 3 may
thus receive the main pot of, say, $100.
Turning Up Others' Cards
[1093] In some embodiments, a player can force another to turn over
one or more cards. For example, player 1 can put $10 in the pot and
declare that player 3 must turn over his first down card. In some
embodiments, a player can declare that all players must turn over
one or more down cards from their respective hands.
Betting Order
[1094] In various embodiments, the determination of the betting
order may occur in various ways. In some embodiments, during a
single game, betting may start with the same player in every round
of betting. In some embodiments, each round of betting may start
with the player showing an ace, the highest point total, a
particular card combination, etc. In some embodiments, the player
who was the first to actually place a bet (as opposed to check) in
a prior round of betting is the first to have the opportunity to
place a bet in the next round of betting. In some embodiments, the
betting occurs clockwise from the first to bet. In some
embodiments, betting may proceed counter clockwise.
[1095] In some embodiments, the order of decisions in a decision
round may be the same as the order of betting in a betting round.
For example, the first person to be given the opportunity to bet in
a betting round may also be the first person given the opportunity
to hit or stand in a decision around. In some embodiments, the
order of decisions in a decision round may be different from the
order of betting in a betting round. In some embodiments, the order
of decisions in a decision round is opposite to the order of
betting in a betting round. For example, a betting round may begin
with player 1 to act first, player 2 to act second, and so on to
player 6. In a subsequent decision round, player 6 may decide first
whether to hit or stand, player 5 may decide second whether to hit
or stand, player 4 may decide third, and so on.
Computer Implemented Embodiments
[1096] As indicated, various embodiments described herein may be
played in a virtual or video game environment. Rather than sitting
at a table, a player may sit at a gaming device with a screen
display depicting his cards, as well as the revealed cards of other
players. In some embodiments, other players may be computer
generated players who play according to some pre-programmed
computer algorithm. In some embodiments, other players may include
humans situated at other gaming devices, computer terminals, etc.,
who are involved in the game. Video game embodiments, rather than
utilizing a physical deck of playing cards, may simulate the use of
a deck of cards and its shuffling using appropriate computer
algorithms. In embodiments where computer-generated players are
present, the gaming device may or may not collect a fee or
commission for play. For example, the gaming device may rely on the
superiority of its own algorithms for making money versus human
players.
[1097] In some embodiments, the computer may employ algorithms for
maximizing its expected winnings. In some embodiments, a game
consists of only two players, player 1 and player 2. Players 1 and
2 both place an ante into the pot, but there is no subsequent
betting. Player 1 and 2 then receive two cards. One of player 2's
cards is shown face-up. Player 1 then continues to hit as long as
he wants to, receiving new cards each time. Once player 1 has
decided to stand, player 1 shows all his cards. Player 2 then hits
until he is done. If player 1 has busted, then player 2 wins
automatically.
[1098] For this game, strategies to maximize expected winnings, in
some embodiments, are as follows. Player 1 should hit with any
point total of 15 or less. In addition, player 1 should hit with a
soft point total of 16 or 17. In other words, if player 1 has at
least one ace that is counted as 11, and has 16 or 17 total points,
he should hit. With hard hands of 16 or more, and with soft hands
of 18 or more, player 1 should stand. Once it is the turn of player
2, player 2 will know player 1's point total. His task is thus
fairly straightforward. If player 1's point total exceeds player
2's point total, but does not exceed 21, then player 2 should hit.
If player 2's point total exceeds player 1's point total, then
player 2 should stand. The question then remains as to what player
2 should do when his point total equals that of player 1. It is
assumed, in some embodiments, that the pot is split equally between
player 1 and player 2 in the event of a tie. If both player 1 and
player 2 have the same point total, then player 2 should hit only
if he has a soft hand of 17 points or less, or a hard hand of 14
points or less.
[1099] In some embodiments, a virtual deck may be used which
simulates an infinite deck. In other words, each card may be dealt
as if from a deck that had not been depleted, even after other
cards had already been dealt. In other embodiments, the virtual
deck may simulate 1, 2, 3, or N combined standard 52-card
decks.
