U.S. patent application number 12/268614 was filed with the patent office on 2009-05-21 for method for configuring gaming devices via a network.
This patent application is currently assigned to ACRES-FIORE INC.. Invention is credited to John F. Acres.
Application Number | 20090131156 12/268614 |
Document ID | / |
Family ID | 40624243 |
Filed Date | 2009-05-21 |
United States Patent
Application |
20090131156 |
Kind Code |
A1 |
Acres; John F. |
May 21, 2009 |
METHOD FOR CONFIGURING GAMING DEVICES VIA A NETWORK
Abstract
Embodiments of the present invention are directed to a method
for configuring gaming machines in which configuration data packets
are associated with a player's record in a player tracking system.
The configuration data packets may have machine identification
information in a header that may be associated with each data
packet. When a player is recognized at a gaming machine, the
player's record is retrieved from the network and data packets
associated with the machine at which the player is recognized are
read and used to configure the gaming device. Furthermore, data
related to outcomes of games played by the player on multiple
machines may be collected and used to award a bonus to the player,
the bonus being awarded in response to collecting a predefined
plurality of outcomes. Data related to bonuses accrued and used may
also be associated with the player's record.
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.: |
12/268614 |
Filed: |
November 11, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60987293 |
Nov 12, 2007 |
|
|
|
Current U.S.
Class: |
463/25 ;
463/42 |
Current CPC
Class: |
G07F 17/3225 20130101;
G07F 17/3244 20130101; G07F 17/326 20130101; G07F 17/3255 20130101;
G07F 17/3239 20130101; G07F 17/32 20130101 |
Class at
Publication: |
463/25 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of operating a plurality of gaming devices
interconnected by a communications network comprising: creating at
least one record corresponding to each of at least some of the
players of the gaming devices; accumulating data related to at
least one of outcomes of games, selections made during game play
and wagers of the players of the gaming devices; associating the
data for each player with the corresponding record; storing the
record on the communications network; defining a set of rules for
paying a bonus to a player of at least one of the gaming devices;
identifying a player of the one gaming device; updating the record
with data related to play at the one gaming device; applying the
rules to the updated data; and awarding a bonus to the player in
accordance with the rules.
2. The method of claim 1 wherein accumulating data related to at
least one of outcomes of games, selections made during game play
and wagers of the players of the gaming devices comprises
accumulating data over multiple days.
3. The method of claim 1 wherein accumulating data related to at
least one of outcomes of games, selections made during game play
and wagers of the players of the gaming devices comprises
accumulating data from a plurality of different gaming devices
played by the player.
4. The method of claim 1 wherein defining a set of rules for paying
a bonus to a player of at least one of the gaming devices further
comprises defining a first set of rules for one of the gaming
devices and a second set of rules different from the first set for
another one of the gaming devices.
5. The method of claim 1 wherein the rules comprise awarding a
bonus upon the occurrence of a defined gaming-device outcome.
6. The method of claim 1 wherein the rules comprise awarding a
bonus upon the occurrence of a defined plurality of gaming-device
outcomes.
7. The method of claim 6 wherein the defined plurality of
gaming-device outcomes comprises successively achieved
outcomes.
8. The method of claim 6 wherein the defined plurality of
gaming-device outcomes comprises cumulatively achieved
outcomes.
9. The method of claim 1 wherein the gaming device generates an
outcome comprised of a randomly selected sequence of symbols and
wherein the bonus comprises: permitting the player to identify at
least one of the symbols; holding the at least one symbol; and
generating a new randomly selected sequence of symbols that
incorporates the held symbol to produce a new outcome.
10. The method of claim 9 further comprising permitting the player
to determine when to use the bonus.
11. The method of claim 10 further comprising: storing the bonus in
the player's record; ending the current gaming session; and using
the bonus in a later gaming session.
12. The method of claim 1 further comprising: retrieving the
player's record from the network; and storing the retrieved record
at the one gaming device.
