U.S. patent application number 12/350184 was filed with the patent office on 2009-07-09 for gaming devices for biometrically identifying a player.
This patent application is currently assigned to BALLY GAMING, INC.. Invention is credited to Bryan M. Kelly.
Application Number | 20090176565 12/350184 |
Document ID | / |
Family ID | 40845014 |
Filed Date | 2009-07-09 |
United States Patent
Application |
20090176565 |
Kind Code |
A1 |
Kelly; Bryan M. |
July 9, 2009 |
GAMING DEVICES FOR BIOMETRICALLY IDENTIFYING A PLAYER
Abstract
Various systems, gaming devices, and methods for biometrically
identifying a player are disclosed herein. The capture of the
biometric information is undisclosed to the player. The captured
biometric information may be used to verifying a player's age,
prevent underage gambling, promote responsible gaming, authorize
and/or authenticate an electronic funds transfer. The biometric
information may also be used to provide player-centric gaming. The
player's preferences are associated with the biometric information,
and a gaming device is reconfigured to the player's preferences
once the player's biometric information is obtained at the gaming
device.
Inventors: |
Kelly; Bryan M.; (Alamo,
NV) |
Correspondence
Address: |
STEPTOE & JOHNSON, LLP
2121 AVENUE OF THE STARS, SUITE 2800
LOS ANGELES
CA
90067
US
|
Assignee: |
BALLY GAMING, INC.
Las Vegas
NV
|
Family ID: |
40845014 |
Appl. No.: |
12/350184 |
Filed: |
January 7, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61019473 |
Jan 7, 2008 |
|
|
|
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
G06Q 20/4014 20130101;
G07F 17/32 20130101; G06Q 20/405 20130101; G07F 17/3206
20130101 |
Class at
Publication: |
463/29 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming device, comprising: a main display for presenting a
game; a secondary display; a biometric input device overlaying the
secondary display, the biometric input device obtaining a
fingerprint scan from a player when the biometric input device is
touched by the player during a gaming session, and the fingerprint
scan is undisclosed to the player and unobtrusively obtained from
the player; and a processor in communication with the biometric
input device, the processor determining the presence of the same
player at the gaming device based upon fingerprint scans taken
during the gaming session.
2. The gaming device of claim 1, further comprising a second
biometric input device overlaying the main display.
3. The gaming device of claim 1, further comprising a biometric
input device located on one or more physical buttons of the gaming
device.
4. The gaming device of claim 1, wherein the gaming device is a
wireless device.
5. A gaming device, comprising: a display for presenting a game; a
plurality of buttons for receiving player input; and a biometric
input device positioned on at least one of the plurality of
buttons, the biometric input device obtaining a fingerprint scan
from a player when the biometric input device is touched by the
player during a gaming session, and the fingerprint scan is
undisclosed to the player and unobtrusively obtained from the
player.
6. The gaming device of claim 5, further comprising: a secondary
display; and a second biometric input device positioned over the
secondary display.
7. The gaming device of claim 5, further comprising a biometric
device separate and distinct from the biometric input device.
8. The gaming device of claim 5, further comprising a biometric
input device overlaying the display.
9. A gaming device, comprising: a video display for presenting a
multi-player game and video images of game pieces for each player;
a biometric input device overlaying the display, the biometric
input device obtaining a biometric sample from a first player of
the multi-player game, wherein the biometric sample is
unobtrusively obtained from the player and is undisclosed to the
player; and a processor in communication with the display and the
biometric input device, the processor associating the video images
of the game pieces with the first player based on the biometric
sample obtained from the first player, and the processor tracking
the location of the game pieces based on the movement and location
of biometric sample obtained by the first player.
10. The gaming device of claim 9, wherein the video images of the
game pieces are playing cards, one or more dice, wagering chips,
game characters, game weapons, or any combination thereof.
11. The gaming device of claim 9, wherein the video display is a
surface computer display.
12. The gaming device of claim 9, wherein the multi-player game is
blackjack, poker, roulette, baccarat, or craps.
13. A gaming system, comprising: a plurality of gaming devices,
each gaming device having a biometric input device that
unobtrusively obtains a biometric scan from a player; a gaming
server for managing and routing messages from the gaming devices
and one or more servers a biometric server for managing, storing,
and routing biometric data obtained at the plurality of gaming
devices.
14. The gaming system of claim 13, further comprising a responsible
gaming server for managing jurisdictional gaming limits and
player-imposed gaming limits.
15. The gaming system of claim 13, further comprising a plurality
of wireless gaming devices, each wireless gaming device having a
biometric input device for unobtrusively capturing biometric input
a wireless gaming server.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/019,473, filed Jan. 7, 2008, which is hereby
incorporated by reference.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever.
FIELD OF EMBODIMENTS
[0003] The present disclosure relates generally to gaming devices,
gaming systems, and related methods for player identification.
BACKGROUND
[0004] Gaming devices and systems have incorporated biometric
technology. For example, biometric technology has been incorporated
into gaming devices to aid in the electronic transfer of funds.
Additionally, gaming systems use biometric technology such as, an
anonymous facial recognition system, in connection with player
bonusing. However, current casino gaming systems do not provide a
non-invasive biometric identification system to ensure age
compliance in regulated gaming markets.
SUMMARY
[0005] Briefly and in general terms, various embodiments are
directed towards devices, systems, and methods involving
unobtrusive capturing of biometric information. According to one
method, biometric data is used in connection with enforcing
responsible gaming limits. The method includes receiving player
input for gaming limits on a first biometric input device, wherein
the first biometric input device captures biometric data and player
input; capturing a first biometric sample from the first biometric
input device, wherein capturing of the first biometric sample is
undisclosed to the player; configuring a gaming device according to
the gaming limits set by the player; initiating game play in
response to player input; obtaining a second biometric sample from
the player, wherein capturing of the second biometric sample is
undisclosed to the player; comparing the first and second biometric
samples; and preventing further game play when game limits are
reached and the first and second biometric samples are
matching.
[0006] In another method, biometric data is used to reconfigure a
gaming device. The method includes capturing a first biometric
sample of a player at a first gaming device, wherein capturing of
the first biometric sample is undisclosed to the player;
associating the first biometric sample with game session data from
a first gaming session; storing the first biometric sample and the
game session data; capturing a second biometric sample during a
second gaming session at a second gaming device, wherein capturing
of the second biometric sample is undisclosed to the player; and
reconfiguring the second gaming device based on the game session
data from the first gaming session when the second biometric sample
are matching.
[0007] In yet another method, biometric data is used for age
verification of a player. The method includes verifying an age of a
first player prior to commencing a gaming session on a gaming
device; obtaining a first biometric sample from the first player;
initiating a gaming session on the gaming device; capturing a
second biometric sample from a player during the gaming session
wherein capturing of the second biometric sample is undisclosed to
the player; and preventing further game play during the gaming
session when the second biometric sample does not match the first
biometric sample.
[0008] Another method is directed to using biometric data obtained
at the gaming device to authorize electronic fund transfers. The
method includes receiving a request for an electronic funds
transfer at a gaming device from a player; capturing a biometric
sample from the player; verifying an identity of the player based
on the captured biometric sample; and authorizing the transfer of
funds to the gaming device once the identity of the player is
verified.
[0009] Yet another method is directed to biometric identification.
The method includes storing biometric data based upon a first
biometric scan from a player at a gaming device, wherein capturing
of the first biometric sample is undisclosed to the player;
printing a voucher including data from the first biometric scan;
obtaining a second biometric scan from the player, wherein
capturing of the second biometric sample is undisclosed to the
player; and determining whether the first and the second biometric
scans are matching prior to redeeming the voucher.
[0010] Another method is directed to presenting a multi-player game
on a single display and using a biometric input device to
distinguish game pieces for multiple players. The method includes
presenting a first set of video images of play pieces on a single
display of a gaming device in response to receiving funds from a
first player; obtaining a first biometric sample from the first
player when the first player touches a location on the biometric
input device that corresponds to the location of the video images
of the play pieces, wherein obtaining the first biometric sample is
undisclosed to the player; associating the first biometric sample
from the first player with the first set of video images of the
play pieces; receiving input from the first player moving one or
more of the play pieces on the single display; obtaining a second
biometric sample when receiving first player input moving one or
more of the play pieces to a new location on the single display,
wherein obtaining the second biometric sample is undisclosed to the
player; and allowing movement of one or more of the play pieces to
the new location when the first and second biometric samples are
matching.
[0011] In addition to various methods of utilizing biometric data,
various gaming devices and gaming systems having a biometric input
device are disclosed herein. According to one embodiment, the
gaming device includes a main display for presenting a game, a
secondary display, and a biometric input device overlaying the
secondary display. The biometric input device obtains a fingerprint
scan from a player when the biometric input device is touched by
the player during a gaming session. The fingerprint scan is
undisclosed to the player and unobtrusively obtained from the
player. The gaming device also includes a processor in
communication with the biometric input device. The processor
determines whether the same player is present at the gaming device
based upon fingerprint scans taken during the gaming session.
[0012] In another embodiment, the gaming device includes a display
for presenting a game, a plurality of buttons for receiving player
input, and a biometric input device positioned on at least one of
the plurality of buttons. The biometric input device obtains a
fingerprint scan from a player when the biometric input device is
touched by the player during a gaming session. The fingerprint scan
is undisclosed to the player and unobtrusively obtained from the
player.
[0013] In yet another embodiment, the gaming device includes a
video display for presenting a multi-player game and video images
of game pieces for each player. The gaming device also includes a
biometric input device overlaying the display. The biometric input
device obtains a biometric sample from a first player of the
multi-player game. The biometric input device unobtrusively obtains
the biometric sample from the player. Additionally, the biometric
sample is undisclosed to the player. The gaming device also
includes a processor in communication with the display and the
biometric input device. The processor associates the video images
of the game pieces with the first player based on the biometric
sample obtained from the first player. The processor also tracks
the location of the game pieces based on the movement and location
of biometric sample obtained by the first player.
[0014] In addition to gaming devices, various gaming systems are
disclosed herein. In one embodiment, the gaming system includes a
plurality of gaming devices, a gaming server, and a biometric
server. Each gaming device has a biometric input device that
unobtrusively obtains a biometric scan from a player. The gaming
server managers and routes messages from the gaming devices and one
or more servers. The biometric server manages, stores, and routes
biometric data obtained at the plurality of gaming devices.
[0015] Furthermore, features of the disclosed embodiments will
become apparent from the following detailed description, taken in
conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a front view of one embodiment of a system
component panel on a gaming device used for player
identification.
