U.S. patent application number 12/166150 was filed with the patent office on 2009-05-14 for player value determination system.
This patent application is currently assigned to ACRES-FIORE, INC.. Invention is credited to John F. Acres.
Application Number | 20090124373 12/166150 |
Document ID | / |
Family ID | 40624243 |
Filed Date | 2009-05-14 |
United States Patent
Application |
20090124373 |
Kind Code |
A1 |
Acres; John F. |
May 14, 2009 |
PLAYER VALUE DETERMINATION SYSTEM
Abstract
Embodiments of the invention are directed toward a system that
determines a player's value. Valued players may then be rewarded
with certain benefits based on their value or expected value.
Valuation can be determined based on an identified player's
historical record, or calculated based on a perceived or projected
value. Third-party data can be a factor in determining the player
valuation.
Inventors: |
Acres; John F.; (Corvallis,
OR) |
Correspondence
Address: |
MARGER JOHNSON & MCCOLLOM, P.C.
210 SW MORRISON STREET, SUITE 400
PORTLAND
OR
97204
US
|
Assignee: |
ACRES-FIORE, INC.
Las Vegas
NV
|
Family ID: |
40624243 |
Appl. No.: |
12/166150 |
Filed: |
July 1, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60987293 |
Nov 12, 2007 |
|
|
|
Current U.S.
Class: |
463/29 ;
463/25 |
Current CPC
Class: |
G07F 17/3239 20130101;
G07F 17/3225 20130101; G07F 17/32 20130101; G07F 17/3255 20130101;
G07F 17/326 20130101; G07F 17/3244 20130101 |
Class at
Publication: |
463/29 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for determining a value of a player having a player
account in a player rewards system, comprising: a player
information storage section to store non-game related player
information about the player; an information correlator structured
to compare the stored player information to existing data stored in
the player rewards system having common characteristics to the
player information; and an associator structured to ascribe a
player value to the player based on an output of the information
correlator.
2. The system for determining a value of a player of claim 1 in
which the associator is structured to ascribe a player value based
at least in part on player values of other players in the player
rewards system.
3. The system for determining a value of a player of claim 1 in
which the existing data stored in the player rewards system
comprises zip code data.
4. The system for determining a value of a player of claim 1 in
which the existing data stored in the player rewards system
comprises street address data.
5. The system for determining a value of a player of claim 1,
further comprising: a data repository associated with the player
information and storing historical game-related player information
about the player.
6. The system for determining a value of a player of claim 5,
further comprising a game-play-based player valuator coupled to the
data respository and structured to generate a secondary player
value.
7. The system for determining a value of a player of claim 6 in
which the player value is combined with the secondary player value
to create a final player value.
8. The system for determining a value of a player of claim 1,
further comprising a public record database.
9. The system for determining a value of a player of claim 1,
further comprising: a game configurator having the player value as
an input and structured to generate an action that causes the
configurable game device to modify a paytable based on the player
value.
10. A method of determining a player value, comprising: gathering
non-game-related data about the player; comparing the
non-game-related data to non-game-related data about other players
for which a value is already determined; and assigning a player
value to the player based on the value of the other players.
11. The method of claim 10, in which the non-game-related data
comprises age.
12. The method of claim 10, in which the non-game-related data
comprises affiliation in a group.
13. The method of claim 10, in which the non-game-related data
comprises credit score.
14. The method of claim 10, in which the non-game-related data
comprises frequency of visits.
15. The method of claim 10 in which assigning a player value
comprises averaging the player values of each player who has
matching non-game-related data.
16. The method of claim 10, further comprising adjusting the
assigned player value by factoring game-related data about the
player.
17. The method of claim 10, further comprising: modifying a
paytable of a game based on the assigned player value.
Description
RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional Patent
application No. 60/987,293, filed Nov. 12, 2007, entitled USING A
PLAYER TRACKING SYSTEM TO IMPLEMENT A BONUS AWARD FOR A PLAYER OF
AN ELECTRONIC GAMING MACHINE, the contents of which are hereby
incorporated by reference. Additionally this application is related
to U.S. patent application Ser. No. ______ (attorney docket number
1351-0024), entitled GAMING DEVICE CONFIGURATION BASED ON PLAYER
VALUE, and to U.S. patent application Ser. No. ______ (attorney
docket number 1351-0074), entitled PLAYER-BASED COMPENSATION, both
of which are filed on even date herewith, and the teachings of both
of which are incorporated by reference.
TECHNICAL FIELD
[0002] The present invention relates to gaming systems, and, more
particularly, to a system for configuring a gaming device based on
the value or potential value of an identified player.
BACKGROUND
[0003] Gaming is an industry heavily regulated by federal, state,
and local government. Gaming regulators ensure table rules and slot
machines are calibrated or programmed to provide a reasonable rate
of return to their players. Typically, for slot machines, gaming
regulators set a minimum and sometimes a maximum rate of return.
These "return rates", which are the counterpart to casino "hold
percentages," are set to provide the specified rate of return to
players over a relatively large number of games, or "pulls." In
other words, if a game is configured for a return rate of 95%, the
game should approximate that return rate over a period of play. Of
course, the game's volatility could cause it to pay far above or
below its configured return rate over short periods, but the game
should approach its configured return rate as the period of play
increases.
[0004] In most jurisdictions, gaming regulators will specify a
minimum return rate--say 75%. Of course, a gaming machine that pays
back more than it takes in--which by definition it does if the
return rate is >100%--it cannot be profitable for the casino.
Some casinos will configure a few of their games at >100%
payback as a marketing ploy but generally a game's return rate is
set somewhere above the regulated minimum return rate and an upper
amount of <100%.
[0005] The "volatility" of a game refers to how often and how much
a game pays. A game may achieve, for example a 0.85 return rate by
paying relatively low wins fairly often (low volatility), or by
paying relatively large wins fairly infrequently (high volatility).
In both cases the average payout of the game equals the specified
0.85 return rate, but how that rate is paid out differs
significantly. Some players prefer low volatile games, while others
prefer higher volatility.
[0006] Casinos typically set the return rates somewhere between the
minimum and to achieve maximum profit. Return rates set near the
minimum make the most money per game played, but fewer people will
choose to gamble because losses are so frequent. Higher return
rates almost certainly instigate additional play but too high a
return rate will decrease profits even more than increased volume
can compensate for.
[0007] Changing the hold percentages and volatility of games
typically requires the casino operator to physically change a
computer chip on the game, although newer technology allows
"electronic downloading of a different hold percentage or
volatility characteristic. Regardless of how configured, the
volatility and payback characteristics of a game are held constant,
regardless of individual player desire or worth. Casinos have long
recognized that some players are worth more than others and that
some players prefer different volatility characteristics than
others.
[0008] Bonuses are paid above and beyond the pay table of the base
game. Bonuses, such as cash bonuses or other credits are used to
reward repeat customers and encourage them to frequent a particular
casino. Bonuses are often awarded through a system that tracks a
player's play, known as "player tracking" systems. After the player
has played a minimum number of hands, or satisfies other criteria,
the casino awards the player a bonus in some form. Such bonuses
allow the casino to offer certain players a higher overall payback
for a given wager amount but bonuses cannot significantly impact
the volatility of the game itself.
[0009] Some players do not like to use player tracking cards
because they feel that the casino will "punish" them if they
receive a big win on the underlying base game, and not pay another
win for a relatively long time. These concerns exist even though
player tracking systems only add to the winnings of the underlying
base game, and do not take away from it. Such distrust causes many
players to play without a card inserted, even if playing with such
a card ultimately benefits the player.