Blackjack Pool
[1100] In traditional Blackjack, players receive more than their
initial bet for being dealt a Blackjack (e.g., ace-10, ace-jack,
ace-queen, ace-king). For example, for every dollar wagered, a
player may receive $1.50, in addition to his original wager, for
having achieved a Blackjack. In various embodiments, a pot will not
necessarily be large enough to provide a player with 3:2 odds in
the event of a player Blackjack. Accordingly, in some embodiments,
prior to the start of a game, all players (or a subset of players),
may contribute to a special "Blackjack pool". The Blackjack pool
may grow with each game as players add more money at the start or
each game. When a player is finally dealt a Blackjack, the
Blackjack pool is given to him. If multiple players receive
Blackjack at the same time, then the pool is divided among the
multiple players.
Splitting
[1101] In some embodiments, a player has the option of splitting
two like cards into two separate hands. For instance, a player with
an initial hand of two eights may split them into two separate
hands. As in standard Blackjack, the dealer may provide an extra
card to complete each split hand. In some embodiments, the player
must put an extra bet or ante into the pot when he splits hands. A
player who has split hands may then play them as two separate
hands. For instance, for each hand, the player may make decisions
of whether to hit or stand, and of whether to check, bet, raise,
call, or fold.
[1102] However, there may be some restrictions placed on a player
due his advantageous knowledge of any down cards for two hands.
When splitting, a player may be forced to reveal all down cards in
each of the split hands for the remainder of the game. In some
embodiments, a player who splits must commit to a fixed betting
strategy and hit/stand strategy for the remainder of the game. This
may prevent the player from benefiting from any extra advantage
gained by knowing the down cards in two hands.
[1103] A player may commit to a strategy in various ways. A player
may commit to continue to make hitting decisions for a hand until
the point total in the hand exceeds a threshold declared by the
player, such as 16. A player may commit to continue making hitting
decisions until one of two alternate criteria are met, including:
1) the player's point total has exceeded a first player specified
threshold even when any aces in the player's hands are counted as a
one (e.g., the player has a "hard hand"); or 2) the player's point
total has exceeded a second player specified threshold, contains at
least one ace, and the ace is counted as 11 points (e.g., the
player has a "soft hand"). For example, a player may commit to a
strategy where he will continue hitting until he reaches a hard 16
or a soft 19. A player may also commit to a strategy that is
dependent on one or more other players' hands. For example, a first
player may commit to a strategy in which he will hit on any point
total less than 14, and will hit on a 15 or 16 only if a second
player shows a face-up cards totaling between eight and ten points.
A player may commit to receiving a fixed number of future cards,
such as two.
[1104] Note that in various embodiments, a player may commit to a
strategy in circumstances other than splitting. For example, a
player may commit to a strategy when he is all-in.
[1105] Once a player has committed to a strategy, the player may be
dealt additional cards without further input from the player. For
example, the dealer may follow a strategy the player has committed
to without asking the player to verbalize any hit/stand
decisions.
[1106] In some embodiments, there are a limited number of
strategies to which a player may commit. For example, the house may
provide the player with a choice of strategy A, B, or C. The player
may choose one, after which the house will deal cards to the player
in accordance with the chosen strategy. The house may thereby
simplify its task of following a player strategy since it has only
a limited number of possible strategies to be aware of. Further,
the player may more easily indicate his choice of strategy. For
example, the player may simply place a token on the table labeled
"A", "B", or "C".
Double Down
[1107] In some embodiments, a player may make a single bet while at
the same time agreeing to a limitation on his future actions. For
instance, the player makes a bet and agrees to take only one more
card. In return, the player may stay in the hand without having to
make further bets. The player may then be eligible to win the pot
only up to what was in the pot when his bet had been matched by
other players.
Choosing To Receive Cards Up or Down
[1108] In some embodiments, a player may choose whether or not to
receive one or more future cards face-up or face-down. If the
player chooses face-up, he may be required to put in less money in
order to match a prior bet, or in order to force a future bet of a
given magnitude. For instance, if a player agrees to receive all
future cards face-up, then a bet of $10 may count as a bet of $20.
In some embodiments, the player can have his bets count more by
turning up one or more cards he currently holds face-down. For
example, a player can turn up the first card he has dealt and bet
$10, having it count as $20. A subsequent player who wishes to call
without turning over his own down card would be forced to put in
$20.
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