[0017] FIG. 2 is a block diagram of one embodiment of an electronic
gaming machine (EGM) and its system components.
[0018] FIG. 3 is a network drawing of the various components in one
embodiment of a casino gaming system.
[0019] FIG. 4 is a depiction of one embodiment of an EGM displaying
a responsible gaming message.
[0020] FIG. 5 is a flowchart of a player-centric reconfiguration of
a gaming device based upon a biometric fingerprint scan of a
player.
[0021] FIG. 6 is a flowchart of a responsible gaming system being
using biometric information obtained from a biometric input
device.
[0022] FIG. 7A is a depiction of one embodiment of a biometric
input device.
[0023] FIG. 7B is a depiction of a fingerprint captured using the
biometric input device of FIG. 7A.
[0024] FIG. 8 is a drawing of one embodiment of gaming system
including a wireless gaming device having a biometric touch screen
and an associated biometric identification server/database.
[0025] FIG. 9 is a drawing of another embodiment of a gaming system
including a wireless gaming device having a biometric touch screen
and an associated biometric identification server/database.
[0026] FIG. 10 is a top view of a roulette gaming product
incorporating a biometric input device.
[0027] FIG. 11 is a flowchart of a player-initiated gaming device
associated with a biometric input device.
[0028] FIG. 12 is a flowchart of a biometric input that is
associated with game pieces or graphical elements on a display
screen.
[0029] FIG. 13 is a flowchart of a biometric input device
integrated into a gaming device.
[0030] FIG. 14 is a flowchart of biometric authorization running in
parallel with game play activity.
[0031] FIG. 15 is a flowchart of biometric authorization running in
series with game play activity.
[0032] FIG. 16 is a flowchart of another method of biometric
authorization on a gaming device.
[0033] FIG. 17 is a side view of a surface computer gaming
device.
DETAILED DESCRIPTION
[0034] Systems and methods of non-invasive biometric identification
are disclosed herein. Various embodiments are directed to a
biometric recognition system for identifying a player at a gaming
device with or without a player card or other personal
identification (e.g., personal identification number or
challenge-response authentication). Generally, authorized players
of game devices may be identified using an integrated biometric
input device. In one embodiment, the biometric input device is an
integrated biometric touch screen and display. In other
embodiments, the biometric input device is included with one or
more buttons on the player interface of a gaming device. The
biometric input device may obtain biometric information such as,
but not limited to, fingerprint scan, retinal scan, or iris
scan.
[0035] The information associated with the biometric input device
may be used in connection with issuing awards, bonuses, or services
to identified player. Additionally, the biometric information may
be used to restrict the activities of identified problem gambler or
banned players. The biometric information may be used to restrict
illegal activities such as, but not limited to, money laundering,
counterfeiting, or underage gambling. The biometric information may
also be used to authenticate or provide additional security
measures for electronic funds transfer authorization, transaction
auditing, or account based gaming.
[0036] In another embodiment, the biometric information may be used
to provide player-centric gaming. For example, once a player is
identified through the obtained biometric information, a game may
be reconfigured according to a player's previously established
preferences. In another embodiment, a player's game state or game
data may be associated with the biometric information. The game
state or game data may be saved and later retrieved by the player
based on the same biometric information received on a gaming device
having a biometric input device.
[0037] In yet another embodiment, a biometric input device is
associated with a gaming device that presents a multi-player game.
The biometric device input device associates game pieces with each
unique biometric data (e.g., fingerprint).
[0038] The buttons may be used to carry out functions such as
cashout, wager, change wager denominations, change number of lines,
change game, service request, spin, hold or discard a card, or any
function that is contemplated or known in the art.
[0039] The embodiments are illustrated and described herein, by way
of example only, and not by way of limitation. Referring now to the
drawings, and more particularly to FIGS. 1-17, there are shown
illustrative examples of a biometric input device that is
integrated with a gaming device. FIG. 1 illustrates a front view of
one embodiment of a biometric input device 100 incorporated into a
system component panel 102 on a gaming device that is used for
player identification. As shown in FIG. 1, the biometric input
device 100 is a biometric touch screen in which a player
fingerprint may be captured when a player touches the surface of
the screen. In this embodiment, the biometric input device 100 is
integrated with an iView.RTM. display 130 manufactured by Bally
Gaming, Inc.
[0040] As shown in FIG. 1, the system component panel 102 also
includes a proximity detection antenna 104 (and circuitry), a
pinhole camera 106 for biometric facial recognition and/or image
capture/surveillance purposes, light emitting diodes (LEDs) 108
projecting visible or infrared light for facial illumination. The
system component panel 102 may also include a microphone 110 for
player communication to a casino help desk or other services. As
shown in FIG. 1, the system component panel 12 also includes a PIN
Pad 122 for password/PIN entry/feature request. The system
component panel 12 may also have a player card reader 124. The
player card reader 24 may be a magnetic stripe or smart card
reader. Additionally, the system component panel 102 may also
include a dual port, IP, serial, or USB printer 112. Optionally,
the system component 102 may include a fingerprint reader (not
shown) that is separate and distinct from the biometric input
device 100. As shown in FIG. 1, soft-key buttons 114 that are
positioned around the display 10. The functions of the soft-key
buttons 114 are presented on the display 130, and the functions of
the buttons may be changed. As those skilled in the art will
appreciate, the system component panel 102 may include less than
all the components (or different combination of components) from
that which is depicted in FIG. 1. Some or all of these peripheral
components may be connected to the base EGM processor board rather
than the iVIEW processing board or the Game Monitoring Unit
(GMU).
[0041] In one embodiment, the various components of the system
component panel 102 are mounted on a metal bracket (not shown) that
may be fixed to a gaming machine. As shown in FIG. 2, these
components are linked into a virtual private network of the system
components in the gaming device. The system components include an
iVIEW processing board 140 and aGMU processing board 142. The iVIEW
processing board 140 and the GMU 142 are connected to various
systems and servers such as, but not limited to, a slot accounting
system (SMS/SDS), player tracking system (CMP/CMS), biometric
authentication servers, print servers, bonusing servers,
download/configuration servers, bonus game servers (e.g., Bally
Live Rewards server or Bally Power Winners servers), iVIEW media
servers, advertisement servers, offer servers, and other servers
throughout the casino.
[0042] FIG. 2 illustrates one embodiment of an electronic gaming
machine 200 (EGM) and the various components included with the EGM.
As shown in FIG. 2, the EGM 200 includes system components 102, an
iVIEW processing board 204, game monitoring unit (GMU) processing
board 206, EGM processor board 208, and one or more peripherals 209
in communication with the EGM processor board. The system
components 102 include a proximity sensor 210 (having a
reader/decoder circuitry), biometric reader 212, a video display
214 (and associated decoder and drivers 216), biometric input
device 218, one or more soft keys 220, card reader 222, and PIN pad
224. As shown in FIG. 2, the proximity sensor 210 (having a
reader/decoder circuitry), biometric reader 212, video display 214
(and associated decoder and drivers 216), biometric input device
218, and one or more soft keys 220 communicate with the iVIEW
processing board 204 via USB, serial, parallel, RS485, or Ethernet
connections. The card reader 222 and PIN pad 224 communicate with
the GMU via EPI protocol. Alternatively, the system components are
directly IP addressable on the gaming network.
[0043] The EGM processing board 208 is communication with an audio
amplifier/mixer 226 (which in turn is in communication with
speakers 228), and one or more servers in the gaming network via an
Ethernet switch 230. Additionally, as shown in FIG. 2, the EGM 208
is in communication with the iVIEW processing board 204 and the GMU
206. The EGM 208 is also in communication with peripheral such as,
but not limited to, bill/ticket acceptor printer, card reader,
proximity reader/antenna, button deck, touchscreen, monitors,
displays, lights, biometric reader, reel control units, integrated
biometric touchscreen LCD displays, PIN pad, card reader, soft
keys, iVIEW BioTouchDisplay, touch screen circuitry, a separate
biometric finger print reader, facial recognition camera, video or
still camera, dual-port printer, or the like.
[0044] As shown in FIG. 2, the iVIEW processing board 204 and the
GMU 206 are separate components, but the GMU and iVIEW processing
board can combined into one device. The combined device may have
video mixing technology to mix the VGA video from the EGM processor
signals with the VGA source from the iVIEW display to present a
game, game information, bonusing, or other information on any
monitor on the gaming device in a Picture in Picture (PIP) or full
screen format.
[0045] The various components of the system component panel have
USB, serial, parallel, RS485, Ethernet connections to the system
components in the gaming cabinet or these components are directly
IP addressable on the gaming network. The GMU has a connection to
the base game through a serial SAS connection or optional G2S
classes over Ethernet. The system components in the gaming cabinet
are connected to the servers using HTTPS over Ethernet. Firmware,
media, operating systems, configurations can be downloaded to the
system components from the servers. Generally, this data is
authenticated prior to installation on the system components.
[0046] FIG. 3 illustrates one embodiment of a gaming system 300
having one or more EGMs 200 incorporating a biometric input device.
The gaming machines 200 may be located in a single casino or in
multiple gaming locations. As shown in FIG. 3, the EGMs 200 are
connected to the slot system (SMS/SDS) 302, player tracking system
(CMP/CMS) 304, biometric authentication servers 306, print servers
(not shown), bonusing servers (e.g., Bally Live Rewards server)
310, proximity location based tracking servers 312,
download/configuration servers 314, iVIEW media servers 316,
advertisement servers 318, offer servers, responsible gaming
servers and other servers throughout one or more casinos.
[0047] In one embodiment, the system components in the EGMs 200 are
connected to the servers using HTTPS over Ethernet. In other
embodiments, the system components are connected to the servers by
any connections known or developed in the art. Firmware, media,
operating systems, and configurations can be downloaded to the
system components from one or more servers in the gaming system
300. Downloaded data is authenticated prior to installation on the
system components.
[0048] As shown in FIG. 3, the gaming system 300 includes wireless
gaming devices 324 having biometric input devices 100, network
access points 326, and wireless gaming servers 328. In one
embodiment, EGMs 200 and player tracking devices 330 have
integrated biometric input devices that act as both a user
interface and biometric scanner.
[0049] FIG. 4 illustrates one embodiment of an EGM 200 having a
responsible gaming system. Game play has been disabled in response
to a responsible gaming limit being achieved. In this embodiment, a
biometric input device 100 is able to associate a player's
established gaming limit with biometric data obtained on the EGM
200. The message presented on the display 400 notifies the
anonymous player has reached the responsible gaming limits.
Additionally, the message also presents an expiration limit in
which gaming may be resumed. As shown in FIG. 4, the responsible
gaming message is presented on both the iVIEW screen 130 and a game
monitor screen 400.
