U.S. patent application number 10/681034 was filed with the patent office on 2009-12-31 for biometric broadband gaming system and method.
Invention is credited to Michael A. Kerr.
Application Number | 20090325708 10/681034 |
Document ID | / |
Family ID | 41480380 |
Filed Date | 2009-12-31 |
United States Patent
Application |
20090325708 |
Kind Code |
A9 |
Kerr; Michael A. |
December 31, 2009 |
Biometric broadband gaming system and method
Abstract
The present invention is a biometric broadband gaming system and
method that comprises a verification system, a broadband gaming
system and a transactional system. The verification system
operations include receiving a biometric input to ensure that a
user is a registered player. The broadband gaming system operations
include providing a game of skill or game of chance to a plurality
of players communicating via different network access devices. The
transactional system operations include managing transactions
conducted by the verification system and the broadband gaming
system.
Inventors: |
Kerr; Michael A.; (Carson
City, NV) |
Correspondence
Address: |
KERR IP GROUP, LLC;MICHAEL A. KERR
P.O. BOX 22028
CARSON CITY
NV
89721
US
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Prior
Publication: |
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Document Identifier |
Publication Date |
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US 20050043096 A1 |
February 24, 2005 |
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Family ID: |
41480380 |
Appl. No.: |
10/681034 |
Filed: |
October 8, 2003 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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09899559 |
Jul 5, 2001 |
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10681034 |
Oct 8, 2003 |
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60266956 |
Feb 6, 2001 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
H04W 4/02 20130101; G07F
17/3213 20130101; G07F 17/3225 20130101; G07F 17/3295 20130101;
H04W 4/029 20180201; C07K 14/705 20130101; G07F 17/32 20130101;
G07F 17/34 20130101; G07F 17/3239 20130101; G07F 17/3241 20130101;
G07F 17/3223 20130101; G07F 17/3258 20130101; G07F 17/329 20130101;
G06Q 30/0224 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
G06F 17/00 20060101
G06F017/00; G06F 19/00 20060101 G06F019/00 |
Claims
1. A gaming system, comprising; a verification system in
communication with a network, said verification system configured
to receive a user biometric and compare said user biometric to a
plurality of registered player biometrics; a broadband gaming
module that is enabled when said user biometric matches one of said
plurality of registered players, said gaming module configured to
provide a game that is played by said registered player; and a
transactional system in communication with said verification system
and said broadband gaming module, said transactional system
configured to monitor transactions conducted by said verification
system and said broadband gaming system.
2. The gaming system of claim 1 wherein said verification system is
in communication with a network access device operatively coupled
to a network, said network access device having a biometric input
module configured to receive said user biometric.
3. The gaming system of claim 1 wherein said broadband gaming
system is configured to communicate with a first network access
device having a first protocol and a second network device having a
second protocol.
4. The gaming system of claim 3 wherein said first protocol is an
IP communications protocol.
5. The gaming system of claim 3 wherein said first protocol is an
MPEG communications protocol.
6. The gaming system of claim 3 wherein said first protocol is an
IP communications protocol and said second protocol is an MPEG
communications protocol.
7. A gaming system, comprising; a verification system configured to
communication with a network,. said verification system configured
to receive a user biometric and compare said user biometric to a
plurality of registered player biometrics; and a gaming module that
is enabled when said user biometric matches one of said plurality
of registered players, said gaming module including a random number
generator that is used to determine whether a prize is awarded to a
player.
8. The gaming system of claim 7 wherein said verification system is
configured to communicate with a network access device having a
biometric input module that receives said user biometric.
9. The gaming system of claim 7 wherein said gaming module is
resident in a broadband gaming system, said broadband gaming system
configured to communicate with a plurality of network access
devices.
10. The gaming system of claim 9 wherein at least one of said
plurality of network access devices comprises a biometric input
module.
11. The gaming system of claim 7 further comprising a paytable
module in communication with said random number generator, said
paytable module configured to determine whether said player is
awarded said prize.
12. The gaming system of claim 11 further comprising a memory
module in communication with said paytable module, said memory
module configured to store a plurality of images that are displayed
on said plurality of network access devices.
13. A gaming method, comprising: providing a network that permits
communications between a network access device and a gaming system;
inputting a user biometric into said network access device;
comparing said user biometric to a plurality of registered player
biometrics; permitting a player access to a game when said user
biometric matches one of said plurality of registered player
biometrics; playing said game; and viewing results from said game
on said network access device.
14. The method of claim 13 further comprising causing said user
biometric to be communicated from said network access device to a
verification system. said verification system comparing said user
biometric to said plurality of registered player biometrics.
15. The method of claim 13 further comprising comparing said user
biometric to one of said plurality of registered player biometrics
at said network access device.
16. The method of claim 14 further comprising requesting a personal
identification code from a user that is providing said user
biometric and using said personal identification code to identify
said registered player biometric.
17. The method of claim 13 further comprising permitting a
plurality of registered players to access said game when a
plurality of users submit a plurality of user biometrics that
identify said plurality of users as said plurality of registered
players.
18. The method of claim 13 wherein playing said game comprises
generating at least one random number.
19. The method of claim 18 further comprising determining whether a
prize is awarded to said player based on said at least one random
number.
20. The method of claim 19 further comprising generating a
plurality of images that communicate said prize awarded to said
player.
Description
CROSS REFERENCES TO RELATED APPLICATIONS
[0001] This patent application is a continuation-in-part of
provisional patent application 60/266,856 filed on Feb. 6,
2001.
