U.S. patent application number 12/406549 was filed with the patent office on 2009-09-24 for method and apparatus for altering gaming device configuration responsive to information related to a player of the gaming device.
This patent application is currently assigned to ACRES-FIORE PATENTS. Invention is credited to John F. Acres.
Application Number | 20090239648 12/406549 |
Document ID | / |
Family ID | 41089426 |
Filed Date | 2009-09-24 |
United States Patent
Application |
20090239648 |
Kind Code |
A1 |
Acres; John F. |
September 24, 2009 |
METHOD AND APPARATUS FOR ALTERING GAMING DEVICE CONFIGURATION
RESPONSIVE TO INFORMATION RELATED TO A PLAYER OF THE GAMING
DEVICE
Abstract
Embodiments of the present invention are directed to a method
and apparatus for operating a gaming device having at least one
winning event and at least one related award that is generated
according to a set of rules associated with the game. The game is
driven to present a predefined winning outcome and an award is
generated as if the winning event and award were generated
according to the rules. Also provided are rules and/or conditions
for determining when to generate the predefined wining event,
including rules that take into account player value to the casino
and game volatility preference.
Inventors: |
Acres; John F.; (Corvallis,
OR) |
Correspondence
Address: |
MARGER JOHNSON & MCCOLLOM, P.C.
210 SW MORRISON STREET, SUITE 400
PORTLAND
OR
97204
US
|
Assignee: |
ACRES-FIORE PATENTS
Las Vegas
NV
|
Family ID: |
41089426 |
Appl. No.: |
12/406549 |
Filed: |
March 18, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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61038548 |
Mar 21, 2008 |
|
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|
61156767 |
Mar 2, 2009 |
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3244 20130101; G07F 17/34 20130101; G07F 17/3232 20130101;
G07F 17/3225 20130101; G07F 17/3211 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for operating an electronic gaming device comprising:
estimating a preferred frequency of winning events for the gaming
device; tracking the actual frequency of winning events for the
gaming device; establishing at least one criterion that is related
to the preferred frequency and the actual frequency; and driving
the game to present a predefined winning event responsive to the
established criterion.
2. The method of claim 1 further comprising: estimating the value
of a player of the gaming device to an operator of the gaming
device; and driving the game to present a predefined winning event
responsive to the established criterion and the estimated player
value.
3. The method of claim 2 further comprising: estimating a preferred
value of at least one winning event for the gaming device; and
tracking the actual value of winning events for the gaming device,
wherein the established criterion is related to both the preferred
frequency and value and the actual frequency and value.
4. The method of claim 1 further comprising: estimating a preferred
value of at least one winning event for the gaming device; and
tracking the actual value of winning events for the gaming device,
wherein the established criterion is related to both the preferred
frequency and value and the actual frequency and value.
5. The method of claim 1 further comprising tracking the actual
frequency during a play session.
6. The method of claim 5 wherein the play session is associated
with an identified player.
7. The method of claim 1 wherein a game having a set of rules is
implemented on the electronic gaming device.
8. The method of claim 7 further comprising: selecting a winning
event according to the rules responsive to a first play of the game
by a player; and driving the game to present a predefined winning
event responsive to a second play of the game by the player.
9. The method of claim 8 further comprising permitting a random
number generator to select a winning event according to the
rules.
10. A method for operating a gaming device comprising: estimating
the value of a player to an operator of the gaming device;
estimating a preferred frequency of winning events for the player;
tracking the actual frequency of winning events of the gaming
device while the player is playing; establishing at least one
criterion that is related to the difference between the preferred
frequency and the actual frequency; determining when the criterion
meets at least one predefined condition; thereafter driving the
game to present a first predefined winning event if the player has
a first estimated value; and if the player has a second estimated
value, driving the game to present a second predefined winning
event.
11. The method of claim 10 wherein estimating a preferred frequency
of winning events for the player comprises: tracking play of the
player on at least one gaming device; and drawing inferences
related to the player's preferred frequency of winning events based
on the tracked play.
12. The method of claim 10 further comprising tracking the actual
frequency during a play session.
13. The method of claim 12 wherein the play session is associated
with an identified player.
14. The method of claim 10 wherein a game having a set of rules is
implemented on the electronic gaming device.
15. The method of claim 14 further comprising: selecting a winning
event according to the rules responsive to a first play of the game
by a player; and driving the game to present a predefined winning
event responsive to a second play of the game by the player.
16. The method of claim 15 further comprising permitting a random
number generator to select a winning event according to the
rules.
17. An apparatus for operating a gaming device comprising: means
for estimating a preferred frequency of winning events for the
gaming device; means for tracking the actual frequency of winning
events for the gaming device; means for establishing at least one
criterion that is related to the preferred frequency and the actual
frequency; and means for driving the game to present a predefined
winning event responsive to the established criterion.
18. A method for operating a network of gaming devices comprising:
tracking a player's play on the networked gaming devices;
estimating the player's preferred frequency of winning events;
determining the actual frequency of winning events experienced by
the player during game play; establishing at least one criterion
that is related to the preferred frequency and the actual
frequency; and driving the game to present a predefined winning
event responsive to the established criterion.
19. The method of claim 18 wherein determining the player's
preferred frequency of winning events comprises tracking the
player's play on a first one of the gaming devices and wherein
determining the actual frequency of winning events comprises
determining the actual frequency of winning events experienced by
the player on a second one of the gaming devices.
20. The method of claim 18 wherein the method further comprises
estimating the player's worth to an operator of the network of
gaming devices and wherein driving the game to present a predefined
winning event responsive to the established criterion comprises
driving the game to present a first predefined winning event if the
player has a first estimated worth and driving the game to present
a second predefined winning event if the player has a second
estimated worth.
21. A method for operating an electronic gaming device comprising:
estimating a preferred value of at least one winning event for the
gaming device; tracking the actual values of winning events for the
gaming device; establishing at least one criterion that is related
to the preferred value and the actual values; and driving the game
to present a predefined winning event responsive to the established
criterion.
22. The method of claim 21 further comprising: estimating the value
of a player of the gaming device to an operator of the gaming
device; and driving the game to present a predefined winning event
responsive to the established criterion and the estimated player
value.
23. The method of claim 21 wherein the predefined winning event is
associated with an award having the preferred value.
24. The method of claim 21 further comprising tracking the actual
values during a play session.
25. The method of claim 24 wherein the play session is associated
with an identified player.
26. The method of claim 21 wherein a game having a set of rules is
implemented on the electronic gaming device.
27. The method of claim 26 further comprising: selecting a winning
event according to the rules responsive to a first play of the game
by a player; and driving the game to present a predefined winning
event responsive to a second play of the game by the player.
28. The method of claim 27 wherein the predefined winning event is
associated with an award having the preferred value.
29. The method of claim 27 further comprising permitting a random
number generator to select a winning event according to the
rules.
30. A method for operating a gaming device comprising: estimating
the value of a player to an operator of the gaming device;
estimating a preferred value of at least one winning event for the
player; tracking the actual value of winning events of the gaming
device while the player is playing; establishing at least one
criterion that is related to the difference between the preferred
value and the actual value; determining when the criterion meets at
least one predefined condition; thereafter driving the game to
present a first predefined winning event if the player has a first
estimated value; and if the player has a second estimated value,
driving the game to present a second predefined winning event.
31. The method of claim 30 further comprising tracking the actual
value during a play session.