[0050] In one embodiment, the biometric input device 100 is a touch
screen positioned over one or more of the display devices 130, 400
on the EGM 200. The display device may be provided in the top box,
main gaming cabinet, and/or on the player tracking panel. As shown
in FIG. 4, the EGM 200 includes an intelligent downloadable deck
button 402 with integrated biometric touch screen and LCD display.
One or more fingerprints, handprint, or palm print is scanned by
the biometric input device. In another embodiment, one or more
physical buttons on the button deck incorporate a biometric touch
screen device. In yet another embodiment, the biometric input
device is a camera having facial recognition software.
[0051] In one embodiment, responsible gaming limits are associated
with and checked against biometric data captured on the EGM 200. If
responsible gaming limits are reached on the EGM or another EGM
within the casino gaming system, game play is blocked. Optionally,
a notification message is presented to the user as shown in FIG. 4.
The responsible gaming limits may be configured by the player or
jurisdictional requirements. The responsible gaming limits may be
based on any amount of wagering, losses, wins, session time, loss
rate, win rate, wager rate, or time of play on the EGM. The
responsible gaming limits may be established at a registration
kiosk, player club desk, lottery office, web portal, or on the
EGM.
[0052] The responsible gaming limits are applicable to an
unidentified player since the gaming limits are associated with
biometric information. Accordingly, game play throughout one or
more casinos may be accrued towards the responsible gaming limits.
The responsible gaming limits are also applicable to casino patrons
who are enrolled a player tracking club but do not use their player
card during a gaming session. Again, since the responsible gaming
limits are associated with biometric data, any gaming is accrued
toward the gaming limits any time the player touches the biometric
input device on the EGM 200.
[0053] FIG. 5 illustrates on method of reconfiguring a game for an
anonymous (or otherwise unidentified) player. The player is
anonymous in the sense that the player is not identified in terms
of name or is otherwise registered with the gaming establishment. A
configuration of an EGM may be associated with the biometric
information obtained from the anonymous player. In one embodiment,
biometric information is being obtained without the knowledge of
the anonymous player. In another embodiment, the anonymous player
is notified that biometric information is being obtained from the
player. Once the anonymous player returns to an EGM 200, the EGM
may be reconfigured or re-skinned (i.e., change in appearance of
game) based upon the player's past game play wagers, win history,
loss history, session history, previous type of game device, or
other play information.
[0054] In one embodiment, a biometric scan is accomplished by the
player touching the touch screen having biometric scanner device
attached to or associated with the gaming device. This anonymous
biometric fingerprint scan taken by the biometric display may be
used to provide a player-centric gaming configuration even though
the player has not previously registered at a casino club desk or
has not inserted a player tracking card into the gaming device.
[0055] In another embodiment, the progress of a game (i.e., game
state) may be restored and game play can continue on the same or
different gaming device when a successful match of biometric
information is achieved between the initial biometric scan taken
from another session and the subsequent biometric scan. In yet
another embodiment, bonusing for the player may be also
reconfigured based upon this biometric scan taken. If a fingerprint
match is not found, then a new, unique, and anonymous biometric
profile is created. This profile may be saved on a gaming device or
on a biometric server. In a subsequent play session, the game state
can be restored by reconfiguring the gaming device of downloading
the game state from a gaming server associated with the player's
biometric profile.
[0056] In another embodiment, the biometric data obtained by the
biometric input device may be used to make a player-centric gaming
device tailored to this specific patron identified by the biometric
sample taken. In one method, fingerprint/hand print samples are
pre-associated with a patron identification. When a patron touches
the biometric input device, the player can be identified by the
biometric sample alone. The gaming device may be automatically
reconfigured to player preferences. In another embodiment, one or
more displays may present the player's preferences that have been
learned by the CMP/CMS or business intelligence system. The player
may then elect a particular gaming device configuration, and the
gaming machine will be reconfigured accordingly. In yet another
embodiment, the player may manually configure their preferences
which will be then associated with the biometric information. In
another embodiment, reconfiguration offers may be presented to the
player. Upon acceptance, the gaming device would be reconfigured
and/or new content would be downloaded to the gaming device.
[0057] The following are some non-limiting examples of
configurations and/or downloads that may be reconfigured upon
biometric identification of a player. For example, the gaming
device may be reconfigured to present the player's favorite games,
luckiest games, the game with the longest play time, tournament
games, or any combination thereof. The gaming device may be
configured according to the player's favorite game themes,
preferred denominations, favorite group of games, favorite game
combinations, favorite progressive games, favorite group play
games, or any combination thereof.
[0058] FIG. 6 illustrates one method of establishing a responsible
gaming limit. As shown in FIG. 6, the player may configure the
gaming limits at a threshold at or below the jurisdictional rules
for responsible gaming. According to one method, the player may
configure the gaming limits according to wager per unit time. In
other methods, the limits may be based on number of wins, losses,
rate of wins, rate of losses, amount of money won, amount of money
lost, or any other criteria. Additionally, the player may also
establish the duration in which the player is prevented from
gambling when a responsible gaming limit is achieved. For example,
the player may select one hour, 12 hours, or two days before the
responsible gaming limit is removed.
[0059] Once the gaming limit is established, the player's
fingerprint or other biometric scan is taken and processed. The
gaming limit and the biometric information are then associated
together. The gaming limit counter is also set to zero. During a
gaming session, the player is biometrically scanned at the gaming
device and a gaming limit counter is incremented. In one
embodiment, the player is unaware of when or even if the player is
being biometrically scanned. Alternatively, the player is notified
that a biometric scan is or was taken. A determination is made to
whether a player profile is associated with the captured biometric
scan. If there is no profile, a wager is allowed and gaming
continues. If there is a profile having a responsible gaming limit,
a determination is made to whether the limits have been reached. If
not, the wager is allowed and the game limit counter is
incremented.
[0060] Once the responsible gaming limits are reached, any
additional wagering is blocked at the gaming device. Wagering may
be prevented by disabling bill acceptors or currency acceptors.
Generally, the player is notified of the limit being reached.
Optionally, the player may be offered help with a possible gambling
problem. Game play is blocked until expiration rules have cleared,
and the increment limit counters associated with this biometric
scan are reset. In one embodiment, any remaining credits on the
gaming machine are cashed out.
[0061] FIG. 7A illustrates one embodiment of a semiconductor device
700 with integrated LCD display and biometric touch screen input
device 702. The pixel matrix of the LCD display 702 is driven by a
display source driver circuitry 704 and a display gate driver
circuitry 706. The biometric touch screen device 702 is driven by
an electronic circuit consisting of a sensor row driver 708, sensor
column driver 710, and amplifier circuitry 712. As a person
depresses his finger on the LCD display device 702, a finger print
714 is captured, as shown in FIG. 7B. In one embodiment, the
semiconductor device 700 is a Sharp Semiconductor VGA 640.times.460
300 pixels per inch resolution LCD display capable of 30 fps. The
display 700 allows for simultaneous or substantially simultaneous
scanning of your fingerprint and provides touch screen event
coordinates to the underlying application running on the processor
driving the display. The underlying applications may be games of
skill or change, promotional bonus games, electronic funds
transfer, casino player account management, advertising, player
offers, bonusing, and the like.
[0062] FIG. 8 illustrates one embodiment of an integrated biometric
touch screen LCD device 802 integrated with a wireless gaming
terminal 800. As shown in FIG. 8, the processor 804 sends VGA or
video stream signals to the LCD display 802 in the BioTouchDisplay.
The biometric fingerprint scan and touch screen input data are sent
to the processor 804 for analysis and/or forwarding to a biometric
identification database 806. A comparison of the biometric scan to
other fingerprint scans in the biometric database is carried out.
In this way, a player can be identified without using a separately
attached biometric peripheral in proximity to or associated with
the wireless gaming handheld device. The integration of the LCD and
the biometric touch screen reader provides for a cleaner user
interface and form factor for the wireless gaming device.
[0063] Any positive action by the player (e.g., a button press on
the display) triggers the capture of a fingerprint sample on the
biometric input device. For example, a single spin button on the
video screen when pressed can also capture the player's biometric
sample. Game play can be blocked if the fingerprint sample is
non-authorized. Optionally, security staff is notified if an
unauthorized player is playing the gaming device or initiates any
other transaction on the gaming display 802.
[0064] Automated account-based gaming may be carried out with a
biometric touch screen gaming device. Upon each wager commit by a
player (non-limiting examples include pressing a spin/play/begin
game button), a player account is debited the amount of credits
required to play this game. The fingerprint scan taken is the
biometric authorization for account-based game play. A complete
record of scans taken by the device is stored for retrieval and
audit purposes. The complete record also provides for player
dispute resolution. Funds transfer to and from the wireless gaming
device can occur when the player is validated by the biometric
identification and comparison database of authorized
fingerprints.
[0065] FIG. 9 illustrates one embodiment of a cellular phone 900
having an integrated biometric touch screen LCD device 902. A
processor 904 sends VGA or video stream signals to the LCD display
902. Moreover, the biometric fingerprint scan and touch screen
input data are sent to the processor 904 for analysis/forwarding to
the biometric identification database. Comparison of this scan to
other fingerprint scans in the biometric database 906 can then be
done. Again, a player can be identified without using a separately
attached biometric peripheral in proximity to or associated with
the cell phone. The integration of the LCD and the biometric touch
screen reader provides a cleaner user interface and form factor for
the cell phone. Thus, any positive action by the player (like a
button press) on the touch screen 902 triggers the capture of a
fingerprint sample on the device. In one embodiment, touching a
single spin button on the video screen may be used to capture the
player's biometric sample. Additionally, play can be blocked if the
biometric sample is unauthorized. Optionally, security staff can be
notified if an unauthorized player is playing the gaming device or
initiates any other transaction on the gaming display.
[0066] Like the embodiment shown and described in FIG. 8,
automated, account-based gaming can be accomplished with the
cellular phone having 900 having an integrated biometric touch
screen LCD device 902. Accordingly, upon each wager commit (e.g.,
pressing the BioTouchDisplay spin/play/begin game button), a player
account can be debited the amount of credits required to play a
game. Furthermore, the fingerprint scan taken upon the wager commit
is also the biometric authorization for the account based game
play. In one embodiment, a complete record of scans taken by the
device is stored for retrieval, audit purposes, and player dispute
resolution. Additionally, funds transferred to and from the
cellular phone 900 can occur when the player is validated. In other
words, the biometric scan captured by the biometric touch screen
902 may be compared with authorized fingerprints in a database of
authorized fingerprints, thereby providing a level of security that
the transaction is authorized by the proper player.