13. The method of claim 1 wherein the method further comprises
storing the rules at the one gaming device.
14. The method of claim 13 wherein storing the rules at the one
gaming device comprises storing the rules in a player tracking unit
associated with the one gaming device.
15. The method of claim 13 wherein storing the rules at the one
gaming device comprises storing the rules in the one gaming
device.
16. The method of claim 1 wherein the bonus comprises enabling the
player to change the outcome of one of the games played on the
gaming device.
17. The method of claim 16 wherein the method further comprises
permitting the player to chose a game outcome on which to use the
bonus.
18. The method of claim 16 wherein the method further comprises:
waiting to determine whether the player has used the bonus; and if
the player has not used the bonus, preventing the player from using
the bonus.
19. The method of claim 18 wherein waiting to determine whether the
player has used the bonus comprises waiting until the player plays
a selected number of games.
20. The method of claim 18 wherein waiting to determine whether the
player has used the bonus comprises waiting until a selected time
has passed.
21. The method of claim 1 further comprising: storing the bonus in
the player's record; ending the current gaming session; and using
the bonus in a later gaming session.
22. A method of operating a plurality of gaming devices
interconnected by a communications network comprising: tracking the
outcomes of at least some of the games played; defining a plurality
of outcomes; indicating to a player of at least one of the games
that a bonus is awarded upon the occurrence of the defined
plurality of outcomes in the player's tracked outcomes; and
awarding the bonus on the gaming device.
23. The method of claim 22 wherein tracking the outcomes of at
least some of the games played comprises: creating a record for the
player; storing at least some of the player's game outcomes in the
record.
24. The method of claim 23 further comprising: associating the
record with at least one of the gaming devices; recognizing the
player at one of the gaming devices; and awarding the bonus if the
game at which the player is recognized is a game with which the
record is associated.
25. The method of claim 24 further comprising: creating a plurality
of gaming-device configuration data packets; associating each of
the packets with one or more identified gaming devices; storing the
packets in the record; reading the packets each time the player is
recognized at one of the gaming devices; and configuring the gaming
device according to one or more of the packets.
26. The method of claim 22 further comprising: creating a record
for the player; storing player preferences in the player's record;
and configuring a game played by the player according to the
preferences.
27. The method of claim 22 wherein awarding the bonus comprises
enabling the player to change the outcome of one of the games
played on one of the gaming devices.
28. The method of claim 27 wherein enabling the player to change
the outcome of one of the games played on one of the gaming devices
comprises enabling the gaming device for at least one of a nudge,
hold, and respin.
29. A method of operating a plurality of gaming devices
interconnected by a communications network comprising: storing a
plurality of player records on the communications network; tracking
data related to game outcomes for games played by each player
having a stored record; storing the tracked data in the player's
record; determining whether the tracked data for a player meets a
defined criterion for awarding a bonus; and awarding a bonus when
the tracked data for the player meets the defined criterion.
30. A method of configuring a plurality of gaming devices
interconnected by a communications network comprising: creating a
record for each of at least some of the players of the gaming
devices; associating at least one of the records with at least one
of the gaming devices; storing gaming-device configuration data in
the at least one record; identifying a player of one of the gaming
devices; determining whether the player's record is associated with
the at least one gaming device; and if the player's record is
associated with the at least one gaming device, configuring the
gaming device in accordance with the gaming-device configuration
data in the player's record.
31. The method of claim 30 wherein the gaming-device configuration
data comprises a gaming-device configuration data packet, and
associating at least one of the records with at least one of the
gaming devices further comprises associating the gaming-device
configuration data packet with the at least one gaming device.
32. The method of claim 31 further comprising: creating a plurality
of gaming-device configuration data packets; associating a
plurality of the data packets with the at least one gaming device;
storing the packets in the player's record; and configuring the at
least one gaming device in accordance with each of the packets with
which it is associated.
33. The method of claim 32 wherein the record includes a packet
that is not associated with the at least one gaming device.