[0010] Casinos would like to entice players to use cards while
gaming so that the casinos can provide a more customized
entertainment experience for each player, but the distrust prevents
many players from using the player tracking cards.
[0011] Embodiments of the invention address these and other issues
in the prior art.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1A is a functional block diagram that illustrates a
gaming device according to embodiments of the invention.
[0013] FIG. 1B is an isometric view of the gaming device
illustrated in FIG. 1A.
[0014] FIGS. 2A, 2B, and 2C are detail diagrams of exemplary types
of gaming devices according to embodiments of the invention.
[0015] FIG. 3 is a functional block diagram of networked gaming
devices according to embodiments of the invention.
[0016] FIG. 4 is a detail diagram of three reels on a base game to
illustrate embodiments of the invention.
[0017] FIG. 5A is a detail diagram of five reels on a base game to
illustrate embodiments of the invention.
[0018] FIG. 5B is a block diagram illustrating a player benefits
screen according to embodiments of the invention.
[0019] FIG. 6 is a functional block diagram of a portion of a
gaming network in conjunction with the network illustrated in FIG.
3 according to embodiments of the invention.
DESCRIPTION
[0020] FIGS. 1A and 1B illustrate example gaming devices according
to embodiments of the invention.
[0021] Referring to FIGS. 1A and 1B, a gaming device 10 is an
electronic gaming machine. Although an electronic gaming machine or
"slot" machine is illustrated, various other types of devices may
be used to wager monetarily based credits on a game of chance in
accordance with principles of the invention. The term "electronic
gaming device" is meant to include various devices such as
electromechanical spinning-reel type slot machines, video slot
machines, and video poker machines, for instance. Other gaming
devices may include computer-based gaming machines, wireless gaming
devices, multi-player gaming stations, modified personal electronic
gaming devices (such as cell phones), personal computers,
server-based gaming terminals, and other similar devices. Although
embodiments of the invention will work with all of the gaming types
mentioned, for ease of illustration the present embodiments will be
described in reference to the electronic gaming machine 10 shown in
FIGS. 1A and 1B.
[0022] The gaming device 10 includes a cabinet 15 housing
components to operate the gaming device 10. The cabinet 15 may
include a gaming display 20, a base portion 13, a top box 18, and a
player interface panel 30. The gaming display 20 may include
mechanical spinning reels (FIG. 2A), a video display (FIGS. 2B and
2C), or a combination of both spinning reels and a video display
(not shown). The gaming cabinet 15 may also include a credit meter
27 and a coin-in or bet meter 28. The credit meter 27 may indicate
the total number of credits remaining on the gaming device 10 that
are eligible to be wagered. In some embodiments, the credit meter
27 may reflect a monetary unit, such as dollars. However, it is
often preferable to have the credit meter 27 reflect a number of
`credits,` rather than a monetary unit. The bet meter 28 may
indicate the amount of credits to be wagered on a particular game.
Thus, for each game, the player transfers the amount that he or she
wants to wager from the credit meter 27 to the bet meter 28. In
some embodiments, various other meters may be present, such as
meters reflecting amounts won, amounts paid, or the like. In
embodiments where the gaming display 20 is a video monitor, the
information indicated on the credit meters may be shown on the
gaming display itself 20 (FIG. 2B).
[0023] The base portion 13 may include a lighted panel 14, a coin
return (not shown), and a gaming handle 12 operable on a partially
rotating pivot joint 11. The game handle 12 is traditionally
included on mechanical spinning-reel games, where the handle may be
pulled toward a player to initiate the spinning of reels 22 after
placement of a wager. The top box 18 may include a lighted panel
17, a video display (such as an LCD monitor), a mechanical bonus
device (not shown), and a candle light indicator 19. The player
interface panel 30 may include various devices so that a player can
interact with the gaming device 10.
[0024] The player interface panel 30 may include one or more game
buttons 32 that can be actuated by the player to cause the gaming
device 10 to perform a specific action. For example, some of the
game buttons 32 may cause the gaming device 10 to bet a credit to
be wagered during the next game, change the number of lines being
played on a multi-line game, cash out the credits remaining on the
gaming device (as indicated on the credit meter 27), or request
assistance from casino personnel, such as by lighting the candle
19. In addition, the player interface panel 30 may include one or
more game actuating buttons 33. The game actuating buttons 33 may
initiate a game with a pre-specified amount of credits. On some
gaming devices 10 a "Max Bet" game actuating button 33 may be
included that places the maximum credit wager on a game and
initiates the game. The player interface panel 30 may further
include a bill acceptor 37 and a ticket printer 38. The bill
acceptor 37 may accept and validate paper money or previously
printed tickets with a credit balance. The ticket printer 38 may
print out tickets reflecting the balance of the credits that remain
on the gaming device 10 when a player cashes out by pressing one of
the game buttons 32 programmed to cause a `cashout.` These tickets
may be inserted into other gaming machines or redeemed at a cashier
station or kiosk for cash.
[0025] The gaming device 10 may also include one or more speakers
26 to transmit auditory information or sounds to the player. The
auditory information may include specific sounds associated with
particular events that occur during game play on the gaming device
10. For example, a particularly festive sound may be played during
a large win or when a bonus is triggered. The speakers 26 may also
transmit "attract" sounds to entice nearby players when the game is
not currently being played.
[0026] The gaming device 10 may further include a secondary display
25. This secondary display 25 may be a vacuum fluorescent display
(VFD), a liquid crystal display (LCD), a cathode ray tube (CRT), a
plasma screen, or the like. The secondary display 25 may show
ancillary information to the player. For example, the secondary
display 25 may show player tracking information, secondary bonus
information, advertisements, or player selectable game options.
[0027] The gaming device 10 includes a microprocessor 40 that
controls operation of the gaming device 10. If the gaming device 10
is a standalone gaming device, the microprocessor 40 may control
virtually all of the operations of the gaming devices and attached
equipment, such as operating game logic stored in memory (not
shown) as firmware, controlling the display 20 to represent the
outcome of a game, communicating with the other peripheral devices
(such as the bill acceptor 37), and orchestrating the lighting and
sound emanating from the gaming device 10. In other embodiments
where the gaming device 10 is coupled to a network 50, as described
below, the microprocessor 40 may have different tasks depending on
the setup and function of the gaming device. For example, the
microprocessor 40 may be responsible for running the base game of
the gaming device and executing instructions received over the
network 50 from a bonus server or player tracking server. In a
server-based gaming setup, the microprocessor 40 may act as a
terminal to execute instructions from a remote server that is
running game play on the gaming device.
[0028] The microprocessor 40 may be coupled to a machine
communication interface (MCI) 42 that connects the gaming device 10
to a gaming network 50. The MCI 42 may be coupled to the
microprocessor 40 through a serial connection, a parallel
connection, an optical connection, or in some cases a wireless
connection. The gaming device 10 may include memory 41 (MEM), such
as a random access memory (RAM), coupled to the microprocessor 40
and which can be used to store gaming information, such as storing
total coin-in statistics about a present or past gaming session,
which can be communicated to a remote server or database through
the MCI 42. The MCI 42 may also facilitate communication between
the network 50 and the secondary display 25 or a player tracking
unit 45 housed in the gaming cabinet 15.
[0029] The player tracking unit 45 may include an identification
device 46 and one or more buttons 47 associated with the player
tracking unit 45. The identification device 46 serves to identify a
player, by, for example, reading a player-tracking device, such as
a player tracking card that is issued by the casino to individual
players who choose to have such a card. The identification device
46 may instead, or additionally, identify players through other
methods, such as user ID and PIN or password, biometric methods
such as a fingerprint, hand or eye scanner, or a receiver to
receive a unique signal from the player, such as an RFID signal
used to uniquely identify the player. Player tracking systems using
player tracking cards and card readers 46 are known in the art.