[0067] FIG. 10 illustrates a virtual roulette table game 1000
presented on a surface computer. Each player would be able to move
his/her virtual play pieces 1002 or game chips into the desired bet
area on the video roulette table. As a player moves a piece 1002
from one coordinate to another on the roulette table, the biometric
touch screen 1004 scans one or more fingerprints (handprint and/or
palm print) of the player moving the game piece. The captured
fingerprint is then compared to prior biometric samples. An
association is made for this player and his/her play pieces. With
this approach, each player can simultaneously move their wagers
around on the table and re-assign them to new bet locations. Only
authorized players or the dealer will be able to move the play
pieces which are owned by that player. An attempted move by another
player with another fingerprint scan would be unable to move the
pieces. In one embodiment, each play piece has its associated piece
identifier, piece type, biometric fingerprint identifier ID,
location ID, patron ID (if known), and any associated game
transaction ID.
[0068] While FIG. 10 depicts a virtual roulette table, other
embodiments include a virtual poker table, blackjack table,
baccarat table, or craps table. In these various embodiments,
multiple players may be able to play simultaneously and the
biometric touch screen device may track and move each player's game
pieces.
[0069] FIG. 11 is a process flowchart of a player-initiated event
on a gaming device or player tracking display that has a biometric
touch screen. The player-initiated events include, but are not
limited to, game play, a wagering event, a winning outcome, a
losing outcome, a bonus event, a cash out event, a request for
help, a skill-based game event, a player choice, a play piece
movement, a funds transfer event (to or from gaming device), a
ticket print event, a change denomination event, a change game
event, a change number of lines event, a change game combo event, a
change wager size event, acceptance of an offer, a gaming device
reconfiguration/download request by a patron. The fingerprint scan
captured on the biometric touch screen that originally triggered
the event is stored and associated with the event. The biometric
association of a fingerprint to a gaming device event or player
tracking event provides an audit trail of events and permits the
linking of different game events to an anonymous player fingerprint
scan taken by the biometric touch screen device.
[0070] The capture and use of the biometric data provides player
tracking for a player who has never officially registered with the
casino's player club and created a patron account ID. Accordingly,
the biometric touch screen allows a casino to track and market to
players who are not members of a player's club. As those skilled in
the art will appreciate, the biometric touch screen may be
implemented with other player tracking systems of identified
players or patrons.
[0071] An undisclosed capture of biometric information may be used
in a cash-out event. When a player presses the cash out button on a
biometric touch screen, a fingerprint is also scanned. If the
scanned fingerprint matches a fingerprint in the biometric
database, then the funds can be cashed out. In one embodiment, the
cashed out funds may be automatically sent to the player patron
account. In another embodiment, the player is given cash out
options such as "Print ticket or Save to account." In one
embodiment, the Gaming Standards Association (GSA) G2S WAT class or
SAS AFT functions could move the player funds to and from the
player account automatically or in response to a player's
choice.
[0072] In another embodiment, a player may elect to move their game
credits/cash from gaming device to gaming device by using only
their fingerprint with optional PIN identification, thereby
eliminating the need for vouchers or tickets. If a scanned
fingerprint is not found in a biometric database, then a regular
cash out bar-coded ticket can be printed. In one embodiment, the
ticket may have the image of the fingerprint.
[0073] In another embodiment, data representing a fingerprint may
also be printed on a ticket to provide additional security in the
event the ticket is lost or verify the owner of the ticket. When
the ticket is redeemed, the patron would be required to provide a
fingerprint scan for a second time. If this second scan or
associated scan data matches the biometric data or scan on the
ticket, then the conversion to cash or cash value would be allowed.
Accordingly, only the correct person could redeem the ticket at a
gaming device, a kiosk, a cashier, the players club desk, a lottery
office, or a retail outlet. The biometric input device (such as a
biometric touch screen) allows an anonymous player to transfer
funds from an account associated with his fingerprint. As a result,
the player does not need a player's club card to use a fund
transfer feature. Additionally, the biometric input device and the
use of biometric data allows for the transfer of cash, credit,
bonus cash, bonus credits, bonus points, or restricted credits from
gaming device to gaming device even without a player account.
Optionally, an anonymous player may be asked to enter a personal
identification number (PIN) to further secure these
transactions.
[0074] In another embodiment, the biometric data may be used to
verify a jackpot pay event. Biometric data that was captured when
the player initiated the game event is compared to a subsequent
capture of biometric data from the player. If the two scans match
(within appropriate thresholds), then the hand pay is allowed to be
given to the patron. By requiring a fingerprint scan for a hand
pay, the patron is able to collect the hand pay at a later time and
is required to wait for an attendant to pay the win.
[0075] As those skilled in the art will appreciate, the thresholds
for "matching" biometric samples may be configured by casino
personnel at an administration console. A particular level of
tolerance or variance may be established to consider to samples to
be "matching." For example, a matching fingerprint may be set to
require approximately 99% of the key fingerprint data points to
match an approved or previously stored biometric fingerprint
sample.
[0076] Additionally, different business transactions in the casino
may have different match thresholds. For example, a hand pay or
funds transfer may require a higher level of matching of
fingerprint scans whereas restoring a game state would require a
lower level of matching. It is also contemplated that certain
transactions types may require other unique identifiers to complete
the transaction. For example, a PIN and a fingerprint scan may be
required to authorize a funds transfer.
[0077] FIG. 12 is a process flowchart illustrating multiple players
interacting (e.g., select, modify, and move) with their respective
play pieces on a common biometric touch screen. The players may
simultaneously play on the same biometric touch screen device and
compete against each other, a casino, or hosting entity. The play
pieces, the biometric identity of their respective owner, and the
play piece properties, and the location of the play pieces may be
tracked by the game state processor and/or associated gaming
processors. The play pieces can be any video rendered element in a
game such as, but not limited to, play cards in a deck of cards,
casino wagering chips, virtual player cards, credits, bonus points,
games pieces in a casino related table game, video game pieces,
home board game pieces, game characters, weapons, player games
selections, prizes.
[0078] When a player purchases virtual tokens from the dealer or
through funds transfer from the player account, the player's
biometric fingerprint sample is associated with each new chip
issued to the player. These chips would appear in the player's chip
area. Because the player's biometric fingerprint sample is
associated with the chips, the player (and a casino administrator)
are only allowed to the move the chips on the biometric touch
screen.
[0079] Referring back to FIG. 10, a player would be able to select
one of his chips and drag the selected chip to a location on the
Roulette bet area. This chip would be identified with the player ID
and/or the player's fingerprint scan. The chip would also be
assigned to this location ID or specific bet number or cell on the
roulette bet area. Multiple players could simultaneously move their
play pieces to the same bet number or location and the system would
be able to track each person's individual bets.
[0080] In another embodiment, a play piece is selected when a
player touches a desired play piece. Once the player touches the
play piece, a first biometric sample is taken from the player. The
player may touch a new location for the selected play piece on the
game surface. A second biometric sample is taken from the player at
the new location. If the processor matches the first and second
biometric fingerprint scans, the play piece moves to the new
location. If the first and second biometric fingerprint scans do
not match, the play piece will not move. Otherwise stated,
non-approved players will be blocked from moving pieces since their
biometric fingerprint scan is not authorized for the play
piece.
[0081] The biometric touch screen allows for simultaneous movement
of each player's pieces without each player taking turns. The
selection, movement, and modification of each player's play piece
are tracked and authorized by using the fingerprint scan to
associate the specific player with the specific play piece. If two
or more players' play pieces are in the same vicinity or cell on
the play surface and one player touches the biometric touch screen,
then the player's play pieces can be highlighted and selected for
action or modification based upon verification of his fingerprint
scan. The play pieces from other player's would not be selected
because the biometric scan does not match those pieces.
[0082] On a multi-player game presented on the same biometric touch
screen, a game processor or a gaming server tracks the entire play
field, each play piece and its associated biometric fingerprint
scan or player ID, and the location ID of the play piece. This can
aid in the continuation of play after a malfunction, close of game
session, or game state recovery from a previous session. In one
embodiment, all of the players' play pieces, the game ID, the
session ID, the tournament ID, and other game object data are
stored in a Save State server. Optionally, a casino patron ID may
also be associated with this Save State data. The Save State data
is also associated with the biometric fingerprint sample of the
player taken by the biometric touch screen.
[0083] In order to recover game state, the player only has to apply
his finger to the biometric touch screen. The fingerprint would be
scanned and if associated play pieces and other game data are found
in the Save State server or CMP/CMS server, then this data is sent
to the gaming device for processing and display. The gaming device
processor application has the ability to recover game state with
the Save State data. The play pieces are then rendered on this
gaming device and the session is allowed to continue at this time
on this gaming device.
[0084] The biometric touch screen allows for most traditional,
turn-based games to be played simultaneous by multiple players on
the same playfield. The game state processor can keep track of all
moves, changes of all play pieces for each player as they occur.
simultaneously. Each play piece is associated with the fingerprint
biometric sample and the processors can track every change or
change request for each player and their associated play pieces. A
whole new genre of board style, table games, and other games can
now be produced using this biometric touch screen. These games may
be played on various surface computer display devices. The devices
may be located at a player's home as well as location-based
entertainment facilities.
[0085] FIG. 13 is a flowchart of a player pressing a gaming cabinet
button panel button having an integrated biometric input device.
The biometric input device are reconfigurable gaming cabinet
buttons capable of presenting different graphic and/or words
describing the button's different functions. Additionally, the
biometric input device is also capable of obtaining a biometric
sample from a player. Generally, the biometric input device needs
to be physically depressed by the player or employee to trigger the
event on the game device or player tracking panel. In one
embodiment, the biometric input device only needs to be touched to
trigger the desired event. A biometric scan is also taken at the
time the button is touched or depressed.
[0086] The reconfigurable button may be, but are not limited to,
cash out button, wager button, max bet button, change denomination
button, change # lines button, change game button, service request,
poker buttons, spin buttons, or the like. In yet another
embodiment, the button may be a physical, non-reconfigurable button
having a biometric input device.
[0087] FIG. 14 is a flowchart showing the parallel execution of a
biometric comparison scan and game play. The game software, OS
software, and server software will operate as normal when a player
commits a wager (e.g., by typically pressing the spin button, bet
button, or max bet button). If the biometric comparison against an
authorized biometric sample fails, the gaming device is tilted and
casino staff is notified. This technique works well for wireless
gaming devices issued to authorized casino patrons. If another
patron or person attempts to use the device, then the gaming is
blocked. This acts as tool in player age verification processes to
ensure that underage and unauthorized players are not allowed to
play on the gaming device. In this parallel configuration, game
play is not blocked until the biometric scan associated with a
particular game function is determined to be unauthorized.