32. The method of claim 31 wherein the play session is associated
with an identified player.
33. The method of claim 10 wherein a game having a set of rules is
implemented on the electronic gaming device.
34. The method of claim 33 further comprising: selecting a winning
event according to the rules responsive to a first play of the game
by a player; and driving the game to present a predefined winning
event responsive to a second play of the game by the player.
35. The method of claim 34 wherein the predefined winning event is
associated with an award having the preferred value.
36. The method of claim 34 further comprising permitting a random
number generator to select a winning event according to the
rules.
37. An apparatus for operating a gaming device comprising: means
for estimating a preferred value of at least one winning event for
the gaming device; means for tracking the actual value of winning
events for the gaming device; means for establishing at least one
criterion that is related to the preferred value and the actual
value; and means for driving the game to present a predefined
winning event responsive to the established criterion.
38. A method for operating a network of gaming devices comprising:
tracking a player's play on the networked gaming devices;
estimating the player's preferred value of at least one winning
event; determining the actual value of winning events experienced
by the player during game play; establishing at least one criterion
that is related to the preferred value and the actual value; and
driving the game to present a predefined winning event responsive
to the established criterion.
39. The method of claim 38 wherein estimating the player's
preferred value of at least one winning event comprises tracking
the player's play on a first one of the gaming devices and wherein
determining the actual value of winning events comprises
determining the actual value of winning events experienced by the
player on a second one of the gaming devices.
40. The method of claim 38 wherein the method further comprises
estimating the player's worth to an operator of the network of
gaming devices and wherein driving the game to present a predefined
winning event responsive to the established criterion comprises
driving the game to present a first predefined winning event if the
player has a first estimated worth and driving the game to present
a second predefined winning event if the player has a second
estimated worth.
Description
RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/038,548, filed Mar. 21, 2008, and U.S.
Provisional Application No. 61/156,767, filed Mar. 2, 2009, the
contents of both the foregoing applications being hereby
incorporated by reference.
FIELD OF THE INVENTION
[0002] This disclosure relates generally to electronic gaming
devices and more particularly to a method and system for providing
a player of such devices with an award that is not mandated by a
pay table in the gaming device.
BACKGROUND
[0003] It is known to provide players of electronic gaming devices,
such as video or mechanical slot machines or video poker machines,
with awards, sometimes referred to as bonuses, which are above and
beyond any award that is required by the pay table in the
electronic gaming device. Some of these awards are provided via a
network that connects a plurality of such gaming devices. For
example, if there is a short period where all or some of the games
are promoted as awarding double jackpots, the network can look for
a jackpot on one of the devices and send a command to that device
causing it to pay an amount equal to the jackpot thereby doubling
the jackpot. Other awards are mystery or random awards that are
provided to a player independently of any outcome on the gaming
device being played.
[0004] The present invention provides a method and system for
generating such an award or bonus that is more closely aligned with
the game being played on the gaming device.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] FIG. 1A is a functional block diagram that illustrates a
gaming device according to embodiments of the invention.
[0006] FIG. 1B is an isometric view of the gaming device
illustrated in FIG. 1A.
[0007] FIGS. 2A, 2B, and 2C are detail diagrams of exemplary types
of gaming devices according to embodiments of the invention.
[0008] FIG. 3 is a functional block diagram of networked gaming
devices according to embodiments of the invention.
[0009] FIG. 4 is a schematic diagram of a gaming device that
implements the present invention.
[0010] FIG. 5 is a chart depicting game outcomes and awards on a
gaming device.
[0011] FIG. 6 is a first process for implementing the present
invention.
[0012] FIG. 7 is a second process for implementing the present
invention.
[0013] FIG. 8 is a third process for implementing the present
invention.
[0014] FIG. 9 is a fourth process for implementing the present
invention.
DETAILED DESCRIPTION
[0015] FIGS. 1A and 1B illustrate example gaming devices according
to embodiments of the invention.
[0016] Referring to FIGS. 1A and 1B, a gaming device 10 is an
electronic gaming machine. Although an electronic gaming machine or
"slot" machine is illustrated, various other types of devices may
be used to wager monetarily based credits on a game of chance in
accordance with principles of the invention. The term "electronic
gaming device" is meant to include various devices such as
electromechanical spinning-reel type slot machines, video slot
machines, and video poker machines, for instance. Other gaming
devices may include computer-based gaming machines, wireless gaming
devices, multi-player gaming stations, modified personal electronic
gaming devices (such as cell phones), personal computers,
server-based gaming terminals, and other similar devices. Although
embodiments of the invention will work with all of the gaming types
mentioned, for ease of illustration the present embodiments will be
described in reference to the electronic gaming machine 10 shown in
FIGS. 1A and 1B.
[0017] The gaming device 10 includes a cabinet 15 housing
components to operate the gaming device 10. The cabinet 15 may
include a gaming display 20, a base portion 13, a top box 18, and a
player interface panel 30. The gaming display 20 may include
mechanical spinning reels (FIG. 2A), a video display (FIGS. 2B and
2C), or a combination of both spinning reels and a video display
(not shown). The gaming cabinet 15 may also include a credit meter
27 and a coin-in or bet meter 28. The credit meter 27 may indicate
the total number of credits remaining on the gaming device 10 that
are eligible to be wagered. In some embodiments, the credit meter
27 may reflect a monetary unit, such as dollars. However, it is
often preferable to have the credit meter 27 reflect a number of
`credits,` rather than a monetary unit. The bet meter 28 may
indicate the amount of credits to be wagered on a particular game.
Thus, for each game, the player transfers the amount that he or she
wants to wager from the credit meter 27 to the bet meter 28. In
some embodiments, various other meters may be present, such as
meters reflecting amounts won, amounts paid, or the like. In
embodiments where the gaming display 20 is a video monitor, the
information indicated on the credit meters may be shown on the
gaming display itself 20 (FIG. 2B).
[0018] The base portion 13 may include a lighted panel 14, a coin
return (not shown), and a gaming handle 12 operable on a partially
rotating pivot joint 11. The game handle 12 is traditionally
included on mechanical spinning-reel games, where the handle may be
pulled toward a player to initiate the spinning of reels 22 after
placement of a wager. The top box 18 may include a lighted panel
17, a video display (such as an LCD monitor), a mechanical bonus
device (not shown), and a candle light indicator 19. The player
interface panel 30 may include various devices so that a player can
interact with the gaming device 10.
[0019] The player interface panel 30 may include one or more game
buttons 32 that can be actuated by the player to cause the gaming
device 10 to perform a specific action. For example, some of the
game buttons 32 may cause the gaming device 10 to bet a credit to
be wagered during the next game, change the number of lines being
played on a multi-line game, cash out the credits remaining on the
gaming device (as indicated on the credit meter 27), or request
assistance from casino personnel, such as by lighting the candle
19. In addition, the player interface panel 30 may include one or
more game actuating buttons 33. The game actuating buttons 33 may
initiate a game with a pre-specified amount of credits. On some
gaming devices 10 a "Max Bet" game actuating button 33 may be
included that places the maximum credit wager on a game and
initiates the game. The player interface panel 30 may further
include a bill acceptor 37 and a ticket printer 38. The bill
acceptor 37 may accept and validate paper money or previously
printed tickets with a credit balance. The ticket printer 38 may
print out tickets reflecting the balance of the credits that remain
on the gaming device 10 when a player cashes out by pressing one of
the game buttons 32 programmed to cause a `cashout.` These tickets
may be inserted into other gaming machines or redeemed at a cashier
station or kiosk for cash.