Briefly summarizing such a system, a player registers with the
casino prior to commencing gaming. The casino issues a unique
player-tracking card to the player and opens a corresponding player
account that is stored on a server or host computer, described
below with reference to FIG. 3. The player account may include the
player's name and mailing address and other information of interest
to the casino in connection with marketing efforts. Prior to
playing one of the gaming devices in the casino, the player inserts
the player tracking card into the identification device 46 thus
permitting the casino to track player activity, such as amounts
wagered, credits won, and rate of play.
[0030] A player tracking display screen 48 may be used to provide
information about the player tracking system to the identified or
unidentified player. For an identified player, the display screen
48 may display identification information, such as name or
nickname, as well as the current "status" or indication of how many
player points the identified player has accrued. It may also
display various menu options for the player to manage the player
account, such as redemptions. For an unidentified player, the
display screen 48 may provide information on the benefits of
signing up for a player account and being an identified member. For
example, the display screen 48 may illustrate a particular offer to
the player, such as "sign up now for a player account and receive
50 free credits--press `here` now."
[0031] To induce the player to use the card and be an identified
player, the casino may award each player points proportional to the
money or credits wagered by the player. Players typically accrue
points at a rate related to the amount wagered, although other
factors may cause the casino to award the player various amounts.
The points may be displayed on the secondary display 25 or using
other methods. In conventional player tracking systems, the player
may take his or her card to a special desk in the casino where a
casino employee scans the card to determine how many accrued points
are in the player's account. The player may redeem points for
selected merchandise, meals in casino restaurants, or the like,
which each have assigned point values. In some player tracking
systems, the player may use the secondary display 25 to access
their player tracking account, such as to check a total number of
points, redeem points for various services, make changes to their
account, or download promotional credits to the gaming device 10.
In other embodiments, the identification device 46 may read other
identifying cards (such as driver licenses, credit cards, etc.) to
identify a player and match them to a corresponding player tracking
account. Although FIG. 1A shows the player tracking unit 45 with a
card reader as the identification device 46, other embodiments may
include a player tracking unit 45 with a biometric scanner, PIN
code acceptor, or other methods of identifying a player to pair the
player with their player tracking account.
[0032] During typical play on a gaming device 10, a player plays a
game by placing a wager and then initiating a gaming session. The
player may initially insert monetary bills or previously printed
tickets with a credit value into the bill acceptor 37. The player
may also put coins into a coin acceptor (not shown) or a credit
card into a card reader/authorizer (not shown). The credit meter 27
displays the numeric credit value of the money inserted dependent
on the denomination of the gaming device 10. That is, if the gaming
device 10 is a nickel slot machine and a $20 bill inserted into the
bill acceptor 37, the credit meter will reflect 400 credits or one
credit for each nickel of the inserted twenty dollars. For gaming
devices 10 that support multiple denominations, the credit meter 27
will reflect the amount of credits relative to the denomination
selected. Thus, in the above example, if a penny denomination is
selected after the $20 is inserted the credit meter will change
from 400 credits to 2000 credits.
[0033] A wager may be placed by pushing one or more of the game
buttons 32, which may be reflected on the bet meter 28. That is,
the player can generally depress a "bet one" button (one of the
buttons on the player interface panel 30, such as 32), which
transfers one credit from the credit meter 27 to the bet meter 28.
Each time the button 32 is depressed an additional single credit
transfers to the bet meter 28 up to a maximum bet that can be
placed on a single play of the electronic gaming device 10. The
gaming session may be initiated by pulling the gaming handle 12 or
depressing the spin button 33. On some gaming devices 10, a "max
bet" button (another one of the buttons 32 on the player interface
panel 30) may be depressed to wager the maximum number of credits
supported by the gaming device 10 and initiate a gaming
session.
[0034] If the gaming session does not result in any winning
combination, the process of placing a wager may be repeated by the
player. Alternatively, the player may cash out any remaining
credits on the credit meter 27 by depressing the "cash-out" button
(another button 32 on the player interface panel 30), which causes
the credits on the credit meter 27 to be paid out in the form of a
ticket through the ticket printer 38, or may be paid out in the
form of returning coins from a coin hopper (not shown) to a coin
return tray.
[0035] If instead a winning combination (win) appears on the
display 20, the award corresponding to the winning combination is
immediately applied to the credit meter 27. For example, if the
gaming device 10 is a slot machine, a winning combination of
symbols 23 may land on a played payline on reels 22. If any bonus
games are initiated, the gaming device 10 may enter into a bonus
mode or simply award the player with a bonus amount of credits that
are applied to the credit meter 27.
[0036] FIGS. 2A to 2C illustrate exemplary types of gaming devices
according to embodiments of the invention. FIG. 2A illustrates an
example spinning-reel gaming machine 10A, FIG. 2B illustrates an
example video slot machine 10B, and FIG. 2C illustrates an example
video poker machine 10C.
[0037] Referring to FIG. 2A, a spinning-reel gaming machine 10A
includes a gaming display 20A having a plurality of mechanical
spinning reels 22A. Typically, spinning-reel gaming machines 10A
have three to five spinning reels 22A. Each of the spinning reels
22A has multiple symbols 23A that may be separated by blank areas
on the spinning reels 22A, although the presence of blank areas
typically depends on the number of reels 22A present in the gaming
device 10A and the number of different symbols 23A that may appear
on the spinning reels 22A. Each of the symbols 22A or blank areas
makes up a "stop" on the spinning reel 22A where the reel 22A comes
to rest after a spin. Although the spinning reels 22A of various
games 10A may have various numbers of stops, many conventional
spinning-reel gaming devices 10A have reels 22A with twenty two
stops.
[0038] During game play, the spinning reels 22A may be controlled
by stepper motors (not shown) under the direction of the
microprocessor 40 (FIG. 1A). Thus, although the spinning-reel
gaming device 10A has mechanical based spinning reels 22A, the
movement of the reels themselves is electronically controlled to
spin and stop. This electronic control is advantageous because it
allows a virtual reel strip to be stored in the memory 41 of the
gaming device 10A, where various "virtual stops" are mapped to each
physical stop on the physical reel 22A. This mapping allows the
gaming device 10A to establish greater awards and bonuses available
to the player because of the increased number of possible
combinations afforded by the virtual reel strips.
[0039] A gaming session on a spinning reel slot machine 10A
typically includes the player pressing the "bet-one" button (one of
the game buttons 32A) to wager a desired number of credits followed
by pulling the gaming handle 12 (FIGS. 1A, 1B) or pressing the spin
button 33A to spin the reels 22A. Alternatively, the player may
simply press the "max-bet" button (another one of the game buttons
32A) to both wager the maximum number of credits permitted and
initiate the spinning of the reels 22A. The spinning reels 22A may
all stop at the same time or may individually stop one after
another (typically from left to right) to build player
anticipation. Because the display 20A usually cannot be physically
modified, some spinning reel slot machines 10A include an
electronic display screen in the top box 18 (FIG. 1B), a mechanical
bonus mechanism in the top box 18, or a secondary display 25 (FIG.
1A) to execute a bonus.
[0040] Referring to FIG. 2B, a video gaming machine 10B may include
a video display 20B to display virtual spinning reels 22B and
various other gaming information 21B. The video display 20B may be
a CRT, LCD, plasma screen, or the like. It is usually preferable
that the video display 20B be a touchscreen to accept player input.