[0088] In another embodiment, a biometric scan is not required for
each function or action carried out by a player. Rather, once a
player has been authorized on a gaming device, play on the gaming
device is allowed for this player for predetermined period of time.
Alternatively, play is allowable for a certain amount of wagers,
number of games, a random number of games, or a random amount of
time. This allows the biometric fingerprint scan to be used
intermittently as a way to recognize and reauthorize a player. If
an authorized biometric fingerprint is not detected prior to the
end of the predetermined period, the gaming device is tilted.
Optionally, casino security personnel is also notified of the
tilted gaming device. In another embodiment, a successful facial
recognition scan may be used in lieu of the fingerprint scan taken
on a biometric input device.
[0089] FIG. 15 is a flowchart showing the serial execution of a
biometric comparison scan and game play. Upon commitment of a wager
by a player, a fingerprint scan is obtained by the biometric input
device. The scan is compared against authorized fingerprints that
is stored in the gaming device, an associated processor, or at the
biometric comparison server. Game play processes are only executed
if there is a successful match of biometric samples. Otherwise, the
gaming device is tilted and game play is blocked. Optionally,
casino staff are notified upon a tilt condition. In one embodiment,
a message is presented on one or more displays of the gaming device
that play has been suspended due to unauthorized play.
[0090] This technique works well for wireless gaming devices issued
to authorized casino patrons. If another patron or person attempts
to use the device then the gaming is blocked. This acts as tool in
player age verification processes to ensure that underage and
unauthorized players are not allowed to play on the gaming device.
In this serial configuration, game play cannot occur until such a
fingerprint scan can be determined to be authorized.
[0091] When a biometric comparison is a one-to-one type, then the
process can occur very quickly. The response time between wager
commit and biometric validation may be as little as a tenth of one
second. This 1 to 1 biometric comparison can occur when another
player-specific identifier (e.g., a player's club card number or
account login name) is used in addition to the fingerprint scan.
The card number or account name is sent to the server with the
recently captured fingerprint scan. The server quickly looks up the
authorized scans associated with this card number and then compares
the new scans to the authorized scans. As those skilled in the art
will appreciate, other unique player identifiers can be used in
lieu of the player's patron card number.
[0092] In other embodiments, authorized scans are located at the
gaming device, the gaming server upon where the game is played,
player tracking display device, or GMU device. By localizing the
authorized scans, comparisons between a recently obtained and an
authorized sample may be quickly carried out as compared to sending
the scan to a central server for comparison. Additionally, the
localized scan may be carried out faster because the recent scan is
only compared to a small subset of authorized biometric scans
rather than a whole database of biometric scans. In this
embodiment, the client side processor can do the compare and match
with software executing on the device. A first or periodic scan may
have to be compared to the central biometric database to authorize
play or use of gaming device features. Subsequent fingerprint scans
would only have to be compared to this first sample taken that was
authorized. This comparison/match process can occur in the client
side processor or on a server that has previously associated this
first scan with this client device ID or session ID. Thus, a 1 to 1
fast compare is achieved with or without the unique other player
identifier.
[0093] In an alternate embodiment, a pin hole camera and facial
recognition software can also identify an authorized gamer and
allow play on the gaming device. This technology does not require a
player to take any action to play the gaming device other than
present his face in the field of view of the camera. If the player
leaves the field of view, the player is notified that the gaming
device will become disabled unless the facial recognition software
can re-identify the authorized player.
[0094] FIG. 16 is a flowchart of assigning a casino patron to a
gaming device. A first fingerprint scan is taken of the casino
patron. The scan or scan representative data is stored in memory
device on a server, on the gaming device memory, or its associated
memory. The authorized fingerprint scan may be taken at a kiosk,
gaming device, cashier, player club desk, or the like. During game
play, the player activates a biometric input device on the gaming
device. A second fingerprint scan is taken and is compared to the
first stored biometric scan. If the scans do not match, then an
exception is triggered and the gaming session on the gaming device
is closed. The gaming device is tilted and further play is blocked.
If the first and second scans match, then the button press is
authorized and processed as normal. The user is considered an
authorized user of the gaming device. The association of an
authorized Patron ID, a gaming device ID, and authorized
fingerprints captured by using a biometric input device enable an
age verification and player verification system for a gaming
device.
[0095] Some non-limiting examples of the gaming device with
integrated biometric input device may include a wireless gaming
device, a cellular phone device, an Apple iPHONE, a PDA device, a
home game console, a personal computer, a casino player tracking
panel (e.g., Bally Gaming's iVIEW), a casino electronic gaming
machine (EGM), an arcade gaming machine, or a surface computer
gaming device.
[0096] FIG. 17 is a side view of a surface computing device 1700
with a visible image projection device 1702, emitters 1704 and
detectors to scan for objects 1708, gestures, fingers 1712,
fingerprints, play pieces 1708, and hands 1712 on the surface 1710.
The infrared or CCD cameras 1706 below the surface of the device
1700 is able to capture the fingerprint/handprint image when it is
in contact with the surface. The device 1700 is also able to see
various player hand gestures that can be used as an input device to
affect the data shown on the display surface. The
handprint/fingerprint image scanned by this form of the biometric
touch screen 1720 is processed and compared with other biometric
samples as previously described.
[0097] In another embodiment, a traditional table game has a
zone/seat associated with each player. A biometric touch screen
allows a player to freely move around the surface and just by
pressing his/her finger on the touch screen. The entire player
account and play pieces can be moved to this new coordinate if the
fingerprint matches an associated one in the biometric comparison
processor. This technology allows the player the freedom to move
around the touchscreen table or surface computer and still allow
the play pieces, game session, game state, game credits, player
account, and bonusing to be associated with this player at this new
zone/seat location.
[0098] In one embodiment, a biometric processing system is
associated with an electronic gaming machine and one or more of the
following devices: a networked gaming system including, a host
computer, one or more gaming machines connected to the host
computer, each of the gaming machines including a biometric touch
screen device, each gaming machine including a transmitter to
transmit the digitized biometric image to the host computer; the
host computer including one or more databases with archived
biometric data and associated action instructions; the host
computer including a digitized image comparator for comparing
received digitized biometric images with the archived biometric
data; in the event of a match, the host computer transmitting a
signal based on the associated action instructions.
[0099] In another embodiment, the gaming machine is re-configured,
re-skinned, and optionally downloaded to based upon the anonymous
identification data achieved using the integrated biometric touch
screen display device. An anonymous unidentified player would not
know that a biometric fingerprint image is captured by the
integrated biometric touch screen display device. The offer
engines, advertising servers, download and configuration system,
Casino Management Systems (CMP/CMS) and SMS/SDS slot systems,
Bonusing servers can be all integrated and may determine and set
the gaming machine configuration specific to this anonymous
biometric sample taken. The unique biometric sample taken can be
linked to a Casino Management System anonymous account record. This
CMS/CMP account will track past game play history from multiple
sessions and user preferences. This anonymous account record is
created solely with the anonymous biometric data as a unique
identifier of a player. No user name, address, contract info or
player demographic data is collected prior to the biometric scan
occurring at the gaming device. In effect a unique player ID has
been created in the CMP/CMS player tracking databases even though
the player has never taken positive action to register at a
players' club desk or kiosk.
[0100] Advertisements and offers are tracked and associated with
the biometric sample taken on the biometric input device. As a
person moves from device to device and touches the biometric input
device, the systems can re-identify the user and link to other
advertisements that were seen, offered, and/or accepted by the
user. Advertisements, offers, and bonuses may be modified based
upon this fingerprint scan profile. Certain non-limiting examples
include an advertisement or offer that has been shown to a person
previously would not be shown again to this player, an offer that
was previously accepted would not be shown to this user again, or a
bonus that was already given to this user would not be given
again.
[0101] In one embodiment, the gaming software runs at the server
and is reconfigured or downloaded at the Server Based Gaming server
based upon identification of an anonymous player. The presentation
layer and the user interface may be provided to the player through
a gaming portal, browser based gaming device, a smart client gaming
client, or a thin client gaming device. These server-based or
server-supported game systems have the outcome determined at the
server. The player is notified at the client user interface of any
winning outcomes. The player can select the wager size at the
client user interface device via a button deck, mouse, keyboard, or
biometric touch screen.
[0102] In one embodiment, the fingerprint biometric scan data (raw
or hashed) can be sent to the biometric application server/database
for comparison to the biometric hashes, patterns, or images stored
there within. If the comparison fails, then the systems will create
a new anonymous biometric account ID in the CMS/CMP server
associated with this biometric hash. Player rating, bonusing, and
other features would then occur for this newly identified player as
outlined in this disclosure. If the comparison is successful, then
the anonymous play session for this EGM is now linked to the
previous anonymous player account.
[0103] In an embodiment, advertising or game offers are shown and
are viewable on the gaming device display to a player or an
observer who touched the integrated biometric touch screen device
associated with an EGM. These advertisements and game offers are
controlled by the demographics of the person being identified by
the biometric scan. These offers will encourage a player to play by
giving the player the types of games that are typically preferred
by this demographic group. Normal advertisements and offers could
be shown when it is determined by the system components or gaming
machine that there is no player actively with the gaming device.
Non-limiting examples of no player activity include, but are not
limited to, no button presses for a period of time, no credits on
gaming machine, no player card in gaming device, no touch screen
presses for a period of time, or the like. When an integrated
biometric touch screen device is touched by a person, a
simultaneous fingerprint scan is taken. This scan processed locally
by one processor in the gaming device for the key points detailing
in the fingerprint image. The key point data is sent to a server
for comparison to other known or biometric scans. Alternatively,
the entire scan can be sent to the biometric comparison server. If
a scan match is found, then a determination is made if there is an
associated casino patron player account associated with the
biometric fingerprint scan. If so, the advertising and offers are
modified in real-time for this biometrically identified casino
patron. If a biometric match is found, but there is no casino
patron account associated with the scan, then the advertisements,
game offers, and other offers shown to the player can be modified
in real-time for a returning non-casino patron. These offers and
advertisements may be further modified by previous historical play,
advertisements seen, offers accepted, and other casino financial
activities done by the person with this biometric fingerprint.