BACKGROUND OF THE INVENTION
[0002] 1. Field of Invention
[0003] The present invention is a biometric broadband interactive
gaming system and method. More particularly, the biometric
broadband interactive gaming system and method operates in a
networked environment which interfaces with a plurality of network
access devices including personal computers, wireless devices, and
interactive set-top boxes.
[0004] 2. Description of Related Art
[0005] The related art includes gaming devices, on-line gaming,
networked interactive gaming, and biometrics.
Gaming Devices
[0006] For purposes of this patent, the term "gaming" shall refer
to either gambling and/or gaming applications. Gaming devices
include games of skill and games of chance. Games of chance include
many casino-type gaming devices in which the outcome of the game
depends, at least in part, on a randomly generated event. For
example, a game of chance may use a random number generator to
generate a random or pseudo-random number. The random number may
then be compared to a predefined table to determine the outcome of
the event. If the random number falls within a certain range of
numbers on the table, the player may win a predefined prize. The
table may also contain display information that allows the gaming
device to generate a display that corresponds to the outcome of the
game. The gaming device may present the outcome of the game on a
large variety of display devices, such as mechanical spinning reels
or video screens.
[0007] Games of skill comprise a skill component in which a player
combines letters or words (word puzzles), answers questions
(trivia), overcomes challenges (video games), competes with other
players (networked video games), and the like. Generally, a game of
skill is a game requiring a level of skill which does not rely
solely on chance. Some games of skill require a high degree of
expertise and knowledge and other games of skill require very
limited expertise or knowledge.
On-Line Gaming
[0008] In June 2001, Nevada signed a bill that could result in
Nevada being the first state to offer legalized gambling over the
Internet. The new law authorizes state gaming regulators to set up
an infrastructure to license and oversee online gaming in Nevada
when such gaming becomes legal. Online gaming is a federal issue
whose legality is unclear at present.
[0009] A variety of technological limitations have been asserted as
preventing Congress's endorsement of on-line gaming. These
technological limitations are related to the preventing of underage
gambling, controlling of gambling addiction, and ensuring the
security and reliability of on-line gaming is secure and
reliable.
[0010] To prevent underage gambling prior art systems and methods
use passwords, user ID's, credit cards and "click-through"
agreements that ask the player to agree to being of legal gambling
age by clicking on a button. Presently, there are no systems and
methods to control on-line gambling addiction. With respect to
ensuring that on-line gaming is secure and reliable, prior art
systems and methods use various cryptographic techniques such as
RSA encryption, digital certificates, or other similar well known
cryptographic methods. These cryptographic methods are helpful in
ensuring secure communications, however these cryptographic methods
do not ensure that the individual accessing the on-line game is a
valid user.
[0011] In view of the prior art systems, a minor or other
unauthorized individual simply needs a user ID and a corresponding
password to access a gaming site. The obtaining of a user ID and
password is a relatively simple task as this information is
generally not modified. Commonly the user ID information is
acquired by identifying the web site's naming convention for the
player. The player password can be easily determined by remembering
the pattern of keys typed by the player during the log-on
procedures or by simply requesting the password from the player as
part of a diagnostic procedure. The latter is a trick commonly used
by hackers to access a system. The password problem may be overcome
by modifying the password on a regular basis, however the player
must then remember the modified password. Should the player forget
the password a new password is mailed. During the mailing process
it is common for e-mail to be easily intercepted in cyberspace.
Additionally, it is common for unauthorized users to simulate being
at a certain location by submitting an IP address that identifies
an authorized user.
[0012] Therefore, a better system and method for identifying a
valid user is needed. Additionally, it would be beneficial to
provide a gaming system and method that would: prevent underage
gambling, be simple to implement, prevent gambling addiction, and
provide a higher degree of security and reliability from
unauthorized users.
Networked Interactive Gaming
[0013] Networked interactive gaming in an open networked
environment such as the Internet is well-known. However,
interactive gaming in an open network such as the Internet is
confined to communicating with other devices using the same TCP/IP
protocols. Currently networked interactive gaming systems using the
TCP/IP protocol are not configured to communicate with interactive
set-top boxes using MPEG protocols.
[0014] Networked interactive gaming in an open networked
environment using traditional security methods such as secure
socket layers and digital certificates are well known. However,
networked interactive gaming in an open networked environment using
traditional security methods does not prevent gambling from a minor
having acquired a parent's user ID and password without the
parent's consent.
[0015] Networked interactive gaming using LANs and WANs for
progressive slot machines having large jackpots are also
well-known. However, networked interactive systems using LANs and
WANs for progressive slot machines generally exist in a highly
secure proprietary network environment. Thus, the creation of a
progressive slot machine with a large jackpot in an open network
environment is not well known.
Biometrics
[0016] A biometric is a measurable psychological and/or behavioral
trait that can be captured and subsequently compared with another
instance at the time of verification. This definition includes the
matching of fingerprints, voice patterns, hand geometry, iris and
retina scans, vein patterns and other such methodologies. For
purposes of the invention described heretofore, the definition of
biometrics also includes signature verification, keystroke patterns
and other methodologies weighted towards individual behavior.
[0017] Biometric applications for games of skill and games of
chance are limited. For example biometric gaming applications are
taught in U.S. Pat. No. 6,010,404 granted to Walker et al. teaches
a method and apparatus for using player input codes (e.g., numeric,
biometric or physical) to affect the outcomes of electronic
gambling devices, such as slot machines. Additionally, U.S. Pat.