34. The method of claim 32 wherein the configuration data includes
data related to the outcomes of games played by the player.
35. The method of claim 34 wherein configuring the gaming device in
accordance with the gaming-device configuration data comprises
configuring the gaming device as a function of the data related to
the outcomes of games played by the player.
36. The method of claim 32 wherein at least one of the data packets
is associated with a class of gaming devices.
37. The method of claim 36 wherein the class of gaming devices
comprises video slot machines.
38. The method of claim 30 wherein configuring the gaming device in
accordance with the gaming-device configuration data comprises
enabling the gaming device for at least one of a nudge, hold, and
respin.
39. The method of claim 30 wherein configuring the gaming device in
accordance with the gaming-device configuration data comprises
awarding the player a bonus that is a function of the player's
history of playing the gaming devices.
40. The method of claim 30 wherein configuring the gaming device in
accordance with the gaming-device configuration data comprises
enabling the player to change the outcome of one of the games
played on the gaming device.
41. A method of configuring gaming devices interconnected by a
computer network comprising: creating a record for at least one
player of the gaming devices; associating gaming-device
configuration data with the record; associating the configuration
data with at least one of the gaming devices; storing the record in
a storage device that is accessible by the network; recognizing the
player at one of the gaming devices; reading the record; and
configuring the gaming device in accordance with the configuration
data if the configuration data is associated with the gaming device
at which the player is recognized.
42. The method of claim 41 wherein associating the gaming-device
configuration data with the record further comprises entering a
gaming-device configuration data packet into the record, and
wherein the method further comprises: associating a plurality of
gaming-device configuration packets with the at least one gaming
device; storing the packets in the player's record; and configuring
the gaming device in accordance with each of the packets with which
it is associated.
43. The method of claim 42 wherein the record includes a packet
that is not associated with the at least one gaming device.
44. The method of claim 41 wherein the configuration data includes
data related to the outcomes of games played by the player.
45. The method of claim 44 wherein configuring the gaming device in
accordance with the configuration data comprises configuring the
gaming device as a function of the data related to the outcomes of
games played by the player.
46. The method of claim 42 wherein at least one of the packets is
associated with a class of gaming devices.
47. The method of claim 46 wherein the class of gaming devices
comprises video slot machines.
48. The method of claim 41 wherein configuring the gaming device in
accordance with the configuration data comprises enabling the
gaming device for at least one of a nudge, hold, and respin.
49. The method of claim 41 wherein configuring the gaming device in
accordance with the configuration data comprises awarding the
player a bonus that is a function of the player's history of
playing the gaming devices.
50. The method of claim 41 wherein configuring the gaming device in
accordance with the configuration data comprises enabling the
player to change the outcome of one of the games played on the
gaming device.
51. A method of configuring gaming devices interconnected by a
computer network in a casino comprising: creating a record for at
least one player of the gaming devices; associating the record with
at least one of the gaming devices; creating a first gaming-device
configuration data packet that is a function of at least one of
player preferences and casino preferences; entering the first
gaming-device configuration packet into the record; storing the
record in a storage device that is accessible by the network;
recognizing the player at one of the gaming devices; reading the
record; configuring the gaming device in accordance with the
preferences if the record is associated with the gaming device at
which the player is recognized; creating a second gaming-device
configuration data packet that is a function of the outcomes of
games played by the player; entering the second gaming-device
configuration packet into the record; and configuring one of the
gaming devices in accordance with the second gaming-device
configuration packet.
52. The method of claim 51 wherein associating the record with at
least one of the gaming devices comprises associating at least one
of the gaming-device configuration data packets with the at least
one gaming device.
53. The method of claim 51 further comprising: creating a plurality
of additional gaming-device configuration data packets; associating
each packet with at least one of the gaming devices; entering the
additional packets into the record; recognizing the at least one
player at one of the gaming devices; and configuring the gaming
device at which the player is recognized in accordance with each
packet that is associated with the gaming device.