[0104] These embodiments allow the player to sit down at a gaming
machine without identifying himself by using a player card or other
identification means. These embodiments subsequently further allow
the player to be subsequently re-identified for a play session by
anonymous identification means using the integrated biometric touch
screen device. The gaming machine then can be reconfigured into a
mode appropriate for this anonymous player. Better games, different
games, different game combos, player preferred games, the game that
the player is luckiest on, recently played games, and so on can be
configured, re-skinned or themed, or downloaded to the gaming
device or Server based gaming engine once such anonymous
identification is achieved. The player may be notified of such
changes on the video screen or the reconfiguration may take place
without notification to the player. Such devices, systems, and
methods allow a player-centric reconfigurable gaming system,
device, and methods even though the player has not previously and
in person created a named player patron account in a traditional
casino player tracking system.
[0105] In one embodiment, the player may anonymously and
biometrically identify himself with the integrated biometric touch
screen LCD display device. Once this scan is compared to the
anonymous player database of other biometric scans and its
associated unique player tracking database record, the gaming
device can be re-configured, re-skinned, or downloaded to player
preferences from a previously saved game state. Player session
rating and bonusing would occur for this anonymous player based
solely on this unique biometric sample and the newly reconfigured
gaming device. In this embodiment, the player takes a positive
action to scan his fingerprint on the fingerprint reader. The
player would be notified that biometric identification will provide
the player with a better bonus and gaming experience, thereby
compelling or inducing a player to provide a biometric sample. The
player would still be anonymous to any systems in the sense that
the player name, address, and contact information is not known to
the central CMP/CMS player tracking system. Only the biometric
scan/hash is stored for this session and linked to the same
scan/hash from previous game sessions for the purpose of bonusing
and automatic game reconfiguration and/or download. The gaming
session would end when the machines credits are set to zero, the
player cashes out, or there is inactivity on the gaming device for
a period of time.
[0106] This anonymous biometric scan is useful to the patron
because the patron can remain anonymous, but the patron gets the
benefit his past history of play, his player preferences, and
demographic profile. For tax reasons and other privacy reasons, the
player may not want to have a player tracking card that associates
all gaming sessions' wagers and wins together. Different state
lottery or other government commissions or regulators may want to
allow the player centric-reconfigurable gaming and bonusing
systems, but they do not want to have player database due to the
Freedom of Information Act. That is, a player's name and
wager/win/loss data could become known to the public through the
press or private citizens who request the data through the Freedom
of Information Act. The anonymous identification of the player
allows for the state lottery to deliver a reconfigurable gaming
system competitive to the private gaming properties such as in the
Class III Nevada jurisdiction.
[0107] In one embodiment, the casino may notice a new anonymous
player is playing a gaming device from the scan taken by the
integrated biometric touch screen LCD display. Dispatch software
would notify casino club desk employees that this new anonymous
patron is playing at a particular gaming device. The casino can
then send out an employee to greet the new patron and issue a
traditional player card to the anonymous patron. The player card
number and the biometric scan data are uniquely associated together
in the database so that the patron may use either one or both of
the player card or biometric scan. Either way the player session
data is maintained for this player spanning multiple sessions
independent of how the player was identified.
[0108] In one embodiment, a responsible gaming system, method, and
device are disclosed. A player may be provided a user interface at
a gaming machine, kiosk, player's club desk or other registration
device or site to configure gaming self-exclusion rules for their
fingerprint biometric scan(s) pattern or hash. A player's
fingerprint scan can be taken by a traditional finger print reader
or the integrated biometric touch screen display at this user
interface device. The player may set up the gambling limits
including, but not limited to, wager limits, win/loss limits, loss
rate per unit time limits, time on device (session time) limits. In
other embodiments, these limits may be jurisdictionally set. As a
result, the player can only view the limits configured for this
jurisdiction and the current player advancement towards these
limits. In another embodiment, a player can also set self-imposed
threshold limits under the state or jurisdictional required limits.
The player can also set the expire rules for these self-imposed
limits. For example, a player may set an expire rule of no more
than $500 of wagering in two hours of time, otherwise subsequent
gaming is blocked. The wager limit may expire after a preset amount
of time of non-wagering by the player. This forms the basis for a
player to self-exclude himself from gambling if these limits are
reached. If the non-identified player begins a play session at a
gaming device and/or the player's biometric pattern is matched to
the central biometric database, the jurisdictional and the self
exclusion limits are checked. If the player has reached any of the
self-exclude limits, then the play on the gaming device is blocked.
In one embodiment, one or more of the bill acceptor, ticket
acceptor, coin acceptor, electronic funds transfers are all blocked
from use on this gaming device. The player will be cashed out and a
ticket will be printed for any remaining credits on the gaming
device. The player will be notified of the limit being reached on
the gaming device screen or player tracking display (iVIEW) on the
gaming device. Once the expire rules have occurred on these limits
play can resume on this or another gaming machine in this and other
properties configured in this system.
[0109] In another embodiment, the responsible gaming system may
also be used with a traditionally identified patron who has chosen
to not play with the player's club card. The player's club card
account number and a fingerprint biometric scan data are previously
associated together at a kiosk or terminal at the player club desk.
Whenever the player uses one or both identification means (club
card or biometric sample) then the session wager win/loss data is
monitored. When the responsible gaming limits are reached by this
player then play is blocked as previously disclosed. Expire rules
would clear these limits automatically and wagering could
resume.
[0110] In still another embodiment, various jurisdictions may
impose responsible gaming limits. An anonymous player would not go
and set up his or her self-imposed limits. When the responsible
gaming systems, biometric touch screen devices, or biometric
identity systems isolate a player who has crossed these responsible
gaming limits, game play is blocked automatically at any game
device. Once the state or jurisdictional limits expire, game play
is then allowed again.
[0111] In one embodiment, a money laundering detection system is
disclosed herein. In the context of gaming, money laundering can
occur when money from illicit sources (drugs, mob, FBI or treasury
marked money, or forgeries) is cleaned through the gaming machine.
For example, the gaming machine can take this dirty money in to its
currency acceptor and converted into an electronic credit. The
electronic credit may be subsequently cashed out, and a ticket or
cash/coin dispenser would issue clean money or ticket to the
player.
[0112] In order to prevent money laundering, currency input devices
and their associated gaming devices can be monitored for
out-of-bounds conditions. An out-of-bounds condition may be a
certain amount of money has been credited onto a gaming device, and
the player cashes out after a few games of insignificant wager
amounts. These out-of-bounds conditions can be configured by
central systems. Gaming machines or their currency acceptors are
monitored for these out-of-bounds conditions being triggered. This
determination can be done by the gaming device, its attached system
components (GMU, iVIEW), or a central out-of-bounds checking
servers. A fingerprint is scanned by the biometric input device
prior to an out-of-bounds condition or once an out-of-bounds
condition has been determined. The fingerprint is then recorded
with the out-of-bounds event in the system. Alternatively, the
biometric input device captures the fingerprint from each anonymous
player who presses the wager or collect button. This data can be
stored in a database for later retrieval and also provides an audit
trail for security personal or authorities. The fingerprint
biometric data or image scanned is stored with the out-of-bounds
data of recent credits, wagers, cash outs on the gaming device.
Alerts may be sent to security personnel or law enforcement
authorities in response to an out-of-bounds transaction.
Optionally, the gaming machine may present a Notification of
out-of-bounds activity on one or more displays of the gaming
machine. The biometric scan can be compared to others patterns in
the out of bounds database and linked together.
[0113] In this embodiment, the biometric touch screen can
anonymously scan the player of the electronic game machine, and
biometric data can be sent to the out-of-bounds server to see if
there were any previous out-of-bounds conditions reached for this
biometric pattern. Once a certain amount of these out-of-bounds
events have occurred in total or in a specific amount of time on
the same or different gaming machines, authorities would be
notified of suspicious activity. Optionally, the biometric data
would be provided to these authorities for prosecution
purposes.
[0114] In still another embodiment, each gaming device would have a
biometric touch screen device with the gaming device. This system
would enable security personnel, auditors, regulators, authorities
to monitor all individuals gaming at any specific gaming machine in
a single property or a group of gaming locations. Each wager, win,
loss, cash out, funds transfer to or from a player account, or
other activity can be monitored and linked to the fingerprint of
the player who selected the particular activity. For example, the
fingerprint image or biometric sample of the person who committed
the wager on a game and won a jackpot can be stored for later
reference and validation of the player who actually triggered the
jackpot. This would solve disputes those disputes in which two or
more players claim to have won a jackpot.
[0115] In another embodiment, a surveillance system may be
integrated with the Game Monitoring Unit or iVIEW contained within
the gaming device. The surveillance system may be triggered in
response to biometric scans when certain metered events (not
limited to jackpots, out of bounds conditions, wagers, cash outs,
denomination changes, changes to selected games) are triggered on
the gaming device. Casino Security personnel can use this to data
to compare against a database of banned players. If a banned player
is found at a gaming device, then play can be blocked on the gaming
device by sending a disable command to the gaming device. Security
staff can be sent to the specific patron out of the property or
turn the patron over to the authorities. A biometric touch screen
system that is tied into the gaming device gives the casino
security staff an additional 2000 plus devices to look for banned
players on a traditionally sized casino floor. In smaller locations
that can not afford a surveillance system, the embedded biometric
touch screen systems provide the ability to audit gaming
transactions, patrons playing on gaming machines, and biometric
information of individuals who may have gained access to the
interior of the gaming device.
[0116] In one embodiment, access into the gaming cabinet can be
blocked unless the fingerprint pattern is matched against a known
approved person database. The electronic locks on the gaming device
would then be unlocked.
[0117] This fingerprint system can be used to aid in age
verification of the player playing the gaming device. This system
can also be integrated into wireless gaming devices that are
traditionally handheld. The biometric input devices can also be
integrated into in-room gaming systems/devices to monitor age of a
player of a gaming device in a hotel room. The television in the
hotel room may be used as the display device for the gaming
activity. A wireless handheld may be used to commit a wager or do
other gaming related activity. This handheld may have an integrated
biometric input device. Another example would be at poolside gaming
device with integrated biometric touch screen. A series fingerprint
samples are taken and stored of the player playing the gaming
device upon each wager, each win, or other transactions on the
gaming device. The surveillance/security staff can playback/review
the fingerprint samples images of each game played one by one to
ensure compliance with the casino rules, laws of the state, or
other jurisdictional laws. This staff may also have an automated
biometric comparison database to compare against authorized
fingerprints/patrons. The surveillance/security staff can have be
notified once the authorized fingerprint has changed. This would be
to support an age verification process in a casino environment.
