U.S. patent application number 12/511419 was filed with the patent office on 2010-01-07 for method and apparatus for early termination of a game.
Invention is credited to Geoffrey M. Gelman, James A. Jorasch, Daniel E. Tedesco, Stephen C. Tulley, Jay S. Walker.
Application Number | 20100004056 12/511419 |
Document ID | / |
Family ID | 32966459 |
Filed Date | 2010-01-07 |
United States Patent
Application |
20100004056 |
Kind Code |
A1 |
Walker; Jay S. ; et
al. |
January 7, 2010 |
METHOD AND APPARATUS FOR EARLY TERMINATION OF A GAME
Abstract
Methods and apparatus are provided for allowing a player of an
extended game to terminate the game prior to its natural
conclusion. The extended game may include a secondary game or a
bonus game at a gaming device. The player may choose to terminate
the game as an alternative to continuing play. In terminating the
game, the player may receive a termination value. In some
embodiments, the termination value may compensate the player for a
failure to realize a payout associated with the game's natural
conclusion.
Inventors: |
Walker; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ;
Gelman; Geoffrey M.; (Stamford, CT) ; Tulley; Stephen
C.; (Fairfield, CT) ; Tedesco; Daniel E.;
(Huntington, CT) |
Correspondence
Address: |
WALKER DIGITAL MANAGEMENT, LLC
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
32966459 |
Appl. No.: |
12/511419 |
Filed: |
July 29, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10793141 |
Mar 3, 2004 |
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12511419 |
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10420981 |
Apr 22, 2003 |
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10793141 |
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10787356 |
Feb 26, 2004 |
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10420981 |
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60452176 |
Mar 4, 2003 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3262 20130101; G07F 17/3232 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: receiving a wager from a player at a gaming
device, the wager entitling the player to play a bonus game;
determining a termination value of the bonus game; and providing
the termination value to the player in exchange for the player
discontinuing play of the bonus game.
Description
[0001] This application is a continuation of U.S. patent
application Ser. No. 10/793,141 filed Mar. 3, 2004, entitled
"Method and Apparatus for Early Termination of a Game", which
claims the benefit of priority of U.S. Provisional Patent
Application No. 60/452,176, filed Mar. 4, 2003, entitled "Method
and Apparatus for the Early Termination of a Game".
[0002] This application is also a continuation-in-part of U.S.
patent application Ser. No. 10/420,981, filed Apr. 22, 2003,
entitled "Gaming Device Method and Apparatus Employing Alternate
Payout Features" and U.S. patent application Ser. No. 10/787,356,
filed Feb. 26, 2004, entitled "Method and Apparatus for Play of a
Game with Negative Outcomes".
[0003] The entirety of each of these applications is incorporated
by reference herein.
[0004] The present application is related to U.S. Provisional
Patent Application No. 60/451,973, filed Mar. 4, 2003, entitled
"Method and Apparatus for Managing Game Confirmations", which is
incorporated herein by reference in its entirety.
BACKGROUND
[0005] Gaming devices are very popular in the U.S. and abroad.
Gaming devices, such as slot machines, video poker machines, video
blackjack machines, video roulette machines, video keno machines,
and video bingo machines, provide many casinos and other entities
with the majority of their profits.
[0006] Players enjoy playing interesting games on gaming devices.
However, players often face competing pressures for their time and
attention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a block diagram of a system consistent with some
embodiments of the present invention.
[0008] FIG. 2 is a block diagram of some embodiments of a casino
server.
[0009] FIG. 3 is a block diagram of some embodiments of a gaming
device.
[0010] FIG. 4 is a front planar view of an illustrative gaming
device, according to some embodiments.
[0011] FIG. 5 is a table illustrating an exemplary data structure
of a termination value database for use in some embodiments of the
present invention.
[0012] FIG. 6 is a table illustrating another exemplary data
structure of a termination value database for use in some
embodiments of the present invention.
[0013] FIG. 7 is a depiction of the display screen of a gaming
device on which an offer is presented to terminate a game, for use
in some embodiments.
[0014] FIG. 8 is a flow chart illustrating an exemplary process
according to some embodiments of the present invention.