54. The method of claim 53 wherein the record includes at least one
packet that is not associated with the gaming device at which the
player is recognized.
55. The method of claim 51 wherein configuring one of the gaming
devices in accordance with the second gaming-device configuration
packet comprises awarding a bonus to the player.
56. The method of claim 55 wherein awarding a bonus to the player
comprises permitting the player to change the outcome of one of the
games played on one of the gaming devices.
57. The method of claim 56 wherein permitting the player to change
the outcome of one of the games played on one of the gaming devices
further comprises: storing the bonus in the player's record; and
permitting the player to use the bonus on a different gaming
device.
58. The method of claim 56 wherein permitting the player to change
the outcome of one of the games played on one of the gaming devices
comprises enabling the gaming machine for one of a hold, nudge, and
respin.
Description
RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application No. 60/987,293 filed Nov. 12, 2007, which is hereby
incorporated by reference.
FIELD OF THE INVENTION
[0002] This disclosure relates generally to networked gaming
devices and more particularly to configuring gaming devices via the
network.
BACKGROUND
[0003] Player tracking systems for accumulating data related to the
players of networked gaming devices, typically in casinos, are
known in the prior art. In these systems, a player is urged to
register with a casino by providing the casino with at least the
player's name and address, although typically other demographic and
personal information of interest to the casino is acquired. In
exchange, the casino implements a mechanism, typically a player
identification card issued to the player, which allows the player
to be recognized at each gaming machine where the player gambles.
This recognition typically results from inserting the card in a
card reader associated with each of the gaming devices. The network
then accumulates, in a record associated with the player, data
related to the amount wagered by the player. This enables the
casino to provide the player with points proportional to amounts
wagered by the player. These points may be redeemed for goods and
services, much like a frequent flier mileage program, including for
further wagering. The casino can also base decisions to provide
complementary goods and services the players based on their player
tracking data.
[0004] It would be desirable to use similar systems or existing
player tracking systems to configure gaming devices according to
the desires of the casino or the player. It would also be
beneficial to use such systems to accumulate information based on
outcomes of games played by the players and to configure the gaming
devices, including providing bonuses to the players, based on the
accumulated information.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] FIG. 1A is a functional block diagram that illustrates a
gaming device according to embodiments of the invention.
[0006] FIG. 1B is an isometric view of the gaming device
illustrated in FIG. 1A.
[0007] FIGS. 2A, 2B, and 2C are detail diagrams of exemplary types
of gaming devices according to embodiments of the invention.
[0008] FIG. 3 is a functional block diagram of networked gaming
devices according to embodiments of the invention.
[0009] FIG. 4 is a schematic diagram of a player's record including
gaming-device configuration data packets that may be used according
to an embodiment of the present method.
[0010] FIG. 5 is a view of a gaming device being played according
to an embodiment of the present method.
[0011] FIG. 6 is a view of a gaming device that that may be played
according to an embodiment of the present method.
DETAILED DESCRIPTION
[0012] FIGS. 1A and 1B illustrate example gaming devices according
to embodiments of the invention.
[0013] 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
electro-mechanical 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.
[0014] 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).
[0015] 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.
[0016] 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.
[0017] 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.
[0018] 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 any
combination of primary game information and 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.
[0019] The gaming device 10 may include a separate information
window (not shown) dedicated to supplying any combination of
information related to primary game play, secondary bonus
information, player tracking information, secondary bonus
information, advertisements or player selectable game options. This
window may be fixed in size and location or may have its size and
location vary temporally as communication needs change. One example
of such a resizable window is International Game Technology's
"service window". Another example is Las Vegas Gaming
Incorporated's retrofit technology which allows information to be
placed over areas of the game or the secondary display screen at
various times and in various situations.
[0020] 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.
[0021] 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.
[0022] 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. 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.
[0023] 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.