[0118] In various embodiments as an aid to maintain player privacy
rights, the player must allow a first finger print scan to be taken
at a kiosk, handheld gaming device, players' club desk, cashier
cage, or other biometric scan device or location. This is typically
in the presence of a human attendant who can witness the age of the
person by visually validating the drivers license or other
identification of said person. These biometric fingerprint scan(s)
would be associated with a players club account ID. The player
would also pre-authorize the capture of subsequent fingerprints
prior to being allowed to play the gaming device (wireless device
or traditional gaming device), or on a periodic sampling basis. A
comparison of the first biometric scan and the subsequent scans at
the gaming device would be compared for identification reasons. If
the biometric scans do not match or the match thresholds are
out-of-bounds, then play is blocked on the gaming device and/or
security personnel are dispatched to the device to ensure
age-compliant gaming.
[0119] The biometric input device also protects a casino patron who
loses the wireless gaming device when it is logged into the players
wager account. If another person tries to log onto this device or
wager by pressing the wager button on the biometric input device,
the device will not operate.
[0120] In still another embodiment, bonusing may be tied to the
anonymous player. The Bally Power Winners system needs to know that
an actual customer is playing the gaming device to qualify the
player for entry into winner selection process in case the
progressive is triggered at a random time. The biometric input
device can be used to determine that a player is playing the gaming
device and can be added to the pool of eligible winners. If the
progressive triggers and this player is determined to be eligible
to win, then this player represented by the unique biometric
identifier can be entered into the pool of possible winners of the
progressive. One or more of these biometric identifiers in the
qualified to win group are chosen randomly to win the progressive
or a consolation prize. Then the prize can be given to the player
at the gaming device through an automatic funds transfer (AFT) to
the credit meter or a cash ticket can be printed at the gaming
device. A player may have to re-scan his finger to collect the
prize award. The fingerprint scan of the patron who won the
progressive or other jackpot can be printed on the cash voucher,
which allows for later validation of the prize or the identity of
the winner to ensure that the award is given to the proper
person.
[0121] An anonymous player who has been re-identified as a return
player, or of a return player of certain patron level or status
based upon past play history can be bonused or "comp'd" (i.e.,
compensated) based upon this patron level or historical play. A
non-limiting example is where a Power Winners progressive is
configured for anonymous players who have played over $500 of
wagers in the last month. If any of those players sit down and
wager in front of the gaming device and the biometric touch screen
system and the CMP/CMS system determines this player meets the
progressive criteria, the player is then qualified for entry into
this progressive bonus in the event the progressive bonus is
triggered.
[0122] In one embodiment, once a fingerprint of any sort is scanned
and credits are put on the gaming machine, a metered session is
started on the gaming device or within the CMP/CMS system. All
gaming machine meters are monitored and include, but are not
limited to wagers, wins, losses, deposits, and cash outs. The
biometric scan (e.g., fingerprint, handprint, palm print) is taken
of the player. Once the biometric recognition system has identified
the biometric sample against the anonymous player database, the
accrued session data is linked to the central CMS/CMP player rating
database. As a result, the anonymous player gets the entire benefit
of the bonusing the instant he starts playing even if they haven't
been identified by the anonymous player identification system for a
minute or two. After a period of gaming or touch screen inactivity,
the gaming session concludes.
[0123] The player can later register at a player's club desk for a
real account by providing identification like a driver's license
and a fingerprint scan. This new scan will be compared to the
database of biometric scans of anonymous players. If a match is
found, then any bonusing earned to date will be assigned to this
newly created patron ID account, and the anonymously generated comp
data and previous play history will be assigned to this specific
patron. The patron may then be given a player card to identify
oneself for later player sessions at the EGM's. The fingerprint
recognition system may then only have to do a one-to-one match of
the player card to fingerprint recognition data. This is a much
quicker look up versus a one to many look up of fingerprint samples
to the multitude of anonymous players' fingerprint/biometric
data.
[0124] There are player-initiated scans and non-player initiated
scans. A player-initiated scan requires the user to knowingly start
the scan process by taking an action and using the biometric touch
screen. On-screen prompts are shown to the player to place a finger
or hand in the proper orientation to re-authorize and/or
re-identify the player. In one embodiment, a spin button on the
biometric touch screen may take a fingerprint scan of the player
with each wager. Alternatively, a max bet button may also take a
fingerprint scan. With each spin or play of the game, the
identification of the player can occur whether the player is using
a player card or not. In yet another embodiment, the player may be
unaware that a biometric scan is being taken during one or more of
the following events: play of the game, funds transfer to/from the
game, cash out from the game, jackpot win, out-of-bounds gaming, or
other conditions.
[0125] It is contemplated that bonusing products offered and sold
by Bally Gaming, Inc. may utilized the biometric touch screen and
the anonymous player database. An anonymous player can be "comp'd"
(i.e., compensated) and bonused in the same ways as if the person
had actually registered for a casino patron ID card account and
used this card at the gaming device. The anonymous player will earn
his/her Live Rewards bonus games and Play Points on iVIEW the same
way he/she would if he/she was a traditionally registered patron of
a casino and using the players club card. The anonymous player can
move from gaming device to gaming device and his/her virtual or
anonymous CMP/CMS patron account can move with this player. In one
embodiment, the comp's or bonuses accrue over multiple play session
once the facial recognition system determines that the player in
the current gaming session is the same player in previous
sessions.
[0126] In one embodiment, anonymous players can be grouped into
different club levels. For example silver, gold and platinum club
levels are traditionally defined for casino registered patrons who
hold a magnetic stripe patron card. Players who reach these certain
club level status are given extra or different bonusing based upon
these club levels. The anonymous players may also be linked into
these same or different club levels, with or without the anonymous
player's knowledge. An anonymous player may advance from one club
level to the next based upon wagering activity in a single or
multiple gaming sessions. Bonusing provided to the anonymous player
may be further modified by the gaming device being played. One or
more features of the gaming device that may effect the bonusing
include, but are not limited to, EGM ID, selected denomination,
game ID, game combo ID, location, zone of the floor, the
country-state-or local jurisdiction of the gaming machine, the
property ID, the group of gaming machines this machine belongs,
geographic location, IP address, or other players playing on the
same gaming machine. The bonusing rates for anonymously identified
players can be configured by casino personnel in the CMP/CMS player
tracking servers.
[0127] In still another embodiment, an anonymous player may save a
game state or save a bonus state. Game state features that may be
saved include game specific settings, levels, objects, XML data,
and/or game variables can be saved in a database for an anonymous
player.
[0128] In one embodiment, the fingerprint biometric sample scanned
by the BioTouchDisplay or its biometric hash creates a primary key
in a database. These game variables can be saved to the save state
server as the player cashes out of the gaming device or leaves the
gaming device as determined by a camera or other proximity
detectors. The player can also elect to save game state data
manually. The saved data may then be referenced to the fingerprint
recognition pattern or hash code. The game state would be then
saved for this player against this biometric sample or hash.
[0129] The player would be able to return to the same or a
different gaming device, touch the biometric input device, and the
game would be reconfigured into back into the state at the end of
the previous gaming session. In one embodiment, the player may be
asked whether the player wants to reconfigure the game machine to a
previous game state. The game state data would allow for complete
recovery of the game state even though the player is a
non-identified player. This game state recovery data would be sent
to the client device or server process running the game for the
client. This allows the player to remain anonymous to the casino or
site but still have the ability to use the save state capability.
This feature would also work for anonymous wireless devices and
portal based gaming sites. There are player initiated scans and
non-player initiated scans that can be used for this save game
state/recover game state purpose.
[0130] A fingerprint sample from the biometric input device can be
taken of a person who played a tournament game as a means of
identifying the anonymous player later at award collection time.
This person's tournament score can be stored in the leader board
for this tournament and associated with the anonymous biometric
sample. If the anonymous player sees his score won a tournament
prize, the player can go to the tournament prize redemption center
and collect his prize so long as the current biometric scan matches
the scan associated with the tournament prize and score.
[0131] The tournament player may also be given a tournament score
receipt voucher with or without the scan data, scan hash, or image
of the player on printed on the voucher. In another embodiment, the
image of the winning player would be stored in a central prize
database. The player could redeem the voucher for the prize if the
attendant determines that the person redeeming the voucher is the
person whose picture is on file who earlier posted the tournament
score.
[0132] In another embodiment, the anonymous person may return to
the gaming device and have their fingerprint scanned by the
biometric input device to determine if there are any winning
tournaments, raffles, bingo games, lottery winnings associated with
his biometric sample. If so, the player can collect the prize at
the gaming device or a kiosk terminal. Accordingly, a prize may be
redeemed by an anonymous player who purchased or was freely given
an entry into a game that awards prizes after a player concludes
his gaming session. The anonymous player fingerprint biometric
sample that is scanned before, during, or after the game is
associated with the tournament score entry, lottery numbers or any
other unique identifier for the game being played. The anonymous
player can redeem for the prize with the biometric sample only or
in conjunction with other identification means including, but not
limited to, a voucher with tournament scores, game entry number,
raffle numbers, lottery numbers, sweepstakes numbers, and the like
printed on a voucher.
[0133] In one embodiment, multiple unique players may be identified
by touching the BioTouchDisplay on the same gaming device or player
tracking display. Multiple CMP/CMS player rating sessions would be
automatically created for these unique fingerprint scans taken by
the BioTouchDisplay. Players may be instructed to only use one
finger as they interface with the BioTouchDisplay. This way more
than one person can interact with their play pieces and player
account just by touching the screen. The software can then clearly
identify who is doing what action on the screen without the players
self-governing themselves or taking turns. Unless allowed, a player
would not be able to interact with another player's play pieces or
player account data on the same screen.
[0134] In one embodiment, the fingerprint scan captured by the
biometric touch display is rotated, scaled or otherwise modified to
aid in the comparison against other biometric samples.
[0135] In one non-limiting embodiment, the fingerprint scan
captured by the biometric touch display is processed by client side
processing software by the M2SYS corporation. The M2SYS
Bio-PlugIn.TM. software is used to do this processing. Central
biometric registries in the casino or third party biometric
registries may conduct a comparison of a recently taken scan
against a previous scan. Alternatively, the scan may be compared to
a biometric sample that is stored in a casino patrons Personal
Digital Key (PDK) (FOB or player/employee wireless smart card) as
part of a complete wireless proximity detection system. A wireless
comparison match may take place between the PDK and the sample
taken on the BioTouchDisplay. There are a multitude of certified
biometric fingerprint analysis and comparison software packages
commercially available and all are considered to be within the
scope of this disclosure.