[0020] The gaming device 10 may also include one or more speakers
26 to transmit auditory information or sounds to the player. The
auditory information may include specific sounds associated with
particular events that occur during game play on the gaming device
10. For example, a particularly festive sound may be played during
a large win or when a bonus is triggered. The speakers 26 may also
transmit "attract" sounds to entice nearby players when the game is
not currently being played.
[0021] The gaming device 10 may further include a secondary display
25. This secondary display 25 may be a vacuum fluorescent display
(VFD), a liquid crystal display (LCD), a cathode ray tube (CRT), a
plasma screen, or the like. The secondary display 25 may show any
combination of primary game information and ancillary information
to the player. For example, the secondary display 25 may show
player tracking information, secondary bonus information,
advertisements, or player selectable game options.
[0022] The gaming device 10 may include a separate information
window (not shown) dedicated to supplying any combination of
information related to primary game play, secondary bonus
information, player tracking information, secondary bonus
information, advertisements or player selectable game options. This
window may be fixed in size and location or may have its size and
location vary temporally as communication needs change. One example
of such a resizable window is International Game Technology's
"service window." Another example is Las Vegas Gaming
Incorporated's retrofit technology which allows information to be
placed over areas of the game or the secondary display screen at
various times and in various situations.
[0023] The gaming device 10 includes a microprocessor 40 that
controls operation of the gaming device 10. If the gaming device 10
is a standalone gaming device, the microprocessor 40 may control
virtually all of the operations of the gaming devices and attached
equipment, such as operating game logic stored in memory (not
shown) as firmware, controlling the display 20 to represent the
outcome of a game, communicating with the other peripheral devices
(such as the bill acceptor 37), and orchestrating the lighting and
sound emanating from the gaming device 10. In other embodiments
where the gaming device 10 is coupled to a network 50, as described
below, the microprocessor 40 may have different tasks depending on
the setup and function of the gaming device. For example, the
microprocessor 40 may be responsible for running the base game of
the gaming device and executing instructions received over the
network 50 from a bonus server or player tracking server. In a
server-based gaming setup, the microprocessor 40 may act as a
terminal to execute instructions from a remote server that is
running game play on the gaming device.
[0024] The microprocessor 40 may be coupled to a machine
communication interface (MCI) 42 that connects the gaming device 10
to a gaming network 50. The MCI 42 may be coupled to the
microprocessor 40 through a serial connection, a parallel
connection, an optical connection, or in some cases a wireless
connection. The gaming device 10 may include memory 41 (MEM), such
as a random access memory (RAM), coupled to the microprocessor 40
and which can be used to store gaming information, such as storing
total coin-in statistics about a present or past gaming session,
which can be communicated to a remote server or database through
the MCI 42. The MCI 42 may also facilitate communication between
the network 50 and the secondary display 25 or a player tracking
unit 45 housed in the gaming cabinet 15.
[0025] The player tracking unit 45 may include an identification
device 46 and one or more buttons 47 associated with the player
tracking unit 45. The identification device 46 serves to identify a
player, by, for example, reading a player-tracking device, such as
a player tracking card that is issued by the casino to individual
players who choose to have such a card. The identification device
46 may instead, or additionally, identify players through other
methods. Player tracking systems using player tracking cards and
card readers 46 are known in the art. Briefly summarizing such a
system, a player registers with the casino prior to commencing
gaming. The casino issues a unique player-tracking card to the
player and opens a corresponding player account that is stored on a
server or host computer, described below with reference to FIG. 3.
The player account may include the player's name and mailing
address and other information of interest to the casino in
connection with marketing efforts. Prior to playing one of the
gaming devices in the casino, the player inserts the player
tracking card into the identification device 46 thus permitting the
casino to track player activity, such as amounts wagered, credits
won, and rate of play.
[0026] To induce the player to use the card and be an identified
player, the casino may award each player points proportional to the
money or credits wagered by the player. Players typically accrue
points at a rate related to the amount wagered, although other
factors may cause the casino to award the player various amounts.
The points may be displayed on the secondary display 25 or using
other methods. In conventional player tracking systems, the player
may take his or her card to a special desk in the casino where a
casino employee scans the card to determine how many accrued points
are in the player's account. The player may redeem points for
selected merchandise, meals in casino restaurants, or the like,
which each have assigned point values. In some player tracking
systems, the player may use the secondary display 25 to access
their player tracking account, such as to check a total number of
points, redeem points for various services, make changes to their
account, or download promotional credits to the gaming device 10.
In other embodiments, the identification device 46 may read other
identifying cards (such as driver licenses, credit cards, etc.) to
identify a player and match them to a corresponding player tracking
account. Although FIG. 1A shows the player tracking unit 45 with a
card reader as the identification device 46, other embodiments may
include a player tracking unit 45 with a biometric scanner, PIN
code acceptor, or other methods of identifying a player to pair the
player with their player tracking account.
[0027] During typical play on a gaming device 10, a player plays a
game by placing a wager and then initiating a gaming session. The
player may initially insert monetary bills or previously printed
tickets with a credit value into the bill acceptor 37. The player
may also put coins into a coin acceptor (not shown) or a credit,
debit or casino account card into a card reader/authorizer (not
shown). One of skill in the art will readily see that this
invention is useful with all gambling devices, regardless of the
manner in which wager value-input is accomplished.
[0028] The credit meter 27 displays the numeric credit value of the
money inserted dependent on the denomination of the gaming device
10. That is, if the gaming device 10 is a nickel slot machine and a
$20 bill inserted into the bill acceptor 37, the credit meter will
reflect 400 credits or one credit for each nickel of the inserted
twenty dollars. For gaming devices 10 that support multiple
denominations, the credit meter 27 will reflect the amount of
credits relative to the denomination selected. Thus, in the above
example, if a penny denomination is selected after the $20 is
inserted the credit meter will change from 400 credits to 2000
credits.
[0029] A wager may be placed by pushing one or more of the game
buttons 32, which may be reflected on the bet meter 28. That is,
the player can generally depress a "bet one" button (one of the
buttons on the player interface panel 30, such as 32), which
transfers one credit from the credit meter 27 to the bet meter 28.
Each time the button 32 is depressed an additional single credit
transfers to the bet meter 28 up to a maximum bet that can be
placed on a single play of the electronic gaming device 10. The
gaming session may be initiated by pulling the gaming handle 12 or
depressing the spin button 33. On some gaming devices 10, a "max
bet" button (another one of the buttons 32 on the player interface
panel 30) may be depressed to wager the maximum number of credits
supported by the gaming device 10 and initiate a gaming
session.
[0030] If the gaming session does not result in any winning
combination, the process of placing a wager may be repeated by the
player. Alternatively, the player may cash out any remaining
credits on the credit meter 27 by depressing the "cash-out" button
(another button 32 on the player interface panel 30), which causes
the credits on the credit meter 27 to be paid out in the form of a
ticket through the ticket printer 38, or may be paid out in the
form of returning coins from a coin hopper (not shown) to a coin
return tray.