A number of symbols 23A appear on each of the virtual spinning
reels 22B. Although FIG. 2B shows five virtual spinning reels 22B,
the flexibility of the video display 20B allows for various reel
22B and game configurations. For example, some video slot games 10B
spin reels for each individual symbol position (or stop) that
appears on the video display 20B. That is, each symbol position on
the screen is independent of every other position during the gaming
sessions. In these types of games, very large numbers of pay lines
or multiple super scatter pays can be utilized since similar
symbols could appear at every symbol position on the video display
20B. On the other hand, other video slot games 10B more closely
resemble the mechanical spinning reel games where symbols that are
vertically adjacent to each other are part of the same continuous
virtual spinning reel 22B.
[0041] Because the virtual spinning reels 22B, by virtue of being
computer implemented, can have almost any number of stops on a reel
strip, it is much easier to have a greater variety of displayed
outcomes as compared to spinning-reel slot machines 10A (FIG. 2A)
that have a fixed number of physical stops on each spinning reel
22A.
[0042] With the possible increases in reel 22B numbers and
configurations over the mechanical gaming device 10A, video gaming
devices 10B often have multiple paylines 24 that may be played. By
having more paylines 24 available to play, the player may be more
likely to have a winning combination when the reels 22B stop and
the gaming session ends. However, since the player typically must
wager at least a minimum number of credits to enable each payline
24 to be eligible for winning, the overall odds of winning are not
much different, if at all, than if the player is wagering only on a
single payline. For example, in a five line game, the player may
bet one credit per payline 24 and be eligible for winning symbol
combinations that appear on any of the five played paylines 24.
This gives a total of five credits wagered and five possible
winning paylines 24. If, on the other hand, the player only wagers
one credit on one payline 24, but plays five gaming sessions, the
odds of winning would be identical as above: five credits wagered
and five possible winning paylines 24.
[0043] Because the video display 20B can easily modify the image
output by the video display 20B, bonuses, such as second screen
bonuses are relatively easy to award on the video slot game 10B.
That is, if a bonus is triggered during game play, the video
display 20B may simply store the resulting screen shot in memory
and display a bonus sequence on the video display 20B. After the
bonus sequence is completed, the video display 20B may then
retrieve the previous screen shot and information from memory, and
re-display that image.
[0044] Also, as mentioned above, the video display 20B may allow
various other game information 21B to be displayed. For example, as
shown in FIG. 2B, banner information may be displayed above the
spinning reels 22B to inform the player, perhaps, which symbol
combination is needed to trigger a bonus. Also, instead of
providing a separate credit meter 27 (FIG. 1A) and bet meter 28,
the same information can instead be displayed on the video display
20B. In addition, "soft buttons" 29B such as a "spin" button or
"help/see pays" button may be built using the touch screen video
display 20B. Such customization and ease of changing the image
shown on the display 20B adds to the flexibility of the game
10B.
[0045] Even with the improved flexibility afforded by the video
display 20B, several physical buttons 32B and 33B are usually
provided on video slot machines 10B. These buttons may include game
buttons 32B that allow a player to choose the number of paylines 24
he or she would like to play and the number of credits wagered on
each payline 24. In addition, a max bet button (one of the game
buttons 32B) allows a player to place a maximum credit wager on the
maximum number of available paylines 24 and initiate a gaming
session. A repeat bet or spin button 33B may also be used to
initiate each gaming session when the max bet button is not
used.
[0046] Referring to FIG. 2C, a video poker gaming device 10C may
include a video display 20C that is physically similar to the video
display 20B shown in FIG. 2B. The video display 20C may show a
poker hand of five cards 23C and various other player information
21C including a paytable for various winning hands, as well as a
plurality of player selectable soft buttons 29C. The video display
20C may present a poker hand of five cards 23C and various other
player information 21C including a number of player selectable soft
(touch-screen) buttons 29C and a paytable for various winning
hands. Although the embodiment illustrated in FIG. 3C shows only
one hand of poker on the video display 20C, various other video
poker machines 10C may show several poker hands (multi-hand poker).
Typically, video poker machines 10C play "draw" poker in which a
player is dealt a hand of five cards, has the opportunity to hold
any combination of those five cards, and then draws new cards to
replace the discarded ones. All pays are usually given for winning
combinations resulting from the final hand, although some video
poker games 10C may give bonus credits for certain combinations
received on the first hand before the draw. In the example shown in
FIG. 2C a player has been dealt two aces, a three, a six, and a
nine. The video poker game 10C may provide a bonus or payout for
the player having been dealt the pair of aces, even before the
player decides what to discard in the draw. Since pairs, three of a
kind, etc. are typically needed for wins, a player would likely
hold the two aces that have been dealt and draw three cards to
replace the three, six, and nine in the hope of receiving
additional aces or other cards leading to a winning combination
with a higher award amount. After the draw and revealing of the
final hand, the video poker game 10C typically awards any credits
won to the credit meter.
[0047] The player selectable soft buttons 29C appearing on the
screen respectively correspond to each card on the video display
20C. These soft buttons 29C allow players to select specific cards
on the video display 20C such that the card corresponding to the
selected soft button is "held" before the draw. Typically, video
poker machines 10C also include physical game buttons 32C that
correspond to the cards in the hand and may be selected to hold a
corresponding card. A deal/draw button 33C may also be included to
initiate a gaming session after credits have been wagered (with a
bet button 32C, for example) and to draw any cards not held after
the first hand is displayed.
[0048] Although examples of a spinning reel slot machine 10A, a
video slot machine 10B, and a video poker machine 10C have been
illustrated in FIGS. 2A-2C, gaming machines and various other types
of gaming devices known in the art are contemplated and are within
the scope of the invention.
[0049] FIG. 3 is a block diagram illustrating networked gaming
devices according to embodiments of the invention. Referring to
FIG. 3, multiple electronic gaming devices (EGMs) 70, 71, 72, 73,
74, and 75 may be coupled to one another and coupled to a remote
server 80 through a network 50. For ease of understanding, gaming
devices or EGMs 70, 71, 72, 73, 74, and 75 are generically referred
to as EGMs 70-75. The term EGMs 70-75, however, may refer to any
combination of one or more of EGMs 70, 71, 72, 73, 74, and 75.
Additionally, the gaming server 80 may be coupled to one or more
gaming databases 90. These gaming network 50 connections may allow
multiple gaming devices 70-75 to remain in communication with one
another during particular gaming modes such as tournament play or
remote head-to-head play. Although some of the gaming devices 70-75
coupled on the gaming network 50 may resemble the gaming devices
10, 10A, 10B, and 10C shown in FIGS. 1A-1B and 2A-2C, other coupled
gaming devices 70-75 may include differently configured gaming
devices. For example, the gaming devices 70-75 may include
traditional slot machines 75 directly coupled to the network 50,
banks of gaming devices 70 coupled to the network 50, banks of
gaming devices 70 coupled to the network through a bank controller
60, wireless handheld gaming machines 72 and cell phones 73 coupled
to the gaming network 50 through one or more wireless routers or
antennas 61, personal computers 74 coupled to the network 50
through the internet 62, and banks of gaming devices 71 coupled to
the network through one or more optical connection lines 64.
Additionally, some of the traditional gaming devices 70, 71, and 75
may include electronic gaming tables, multi-station gaming devices,
or electronic components operating in conjunction with non-gaming
components, such as automatic card readers, chip readers, and chip
counters, for example.