[0136] In one embodiment, an abandoned card is determined using the
traditional player card reader and a GMU. If wagers have not
occurred for a period of time, the GMU creates an abandoned card
transaction. The card reader and iVIEW display show that an
abandoned card event has occurred. If the patron leaves the gaming
device with the player card still in the card reader, then a lost
card has occurred. Another player may come to this same gaming
machine and re-insert this player card in an attempt to use this
player card as his own. The biometric touchscreen scans the players
fingerprint and compare to a fingerprint scan of the authorized
patron for this player card. If the scan doesn't match then an
event can be sent to security staff. The fraudulent player wouldn't
even know the biometric fingerprint is taken by the Biometric touch
display system. The gaming device could be disabled and player
tracking session closed if the comparison fails. The record of this
fraudulent use and the fingerprints can be used as an audit record
and be provided to security staff or authorities to aid in
prevention and prosecution of fraudulent player card use.
[0137] In one embodiment, the biometric touch screen is integrated
into the iVIEW device present across all gaming devices on the
casino floor. The general principles of operation are as follows:
[0138] 1. An anonymous play session will be defined as the time
which the gaming device is credited until the gaming device is
either cashed-out or the credit meter reaches zero. If the
biometric fingerprint data cannot be acquired by a biometric touch
screen, the session will not be created. In alternate embodiments,
the player session starts once a player touches the biometric touch
screen input device. [0139] 2. A player's anonymous record will be
created based upon the first receipt of unique biometric data by
the CMS. Subsequent play sessions will be matched based upon the
biometric data. The results of the subsequent sessions will be
linked to the player's master record. Each session will be tracked
uniquely but it will be possible to roll-up all activity over a
given time period for a given player.
[0140] In principle, the basic flow of information will be as
follows: [0141] 1. The biometric device will identify the player at
the point the device being played is credited in some fashion. This
occurs at cashless transfer to/from the gaming device. [0142] 2.
The binary representation of the player as defined by the biometric
device in use will be transmitted to the system interface present
in the game. This device is commonly known as a Game Monitoring
Unit (GMU). [0143] 3. The GMU will transmit the data to the back of
house CMS. The data will be flagged with the fact this is an
anonymous player identification rather than a standard player
tracking message using a card. [0144] 4. The CMS will create a new
player master record if it is the first time the biometric data has
been exposed to the system. A new play session will be created and
linked to the master player record. [0145] 5. Periodic updates to
the play session may be sent to the CMS if desired based on system
configuration [0146] 6. When the player cashes out or the credit
meter on the device reaches zero, the play session will be closed.
The final results of the session will be transmitted to the CMS.
[0147] 7. Final results for the play session will be stored in the
CMS database. It will be possible to retrieve those results at a
later time via tracking reports or on the CMS user interface.
[0148] The demonstration this technology consists of the following:
[0149] 1. The acquisition of the player's biometric identity at the
gaming device using a biometric touch screen device. [0150] 2. The
creation of the player's anonymous record in the CMS/CMP. [0151] 3.
The accumulation of the player's activities during play on the
gaming device. [0152] 4. The termination of the anonymous session
upon player cashout or when the gaming device credit meter reaches
zero or a period of gaming machine inactivity or the biometric
identity is no longer available or read by the biometric reader.
[0153] 5. The creation of additional play sessions for the
anonymous player at a second gaming device (or by adding credits to
the original gaming device). [0154] 6. Linking first and second
play sessions to the same anonymous record in the CMS/CMP. [0155]
7. Review of activity via reporting or user interface on the
CMS
[0156] In an embodiment multiple, finger print scans or hashes can
be associated together with a casino patron account number. As a
result, a patron is allowed to use any finger on biometric touch
screen and the casino patron can be identified. This requires a
registration process where a user registers approved fingers
against his/her patron club account number. This can be done at a
kiosk, cashier cage, casino club desk, player tracking biometric
touch screen, EGM biometric touch screen, or handheld gaming device
biometric touch screen.
[0157] The player would first identify the player patron account
entering a players club card or card number into device. A PIN may
be required prior to association of fingerprints with the players
patron account. Anonymous players may also associate their multiple
fingers/hand prints together even without a players club account. A
player could enter a PIN, username, and/or other data then have
multiple fingers/hands scanned by the biometric touch screen. These
fingerprints/hand prints are then associated with the unique PIN,
username or other confidential information to the anonymous player.
Multiple different people and their fingerprints/handprints can be
associated together into anonymous accounts or casino patron
accounts. This way any person with approved fingers/hands can use
the product or service and be authorized to play the gaming device,
do funds transfer, be "comp'd" (i.e., compensated), gain access to
hotel rooms, as if they were the same person. Multiple people
effectively become one as they use the products or services of the
casino.
[0158] The foregoing describes a biometric touch screen device
capable of simultaneously capturing a fingerprint scan, a touch
event, and presenting a computer rendered display. All of these
features can be combined into an integrated semiconductor device
such as the Sharp technologies device shown in FIG. 7A.
Alternatively, traditional touch screen input devices can be
modified to add the biometric fingerprint scan required to
implement the features described in this disclosure. Some
non-limiting example technologies include, but are not limited to,
Surface Acoustic waves, infrared camera fingerprint scans through a
surface computer projected display, pressure sensitive scans, an
optical field scan, infrared light beams or acoustic waves on or
above the surface of the touch screen substrate, thermal scans,
ultrasonic scans, infrared scans, laser scans of fingerprint. Most
of these technologies would allow the video data to be seen through
the touch sensor/fingerprint reader. In some cases, the touch
screen sensor and the fingerprint scanner may be separate
technologies integrated in close proximity to each other with the
LCD or projection display. In some instances, the touch
screen/fingerprint scanner or reader can be integrated and be
behind the video display membrane or LCD. Some portions of the
entire display screen may be processed for the fingerprints, which
would speed up biometric processing.
[0159] Effectively any integrated technology or combination of
technologies to provide touch screen, fingerprint/handprint, and
computer graphics display in an integrated form factor would be
considered within the scope of this disclosure. If the
fingerprint/handprint reader is in the same area as the display
device then this would be within the scope of this disclosure.
[0160] In one embodiment, different areas on the biometric touch
screen can require different level of fingerprint
scans/authorizations. For example, a spin button on the biometric
touch screen may not need a good scan taken each touch. In
contrast, a cashout button may require the user to give a good
fingerprint scan each time for audit reasons. Each button or user
selectable area on the biometric touch screen may have different
requirements for biometric scan and analysis. This aids in the
processing speed of the entire system. Only important scans need to
be fully processed. Each application, each button, each window on
the biometric touch screen, or the associated OS driving the
application can be configured to allow this selective biometric
scan/process.
[0161] In another embodiment, the biometric touch screen or the
separate fingerprint reader scan can be combined with a facial
recognition scan to isolate a specific patron better than using any
technology alone. Each biometric technology matches key data points
to get to a recognizable pattern. If multiple biometric systems are
used then a match with a joint data set can be made and one can get
a significantly higher chance of a match to a specific person. For
example, in normal biometric scans, the casino would require eight
points of match on a fingerprint scan to one in a database.
Alternatively, ten points of match on a face scan may be required
to pass a threshold test to uniquely identify the user. If two
biometric systems are combined together, these thresholds or points
of match may be reduced for each individually. If the system can
get six points of match on a fingerprint scan and six points of
match on the face scan, then the person can be uniquely identified
using these combined but lower thresholds than using each biometric
system separately.
[0162] In another embodiment, the use of a facial recognition
system could be improved if the distance to the subject were known
by the analysis software to better enable calculations of the
absolute size measurements. This could be accomplished with a
directional proximity detector, thermal sensor, ultrasonic range
detector, laser or IR range detector or other range detection
technology. Also, multiple cameras can be used to provide a
stereoscopic vision system. Multiple cameras would provide both a
distance measurement and multiple simultaneous views for point
matching on the face, thereby improving the chances of a positive
facial match against known facial patterns. When the key datapoints
and triangles are being isolated on different face scans then the
range data provided would help in the determination of the triangle
sizes and datapoints. Simple geometry calculations using this range
to the person would allow for a better/quicker biometric processing
of the face being acquired.
[0163] In any of the embodiments, multiple scans may be taken of
the fingerprint or facial scan to aid in the comparison and match
process. Often, an imperfect fingerprint scan is acquired where
certain key data points are captured in a first scan and other key
data points are missing. In a second scan taken during the same
touch screen press or on a subsequent biometric touch screen press,
other key data points are captured. The points of commonality are
matched together between the two scans and the unique points are
combined into a complete scan with enough data points to do a
match. There may be rules that say enough good data points must be
collected within a certain number of presses or scans or the
authentication of the user will fail. The gaming device may have
game play blocked until a new good scan and match occurs. In a
non-limiting example each press on the spin button/funds transfer
button/collect button on the BioTouchDisplay may not be required to
be authenticated, but rather the combination of multiple scans may
be analyzed to create a total view of the combined biometric
samples. This combined total view may be used to validate and match
a user to a previously known biometric sample or patron ID.
[0164] In the embodiments described above, a user may have to press
the biometric touch screen for a long enough period of time to get
a good biometric scan of the fingerprint and to trigger the user's
desired event. The software would decide if enough data points are
found to make the biometric determination, comparison, or match.
Once this determination is made the user interface may show the
user that a good scan has occurred. The good scan may then be sent
to a client or server side processing engine for comparison
matching against other biometric sample or just for
event/transaction logging purposes. The user may be requested to
orientate his/her finger/hand/face in a certain direction to aid in
the biometric scan process.
[0165] While the example embodiments have been described with
relation to a gaming environment, it will be appreciated that the
above concepts can also be used in various non-gaming environments.
For example, such rewards can be used in conjunction with
purchasing products, e.g., gasoline or groceries, associated with
vending machines, used with mobile devices or any other form of
electronic communications. Accordingly, the disclosure should not
be limited strictly to gaming casino's, arcades, portal based game
sites, cellular phone devices, personal digital assistant devices,
laptops, personal computers, home game consoles, bar top gaming
devices, table gaming devices, surface computing devices, table
gaming biometric touch screen, television gaming, or in-room gaming
devices.
[0166] The foregoing description, for purposes of explanation, uses
specific nomenclature and formula to provide a thorough
understanding of the disclosure. It should be apparent to those of
skill in the art that the specific details are not required in
order to practice the disclosure. The embodiments have been chosen
and described to best explain the principles of the disclosure and
its practical application, thereby enabling others of skill in the
art to utilize the disclosure, and various embodiments with various
modifications as are suited to the particular use contemplated.
Thus, the foregoing disclosure is not intended to be exhaustive or
to limit the disclosure to the precise forms disclosed, and those
of skill in the art recognize that many modifications and
variations are possible in view of the above teachings.
[0167] One of ordinary skill in the art will appreciate that not
all gaming devices have all these components and may have other
components in addition to, or in lieu of, those components
mentioned here. Furthermore, while these components are viewed and
described separately, various components may be integrated into a
single unit in some embodiments.
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