No. 6,142,876 granted to Cumbers teaches a system and method for
passively tracking the play of players playing gaming devices such
as slot machines. Players provide identification information and
facial recognition data is acquired by a digital or video camera.
For each player an account file and a file of the facial image data
is stored. When the player plays the slot machine, a camera scans
the player and acquires facial image data which is compared to
stored data to identify the player. Furthermore, U.S. Pat. No.
5,902,983 granted to Crevelt et al., teaches a gaming machine
configured to perform EFT transactions which are limited to preset
amounts. The patent teaches the use of a fingerprint imaging
device, and retinal scans for verifying a player's identity.
[0018] Although biometric applications for gaming applications are
known, biometric applications for on-line gaming systems are not
known. Furthermore, the managing of biometric information and
gaming information in an open network environment is not known.
Additionally, the use of biometrics in a gaming system and method
to prevent underage gambling and prevent gambling addiction is not
known.
SUMMARY OF INVENTION
1. Advantages of the Invention
[0019] One of the advantages of the present invention is that it
provides a secure and reliable on-line gaming system and
method.
[0020] A further advantage of the present invention is that it
provides a secure system and method for identifying a user in an
open network environment.
[0021] A further advantage of the present invention is that it
provides a system and method to prevent underage gambling.
[0022] A further advantage of the present invention is that it
provides a more secure and reliable and secure gaming system and
method.
[0023] Another advantage of the present invention is that it
provides a system and method for managing biometric information and
gaming information in an open network environment.
[0024] Another advantage of the present invention is that it
permits a plurality of users in a geographically broad area to play
the same game.
[0025] A further advantage of the present invention is that it
provides a pseudo-real time gaming system and method.
[0026] Another advantage of the present invention is that it
simulates a game of chance such as a slot machine in an on-line
environment.
[0027] An additional advantage of the present invention is that it
provides a networked jackpot.
2. Brief Description of the Invention
[0028] The present invention is a networked gaming system that
comprises a verification system, a broadband gaming system and a
transactional system. The verification system operations include
ensuring that a user is a registered player by using a biometric
input. The broadband gaming system operations include managing and
performing at least one game. The transactional system operations
include providing oversight for each transaction conducted by the
verification system and the broadband gaming system.
[0029] The present invention comprises a verification system for
playing the networked gaming system. The networked games include
games of chance and games of skill. The verification system
communicates with a biometric input module and a network access
device to generate a user identification information. The user
identification information is compared to information in a
registration database. If an acceptable match is made between the
user identification information and the information in the
registration database, the user is designated as a player. The
player then has access to both the broadband gaming system and the
transactional system.
[0030] Additionally, the present invention includes a broadband
gaming system which is in communication with the verification
system. The broadband gaming system includes a buffer which stores
information about players who desire to play a game. The buffer is
operatively coupled to a random number generator that generates a
random number for each player in the buffer. A paytable module in
communication with the random number generator determines the
outcome associated with the random number generator. The paytable
also determines which images associated with the outcome for each
player. Preferably, the images are stored on a mini video server
and then cached in a memory module. The images are intelligently
buffered for downstream communications. In its preferred
embodiment, a plurality of encoders are operatively coupled to the
memory module caching the broadcast video streams. The plurality of
encoders encode the broadcast downstream images according to
requirements for each network access device. Each encoder is
operatively coupled to an encryption module that encrypts the
broadcast. A modulation module is operatively coupled to the
encryption module and modulates encrypted images for downstream
transmission. Each network access device includes a tuner, a
demodulation module, and a decryption module that permits an image
to be viewed by the network access device.
[0031] Further still the present invention provides a transactional
system and method that ensures secure communications occur in the
verification system and the broadband gaming system. The
transactional system also performs accounting, bonusing, tracking
and other such functions. Preferably, the transactional system is
capable of receiving a plurality of funds from a financial account
and converting them to credits that are used in the broadband
gaming system.
[0032] The above description sets forth, rather broadly, the more
important features of the present invention so that the detailed
description of the preferred embodiment that follows may be better
understood and contributions of the present invention to the art
may be better appreciated. There are, of course, additional
features of the invention that will be described below and will
form the subject matter of claims. In this respect, before
explaining at least one preferred embodiment of the invention in
detail, it is to be understood that the invention is not limited in
its application to the details of the construction and to the
arrangement of the components set forth in the following
description or as illustrated in the drawings. The invention is
capable of other embodiments and of being practiced and carried out
in various ways. Also, it is to be understood that the phraseology
and terminology employed herein are for the purpose of description
and should not be regarded as limiting.
BRIEF DESCRIPTION OF THE DRAWINGS
[0033] Preferred embodiments of the present invention are shown in
the accompanying drawings wherein:
[0034] FIG. 1a through FIG. 1d provide diagrams of a plurality of
network access devices.
[0035] FIG. 2 is a high level diagram of a gaming system networked
to a plurality of network access devices.
[0036] FIG. 3 is a block diagram of an illustrative biometric input
module.
[0037] FIG. 4 is a block diagram of a gaming system configured to
receive a biometric input from a network access device.
[0038] FIG. 5 is a table of the data fields in a verification
system.
[0039] FIG. 6 is a table of the data fields in a broadband gaming
system and in a transactional system.
[0040] FIG. 7 is a block diagram of a broadband gaming system.
[0041] FIG. 8 is a flowchart of the registration method for the
gaming system.
[0042] FIG. 9 is a flowchart of the verification method for the
gaming system.
[0043] FIG. 10 is a flowchart of the gaming method for the gaming
system.