[0024] 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,
debit or casino account card into a card reader/authorizer (not
shown). One of skill in the art will readily see that this
invention is useful with all gambling devices, regardless of the
manner in which wager value-input is accomplished.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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. 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, Rs-232 lines,
firewire lines, USB lines, or other communication protocols.
Although not shown in FIG. 3, substantially the entire network 50
may be made of fiber optic lines or may be a wireless network
utilizing a wireless protocol such as IEEE 802.11a, b, g, or n,
Zigbee, RF protocols, optical transmission, near-field
transmission, or the like.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] Turning now to FIG. 4, indicated generally at 92 is a
schematic view of a player's record. In the present implementation,
the record is comprised of digital data, but is represented
schematically as shown to facilitate description of the structure
of the record and its use in implementing the method. In addition
to conventional player-tracking data (not shown), the player's
record includes a plurality of gaming-device data configuration
packets 94, 96, 98, 100, etc. Each packet includes a header, like
headers 102, 104, 106, 108 in packets 94, 96, 98, 100,
respectively. The header includes data that associates each packet
with one or more particular gaming devices 70-75. This may be done
by associating each gaming device with a unique number and then
incorporating the numbers for each associated gaming device into
the proper header.
[0048] Although the present embodiment illustrates an
implementation of the method by associating a single player with
each record, the method could be equally well implemented by
associating a plurality of players with a single record.
[0049] As described above, a player may be recognized at one of the
gaming devices, such as video gaming machine 10B. This may occur,
e.g., when the player inserts his or her card into card reader 46.
The player tracking unit 45 reads the card to locate a unique
player digital identification, depicted as the player's name 110 in
FIG. 4, which is assigned to the player when he or she enrolls in
the player tracking program. After reading the card, record 92 is
fetched from server 80 and stored in player tracking unit 45.
Alternatively, the method may be implemented by leaving the record
on network 50, e.g., on server 80. In this alternative, the record
is updated by transmitting data between gaming machine 10B and the
server rather than transmitting data between the gaming machine and
player tracking unit 45 and thereafter returning the record to
server 80.
[0050] As mentioned above, gaming device numbers in each of headers
102, 104, 106, 108 may be associated with one more of gaming
devices 70-75. For example, one packet may have a header that
associates the packet with all gaming machines of a particular
class, e.g., video poker machines. Or the header could associate
the packet with video poker machines made by a particular
manufacturer. Other possibilities include headers that associate
the packet with all of the gaming machines in a particular bank of
machines. There could even be a header that associates the packet
with a single identified gaming machine. Or another header might be
associated with each of gaming devices 70-75 on the network.
[0051] Some of the packets contain state information, i.e., they
accumulate data related to the wagers, selections made by the
player during play, and/or outcomes of games played by the player
on a gaming device that is associated with the packet via the
packet header. These state-information packets may also contain
stored bonuses earned by the player, or the bonuses may be stored
in another packet that may or may not be associated with the same
gaming machines as the state-information packets. Still others of
the packets contain information related to the player's or the
casino's preferences for gaming machines. Before describing how the
method of the present invention is implemented, a more detailed
description of each of the types of packets will be provided,
starting with packets that contain state information.
[0052] These state-information packets accumulate information
related to the wagers, selections and/or outcomes of games played
by the player. Strictly speaking, these packets may not configure
the gaming device but may only accumulate information that in turn
is ultimately used to configure the gaming device or a different
gaming device played at a later time. For example, rules may be
implemented for providing a bonus based on the state information.
As will be described in more detail, the rules are programmed in
computer code and may be stored at the gaming device or on the
network. One such rule may pay a bonus upon the occurrence of a
predefined gaming-device outcome. Another rule might provide a
bonus as a result of a plurality of outcomes such as successively
achieved outcomes or outcomes accumulated over time. For example,
the player could be provided a bonus by striking BAR BAR BAR three
times over a defined period or by a certain date, or by striking
BAR BAR BAR in one game and 7 7 7 in another. The possible
permutations and combinations are limitless. Although the rule
could be written to require accumulation of the predefined symbols
within a single gaming session, the outcomes could also be gathered
over multiple playing sessions.