[0050] Gaming devices 71 coupled over an optical line 64 may be
remote gaming devices in a different location or casino. The
optical line 64 may be coupled to the gaming network 50 through an
electronic to optical signal converter 63 and may be coupled to the
gaming devices 71 through an optical to electronic signal converter
65. The banks of gaming devices 70 coupled to the network 50 may be
coupled through a bank controller 60 for compatibility purposes,
for local organization and control, or for signal buffering
purposes.
[0051] The EGMs 70-75 may include interface hardware (not
separately illustrated) specifically to couple the EGMs to the
server 80 through the gaming network 50, the interface hardware.
The interface hardware may operate in conjunction with the EGM
70-75 to implement particular network functions or commands from
the server 80. In other embodiments, the EGMs 70-75 include any
interface HW within the EGMs themselves, without any separate
interface hardware.
[0052] Commands, methods and processes, etc., can be performed by
the server 80, other hardware connected to the network 50, the EGMs
70-75, the interface hardware described above, or the EGMs 70-75
themselves, depending on the implementation specifics as is known
in the art. Where such functions originate or occur is immaterial
to the implementations of the functions.
[0053] The network 50 may include serial or parallel signal
transmission lines and carry data in accordance with data transfer
protocols such as Ethernet transmission lines, firewire lines, USB
lines, or other communication protocols. Although not shown in FIG.
3, substantially the entire network 50 may be made of optical lines
64 or may be a wireless network.
[0054] As mentioned above, each gaming device 70-75 may have an
individual processor 40 (FIG. 1A) and memory 41 to run and control
game play on the gaming device 70-75, or some of the gaming devices
70-75 may be terminals that are run by a remote server 80 in a
server based gaming environment. Server based gaming environments
may be advantageous to casinos by allowing fast downloading of
particular game types or themes based on casino preference or
player selection. Additionally, tournament based games, linked
games, and certain game types, such as BINGO or keno may benefit
from at least some server 80 based control.
[0055] Thus, in some embodiments, the network 50, server 80, and
database 90 may be dedicated to communications regarding specific
game or tournament play. In other embodiments, however, the network
50, server 80, and database 90 may be part of a player tracking
network. For player tracking capabilities, when a player inserts a
player tracking card in the card reader 46 (FIG. 1A), the player
tracking unit 45 sends player identification information obtained
on the card reader 46 through the MCI 42 over the network 50 to the
player tracking server 80, where the player identification
information is compared to player information records in the player
database 90 to provide the player with information regarding their
player account or other features at the gaming device 10 where the
player is wagering. Additionally, multiple databases 90 and/or
servers 80 may be present and coupled to one or more networks 50 to
provide a variety of gaming services, such as both game/tournament
data and player tracking data.
[0056] The various systems described with reference to FIGS. 1-3
can be used in a number of ways. For instance, the systems can be
used to track data about various players. The tracked data can be
used by the casino to provide additional benefits to players, such
as extra bonuses or extra benefits such as bonus games and other
benefits as described above. These added benefits further entice
the players to play at the casino that provides the benefits.
[0057] Before now, these additional benefits were granted to
players above and beyond the standard paytables, or standard game
outcomes, of the base game played in the gaming device 10.
Embodiments of the invention, however, in addition to operating as
standard bonuses that can be paid above and beyond the base game 10
paytable, can be used to modify the outcome or paytable of the base
game itself. Therefore, using embodiments of the invention, a
casino or gaming system operator has greater control of game
outcome, which provides the player a more enriching gaming
experience that they enjoy more than a standard game.
[0058] As used in this description, the "base game" of the gaming
device 10 can include only the main game played in the gaming
device 10, or may additionally include any bonus game played in the
top box 18 (FIG. 1A), display 20, secondary display 25, player
tracking display 48, or elsewhere related to the gaming device
10.
[0059] Base game 10 paytables can be modified by sending codes from
the gaming server 80 to the particular base game on the particular
EGM 70-75 (FIG. 3) at which the identified player is playing. For
example, with reference to FIG. 1A, a player identifies himself or
herself to the base game 10, using the player tracking unit 45.
Identification may include inserting a valid player tracking card
or other identification process described above. With reference to
FIG. 3, once the player is identified, the server 80 can send a
token, signal, individualized paytable or bonus table, or other
data that causes the EGM 70 to update its paytable based on the
identity or other information associated with the identified
player. The original paytable of the base game 10 may have
multiple, selectable, pre-loaded variations that are selected by
the downloaded data. The downloaded data may include a bonus table
that is in addition to, rather than a part of the base game
paytable. Generally, the new paytable has a higher payback schedule
(i.e. lower casino hold percentage), which provides incentive to
the player to play as an identified player. In some embodiments,
there may be multiple new paytables for the base game 10, with
varying payback percentages, although only one paytable would be
active at any given time, i.e., for any given game.
[0060] The "cost" to a casino for providing greater benefit to a
carded player, i.e., one who is identified to the gaming network
50, and not necessarily required to have a "card," can be borne by
modifying the paytable of the base game 10. For instance, if the
gaming regulators specify that the payback percentage must be
between 0.75 and 0.95, and a particular base game 10 is set to have
a 0.85 payback percentage, the casino could lower the payback
percentage somewhat for non-identified players, and provide the
carded players a greater benefit without cost or at a mitigated
cost to the casino. This would have the tendency to provide even
more incentive to players than they currently have to play as an
identified player.
[0061] Thus, if the additional benefits granted to carded players
were considered to be part of the base game 10 paytable, the casino
could provide a lower payback percentage to non-identified players
than for identified players, which would serve to encourage players
to play as identified players. In other words, if one of the
additional benefits was, for example, an extra spin, this could
affect the paytable of the base game 10 because the extra spin is
an additional chance to win a payback from the paytable. Therefore,
providing benefits to carded players that affect the underlying
base game 10 would need to be carefully analyzed, but measuring and
defining appropriate parameters for such additional base game 10
benefits is not particularly more difficult than what game
manufacturers and operators currently provide for calculating the
payback tables of the base games 10.
[0062] The following disclosure describes various ways to provide
benefits to identified players that may, in some embodiments,
affect the base game paytable, and in other embodiments be separate
from the paytable and instead instituted as another form of player
bonus.
[0063] FIG. 4 illustrates player options that can be presented to a
player of a base game 10. The options include Hold, Nudge, Respin,
and Replace symbol. Embodiments of the invention may include any or
all of these options. Additionally, the options may be presented to
the player on the display 20, the secondary display 25, the player
tracking display 48, or elsewhere on the EGM 70-75 to be conveyed
to the player. Illustrated in FIG. 4 are three reels 112a, 112b,
and 112c, collectively referred to as reels 112. Additionally five
sets of buttons are illustrated and similarly labeled: Hold 114,
Nudge up 116, Nudge down 118, Respin 120, and Replace Symbol 122.
Each of the sets of buttons appears below each reel 112 and
controls its particular adjacent reel. Although a set of three
video reels 112 are illustrated in FIG. 4, the Hold, Nudge, Respin
and Replace options can be presented in a base game having any
number of reels 112, be they physical or virtual video reels.
Additionally, all of these concepts apply whether there are spaces
between the symbols 23 on the reels 112 or not.
[0064] Although FIG. 4 illustrates a reel-type slot machine
display, embodiments of the invention could equally apply to other
types of games, such as video poker, bingo, keno, or other types of
skilled or unskilled games.