[0044] FIG. 11 is a flowchart of the method for purchasing credits
for the gaming system.
[0045] FIG. 12 is a flowchart of the method for storing credits on
the gaming system.
[0046] FIG. 13 is a flowchart of the information processed by the
broadband gaming system.
[0047] FIG. 14 is a continuation of the FIG. 13 flowchart.
[0048] FIG. 15 is a flowchart of the information processed by the
transactional system in communication with the broadband gaming
system.
DESCRIPTION OF THE PREFERRED EMBODIMENT
[0049] In the following detailed description of the preferred
embodiments, reference is made to the accompanying drawings, which
form a part of this application. The drawings show, by way of
illustration, specific embodiments in which the invention may be
practiced. It is to be understood that other embodiments may be
utilized and structural changes may be made without departing from
the scope of the present invention.
Network Access Devices
[0050] Referring to FIG. 1a through FIG. 1d there is shown a
plurality of illustrative network access devices. Each of the
network access devices is configured to be capable of running a
gaming application. For illustrative purposes the gaming
application shown simulates the spinning reels of a slot
machine.
[0051] The network access device in FIG. 1a is a personal computer
10 having a network interface card (not shown) that may be
operatively coupled to a modem (not shown). Another network access
device shown in FIG. 1b includes a television 12 operatively
coupled to an interactive set-top box 14 that is operatively
coupled to a cable network (not shown). The other network access
device shown in FIG. 1c is a wireless device 16 such as a digital
phone or personal digital system (PDA) or other such wireless
device which is configured to communicate with a network using
wireless networking protocols. Yet another network access device is
shown in FIG. 1d and includes a gaming terminal 18 such as a slot
machine on a casino floor that is operatively coupled to a
plurality of other gaming terminals. It shall be appreciated by
those skilled in the art of networking that the distinguishing
feature between each of these network access devices is the type of
communications protocols used by each device to enable
communications between similar network access devices.
[0052] Each of the network access devices either includes a
biometric input module operatively coupled to the network access
device or includes a biometric input module communicatively coupled
to the network access device. A biometric is a measurable
psychological and/or behavioral trait that can be captured and
subsequently compared with another instance at the time of
verification. This definition includes the matching of
fingerprints, voice patterns, hand geometry, iris and retina scans,
vein patterns and other such methodologies. For purposes of the
invention described heretofore, the definition of biometrics also
includes signature verification, keystroke patterns and other
methodologies weighted towards individual behavior.
[0053] In one illustrative embodiment, the biometric input module
is a fingerprint scanner 20 resident on the gaming terminal 18
wherein the biometric input is a fingerprint. In another
illustrative embodiment, the biometric input module is the screen
22 of wireless device 16 wherein the screen is configured to
receive a biometric input such as a user signature. In yet another
illustrative embodiment, the biometric input module is a telephone
24 that is configured to receive a voice pattern from a user prior
to engaging communications with the interactive set-top box 14. In
yet another illustrative embodiment the biometric input module is a
keyboard 26 operatively coupled to computer 10 wherein the user is
requested to input a keystroke pattern. An illustrative example of
a biometric input module operatively coupled to the network access
device is shown in FIG. 1d having the fingerprint scanner 20 on the
gaming terminal 18. An illustrative example of a biometric input
module, e.g. the telephone 24, communicatively coupled to the
network access device, e.g. the interactive set-top box 14, is
shown in FIG. 1b
[0054] The biometric input is used to prevent unauthorized gaming
activity and to efficiently store credits on the user's behalf. By
way of example and not of limitation, unauthorized gaming activity
includes underage gaming and players with histories of gambling
addiction. Additionally, player credits may be stored on a network
so that the player does not need to carry coins, paper currency,
coupons, credit cards or debits cards to play a game. It shall be
appreciated by those skilled in the art having the benefit of this
disclosure that different biometric input modules may be used in
conjunction with different network access devices.
Gaming System
[0055] Referring to FIG. 2 there is shown a high level block
diagram of a gaming system 30 in communication with a plurality of
network access devices coupled to a network 32. The gaming system
includes a verification system 34, a broadband gaming system 36 and
a transactional system 38. The verification system 34 verifies that
a user operating a network access device is a registered player.
The broadband gaming system 36 performs the function of generating
a game and broadcasting the game results to each of the network
access devices. The transactional system 38 performs a plurality of
functions including tracking each transaction performed by both the
verification system and the broadband gaming system and conducting
electronic fund transfers.
Verification System
[0056] The verification system 34 verifies that a user desiring to
play the game is a registered player. The verification system 34
communicates with the biometric input module and a network access
device to generate user identification information. The user
identification information includes information such as
cryptographic keys that are necessary to securely identify the
network access device. The user identification information also
includes media access control (MAC) identification and confirmation
of the user Internet Protocol (IP) address. The user identification
information is compared to information in a registration database
40 by a verification server 42. If an acceptable match is made
between the user identification information and the information in
the registration database, the user is designated as a player. The
player then has access to either the broadband gaming system 36 or
the transactional system 38.
[0057] In an alternative embodiment the user identification
information is housed in a smart card (not shown) that is in
communication with the verification system 34. The smart card
includes a stored biometric which is used to identify the user as a
player. Cryptographic keys are then exchanged between the
verification system 34 and the smart card to provide the player
access to either the broadband gaming system or the transactional
system 3 8.