[0053] The rules may also specify the nature of the bonus. The
bonus could be further credits for playing the gaming devices or
complementary goods and services offered by the casino. In
addition, the bonus could be one of a nudge, hold, or respin. A
hold comprises the opportunity to hold one or more of the symbols
that makes up the outcome of a slot machine or video slot machine
game. The other symbols in the outcome, i.e., those not held, may
be regenerated to produce a new outcome that also includes the held
symbol(s). An example of a gaming device implementing this feature
is indicated generally at 112 in FIG. 5.
[0054] Machine 112 is similar to machine 10B in FIG. 2B and
generally operates in the same manner except for the hold feature
that is implemented using touchscreen hold buttons 114, 116, 118,
120, 122 and a touchscreen respin button 124. In operation, the
player may be notified that he or she has qualified according to
the bonus rules for a bonus award. The notification may occur using
the secondary display 25 (in FIG. 1A), which is associated with
most of the gaming devices, although not shown on each. As
mentioned above, the rules may permit accumulation of outcomes from
a variety of gaming devices, even different types of devices, such
as video poker and video slot machines, and over a plurality of
gaming sessions.
[0055] Once the player decides to use the hold bonus on the outcome
of one of the games played on gaming machine 112, he or she touches
selected ones of buttons 114-122 to hold certain of the outcomes of
the reels. The rules may be written to permit the player to hold
only a single outcome under some circumstances, a pair of outcomes
under other circumstances, or any number of outcomes. In FIG. 5,
gaming machine 112 is shown after the player has touched buttons
114, 116, 122 and then touched respin button 124. This holds the
first, second, and fifth reels and spins the third and fourth reels
as shown. After the spinning reels produce new outcomes, the player
is entitled to the outcome of all five reels, including the new
outcomes of the third and fourth reels and the held outcomes of the
first, second, and fifth reels. Thereafter, the player's record is
updated to reflect the fact that this bonus has been used.
[0056] A respin bonus is similar to the hold bonus except that all
five reels respin, i.e., none are held. As with the hold, the
player's record is updated to reflect that the respin bonus has
been used.
[0057] The nudge feature is implemented on a gaming device 126 in
FIG. 6. A nudge comprises the opportunity to change the outcome on
one or more of the reels of a slot machine or of a slot machine
simulated in a video slot game by permitting a player to select one
or more reels and nudge them to the next stop. For example, if the
player is entitled to a nudge bonus and generates the outcome shown
in FIG. 6, the player might chose to nudge the second reel up one
stop to align bar symbol 128. This is accomplished by using the
Nudge Reel touch screen button 128 and then indicating which
direction to move the reel, either up one stop or down one stop, by
touching an up arrow 130 or a down arrow 132. In this case, or
course, the player will want to nudge the second reel up one stop
to align all of the bars thereby producing a winning outcome. After
doing so, the player's record is updated to indicate that this
bonus was used.
[0058] It should be appreciated that the method of the present
invention may be fully implemented without requiring the machines
shown in FIGS. 5 and 6. In other words, bonuses could be awarded
that do not require implementing nudges, holds, or respins. What is
more, as will be seen, the present method can be fully implemented
to configure aspects of gaming devices that do not involve awarding
a bonus. Although FIGS. 5 and 6 demonstrate gaming machines that
are useful for awarding particular types of bonuses, other forms of
bonuses could also be awarded. For example, one bonus might include
a free game or a series of free games. The game(s) might only be
usable on a certain date or within a defined time period. Another
bonus might be a reduced-cost game, which might--or might not--also
be used within limited times. One form of awarding free or reduced
costs games is by applying credits to credit meter 27. Such credits
could be limited to play on the gaming machines, i.e., restricted
from being paid out to the player.
[0059] Still another type of bonus is paying a specified amount
upon the occurrence of a predefined game outcome. For example, 10%
could be added to all jackpots. These also could be limited to
certain time periods or to certain machines, e.g., only machines in
certain bank or area of the casino, or both.