[0065] Pressing one of the hold buttons 114 preserves the current
status of its corresponding reel, card, number, or element during a
subsequent spin or replay. For example, with reference to FIG. 4,
the player may wish to hold reels 112a and 112c, and would
therefore press the corresponding hold buttons 114a and 114c,
provided the player was given the benefit to use two "holds." In
some instances, a player may only be granted the privilege of using
one hold, or one hold at a time. Assuming the player is granted two
holds, during the next game, the reels 112a and 112c would not
spin, but would rather stay in their current positions. Only the
center reel 112b would spin. At the conclusion of the second spin,
the player is awarded according to the payout table of the base
game 10. Multiple "holds" could be awarded a player, so that the
player could hold particular reels for however many "holds" had
been granted. For instance, if six holds were granted, the player
could freeze the reels a total of six times, in any combination,
such as six spins where only one reel 112 is held, three spins
where two reels 112 are held, etc.
[0066] Pressing the re-spin button 120 allows the player 120 to
re-spin or replay the corresponding reel 112 without playing an
entire new game, which provides the player an additional chance to
secure a different outcome from the base game 10 paytable than
without a respin. In other types of games, a new card is dealt, or
a new number placed, for example. Similar to "holds" described
above, a player may be awarded one or more re-spins, which can be
used in any combination (within the limits specified by the game
operator) until they are all used, or until they expire, described
below. With reference to FIG. 4, the player may wish to respin the
reel 112b to try to secure a winning BAR combination on the center
payline.
[0067] Nudge is similar to re-spin, but allows the player to know
the outcome of the nudging action. For instance, with reference to
FIG. 4, pressing the nudge up button 116b would cause the reel 112b
to rotate upwards, and place "bar" in the center payline. Nudge
down works similarly, but in the opposite direction of "nudge up."
Because the outcome of the nudge is known, nudge may be more
valuable of a benefit to a player than hold or respin, and
therefore fewer nudge actions may be presented to a player. In
video poker, a "nudge" may provide a replacement with an `adjacent`
card, such as a "7" replaced by a "6" or an "8." A nudge may also
cause the selection of another card at random. In other games,
similar concepts can apply, for example selecting a bingo number
that is one over or one under the original bingo number.
[0068] The Replace Symbol 122 button allows a player to replace a
symbol 23 that appears on the base game 10 with a token or symbol
"stored" in a player account. Recall with reference to FIGS. 1A and
3 that a player account is kept for each identified player on the
database 90. In some embodiments of the invention an award of a
"symbol" or multiple symbols are earned by the player, either as an
achievement in a base game 10, or given to the player as a benefit
or bonus, or awarded the player for any number of reasons, as
described below. One or more user symbols can be used by the player
to replace a symbol 23 that appears on the base game 10 during a
game. For instance, with reference to FIG. 4, if the player has a
"bar" symbol stored in his or her account, the player could press
the Replace symbol button 122b to substitute the stored symbol for
the cherries symbol that appeared when the spin ended. Pressing the
Replace symbol button 122b may bring up a menu on the gaming
display 20, secondary display 25, player tracking display 48, or
elsewhere to allow the player to "remove" the symbol from the
player account and "spend" it on the particular game. Replacing
such a symbol allows the player to change a non-winning spin into a
winning one.
[0069] When playing non-reel games, the symbols would match the
possibilities of the game, of course. For instance, in video poker,
the symbol could be a particular card.
[0070] Symbols may be specific, such as cherries or bar symbols, or
general in nature, such as a "wildcard" symbol that could be used
to replace any symbol on the reel 112. Another class of wildcard
symbols, a "partial" or "limited" wildcard, could replace some but
not all of the available choices. For example, with reference to
video poker, a limited wildcard symbol could be any "heart," where
the partial wildcard could be substituted for any card in the
hearts suit, such as six of hearts. Other partial wildcard symbols
could include any facecard, or any number in the "I" column of
bingo. Multiple types of symbols could be earned, for instance, a
player could accumulate six "cherries," four "bar" symbols, and one
wildcard symbol. Indication of the symbols could be stored in the
player account on the database 90 within the gaming network 50, and
shown on the display 20, secondary display 25, and/or player
tracking display 48. How symbols can be accumulated in a player
account and how they expire is described below.
[0071] One particular example illustrating a game with wildcards is
illustrated in FIGS. 5A and 5B. In FIG. 5A, a five-line video reel
is illustrated on a screen 150, with five reels 152a-152e, each
with three symbols. In this particular game, there are three
symbols 154 on each reel 152, and there are five paylines 156.
Players win when they match symbols along one or more of the
paylines 156. Additionally, players can win when a minimum number
of the same symbols, such as 5 "member card" symbols, appear
anywhere on the five reels 152, with additional payouts for more
than five symbols, which is referred to herein as a "scatter
pay".
[0072] FIG. 5B is an example of a communication screen 160 shown to
a player on a display 25 or 48 of an EGM 10 (FIG. 1A). The
communication screen 160 is a real-time indicator of the holdings
of a player account for the particular game being played on the
base game 10. In this particular game, the casino wishes to
encourage that players play as identified players, i.e. members of
a "player's club," and the communication screen 160 is only shown
to players who choose to play as identified players.
[0073] A "holdings" section 162 of the screen 160 provides an
indication of the account holdings specific to the identified
player. In this example, the player has accumulated benefits
including five tokens or symbols, a "7," symbol a "bar" symbol, and
three "member card" symbols. The symbols can be accumulated as
described above. The holdings section may include an expiration
time indicator (not illustrated), i.e., how long the symbols are
available to the player, termed in numbers of future games and/or
time duration, or any of the expiration rules described above.
[0074] An "options" section 170 of the screen 160 informs the
identified player of the playing options the player has in
redeeming any or all of the symbols or tokens accumulated in the
player's holdings section 162. For instance, the options section
may illustrate that by playing two "member card" symbols, the
player qualifies to win the screen pay worth 30 credits, and by
playing three "member card" symbols, the player can win an enhanced
reward of 80 credits.
[0075] A redemption section 180 provides the player an opportunity
to redeem one or more player symbols that have been accumulated in
the player account. Further, an odds section 190 illustrates the
odds of winning certain combination with what is already in the
player account. Because the benefits to the identified player
exceed those of a non-identified player, the odds of winning shown
in the odds section 190 should be higher than those of an
un-identified player.
[0076] Any of the sections 162, 170, 180, 190 may include multiple
or scrolling screens if the information to be shown to the player
exceeds the section space. An example scrolling mechanism is
illustrated as 192, which allows the player to scroll the section
190.
[0077] In operation, as the player accumulates benefits, such as
the symbols or actions described above, the options section 170 and
odds section 190 are updated. These sections may be updated with
each game played or periodically. When the player desires to redeem
a symbol or other benefit, the player uses the redemption screen to
remove a symbol or benefit from their account and exchange it for
the payback rewards illustrated in the options section 170, or for
another chance at winning.
[0078] In addition to the benefits awarded to a player described
above, which are redeemed by particular player action with
particular buttons 114, 116, 118, 120, and 122, the identified
player could also be awarded benefits without requiring special
input for redemption.
[0079] As described above with reference to FIG. 2B, the player of
a base game 10 can select a number of paylines by selecting the
appropriate payline button 32B. Additionally, the player can select
the number of credits he or she wishes to wager per payline. Each
of these selections, payline and credits per payline typically has
an additional cost to the player over the minimum wager for the
base game 10. Embodiments of the invention grant the identified
player some or all of these benefits in the base game 10, without
extra cost to the player, or with a reduced cost, as an extra
reward for playing as an identified player.
[0080] For example, the identified player may be entitled to one
additional payline for the next ten games, either for free or for a
smaller cost than the typical cost for the additional payline. In
another example, the identified player may be given three free
additional paylines for the next 5 minutes. In a further example, a
player can be compensated as if he or she was playing "max bet,"
even though the player was only paying for one or two credits. Some
pay combinations or special paylines may be available only to those
players who are identified, i.e. carded players. In other
embodiments, entire games may be available only to players who are
valued above a minimum threshold. For instance, some games may be
available only to players who play as identified players, and
non-identified players are not allowed to play. Other games may be
available only to players who have had player accounts for a
minimum period of time, for example six months. Other games may be
limited to "high-roller" players who play often or who are
otherwise determined to be valuable to a casino.