[0058] Referring to FIG. 3 there is shown an illustrative biometric
input module 50. By way of example, the illustrative biometric
input module 50 is a fingerprint scanner. It shall be appreciated
by those skilled in the art having the benefit of this disclosure
that the use of the fingerprint scanner as the illustrative
biometric input module is not restrictive. A scanned fingerprint
image is collected by the biometric input 52. After the scanned
fingerprint image is collected, the fingerprint image is compressed
by the compression module 54. A memory module 56 provides fast
memory resources for the compression of the fingerprint image.
After compression, the fingerprint image is encrypted by the
encryption module 58 for downstream transmission. The encryption
module 58 also includes a memory module 60 that provides fast
memory resources for the encryption of the compressed fingerprint
image. An encrypted compressed fingerprint image is then
communicated to network 32 (see FIG. 2) using the network interface
module 62.
[0059] Referring to FIG. 4 there is shown a block diagram of the
verification system 34. The verification system is operatively
coupled to network 32 with network interface module 64. The network
interface module 64 is configured to receive user identification
information generated by the network access devices and from the
biometric input module. Preferably, the biometric and other user
identification information received by the verification system is
an encrypted biometric that is decrypted by decryption module 66. A
memory module 68 is preferably a fast memory module that expedites
the decryption process. After decryption, the biometric and
remaining user identification information is processed by the
verification server. It shall be appreciated by those skilled in
the art that the verification server 42 may house the network
interface module 64, decryption module 66 and the memory module 68.
The verification server 42 is also in operative communication with
a registration database 40. The verification server 42 performs the
function of matching the user identification information collected
from the network access device with the player information in the
registration database 40. Additionally, the verification server 42
performs the caching functions needed to ensure that once a player
has been identified during an initial game, subsequent usage by the
same player proceeds quickly.
[0060] Preferably, the verification server 42 identifies registered
players using a biometric template of the registered player
residing on the registration database 40. The registered players
are referenced with Personal ID numbers. When a transaction is
undertaken the user firstly calls up the particular template from
the registration database 40 by inputting a Personal ID. The
Personal ID includes a particular number, user ID, password or
other such identification techniques. The inputting of the Personal
ID is accomplished with a familiar numeric keypad, keyboard,
magstripe card or smart card. The correct template is called and
held in memory ready for comparison with the biometric sample
provided by the user. A comparison takes place that results in a
binary true or false condition as to the identity of the user. The
user is in effect claiming an identity by inputting the Personal ID
and the system is subsequently verifying that the claim is genuine
according to the matching criteria setup within the system.
[0061] Referring to FIG. 5 there is shown the registration data
fields 70 and user submitted data fields 72. The registration data
fields 70 include data fields that comprise the user identification
information. The registration data fields include user
identification information such as player name, address, user name,
password, credit card information, and the date and time of the
registration. The player biometric and Personal ID also comprises
the user identification information and provides unique information
about the player. The Personal ID may be the same as the user name
or password. It shall be appreciated by those skilled in the art
that some biometric information may be compressed. Furthermore, the
user identification information includes data about the network
access device and the network connection such as MAC ID, IP
addresses, browser type, any cookies resident on the network access
device, etc. Finally, the user identification system includes
cryptographic keys which are used to encrypt and decrypt the
communications between the verification system and each of the
network access devices.
[0062] The user submitted data fields 72 mirror the registration
data fields 70. The user submitted data fields receive data
generated by a user that is attempting to access the broadband
gaming system 36. The user submitted information is carefully
analyzed to ensure that a valid user is being identified. It is
well known that the connection of one network access device to
another network access device generates security concerns.
Preferably, the present verification system operates using a fast
hardware-type firewall that performs a stateful multilayer
inspection. In its preferred embodiment the firewall provides
packet filtering using a secure protocol such as IPSec. This
protocol provides encryption of the data at the packet level as
well as at the source address level. Without access to the
encryption keys, a potential intruder would have difficulty
penetrating the firewall. Additionally, it would be preferable to
provide a circuit level gateway and an application level gateway.
The circuit level gateway works on the session layer of the OSI
model or the TCP layer of the TCP/IP model and monitors TCP
handshaking between packets to determine whether a requested
session is legitimate. The application level gateway filters data
packets at the application layer of the OSI model. A stateful
multilayer inspection firewall offers a high level of security,
good performance and transparency to end users.
[0063] Referring to FIG. 6 there is shown the player data fields 74
that are generated by the broadband gaming system and the
transactional system after the user has been verified to be a
registered player. The player data fields 74 are used to generate a
player matrix which is used as an additional internal security
measure. The player data fields 74 include a Player ID that
identifies the player, a timestamp that provides the date, time in
and time out by the player during the game. Additionally, the type
of game, credits played, and credits remaining are monitored. Based
on the level of player activity a bonus is provided to the player.
Further still the session time for each type of game and the amount
played during the session is monitored to better define the type of
games the player likes. Transactional information is also monitored
and updated, preferably, by the transactional system 38. The
transactional information includes credit card information,
transaction requests, transaction approval, conversion of monetary
funds to credits for playing the game, any transfers of credits for
playing the game, and conversions from credits to monetary funds
that are credited to the player's financial account. Preferably,
communications between the transactional system and the broadband
gaming system are conducted in a secure environment using
cryptographic keys. Although the use of cryptography within the
private network may appear excessive, one of the greatest security
threats within a private network comes from its own employees.
Therefore, it is preferable to use internal firewalls for
communications between the broadband gaming system, the
transactional system and the verification system.