[0060] Consideration will now be given to how the method is
implemented by following a typical player, in this case, John Doe,
the player associated with record 92 in FIG. 4, as he registers in
casino's player tracking club and then plays a variety of games in
the casino. Mr. Doe registers with the player tracking club by
providing his name, address, and contact information. In addition,
he may be able to specify preferences at one or more gaming
machines or classes of gaming machines. For example, Mr. Doe, may
have a desired level of gaming machine volatility along the range
from few wins with bigger jackpots to many wins with smaller
jackpots. This might be specified in packet 94, which is in turn
associated with one or more of the gaming machines, either by
identifying particular machine numbers in header 102 or by
inserting data in the header that identifies a class of machines,
e.g., all video poker machines. Alternatively, all machines in the
casino could be identified, either by including all numbers or a
universal identifier. As will be seen, this identification of
machine(s) in the header results in play of the identified
machines(s) being configured with the specified volatility. Of
course, the casino, as opposed to the player, might also use the
data packet to specify a particular volatility on particular
machine(s) for the player.
[0061] Other preferences that the casino or the player might
specify upon registration, include the appearance of a gaming
machine or a class of gaming machines when the player is recognized
at the gaming machine. This could include light color, image
display, or any other aspect of configurable gaming machine
appearance. In addition, the player could specify a language that
the machine would use to label controls, display results, or
provide instructions, or for other words appearing on or displayed
by the gaming device. These preferences would appear in a packet
that identified only the machines so configurable. As a result,
there might be a number of different packets, all relating to
different machines or to a different class or classes of machines.
For example, some brands or classes of gaming machines might not be
configurable in the same way as others.
[0062] Still other preferences could be used to personalize a
machine, several machines, or a class of machines for the player.
One way of so doing is to permit the player to store a digital
image upon registration and associating the image with his or her
record. This could be a lucky symbol or a favorite relative. This
image would be associated with a packet having a header that
identifies machines that could load and display the image, for
example, on a portion of gaming display 20A, 20B, or 20C or on a
portion of secondary display 25. A personalized greeting--specified
by the casino or the player--could also be associated with a packet
that in turn is associated, via its header, with a machine or a
class of machines that could display the greeting on the gaming
display, the secondary display or another display associated with
the gaming device at which the player is recognized. As with
preferences related to machine appearance, the preferences that
personalize the gaming machine might need to be stored in a number
of different packets to accommodate formats or information required
by different types or brands of machines. In other words, different
packets are either used by a gaming machine if the machines header
identification is included in the header or ignored by the gaming
machine if its identification is not in the header.
[0063] The data packets may be entered into the player's record
using the same work station (not shown) that is used to set up the
player tracking record. A person of ordinary skill in the art could
readily implement a software program, or modify an existing player
tracking program, in a way that would display the various
configuration options on the workstation used by a casino employee
to register a player. Commands at the work station result in entry
of the appropriate data packets into the player's record, which in
one embodiment is stored on database server 90 along with the
player tracking records associated with the player. Typical player
tracking records include data about the amount wagered by the
player and information about player tracking points accrued by the
player, which may be displayed at secondary display 25. One
advantage of the present method is that it can be implemented using
an existing player tracking system with the only possible
additional hardware requirement being additional storage space such
as another or a larger database server. Of course, the present
invention may also be implemented separately.
[0064] When the player is first enrolled, selected data packets are
associated with the player's record. First, there may be one or
more data packets for personal preferences such as machine color,
choice of a language used by displays and controls on the machine,
a color scheme or other configuration affecting appearance, etc.
Because there are typically different types of machines--e.g.,
video poker and video slot machines--as well as machines of the
same type made by different manufacturers, there may need to be a
number of different data packets, or data segments within a packet,
to accommodate configuration of different machine features and
different formats for the same feature from machine to machine.