[0081] In other embodiments, player benefits may take the form of
"helps" or "hints" that are displayed to the identified player as
the game progresses. For instance, when playing video poker, odds
of winning when particular cards are discarded and replaced can be
displayed to the identified player. Another player benefit may be
notice to the player that a particular minimum level of payout will
occur within the next 30 games. If the player continues to play for
the 30 games, the player is guaranteed to win the displayed minimum
payout. In implementation, the player tracking system may "watch"
the underlying base game 10 for those 30 games. If the payout
exceeds the minimum level, then the player tracking system pays
nothing over and above the paytable of the base game 10. If, on the
other hand, the base game 10 has not met the minimum payout level
promised the identified player, then the player tracking system
pays the player the deficiency, either directly through the player
rewards system described above, in a separate bonus, or through the
base game 10. In the last example, the player tracking system can
perform such an action by sending a command from the server 80 to
the EGM 70-75 on which the player is playing. The command may cause
the base game 10 to pay the minimum award directly to the account,
such as through the coin meter. In another method, the command from
the server 80 may cause the base game 10 to display a "winning"
combination, and pay the related payout, even though the base game
10 would have normally been a non-winning (or lower winning)
outcome.
[0082] A further benefit that can be provided a player is discount
or free tickets or awards to another type of game or a game in a
different part of the casino, or even at a different casino
property. For instance, if the gaming network 50 determines from
looking at history stored on the database 90 that a particular
player generally plays mechanical slots, the player could be
awarded a ticket that can be redeemed for three free games on a
video slot machine. Or the player can be awarded a ticket that
makes every play on a promoted machine into a "max bet," regardless
of the number of credits the player wagers. Other embodiments do
not require a physical ticket, but rather receive a free or
discounted game or series of games simply by identifying themselves
to the new game. For example, the identified player is playing
video reel slots and the player tracking system encourages the
player to try video poker by presenting three free games in a
message on one of the screens of the EGM 70-75. To redeem the
offer, the player need only go to a video poker machine, identify
himself or herself, and the video poker machine awards three free
credits to the player.
[0083] Each of the player benefits described above can be granted
to identified players based on certain criteria. In the most
straightforward case, some or all of these benefits may be granted
to an identified player simply for being identified. Stated
differently, players may be given some or all of these advantages
as additional incentives to play as an identified player. In such a
case, simply inserting the player identification card would give
the player, for example, two "holds," one "nudge," two "respins,"
two reel symbols and one wildcard symbol. These incentives would
remain in the player account stored on the database 90 and
available to the player until the player uses them, or until they
otherwise expire as described below.
[0084] When discussing accumulation and expiration of benefits or
advantages, hereinafter referred to as benefits, it is understood
that the benefits refer to any of the benefits discussed above, or
any other benefit provided to the player.
[0085] As described above, benefits may be presented to the player
for simply playing as an identified player. Additionally, the
benefits may accumulate based on other factors. For example, the
benefits may be presented to the player only during certain times
of day, such as very early in the morning, e.g. from 5:00 am to
6:30 am to promote casino play during typical non-busy times. The
benefits may be presented at various times of the day, such as only
between 7:00-9:00 am and 7:00-9:00 pm to promote return play.
[0086] Benefits may accumulate according to a set schedule, such as
a new symbol for every 100 credits played, or may include a
"mystery" element. In the "mystery" scenario, a new symbol is
awarded at a rate of 1 new symbol for every 100 credits, as an
average, although the actual symbol may be awarded at any time. For
example, a player may earn a first symbol at 67 credits, but then
not win another for another 140 credits played. Over time, the
award rate will average to one symbol per every 100 credits played,
but the excitement of not knowing when such benefit will be awarded
may heighten game playing excitement.
[0087] In some embodiments, benefits are awarded not based on hard
start or stop times, but as a function of time. More specifically,
there could be a benefit "multiple" of a baseline benefit rate. At
times the casino or game operator wishes to provide additional
benefits, the multiple is increased, such as during the time
periods above, or other times that the casino wishes to encourage
play. At times the casino wishes to minimize the amount of benefits
earned, the multiplier can be reduced. If the casino wishes to
reduce the benefits to an absolute minimum, the multiplier could be
reduced to a zero, which is the equivalent of a time period where
benefits do not accumulate. Programmatic controls could provide
minimum and maximum benefit levels. In other words, if the benefit
rate calculated by the system described above exceeded the
programmed maximum, the player would be awarded only at the maximum
rate.
[0088] In other embodiments, the minimum and maximum levels can be
changed based on the desires of the casino. For instance, during a
player visit, the rewards system may provide increased benefits for
a first time period, then decrease them for a second time period
then increase them again for a third. In one example, the rewards
system could always ensure that the player receives a minimum bonus
within the first 20 games the first time the player plays as an
identified player. In other embodiments, the rewards system could
be scheduled to reduce the awards rate after the time spent in the
casino, measured either in number of games or number of minutes
exceeds a pre-determined threshold. Players may be invited to
specify a period (in time, number of games, or spending limits, for
example) to the casino after which the casino reduces the benefits,
to encourage the player to spend only a set time playing. Of
course, any of these periods may include multiple sub-periods
within them, each with a different benefit level, such that the
benefit level is almost always changing or being evaluated for
change.
[0089] Benefits may be awarded based not only on time of day, but
also on particular days of the week, weeks of the year, holidays,
non-holidays, weekdays, weekends, etc. For example, a casino may
provide extra benefits during weekend buffers, such as Friday and
Mondays. A casino may advertise the fact that benefits are enhanced
during particular promotions to raise player participation, or it
may keep such benefit enhancement times secret from the
players.
[0090] In the most general embodiment, benefits could be earned and
spent (redeemed) during the same periods in which they are earned.
In other embodiments, benefits are earned during a "benefit
earning" period and can only be redeemed during a "benefit spending
(or redeeming) period." For example, in a two hour period, the
player may accumulate benefits during the first 90 minutes, but
only be allowed to redeem them during the final 30 minutes. Or
benefits may accumulate as they are earned or awarded, and then be
eligible to be redeemed only within a fixed number of games. In
other embodiments, the casino could allow a player to accumulate
benefits during a first visit, then require that the player return,
after a minimum waiting time period, in order to redeem them. As
can be understood, any combination of duration times, wait times,
number of games, etc. can be implemented in various embodiments of
the invention.
[0091] Benefits may be provided based on the number of visits per
day, or after a certain play duration in a particular time period
(such as day, days, week) that the player continues to play as an
identified player. For example, the player may accumulate one
wildcard symbol after 88 minutes of play in a first session, and an
additional wildcard after 150 minutes in a second session, but only
if the time between the first and second session exceeded a time
threshold, such as three hours.
[0092] In each of the described embodiments, a minimum level of
play may be required for the play to qualify or "count." In other
words, the benefit system may require that the player play "max
credits" for all spins to accumulate benefits. The system may
alternatively or additionally require that the player play a
minimum number of games per time unit, such as a minimum of three
games per minute. In yet another embodiment, the benefit system may
"count" all play as meeting the minimum play rate necessary to
qualify for benefits, but provide additional benefits that the
casino would like to promote for those players who are wagering
more or based on other factors described above. Further, some
benefits may be provided for all players, while other benefits
provided only for those players meeting a minimum requirement
threshold. In still another embodiment, the qualification to
receive benefits may be a minimum number of games, no matter how
long the player takes to play that minimum number.