[0031] If instead a winning combination (win) appears on the
display 20, the award corresponding to the winning combination is
immediately applied to the credit meter 27. For example, if the
gaming device 10 is a slot machine, a winning combination of
symbols 23 may land on a played payline on reels 22. If any bonus
games are initiated, the gaming device 10 may enter into a bonus
mode or simply award the player with a bonus amount of credits that
are applied to the credit meter 27.
[0032] FIGS. 2A to 2C illustrate exemplary types of gaming devices
according to embodiments of the invention. FIG. 2A illustrates an
example spinning-reel gaming machine 10A, FIG. 2B illustrates an
example video slot machine 10B, and FIG. 2C illustrates an example
video poker machine 10C.
[0033] Referring to FIG. 2A, a spinning-reel gaming machine 10A
includes a gaming display 20A having a plurality of mechanical
spinning reels 22A. Typically, spinning-reel gaming machines 10A
have three to five spinning reels 22A. Each of the spinning reels
22A has multiple symbols 23A that may be separated by blank areas
on the spinning reels 22A, although the presence of blank areas
typically depends on the number of reels 22A present in the gaming
device 10A and the number of different symbols 23A that may appear
on the spinning reels 22A. Each of the symbols 22A or blank areas
makes up a "stop" on the spinning reel 22A where the reel 22A comes
to rest after a spin. Although the spinning reels 22A of various
games 10A may have various numbers of stops, many conventional
spinning-reel gaming devices 10A have reels 22A with twenty two
stops.
[0034] During game play, the spinning reels 22A may be controlled
by stepper motors (not shown) under the direction of the
microprocessor 40 (FIG. 1A). Thus, although the spinning-reel
gaming device 10A has mechanical based spinning reels 22A, the
movement of the reels themselves is electronically controlled to
spin and stop. This electronic control is advantageous because it
allows a virtual reel strip to be stored in the memory 41 of the
gaming device 10A, where various "virtual stops" are mapped to each
physical stop on the physical reel 22A. This mapping allows the
gaming device 10A to establish greater awards and bonuses available
to the player because of the increased number of possible
combinations afforded by the virtual reel strips.
[0035] A gaming session on a spinning reel slot machine 10A
typically includes the player pressing the "bet-one" button (one of
the game buttons 32A) to wager a desired number of credits followed
by pulling the gaming handle 12 (FIGS. 1A, 1B) or pressing the spin
button 33A to spin the reels 22A. Alternatively, the player may
simply press the "max-bet" button (another one of the game buttons
32A) to both wager the maximum number of credits permitted and
initiate the spinning of the reels 22A. The spinning reels 22A may
all stop at the same time or may individually stop one after
another (typically from left to right) to build player
anticipation. Because the display 20A usually cannot be physically
modified, some spinning reel slot machines 10A include an
electronic display screen in the top box 18 (FIG. 1B), a mechanical
bonus mechanism in the top box 18, or a secondary display 25 (FIG.
1A) to execute a bonus.
[0036] Referring to FIG. 2B, a video gaming machine 10B may include
a video display 20B to display virtual spinning reels 22B and
various other gaming information 21B. The video display 20B may be
a CRT, LCD, plasma screen, or the like. It is usually preferable
that the video display 20B be a touchscreen to accept player input.
A number of symbols 23A appear on each of the virtual spinning
reels 22B. Although FIG. 2B shows five virtual spinning reels 22B,
the flexibility of the video display 20B allows for various reel
22B and game configurations. For example, some video slot games 10B
spin reels for each individual symbol position (or stop) that
appears on the video display 20B. That is, each symbol position on
the screen is independent of every other position during the gaming
sessions. In these types of games, very large numbers of pay lines
or multiple super scatter pays can be utilized since similar
symbols could appear at every symbol position on the video display
20B. On the other hand, other video slot games 10B more closely
resemble the mechanical spinning reel games where symbols that are
vertically adjacent to each other are part of the same continuous
virtual spinning reel 22B.
[0037] Because the virtual spinning reels 22B, by virtue of being
computer implemented, can have almost any number of stops on a reel
strip, it is much easier to have a greater variety of displayed
outcomes as compared to spinning-reel slot machines 10A (FIG. 2A)
that have a fixed number of physical stops on each spinning reel
22A.
[0038] With the possible increases in reel 22B numbers and
configurations over the mechanical gaming device 10A, video gaming
devices 10B often have multiple paylines 24 that may be played. By
having more paylines 24 available to play, the player may be more
likely to have a winning combination when the reels 22B stop and
the gaming session ends. However, since the player typically must
wager at least a minimum number of credits to enable each payline
24 to be eligible for winning, the overall odds of winning are not
much different, if at all, than if the player is wagering only on a
single payline. For example, in a five line game, the player may
bet one credit per payline 24 and be eligible for winning symbol
combinations that appear on any of the five played paylines 24.
This gives a total of five credits wagered and five possible
winning paylines 24. If, on the other hand, the player only wagers
one credit on one payline 24, but plays five gaming sessions, the
odds of winning would be identical as above: five credits wagered
and five possible winning paylines 24.
[0039] Because the video display 20B can easily modify the image
output by the video display 20B, bonuses, such as second screen
bonuses are relatively easy to award on the video slot game 10B.
That is, if a bonus is triggered during game play, the video
display 20B may simply store the resulting screen shot in memory
and display a bonus sequence on the video display 20B. After the
bonus sequence is completed, the video display 20B may then
retrieve the previous screen shot and information from memory, and
re-display that image.
[0040] Also, as mentioned above, the video display 20B may allow
various other game information 21B to be displayed. For example, as
shown in FIG. 2B, banner information may be displayed above the
spinning reels 22B to inform the player, perhaps, which symbol
combination is needed to trigger a bonus. Also, instead of
providing a separate credit meter 27 (FIG. 1A) and bet meter 28,
the same information can instead be displayed on the video display
20B. In addition, "soft buttons" 29B such as a "spin" button or
"help/see pays" button may be built using the touch screen video
display 20B. Such customization and ease of changing the image
shown on the display 20B adds to the flexibility of the game
10B.
[0041] Even with the improved flexibility afforded by the video
display 20B, several physical buttons 32B and 33B are usually
provided on video slot machines 10B. These buttons may include game
buttons 32B that allow a player to choose the number of paylines 24
he or she would like to play and the number of credits wagered on
each payline 24. In addition, a max bet button (one of the game
buttons 32B) allows a player to place a maximum credit wager on the
maximum number of available paylines 24 and initiate a gaming
session. A repeat bet or spin button 33B may also be used to
initiate each gaming session when the max bet button is not
used.
[0042] Referring to FIG. 2C, a video poker gaming device 10C may
include a video display 20C that is physically similar to the video
display 20B shown in FIG. 2B. The video display 20C may show a
poker hand of five cards 23C and various other player information
21C including a paytable for various winning hands, as well as a
plurality of player selectable soft buttons 29C. The video display
20C may present a poker hand of five cards 23C and various other
player information 21C including a number of player selectable soft
(touch-screen) buttons 29C and a paytable for various winning
hands. Although the embodiment illustrated in FIG. 3C shows only
one hand of poker on the video display 20C, various other video
poker machines 10C may show several poker hands (multi-hand poker).