Broadband Gaming System
[0064] A more detailed drawing of the broadband gaming system is
provided in FIG. 7. The dashed boundary in FIG. 7 defines the
broadband gaming system 36. After player verification is completed
at the verification system 34, the broadband gaming system 34 is
engaged. The broadband gaming system 34 includes a player buffer 84
configured to receive the players who will be playing the game. The
player buffer 84 generates an initial player matrix with player
data fields 74.
[0065] A countdown timer 82 is coupled to the player buffer 80.
Preferably, the countdown timer 82 is also displayed to the player.
The countdown timer 82 provides a window of time within which
players may join the game. The players that have joined the game
before the end of the timing period are stored in the buffer. When
the timing period reaches zero the initial player matrix is
communicated to the transactional system 38 and to the gaming
module 84.
[0066] The gaming module 84 provides a game that is played by the
plurality of players. The game may include a plurality of different
games and the type of game is not restrictive to this invention.
Preferably, the gaming module 84 includes at least one random
number generator 86 and a paytable module 88.
[0067] The random number generator 86 is operatively coupled to the
player buffer. The random number generator 86 generates at least
one random number that is stored in the player matrix. In one
embodiment, at least one random number is generated for the
plurality of players playing the game. In an alternative
embodiment, at least one random number is generated for each
player. In yet another embodiment, a plurality of random numbers
are generated that are applied to the plurality of players playing
the game. Preferably, the random number generator 86 is a fast
hardware module.
[0068] A paytable module 88 is operatively coupled to the random
number generator 86. The paytable module 88 is a programmable
module that determines the type of prize awarded to the player
based on the random number generated by the random number generator
86. In one embodiment, the paytable module 88 is a field
programmable gate array. Preferably, the paytable module 88 also
includes an image ID that is associated with the outcome determined
by the paytable module 88.
[0069] A gaming output module 90 revises the player matrix to
include the outcome for each player. Additionally, the gaming
output module 90 groups the players according to the image ID.
Based on the results generated by the gaming module 84, the gaming
output module 84 generates a final player matrix that is
communicated to the transactional server 38 and to a memory module
92.
[0070] Preferably, the memory module 92 has stored a plurality of
images in a fast memory by the time the final player matrix is
communicated to the memory module 92. In operation, the memory
module 92 is enabled before the final matrix is communicated to the
memory module 92. By way of example, when the game is engaged the
memory module 92 begins the process of finding the applicable
images associated with the image IDs in the mini-video server 94
and transferring the images to the fast memory module 92. Thus,
when the gaming output is received by the memory, the images are
stored in the fast memory module 92. In one embodiment, the memory
module 92 then broadcasts the images to encoders 96 and 98. In an
alternative embodiment, the memory module 92 is operatively coupled
to an intelligent router (not shown) that routes the images to the
appropriate encoders 96 and 98.
[0071] The appropriate encoder then receives the images and
converts them to a format which meets the requirements for the
appropriate network access device. By way of example, an IP encoder
96 encodes a plurality of JPEG images for viewing on a conventional
web browser, and an MPEG encoder 98 encodes the plurality of JPEG
images into an MPEG stream that is viewed on a television via an
interactive set-top box.
[0072] An encryption module 100a and 100b operatively coupled to
encoder 96 and 98, respectively, then receives the encoded images
and encrypts the encoded images in manner well known to those
skilled in the art. A modulation module 102a and 102b is
operatively coupled to encryption modules 100a and 100b,
respectively, then modulates encrypted encoded images for
downstream transmission in a manner well known to those skilled in
the art.
[0073] Preferably, the broadband gaming system occupies one
downstream band, i.e. one 6 or 8 MHz band, in the interactive
set-top-box environment. In the web based broadcast environment,
the broadband gaming system occupies a downstream channel much like
a standard streaming media website.
[0074] It shall be appreciated by those skilled in the art having
the benefit of this disclosure that the broadband gaming system can
play more than one game at a time. The system may be designed to
operate in a multi-tasking mode where more than one game is played
at a time. Additionally, the system may be designed to operate in a
fast serial mode in which a game is played while the countdown
timer is waiting for the next queue to be filled.
Transactional System
[0075] Referring back to FIG. 2, there is shown the transactional
system 38 which comprises a transactional server 110 and a
transactional database 112. The transactional system 38 performs a
plurality of functions including tracking each transaction
performed by both the verification system and the broadband gaming
system. Additionally, the transactional system 38 is configured to
authorize and conduct electronic fund transfers. Furthermore, the
transactional system 38 performs such operations as player
tracking, managing loyalty programs, engaging bonus games,
determining bonus prizes and interfacing with accounting
programs.
Method for Registering a Player
[0076] Referring to FIG. 8 there is shown a flowchart of the
registration method for the gaming system 30. The registration
method 150 begins when a prospective player first accesses a
website, channel, kiosk or other such registration terminals as
described in block 152. The method then proceeds to block 153.
[0077] At block 153, the registration process is initiated. By way
of example and not of limitation, a registration terminal may
provide a hyperlink to a registration window that prompts the
prospective player for information. The method then proceeds to
block 154.
[0078] At block 154, the prospective player provides registration
identification information such as name, address, credit card
number and other information necessary to create a registration
file for the prospective player. The method then proceeds to block
156.
[0079] At block 156, the prospective player is prompted for a
personal ID. The personal ID may be a user ID, a password, a
numeric combination, or any other such identification information.
The personal ID is used during the verification process to identify
a biometric template for the prospective player. The method then
proceeds to block 158.
[0080] At block 158, the prospective player submits a biometric to
the registration terminal. By way of example and not of limitation
the biometric is a fingerprint. Any other biometric may also be
used. The method then proceeds to block 160 or 162.