[0093] Another criterion for accumulating benefits can be based on
the historical value of a player. Casinos have long attributed
"value" of a player based on various criteria, such as number of
past visits, frequency of visits, rate of play, rate of wagering,
number of "max bets" per hour, etc. A casino may implement a
benefit system that only awards benefits to the highest 15% of
valued players, or the highest 90% of valued players, or simply on
a player by player determination. A casino that has multiple
properties may provide benefits at a different rate depending on
which property an identified player is playing.
[0094] Benefits may be awarded based on individual play patterns
and styles. For instance, if past history indicates that the
identified player cashes out after five successive losses, then a
benefit could be granted that boosts a chances of a win after a
fourth consecutive loss. In another example, every detail of game
interaction from the time a player is identified until the player
cashes out is recorded and analyzed for ways to apply benefits, as
described above, at various times to encourage the player to
continue to enjoy his or her experience. When trends or events that
cause the player to stop enjoying playing are identified, benefits
can be granted to the identified player as those trends or events
unfold, which boosts player enjoyment. In general, any data
generated by or about an identified players interactions with the
gaming device 10 can be stored, classified, analyzed, and a
response made in the form of benefits awarded to the player to try
to enhance the player experience.
[0095] In one example, as the time interval between button pushes
increases, which may indicate player fatigue or disinterest, the
benefits level can be increased, or specific benefits can be
immediately awarded. In another example, when a player changes his
or her wagering style, such as changing to `bet 1` from `max bet,`
different benefit awards may be given. In another example, if the
player's history tends to show that they play $20 at each setting,
particular awards may be given as the player nears this amount. In
a further example, the player may be awarded if the player has a
particularly long streak of non-wins, in terms of time or number of
games. In yet another example, if the system determines that the
player typically cashes out because of a win, the player can be
provided a benefit that encourages him or her to continue, such as
credits that must be immediately played or they automatically
lapse.
[0096] Benefits may also be awarded based on a "projected" value of
the player. For instance, a casino may have information about other
players in the newly identified player's zipcode, and believes that
the new player will be valuable. The casino may award the new
player at a rate of a valued player, even though no player history
has been accumulated, based on this "projected" value. In addition
to zip code, other factors could be used, such as street address,
group affiliation, such as fraternal organizations, age, gender,
marital status, etc. As more information is becoming available on
public sources such as the internet, the gaming network could
couple to information sources through the Internet 62 (FIG. 3) to
find additional information about a player even though it was not
provided to or gathered by the casino. Public records such as house
values, property taxes, personal property holdings, credit score,
profession, criminal record etc. could factor into the casino's
decision as to the projected value of a player, and base or
determine a rate at which to grant benefits. Third-party
information could also be used, such as agglomerated credit card
data for particular zip codes, what magazines the player subscribes
to, and other data available for analysis to determine trends and
projected values of players, among other reasons.
[0097] Benefits may be awarded to a player based on special times
particular to the player, such as the first time a player plays as
an identified player. Other benefits particular to the player may
include birthdays, anniversaries, etc.
[0098] Benefits may be award to players based on other factors
relevant to a casino or game operator, such as weather. For
instance, if it is a relatively good weather day, casinos could
encourage play by raising a benefit rate for the players. In
another example, if there is poor weather and the casino is
relatively full, the benefit rate may be reduced. The gaming
network 50 may couple to a weather service or weather station over
the internet 62 (FIG. 3) to determine the present weather on which
to base its decision.
[0099] As described above, benefits accrued by players may be used
during "benefit spending" times, and not at other times. This
redemption period may also include a limit on how many benefits can
be used in a given time period. For example, the gaming network 50
may accrue six separate benefits stored in a player account on the
database 90, but only allow one benefit to be redeemed every 15
minutes, or every 8 games or wagers, for example. Benefits may be
valid for a given number of games, for example 185, no matter when
those games are played. For example, a player may play in the
morning, acquire benefits that expire in 185 games, leave for
lunch, and, when the player returns in the afternoon or in a month,
those benefits are still valid, having been stored in the player's
account. Additionally, benefits accrued by the player may have
expiration dates--a time at which they permanently expire and are
no longer available to the player until earned again. For example
the player may accumulate three "bar" symbols, to be used for
symbol replacement as described above with reference to FIG. 4, but
require that those particular benefits be used by the player by
midnight on the same day that they were acquired. After midnight,
the three "bar" symbols, if unused, would be deleted from the
player account. In another embodiment, a nudge could be awarded
that expires at the earlier of 200 games or 48 hours.
[0100] Benefits may expire for a number of reasons, such as time
limits or playing limits as described above. Benefit expiration may
also be tied to other events such as check-out of a casino hotel.
In such a system, the identified player could use benefits provided
the player was a guest at the casino hotel, but checking out of the
hotel would cause the benefits to expire. Benefits could expire if
the player drops below a minimum playing threshold, or a minimum
rate of play. Benefits could expire after the player exceeds a
given payback percentage, such as 3.5 times the player's coin-in.
In such a system, if for example the player had a coin-in of $250,
benefits could accrue (and be used by the identified player) until
the player had combined winnings of $875. The limits can be
continually calculated and updated by the game server 80 and
communicated over the gaming network 50.
[0101] FIG. 6 illustrates an embodiment of a player benefit system
200 having the functionality as described above. The player benefit
system 200 may be separate from or wholly contained within the
player server 80, and is coupled to the player database 90. The
player benefit system 200 connects directly or indirectly to the
gaming network 50, and in turn to the elements illustrated in FIG.
3. In some embodiments, the player benefit system 200 includes a
facility for benefit determination 210, benefit expiration 220, and
benefit redemption 230. Each of these facilities may include
sub-components. For example, the benefit determination facility 210
may include a portion that determines player value, and a portion
that generates the signals to communicate the benefits to the EGM
on which the player is playing. Further, any or all of these
components 210, 220, 230 may be coupled to a player history
database 240, and a non-specific player database 250.
[0102] In operation, when the player inserts his or her
identification card, the player is identified by referencing the
database 90 or 240, or a combination. The benefit determination
facility 210 calculates or otherwise selects the desired benefit
level to apply to the player, at that particular time, and sends
codes, data, tokens, or a specific paytable itself over the network
50 to the player's EGM.
[0103] During play, benefits are determined or selected, based on
the benefit determination facility 210 and provided to the player's
account, such as on the database 240. The player is notified of the
benefit awarded by a message on one of the screens on the EGM, or
other methods as described above. Benefit redemption occurs through
the redemption facility 230 as awards are used by the player.
Benefit expiration is handled by a separate facility 220.
[0104] As is known by those with skill in the art, each of the
facilities 210, 220, 230 may be implemented as stand alone or
combined computer hardware components, such as Application Specific
Integrated Circuits (ASICs), or could be stand alone or combined
software components running on general purpose or specialty
processors. Databases of data can be stored on spinning media,
solid state, or other media.
[0105] Some embodiments of the invention have been described above,
and in addition, some specific details are shown for purposes of
illustrating the inventive principles. However, numerous other
arrangements may be devised in accordance with the inventive
principles of this patent disclosure. Further, well known processes
have not been described in detail in order not to obscure the
invention. Thus, while the invention is described in conjunction
with the specific embodiments illustrated in the drawings, it is
not limited to these embodiments or drawings. Rather, the invention
is intended to cover alternatives, modifications, and equivalents
that come within the scope and spirit of the inventive principles
set out in the appended claims.
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