Typically, video poker machines 10C play "draw" poker in which a
player is dealt a hand of five cards, has the opportunity to hold
any combination of those five cards, and then draws new cards to
replace the discarded ones. All pays are usually given for winning
combinations resulting from the final hand, although some video
poker games 10C may give bonus credits for certain combinations
received on the first hand before the draw. In the example shown in
FIG. 2C a player has been dealt two aces, a three, a six, and a
nine. The video poker game 10C may provide a bonus or payout for
the player having been dealt the pair of aces, even before the
player decides what to discard in the draw. Since pairs, three of a
kind, etc. are typically needed for wins, a player would likely
hold the two aces that have been dealt and draw three cards to
replace the three, six, and nine in the hope of receiving
additional aces or other cards leading to a winning combination
with a higher award amount. After the draw and revealing of the
final hand, the video poker game 10C typically awards any credits
won to the credit meter.
[0043] The player selectable soft buttons 29C appearing on the
screen respectively correspond to each card on the video display
20C. These soft buttons 29C allow players to select specific cards
on the video display 20C such that the card corresponding to the
selected soft button is "held" before the draw. Typically, video
poker machines 10C also include physical game buttons 32C that
correspond to the cards in the hand and may be selected to hold a
corresponding card. A deal/draw button 33C may also be included to
initiate a gaming session after credits have been wagered (with a
bet button 32C, for example) and to draw any cards not held after
the first hand is displayed.
[0044] Although examples of a spinning reel slot machine 10A, a
video slot machine 10B, and a video poker machine 10C have been
illustrated in FIGS. 2A-2C, gaming machines and various other types
of gaming devices known in the art are contemplated and are within
the scope of the invention.
[0045] FIG. 3 is a block diagram illustrating networked gaming
devices according to embodiments of the invention. Referring to
FIG. 3, multiple electronic gaming devices (EGMs) 70, 71, 72, 73,
74, and 75 may be coupled to one another and coupled to a remote
server 80 through a network 50. For ease of understanding, gaming
devices or EGMs 70, 71, 72, 73, 74, and 75 are generically referred
to as EGMs 70-75. The term EGMs 70-75, however, may refer to any
combination of one or more of EGMs 70, 71, 72, 73, 74, and 75.
Additionally, the gaming server 80 may be coupled to one or more
gaming databases 90. These gaming network 50 connections may allow
multiple gaming devices 70-75 to remain in communication with one
another during particular gaming modes such as tournament play or
remote head-to-head play. Although some of the gaming devices 70-75
coupled on the gaming network 50 may resemble the gaming devices
10, 10A, 10B, and 10C shown in FIGS. 1A-1B and 2A-2C, other coupled
gaming devices 70-75 may include differently configured gaming
devices. For example, the gaming devices 70-75 may include
traditional slot machines 75 directly coupled to the network 50,
banks of gaming devices 70 coupled to the network 50, banks of
gaming devices 70 coupled to the network through a bank controller
60, wireless handheld gaming machines 72 and cell phones 73 coupled
to the gaming network 50 through one or more wireless routers or
antennas 61, personal computers 74 coupled to the network 50
through the internet 62, and banks of gaming devices 71 coupled to
the network through one or more optical connection lines 64.
Additionally, some of the traditional gaming devices 70, 71, and 75
may include electronic gaming tables, multi-station gaming devices,
or electronic components operating in conjunction with non-gaming
components, such as automatic card readers, chip readers, and chip
counters, for example.
[0046] Gaming devices 71 coupled over an optical line 64 may be
remote gaming devices in a different location or casino. The
optical line 64 may be coupled to the gaming network 50 through an
electronic to optical signal converter 63 and may be coupled to the
gaming devices 71 through an optical to electronic signal converter
65. The banks of gaming devices 70 coupled to the network 50 may be
coupled through a bank controller 60 for compatibility purposes,
for local organization and control, or for signal buffering
purposes. The network 50 may include serial or parallel signal
transmission lines and carry data in accordance with data transfer
protocols such as Ethernet transmission lines, Rs-232 lines,
firewire lines, USB lines, or other communication protocols.
Although not shown in FIG. 3, substantially the entire network 50
may be made of fiber optic lines or may be a wireless network
utilizing a wireless protocol such as IEEE 802.11 a, b, g, or n,
Zigbee, RF protocols, optical transmission, near-field
transmission, or the like.
[0047] As mentioned above, each gaming device 70-75 may have an
individual processor 40 (FIG. 1A) and memory 41 to run and control
game play on the gaming device 70-75, or some of the gaming devices
70-75 may be terminals that are run by a remote server 80 in a
server based gaming environment. Server based gaming environments
may be advantageous to casinos by allowing fast downloading of
particular game types or themes based on casino preference or
player selection. Additionally, tournament based games, linked
games, and certain game types, such as BINGO or keno may benefit
from at least some server 80 based control.
[0048] Thus, in some embodiments, the network 50, server 80, and
database 90 may be dedicated to communications regarding specific
game or tournament play. In other embodiments, however, the network
50, server 80, and database 90 may be part of a player tracking
network. For player tracking capabilities, when a player inserts a
player tracking card in the card reader 46 (FIG. 1A), the player
tracking unit 45 sends player identification information obtained
on the card reader 46 through the MCI 42 over the network 50 to the
player tracking server 80, where the player identification
information is compared to player information records in the player
database 90 to provide the player with information regarding their
player account or other features at the gaming device 10 where the
player is wagering. Additionally, multiple databases 90 and/or
servers 80 may be present and coupled to one or more networks 50 to
provide a variety of gaming services, such as both game/tournament
data and player tracking data.
[0049] The various systems described with reference to FIGS. 1-3
can be used in a number of ways. For instance, the systems can be
used to track data about various players. The tracked data can be
used by the casino to provide additional benefits to players, such
as extra bonuses or extra benefits such as bonus games and other
benefits as described above. These added benefits further entice
the players to play at the casino that provides the benefits.
[0050] Indicated generally at 92 in FIG. 4 is a schematic diagram
of an electronic gaming device constructed in accordance with the
present invention. The gaming device includes a random number
generator (RNG) 94, which--as is known in the art--continuously
generates random numbers. A play button 96 is mounted on the
exterior of the gaming device and is used by a player to initiate
play of a game. When the player hits play button 96, at least one
random number is selected from the output of RNG 94 and stored in
buffers or registers 98. Some electronic gaming devices, such as
video or mechanical slot machines, require a different random
number for each outcome, such as a reel position, generated by the
gaming device.
[0051] In any event, after the random number or numbers are stored
in registers 98 they are mapped in a table or map 100 that maps
each random number into a particular outcome, such as a reel
position. As is known in the art, there may be a very large range
of potential random numbers, e.g., in the thousands, which are
mapped onto a relatively small range of potential outcomes, e.g.,
12 reel positions. Having many different ones of the random numbers
within the range mapped onto a single outcome facilitates precisely
setting the odds for generating a particular outcome.
[0052] Once the outcomes are determined by map 100, they are
provided to a controller 102. The controller in turn provides drive
signals to an output mechanism 104, e.g., a stepper motor in the
case of a mechanical slot machine, or a video processor, in the
case of a video slot, poker, or other video game. When gaming
device 92 is a mechanical slot machine, stepper motor output
mechanism 104 drives a display 106, in this case mechanical reels,
to the outcome determined by map 100. Likewise, when gaming device
92 is a video slot machine, video processor output mechanism 104
generates a video image on display 106, which in the case of a
video game is a video screen. Such a display typically shows
rotating reels that stop at the outcome(s) determined by map 100.