[0015] FIG. 9 depicts a table illustrating an exemplary data
structure of a probability database for use in some embodiments of
the present invention.
[0016] FIG. 10 depicts a table illustrating an exemplary data
structure of a payout database for use in some embodiments of the
present invention.
TERMS AND DEFINITIONS
[0017] As used herein, the term "bonus game" may refer to a game at
a gaming device that may extend for a relatively long period of
time (e.g., for longer than a typical handle pull) and that may
involve themes, graphics, prizes, and other features not present
during routine play involving handle pulls.
[0018] As used herein, the term "casino server" may refer to an
electronic device (e.g., a computer) that communicates with one or
more gaming devices. In a manner well known in the art, the casino
server may function as a computer server and may control the
actions of gaming devices. The casino server may also contain
databases to record statistics such as coin-in, coin-out, jackpot
information, theoretical wins, etc.
[0019] As used herein, the term "extended game" may refer to a
gambling event that may include a secondary game or bonus game.
However, an extended game does not include a game involving only a
single handle pull.
[0020] As used herein, the term "game character" may refer to a
character, which may be a cartoon and/or digitally generated, which
is involved in rendering or illustrating a game situation, game
event, or sequence of game events. The game character may
additionally provide entertainment. The game character may explain
payouts, try to steal objects from the player, try to defend
objects held by the player, and the like. The character could be a
life-like animation of a television character, or even just the
audio associated with a well-known character.
[0021] As used herein, the term "gaming device" may refer to any
electrical, mechanical, or electro-mechanical device that, in a
manner well known in the art, accepts wagers, steps through a
process to determine an outcome, and pays winnings based on the
outcome. The outcome may be randomly generated, as with a slot
machine; may be generated through a combination of randomness and
player skill, as with video poker; or may be generated entirely
through player skill. Gaming devices may include slot machines
(both video and mechanical reeled), video poker machines, video
blackjack machines, video roulette machines, video keno machines,
video bingo machines, pachinko machines, video lottery terminals,
handheld gaming devices, and the like.
[0022] As used herein, the term "handle pull" may refer to a
complete primary game at a gaming device, involving the placement
of a wager, the determination of an at least partially random or
pseudo-random outcome, the determination of a payment amount, and
the providing or crediting of a player with the payment amount.
[0023] As used herein, the term "natural conclusion" may refer to
an end situation of a game that is reached, or that may be reached,
provided a player does not elect to terminate the game earlier.
[0024] As used herein, the term "outcome" may refer to a symbol or
set of symbols resulting from a handle pull at a gaming device. An
exemplary outcome is "cherry-cherry-cherry".
[0025] As used herein, the term "parameter" may refer to a variable
describing one aspect of a game. For example, a parameter may be
the number of handle pulls remaining to complete a game. A
parameter may take on particular numerical or other values (such as
"four", indicating e.g., that there are four handle pulls
remaining). These values are the possible settings of the
parameter.
[0026] As used herein, the terms "payout" and "payment" may be used
interchangeably to refer to money, cash, coins, casino tokens,
cashless gaming receipts, or equivalents provided to a player by a
gaming device. A payout or payment may be associated with a
particular outcome of a handle pulls, such as with "bar-bar-bar" or
with a particular situation of a game, such as a final situation of
a secondary game. A player may also realize a termination value in
the form of a payment.
[0027] As used herein, the term "peripheral device" may refer to a
device operatively connected to a gaming device that is configured
to assist in the operation of game-related functions.
[0028] As used herein, the term "player tracking card" may refer to
a plastic or paper card (resembling a frequent shopper card) issued
by casinos to a player as a way of identifying the player at a slot
machine or table game. As is well known in the art, such cards
typically have encoded thereon (in machine-readable and/or human
readable form) a player identifier (e.g., a six digit number) which
uniquely identifies the player (e.g., because the number is
associated with a record in a database that includes corresponding
player information). At a slot machine, the player inserts the card
into a reader device and the player identifier is read from the
card, most often magnetically. From the player identifier which the
reader device reads, the corresponding player information may in
turn be read from the database, typically via a network connection
between the reader device and a device hosting the database.
[0029] As used herein, the term "primary game" may refer to a game
that involves a single handle pull at a gaming device. A primary
game may include most routine play of a gaming device.