[0081] At block 160, the biometric input is compressed and
encrypted. It is preferable for certain biometric inputs to
compressed, such as fingerprint scans, retinal scans and other such
scanning techniques. Other biometric inputs such as voice patterns,
signatures do not have to be compressed. The process of encrypting
biometric inputs is necessary in an open network environment. The
process of encrypting may not be necessary on a private proprietary
network. Therefore, it shall be appreciated by those skilled in the
art having the benefit of this disclosure that the compression and
encryption processes in block 160 may not be necessary for every
biometric input.
[0082] At block 162, the prospective player information is stored
in the verification system and a player profile is updated
accordingly. Alternatively, the prospective player information is
stored on a smart card. The method then proceeds to block 164.
[0083] At block 164, security information about the registration
terminal is collected. The registration information identifies the
registration terminal as being a secure terminal. The registration
terminal provides information such as the MAC ID for the biometric
input module, the IP address for the server communicating with the
registration terminal, and the cryptographic keys associated with
the registration terminal. The registration terminal includes the
network access devices described in FIG. 1a through FIG. 1d as well
as kiosks and other such registration terminals.
[0084] At block 166, the prospective player is identified as a
registered player and the registration database 40 is updated
accordingly. The registration process is broken out into separate
components for security purposes. Once a validly registered player
is identified by the verification system, the registration process
is completed.
Method for Player Verification
[0085] Referring to FIG. 9 there is shown a method 170 for player
verification used by the verification system 34. The player
verification process includes receiving user identification
information from a network access device. The method is initiated
at block 174 when a user accesses a website or channel displaying
the game. The method then proceeds to block 176.
[0086] At block 176, the personal ID is provided by the user. The
personal ID is used by the verification system to find a biometric
template for determining whether the user is a registered player.
The method then proceeds to block 178.
[0087] At block 178, the biometric input module of the network
access device receives a biometric from the user. As previously
described the biometric input module can be one of the plurality of
biometric inputs. Depending on the type of biometric, the biometric
may be compressed as described by block 180 and encrypted as
described by block 182. At block 184, the biometric and the
personal ID is then communicated through a network 32 to the
verification system 34. Alternatively, the biometric and Personal
ID is communicated to a smart card for verification.
[0088] At block 186, the verification system 34 requests security
information from the network access devices. The security
information identifies the network access devices as being a valid
network access device. The method then proceeds to block 188.
[0089] At block 188, the verification system 34 processes the
security information to ensure that the security information is
generated by the appropriate network access device, and to ensure
that the security information has not been compromised. Preferably,
the verification system 34 performs a stateful multilayer
inspection as described above. The method then proceeds to block
190.
[0090] At block 190, the user submitted player information is
compared to the registered player information. If a determination
is made at decision diamond 192 that the submitted player
information is not a valid registered player the method proceeds to
block 194. At block 194, the user is requested to re-input the
biometric. If the biometric is input more than three times, as
provided by decision diamond 196, the user is requested to contact
customer service.
[0091] If a match is found at decision diamond 192 between the user
submitted information and the registered player information, the
user is identified as a valid player, and then the player proceeds
to the broadband gaming system 36.
Method for Operation of Broadband Gaming System
[0092] Referring to FIG. 10 and FIG. 11 there is shown a flowchart
200 of the information processed by the broadband gaming system 34.
The process is engaged by performing the verification process in
which the verification system identifies a player as in block 201.
After the verification process has been completed the method
proceeds to block 202.
[0093] At block 202, the players who desire to play a particular
game are stored in a buffer until the particular game is engaged.
The method then proceeds to decision diamond 204.
[0094] At decision diamond 204, the countdown timer 82 determines
if the period during which the game is open has been closed. If the
game remains open, additional players may be received by the
broadband gaming system. If the game is closed because the period
during which the game is open has expired, then the method proceeds
to block 206.
[0095] At block 206, the initial player matrix described above is
generated. The initial player matrix includes information about the
player, the type of game, and other such information about the game
as described by the player data fields 74 shown in FIG. 6. The
initial player matrix is then communicated to block 208 which
transmits the initial player matrix to the transactional system for
validation. Additionally, the initial player matrix is communicated
to the next block 210 in the broadband gaming system which starts
the gaming module.
[0096] At block 210, the initial player matrix is received by the
gaming module 84 and the gaming module 84 is engaged. At a minimum
the gaming module 84 comprises a random number generator 86 and a
paytable module 88. The random number generator generates at least
one random number that is used during the game. The paytable module
88 is used to determine the prize associated with the at least one
random number.
[0097] Referring to FIG. 11, a continuation of the broadband gaming
system method is shown. By way of example, the gaming module may
comprise a plurality of different random number generators. Blocks
214 and 216 describe the processes performed by a random number
generator and a paytable module, respectively. The random number
generator 86 of block 214 determines the winning combination of
numbers for the game. At block 216, the paytable module 88 is used
to determine the prize awarded to the player. Preferably, the
paytable module 88 is also configured to provide image IDs that
identify the images associated with the prize. Preferably, the
paytable module 88 is resident in both the broadband gaming system
and the transactional system. The purpose for this redundancy is as
a security check for output generated by the gaming module. The
method then proceeds to block 218.
[0098] At block 218 the player outputs with the same image IDs are
grouped together. The grouping process is performed to simplify the
broadcasting of the images to the plurality of players. By grouping
the players according to the same image ID and having identified
the network access device used by the player, a dynamic
broadcasting method is created which occupies minimal downstream
bandwidth. The method then proceeds to block 220.