Display 106 informs the player of the outcome of the game just
played, typically after some initial activity such as spinning
video or mechanical reels. It should be appreciated that the
present invention may be implemented in a wide variety of gaming
devices, such as video games, like slot machines, poker, keno,
etc., and other games such as a mechanical slot machine, a roulette
game or a mechanical bonus wheel.
[0053] A virtual win generator 108, which may be implemented as a
software process or as a circuit, includes an output line 110 that
is connected to an input of output mechanism 104. Virtual win
generator, like controller 102, may also be used to drive output
mechanism 104 to generate an outcome that may be predefined.
[0054] As will be seen in more detail, however, virtual win
generator 108 does not drive output mechanism 104 to produce an
outcome determined by RNG 94 and map 100. Also, rather than
providing a separate virtual win generator 108, a second input line
could be provided to controller 102 to cause it to signal output
mechanism 104 to produce an outcome other than one determined by
the RNG and map.
[0055] An optional win button 112 includes an output line 114 that
is connected to an input of virtual win generator 108. Like play
button 96, win button 112 is mounted on the exterior of the gaming
device and is used by a player of the game in a manner that will be
shortly described.
[0056] Finally, an internal processor 116 has an output line 118
that is connected to an input of virtual win generator 108. The
internal processor, which is also optional, may be used to control
virtual win generator 108, either in whole or in part, to produce
outcomes on display 106. As will be seen, there are innumerable
conditions and rules that may be implemented by processor 116, some
of which will be described shortly, to cause virtual win generator
108 to produce an outcome, which is shown on display 106. Another
input line 119 to virtual win generator 108 receives signals via
network 50. The network signals are generated by a process operated
by a computing device connected to the network. As will be seen,
some of the rules and conditions implemented by processor 116 may
involve data collected by the player tracking system on network 50.
It should be appreciated, however, the invention could be
implemented solely by use of an internal processor 116, in which
case line 119 might not even be present, or solely by commands
generated on network 50 and delivered to virtual win generator 108
on line 119, in which case internal processor 116 might not even be
present. In addition, the invention may be implemented using both
processor 116 and network commands delivered on line 119.
[0057] As described above, the typical electronic gaming device
generates random outcomes. As is known in the art, the payback
percentage-the percentage of wagers that are paid to players as
awards-and the volatility of an electronic gaming device may be
selected by the casino. The volatility is an indication of whether
the gaming device will produce on average larger wins that are few
and far between losses or whether the player will experience more
frequent but smaller wins. Both payback percentage and volatility
are theoretical numbers. The actual payback percentage and
volatility are tracked over time to confirm they remain close to
the designed values. If they do not, it may be an indication that a
machine is malfunctioning or that it has been tampered with.
[0058] Since both these parameters are theoretical and will
converge over time if everything is as it should be, a player may
encounter a period of time or a gaming session in which the
volatility and/or the payback percentage is at a substantial random
variance from their designed values. Of course, if the player is
winning more frequently and/or with larger awards than the
volatility or payback percentage would predict over the long haul,
the player is delighted. The flip side of that experience is a
period of gaming in which the machine is paying less--possibly much
less--either in frequency or amount of awards. This experience
leaves most players dispirited and not inclined to play that game
and perhaps any other at a casino where the game is located.
[0059] It is known that new players to a casino may be heavily
influenced by their early experience there. If that experience is
primarily a losing experience, the player is much less likely to
become a regular there, or even return, than if the earliest
experiences are winning ones. Of course different players
appreciate different kinds of experiences. For example some players
like to have a high volatility experience, i.e., larger but less
frequent awards. Others, on the other hand, prefer a relatively
steady stream of lower paying awards. In addition, the casino might
wish to provide a richer experience for players that represent high
value to the casino, i.e., those who wager higher amounts or who
wager lower amounts but are regulars or those who are likely to
fall into either category. In short, the casino needs to know
information about a player before it can provide a gaming
experience that the player appreciates and that makes economic
sense to the casino.
[0060] A player's volatility preference may be observed by tracking
the player's play and drawing inferences from how the player
responds to certain situations. As can be seen in FIG. 5, play is
tracked by observing the outcomes of each game played. Each
vertical line represents a game played and the amount of any award
the resulted from the game play. It should be noted that this data
may be collected by the player tracking system for an enrolled
player who uses his or her card. But it may also be collected
anonymously by observing an uncarded player. This could be
collected for a particular amount of credit wagered, e.g., if $20
is placed on the credit meter and wagered in successive games until
the meter is at $0, it is reasonable to infer that this play is
attributable to a single, albeit anonymous, player. There are a
variety of ways to attribute play to a player, including those
defined in U.S. application Ser. No. 12/061,516 for Method for
Attributing Gameplay Credit to a Player, filed Apr. 2, 2008, which
is incorporated herein by reference for all purposes. Of course,
the play of a player who uses a player tracking card is accurately
collected and stored in the player tracking system.
[0061] Regardless of how game play is attributed to the player,
once the play is collected, inferences can be drawn concerning the
player's volatility preference. For example, a player who
consistently cashes out after about 5 successive losses indicates a
player who probably needs to experience a winning event, even if
the award is small, more frequently than a player who consistently
continues play through 10 or more losses. In addition, some games
allow a player to carry forward a winning amount to a further round
of play where a larger award is possible--or where the previously
won amount may be lost. A player who consistently cashes out
without playing the next round probably has a preference for low
volatility. Conversely, a player who always goes to the next round
may be classified as a high volatility player. Another way is to
observe the length of time a player spends on low volatility vs.
high volatility games. A player who spends 10 minutes at a high
volatility game and two hours at a low volatility game probably has
a preference for low volatility on most games. Another way is to
observe the behavior of a player on a game with a set volatility
during a time of play when the player experiences a substantial,
albeit random, variance from the set volatility. For example, a
player on a low volatility game who experiences a random high
volatility streak and then cashes out when play shifts back to the
expected low volatility, might be classified as having a high
volatility preference. Any manner in which the casino can determine
volatility preference, including asking the player, or observing
gaming behavior that indicates a volatility preference may be used
to implement the present invention.
[0062] Player value to the casino may be determined in a variety of
ways, including acquiring information from the player, observing
the player's behavior, or acquiring information from third parties.
Once known, the casino may make informed decisions about the value
of a winning event for a particular player. U.S. patent application
Ser. No. 12/166,150 for Player Value Determination System, filed
Jul. 1, 2008, hereby incorporated herein for all purposes, includes
various techniques for calculating or estimating player value,
which can be used to implement the present invention by estimating
a preferred value of a winning event.
[0063] Consideration will now be given to exemplary rules and
conditions for providing a player with a win that results from
driving a game to present a predefined winning event and generating
an award as if the game produced it.
[0064] For example, one such rule formula is: If $X is wagered and
total wins are less than $Y, then pay $Z. This rule could be
implemented by processor 116 or on a network computing device that
communicates with virtual win generator 108 via line 119. This rule
could apply to a particular gaming session as determined by the
player tracking system or by a total amount wagered, whether the
player is enrolled in the player tracking system or not, or by a
predefined length of gaming time. For tracked players, the gaming
time might total many hours that could only be accumulated over
multiple sessions, which usually take place on different gaming
devices. It is possible to layer the rules by having a single rule
such as the rule referred to above, apply to gaming sessions or
player periods of different length with the values in the rule
changing depending upon the length of the session or period. For
example here are some rules based on the above rule formula:
[0065] If $20 is wagered and total wins are less than $5, then pay
$3 could apply to a single gaming session, regardless of
length.