Upon registration, the player may also provide a digital image that
is associated with the player's record in database 90 at the work
station.
[0065] Data packets that implement bonuses that are personal to the
player may also be associated with the player's record, either upon
registration or later as determined by the casino. For example, the
player could be provided with a double jackpot bonus on certain
identified machines only between the hours of 2 AM and 8 AM. And
this could be valid for a limited duration, e.g., 48 hours from
when the data packet was first associated with the player's record
or until a specified date and time. Electronic gaming machines that
can receive a programmed command to pay over and above the paytable
for the gaming device are known in the art, and a person of
ordinary skill could create a data packet to provide a
double-jackpot bonus, as well as the other bonuses described
herein. The double jackpot is provided by issuing a command to the
slot machine to pay out the value of the jackpot each time the
machine, under control of its paytable, issues a jackpot thus
providing a double-jackpot bonus.
[0066] Still another bonus that could be configured via a data
packet associated with the player's record is an award of credits
to the credit meter of a gaming device that is identified in the
data packet's header. This might also be limited in time and
applied only upon certain conditions being met, e.g., a consecutive
number of losing bets or credits, a consecutive number of winning
bets or credits, randomly, when the player is recognized by the
player tracking system, etc. The types of bonuses and the
conditions and limits for awarding them are virtually
limitless.
[0067] As described above, the hold, respin, and nudge bonuses
could be awarded upon accumulation of a predefined combination of
gaming outcomes over a limited or unlimited time period. Each time
one of gaming machine produces one of these outcomes, it is stored
in one or more of the data packets. There may be different data
packets for different classes and/or manufacturers of games. As a
result, the player can accrue the qualifying outcomes over multiple
gaming sessions that may span days, weeks, months, or even years,
depending upon how the rule for awarding the bonus is written.
[0068] Once the qualifying number of outcomes occurs, the fact that
the player is entitled to a bonus is stored in one of the data
packets, either the same one that accumulates the outcomes or a
different one. The header of the packet in which the bonuses are
stored includes information identifying machines upon which the
bonus may be used. If the player has a bonus ready for use, e.g., a
nudge, and is playing a video poker machine, the data packet
containing data indicating that a nudge is available will not
include information in its header that identifies any of the video
poker games. As a result, that packet is not loaded at a video
poker game.
[0069] It should be noted that the rules, which comprise software
code that reads the data packets and then issues configuration
commands to the slot machine where the player is recognized, may be
stored anywhere on the network. In one approach the code is stored
at the gaming machine, e.g., in player tracking unit 45 or in the
gaming machine. Using either of these approaches reduces the amount
of network traffic with the record being retrieved from database 90
at the start of the session and then read and updated locally
during the gaming session. At the conclusion of the session, the
updated record, reflecting bonuses earned and used and outcomes
accrued toward a possible future bonus, is returned over the
network to database 90.
[0070] The personal aspect of providing bonuses in this manner can
be see by considering how another identified player, let's call her
Jane Doe, has data packets associated with her record. Upon
registration, she also provides her name and contact information
and could be provided with some bonuses available for use as a
reward for joining the player tracking system. She can also specify
her preferences as Mr. Doe did but could specify entirely different
preferences. In addition, she might be viewed by the casino as
being a more potentially valuable player than Mr. Doe and therefore
be provided with a richer selection of bonuses, e.g., double
jackpots for 24 hours rather than only during the off hours
limitation imposed on Mr. Doe.
[0071] Like Mr. Doe, she can be awarded bonuses for accruing
certain outcomes spread out over different gaming sessions. But her
outcomes might be entirely different and perhaps easier--or
harder--to accumulate before a bonus is awarded. Casinos--as are
other businesses--increasingly manage relationships with customers
by collecting data about the customer, both in relationship to the
customers' behavior in the casino and from other sources. The
present implementation provides a tool for precisely targeting
individual players and rewarding or incentivizing them in ways that
benefit both the player and the casino.
[0072] 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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