[0099] At block 220 a final player matrix is completed. The final
player matrix includes the same data fields as the initial player
matrix. Additionally, the final player matrix includes the random
number output and the paytable output. The final player matrix is
then communicated to the transactional system as described in block
222. The method then proceeds to decision diamond 224.
[0100] At decision diamond 224, a validation procedure is
conducted. The validation procedure essentially compares the
transactional system's reverse calculation of the random numbers
with the random numbers generated by the gaming module. If the
random numbers in the transactional system are not the same or
similar to the random numbers generated by the random number
generator, a system failure or security breach is detected. If a
security breach or system failure is detected, the method then
proceeds to process block 226, which initiates diagnostic
procedures. If the random numbers match, then the method proceeds
to block 228.
[0101] At block 228, the plurality of images is broadcast. The
images are preferably broadcast along one downstream channel for
each network access device. However, traffic considerations may
require the use of a plurality of downstream channels. By way of
example, for DOCSIS and DSL type downstream transmissions, the
streaming video preferably occupies a portion of the bandwidth
available for a cable modem or DSL modem, respectively. In an
alternative example, for an interactive set-top box environment,
the downstream channel preferably occupies one 6 MHz or 8 MHz band
or a portion of the 6 MHz or 8 MHz band. The method then proceeds
to the next block 230.
[0102] At block 230, the broadcast images are encoded for
downstream transmission. It shall be appreciated by those skilled
in the art having the benefit of this disclosure that downstream
transmission systems are well known and can be easily integrated
into the systems and method described in this patent. The method
then proceeds to block 232.
[0103] At block 232, the broadcast images are encrypted for
downstream transmission. The purpose for downstream encryption is
to prevent unauthorized access to the downstream signal. It shall
be appreciated by those skilled in the art that various secure
systems and methods for downstream transmission of images are well
known.
[0104] It shall be appreciated by those skilled in the art having
the benefit of this disclosure that a plurality of games may be
played simultaneously. The games may be played in a
distributed/parallel manner or in a serial manner.
An Illustrative Game
[0105] An illustrative game is described to show how the system and
method described above operates. The illustrative game described
herein is a progressive slot machine. It is well-known that in the
United States many states have legalized lottery games even though
other games of chance such as progressive slot machines have not
been legalized. It is also well-known that in casino gaming floors
the most popular games are progressive slot machines. The present
illustrative game operates on the system and method described above
and provides an output similar to a progressive slot machine with a
lottery type input.
[0106] The illustrative game includes first having a player provide
a plurality of letters or numbers that are either generated by the
player or are selected in a random manner. The random number
generator of the gaming module is then engaged and a gaming module
random number is generated. Preferably, the order that the random
numbers were generated is used to determine the prize awarded to
the player. A programmed paytable is then used to compare the
player selected numbers to the gaming module random numbers
according to the rules programmed into the paytable module. Based
on the results of this comparison a prize is awarded to the player.
An image ID is associated with the prize awarded. The plurality of
players are then grouped according to their respective image IDs. A
broadcast stream for the plurality of images associated with each
image ID is broadcast to each player.
[0107] A more concrete example includes having a player select a
plurality of numbers, such as the numbers below: 23 35 8 15 42 The
random number generator of the gaming module is then engaged. By
way of example the random number results are: 56 2 3 8 42 The
paytable module is then programmed to interpret the random numbers
generating by the gaming module according to the following
illustrative rules: [0108] 1. If a match between one number is
achieved, then a prize of 1.times. the initial bet credit is
awarded and an image ID X023-1396 is used. Image ID X023-1396 is an
animated plurality of images representing three cherries. [0109] 2.
If a match between one number at the same location is achieved,
then a prize of 2.times. the initial bet credit is awarded and an
image ID X023-1397 is used. Image ID X023-1397 is an animated
plurality of images representing four cherries. [0110] 3. If a
match between a first number is achieved and a match between a
second number is achieved, then a prize of 5.times. the initial
credit is awarded and an image ID X023-1998 is used. Image ID
X023-1998 is an animated plurality of images representing 3
oranges. [0111] 4. If a match between a first number at the same
location is achieved and a match between a second number is
achieved, than a prize of 7.times. the initial credit is awarded
and an image ID X023-1999 is used. Image ID X023-1999 is an
animated plurality of images representing 4 oranges. Thus, for the
illustrative example provided above, the player having selected the
numbers: 23, 35, 8, 15 and 42 is entitled to a prize of 7.times.
the initial credit for a random number: 56, 2, 3, 8, and 42. The
associated images displayed on the network access device is an
animated plurality of images representing 4 oranges.
CONCLUSION
[0112] It can now be seen that the present invention solves many of
the problems associated with the prior art. The present invention
provides a verification system that uses biometrics to identify the
player. The present invention provides a broadband gaming system
that communicates with a plurality of different network access
devices. Furthermore, the present invention provides a system and
method for generating a combined jackpot in an open network
environment across a broad geographical area.
[0113] Although the description above contains many specifications,
these should not be construed as limiting the scope of the
invention but as merely providing illustrations of some of the
presently preferred embodiments of this invention. The
specification, for instance, makes reference to bonus prizes.
However, the present invention is not intended to be limited to
bonus prizes. Rather it is intended that the present invention can
be used independently as a stand-alone game. Thus, the scope of the
invention should be determined by the appended claims and their
legal equivalents rather than by the examples given.
* * * * *