[0066] If $300 is wagered and total wins are less than $50, then
pay $40 could apply to a consecutive 6 hours of gaming even if
accumulated in multiple separate sessions.
[0067] If $1500 is wagered and total wins are less than $400, then
pay $200 could apply to a consecutive 60 hours of gaming even if
accumulated in multiple separate sessions.
[0068] These rules may all be implemented and running
simultaneously. And the dollar amounts can vary depending upon the
value of the player to the casino and the preferred frequency of
winning events. The casino can implement the values in tables that
reflect the casino's preference for how to award players based on
value and preferred frequency. Other conditions may apply as well.
For example the dollar values might change according to the time of
the week that play occurs. Casinos are typically more willing to
provide inducements to play during weekdays than on weekend
evenings when more players are usually present. In addition, some
rules may require that a player be carded or the dollar value may
be different for carded and uncarded players. Of course, some rules
require the player be carded to implement the rule, such as
tracking 60 consecutive hours of gaming. But others might not
necessarily, such as a rule implemented for a single gaming
session.
[0069] These rules may be implemented by processor 116, by a
computing device on the network that provides signals to virtual
win generator 108, or by a combination of the two. For example, the
first rule above, which applies only to a single gaming session,
could be implemented locally on processor 116. It could apply to
both carded and uncarded players or to either one. The next two
rules most likely would require a player to be enrolled in the
player tracking system, especially the third rule, which tracks
play over 60 hours of gaming. The player tracking system could
communicate with either a process on the network that implements
the rule or it could communicate directly with virtual win
generator 108 via line 119. This is also true with rules that
require a player to be enrolled or that change the dollar values in
a rule for an enrolled versus and unenrolled player.
[0070] Another rule formula that could be similarly implemented is:
If $X wagered and no single win is greater than or equal to $Y, pay
$Z. Like the rule formula above, this rule formula can be
implemented with a variety of rules that each change at least one
of the dollar values. For example, the $X might apply to a single
gaming session or to longer tracked periods. And each rule could be
in effect concurrently. Also, like the above rule, these dollar
values may be selected by a casino based on the preferred value of
a winning event and the preferred frequency of winning events.
Similarly, different conditions might apply where either the rule
is not in effect or the dollar values change depending upon whether
or not he player is enrolled and/or the time of day or week.
[0071] Still another rule formula could be implemented that simply
says: If X consecutive games are played without a win, pay $Z. Like
the above rules, this could be implemented in various rules where X
and Z have different values for each rule, and all the rules are in
effect concurrently. Also like the other rules, different
conditions might apply where either the rule is not in effect or
the dollar values change depending upon whether or not he player is
enrolled and/or the time of day or week.
[0072] All of the foregoing rules may be implemented concurrently,
individually, or in various combinations. As can be seen, a wide
variety of rules and conditions beyond those disclosed herein may
be developed and implemented in the same manner as those described
above.
[0073] Consideration will now be given to FIGS. 6, 7, 8, and 9,
each of which describes a different behavior for gaming device 92
regardless of which rule or combination of rules are
implemented.
[0074] Indicated generally at 120 is a first process that could be
used to implement any of the rules and/or conditions described
above or other rules and/or conditions. Initially, gaming machine
92 waits for play at 122. At 124, a player actuates play button 96
on the gaming machine. At 126, the process checks to see whether a
virtual win will be provided according to any one of the rules or
and/or conditions described above. Put differently, a single
rule--perhaps qualified by a condition such as time of day or
whether the player is using a player tracking card--is implemented
at 126. To illustrate using one of the rules mentioned above, the
process at 126 could be to check a current gaming session to see if
$20 is wagered and total wins are less than $5. If this condition
is satisfied, the process proceeds to 128 where the reels drive to
a predefined position, in this case a position that corresponds to
a $3 win for the pay table of gaming device 92. The reels drive
according to a signal generated by process 122 that is supplied to
virtual win generator 108 in FIG. 4, either via line 119, when
process 120 is implemented on the network or by processor 116 when
the process is implemented thereon. As mentioned above, some of the
concurrently running rules might be implemented on the network and
some by processor 116.
[0075] Once virtual win generator 108 signals output mechanism 104
to drive display 106, the display, e.g., mechanical reels in the
case of a mechanical slot machine, presents an outcome at 130 that
provides an award of $3 according to the pay table of gaming device
92. In other words, the virtual win generator, having determined
the value of the award, selects a game outcome that is associated
with the determined value in the gaming device pay table. This
award may be generated by applying it to the credit meter or
otherwise giving it to the player in the same manner as if the
gaming device pay table had produced a winning outcome. As a
result, it appears to a player of gaming device 92 that he or she
has won according the RNG and mapping process normally implemented
by gaming device 92. The process then returns to 122 to wait for
the next play.
[0076] Returning again to the rule implanted at 126, when the rule
is checked and it is determined that the rule and/or condition
implemented at 126 is not met, the process continues according to
normal play of gaming device 92. At 132, numbers produced by RNG 94
are stored in registers 98. At 134 the outcome is mapped by map
100. Next, controller 102 signals output mechanism 104 to drive
display 106 to present the randomly determined outcome at 136. If
this outcome has an award associated with it according to the pay
table of gaming device 92, it is generated at 138, such as by
applying it to the credit meter or otherwise giving it to the
player.
[0077] Turning now to FIG. 7, indicated generally at 140 is another
process for implementing an individual rule and/or condition. In
process 140, gaming device 92 waits for play at 142. Once a player
actuates play button 96 at 144, the process continues according to
normal play of gaming device 92. At 146, numbers produced by RNG 94
are stored in registers 98. At 148 the outcome is mapped by map
100. Next, however, at 150, the process checks to see whether a
virtual win will be provided according to any one of the rules or
and/or conditions described above. As with process 120 in FIG. 6,
process 140 implements a single rule that may be qualified by a
condition such as time of day or whether the player is using a
player tracking card. To illustrate using one of the rules referred
to above, process 150 may check to see if there have been 10
consecutive games without a win, and if so to pay $5. Like all of
the rules, this may be qualified depending upon a condition, such
as whether the player is using a tracking card or the time of day,
i.e., it may or may not be implemented or the number of consecutive
games or amount paid could vary. In any event, regardless of the
qualifications, or current loss or pay parameters implemented by
the rule, if the conditions for generating a virtual win are
determined to be met at 150, the process then checks at 152 to see
if the mapped outcome at 148 is associated with an award that is
greater than or equal to the amount determined by the current rule
that is implementing the virtual win at 150. If not, i.e., the
virtual win is greater than the win determined by gaming device 92,
the reels are driven to a predefined position at 154 that is
associated with a pay-table award that matches that determined by
the rule implemented at 150. The award is generated at 156 and the
process again waits for play at 142.
[0078] If, on the other hand, the mapped outcome is determined to
be greater than or equal to the virtual win at 152, the outcome
mapped at 148 is displayed at 158, and the corresponding pay table
award is generated at 160. The process then waits for play at 142.
In sum, process 140 checks to see if the next game outcome is going
to provide an award as good as or better than the virtual win. If
so, it skips the virtual win and simply provides the outcome and
associated award determined by the pay table.
[0079] Turning now to FIG. 8, another process for implementing any
of the rules and/or conditions is indicated generally at 162. The
process waits for play at 164. At 166, the player actuates play
button 96. As with the previously described processes, process 162
implements a single rule that may be qualified by a condition such
as time of day or whether the player is using a player tracking
card. Whether the condition for the implemented rule and/or
condition are met is determined at 168. If it is determined that
the virtual win condition is met, process 162 generates a win
notification at 170. Such a win notification could be generated as
a message on secondary display 25 that informs the player that if
he or she presses win button 112, they will collect a win. Any
communication to the player could be used, such as a message on
gaming display 20 or even an audible message. The communication
could require the player to take a certain action within a
predefined time to collect the virtual win award. For example, the
message might say that the player is required to actuate win button
112 to collect an award. The process could provide this condition
for 10 seconds. In other words, if the win button is not actuated
within 10 seconds, the player loses the right to collect the award.
As a result, if the player actuates win button 112 at 172, and does
so within 10 seconds after win notification 170, the reels drive to
a predefined position at 174 and the award provided by the rule
implemented at 168 is generated at 176.
[0080] If, on the other hand, the player fails to actuate win
button 112 at 172 within the allotted time, the process moves to
178 where numbers produced by RNG 94 are stored in registers 98. At
180 the outcome is mapped by map 100 with the mapped outcome being
presented on display 106 at 182. Any award associated with that
outcome in the gaming device pay table is generated at 184 and the
process returns to wait for the next play at 164.
[0081] Turning now to FIG. 9, indicated generally at 186 is still
another process that could be used to implement any of the virtual
win rules and/or conditions. The process waits for play at 188.
When a player of gaming device 92 actuates play button 96 at 190,
the gaming device captures RNG numbers in registers 98 at 192 and
then maps those numbers using map 100 at 194. The resulting outcome
is displayed at 196 in response to controller 102 driving outcome
mechanism 104 to present the outcome on display 106. So far, this
is relatively standard operation of gaming device 92 based on its
RNG and associated pay table.
[0082] But at 198, after the outcome determined by the RNG is
displayed, the rule and/or condition implemented by process 186 is
checked to see if it is satisfied, i.e., if there is a decision to
provide a virtual win based on the rule. If yes, at 200, process
186 checks to see if the outcome mapped at 194 is greater than or
equal to the amount of the virtual win determined at 198. If no, at
202 virtual win generator 108 signals output mechanism 104 to drive
display 106 to a different outcome than that displayed at 196. From
the player's perspective, he or she may see a losing or low value
outcome displayed momentarily, which then seemingly miraculously
shifts to a winning or higher value outcome. This could also be
implemented using the win button by requiring the player to depress
the win button before the shift to a winning outcome occurs. At 204
the virtual award is generated and provided to the player in the
same manner as a win according to a win that resulted from the RNG
and mapping process associated with gaming device 92. Returning
again to 200, if the mapped outcome is greater than or equal to the
virtual win amount, the award associated with the outcome at 196 is
generated at 206. The process then returns to wait for the next
play at 188. Finally, if at 198 it is determined that the
conditions for a virtual win have not been met, at 208 the process
generates an award, if any, associated with the outcome mapped at
194, and returns to wait for the next play at 188.
[0083] Still other processes could be used to implement any of the
rules and/or conditions. For example, although not depicted in the
drawings, the gaming device could determine if a rule implementing
a virtual win was satisfied at the conclusion of gaming-device
play, i.e., after actuating the play button, selecting and mapping
the random numbers and presenting the outcome. If the conditions
for the virtual win were then met, the player could be informed,
e.g., via secondary display 25 or otherwise, that the next play
will produce a guaranteed win, namely that just determined by the
virtual-win rule.
[0084] The accounting for the virtual wins could be provided for in
a variety of ways. For example, all virtual win awards could be
allocated to the casino's marketing budget. As a result, the
payback percentage of each gaming device is not affected. Another
way to fund virtual wins is to lower the payback percentage of some
or all of the gaming machines and then accrue a fund that is a
percentage of each wager made on a gaming device that provided a
virtual win. This similarly leaves the payback percentage at a
fixed, albeit lower, level than the first approach.
[0085] As mentioned above, actual payback percentage of each gaming
device is tracked over time to measure performance and to detect
possible malfunction. In a conventional gaming device, all pays
made as a result of outcomes produced by the RNG are summed into a
running total, sometimes referred to as "total credits out" meter.
Further, all credits wagered are totaled by a "total credits in"
meter. Total credits out divided by total credits in comprises the
actual payback percentage of the gaming device. This number is
compared to the theoretical payback percentage to see if the two
agree.
[0086] Because the gaming device is random, there can be
disagreement between the two over a small number of wagers. But as
play accumulates, the actual payback percentage will converge on
the theoretical payback percentage if the gaming device is
functioning properly. If this doesn't happen, a casino manager will
start checking to see if the game is not configured properly, if it
is malfunctioning, or if someone is trying to cheat.
[0087] Credits paid on gaming machine 92 that result from virtual
win generator 108 can throw off this calculation. This problem can
be addressed in many ways. For example, the total credits out meter
might not be incremented for any award that is paid in response to
the virtual win generator. Alternatively, the total credits out
meter could count all credits out, including those paid responsive
to virtual win generator 108, and a separate meter could count all
credits generated by virtual win generator 108. The operator can
then add the two, if the total credit meter doesn't count virtual
wins, or subtract the virtual win meter amount from the total
credits out meter amount if the total credits meter counts virtual
wins. Either way, the operator is provided with an accurate number
to track actual payback of the gaming machine.
[0088] In addition, a computer-implemented process that monitors
virtual win awards, including the number and amount, can be
provided. If the awards move above a predefined level for a set
period, the process can either change the amounts awarded according
to the rules and/or conditions currently implemented by the
processes described above. Alternatively, selected ones of the
rules might be temporarily eliminated until the cumulative virtual
awards were again reduced to a more feasible level. Any combination
of first reducing or eliminating awards and then increasing or
reestablishing such awards after the cumulative value is again
within a predefined boundary could be implemented by such a
process.
[0089] As can be seen, these rules and the processes implementing
them can be used by a casino to provide gaming experiences tailored
to a particular player or class of players. For example, players
who are newly enrolled in the player tracking system might have
rules directed only to them to ensure that the early gaming
experiences at the casino are satisfying ones. And this also allows
the casino to treat players of high value, either large bettors or
regulars who consistently bet, with richer gaming experiences,
which are likely to ensure player loyalty. And, as mentioned above,
a casino might chose to provide a virtual win rule or rules that
rewards players who do not use a player tracking card. For example,
the casino might wish to implement a rule on each gaming machine
that provides a virtual win after X number of losses. In other
words, the casino might make a determination that it would not want
any player to experience, e.g., 15 losses in a row without a win in
a single gaming session.
[0090] Some embodiments of the invention have been described above,
and in addition, some specific details are shown for purposes of
illustrating the inventive principles. However, numerous other
arrangements may be devised in accordance with the inventive
principles of this patent disclosure. Further, well known processes
have not been described in detail in order not to obscure the
invention. Thus, while the invention is described in conjunction
with the specific embodiments illustrated in the drawings, it is
not limited to these embodiments or drawings. Rather, the invention
is intended to cover alternatives, modifications, and equivalents
that come within the scope and spirit of the inventive principles
set out in the appended claims.
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