[0030] As used herein, the term "secondary game" may refer to a
game that requires at least two handle pulls as inputs to the game.
For example, a secondary game may include an aggregation game in
which "cherry" symbols obtained during multiple handle pulls are
"aggregated" in a memory and displayed on screen. A secondary game
may have a payout that is separate and/or independent from any
payout provided in conjunction with a primary game (e.g., a handle
pull).
[0031] As used herein, the term "setting" may refer to a particular
value or instance of a parameter describing the situation of a
game. For example, a parameter might describe the location of a
game character on a game board. The setting of the parameter may be
"location twelve."
[0032] As used herein, the term "terminate" may refer to an act,
undertaken by a player, gaming device, or both, of ending the play
of a game prior to its natural conclusion.
[0033] As used herein, the term "termination value" may refer to a
payment that a player may receive as an alternative to continuing
with the play of a game.
DETAILED DESCRIPTION
[0034] Applicants have recognized that gaming sessions can be more
exciting when a player can engage in a game that lasts for
prolonged periods of time.
[0035] Applicants have recognized that gaming sessions can be more
exciting when a gaming session includes a game that encompasses
more than one handle pull.
[0036] Applicants have recognized that gaming sessions can be more
exciting when a player can accumulate value other than cash or
coins.
[0037] Applicants have recognized that players in a gaming session
may be forced to leave prior to completing a game, due to other
obligations.
[0038] Applicants have recognized that players in a gaming session
may not wish to abandon games in which they have accumulated
value.
[0039] Various embodiments are considered in which games at a
casino or other gaming venue may last for an extended duration of
time, and for which a player may therefore be required to make
commitments of time, money, or other resources. Having made such
commitments a player may desire to break them for any of a number
of reasons. Therefore various embodiments of the present invention
provide a player with the means of terminating a game early while
still receiving some payment, prize, or other benefit.
[0040] In some embodiments, a player may initiate play of a game.
When the game is underway, the gaming device may determine a
termination value. The termination value may be, for example, an
amount of money that may be paid to a player should he immediately
terminate the game. A termination value may be determined based on
a number of factors. One factor that may be important is the amount
a player might be expected to win were he to continue with the
present game until its scheduled, or natural, conclusion.
Accordingly, a termination value may be set approximately equal to
a player's expected winnings for a game. The termination value may
persistently be displayed for the player, so that player always
knows the amount he may receive if he decides to terminate a game.
In one or more embodiments, the gaming device may present an
explicit offer to a player to terminate a game.
[0041] If a player does agree to terminate a game, then the player
may receive an immediate payment in the amount of the termination
value. The game may thereupon end, with no further possibility for
the player to continue play.
[0042] In various embodiments, the player has other means of
completing a game more rapidly. For example, the gaming device may
accelerate the rate of play by e.g., initiating handle pulls
automatically on behalf of the player.
[0043] Some embodiments of the present invention allow a player at
a gaming device to participate in a secondary game in addition to a
primary game. Primary games may include standard slot machine
games, video poker, and other games that are well known to those
skilled in the art. For example, a primary game played on a gaming
device may include the placement of a wager by a player, the
pressing of a "spin" button by the player, the generation of an
outcome by the gaming device, and the payment of the player by the
gaming device based on the outcome. The secondary game may last two
or more handle pulls, and may depend in part on the results of
primary games. For example, a secondary game may involve the
accumulation of symbols that are obtained in two or more primary
games. A secondary game may also involve the traversal of a game
board by a game character, in which the movements of the game
character are dictated by results of the primary game. The play of
secondary games may create a more interesting and diverse
experience for players. Rather than being resolved within seconds,
as many primary games are, secondary games may last for minutes or
even hours, and may unfold in many different and exciting ways.
[0044] During the play of secondary games, players may accumulate
value, or "equity" which may take the form of cash or credits, but
which may also take other forms. For example, one form of equity
may include the position of a game character on a game board in a
secondary game. A character that is further advanced may be more
valuable to a player, as the character may have a greater chance of
reaching some target location corresponding to a payout in the
secondary game. Another form of equity may include a number of
symbols that have been aggregated in a secondary game. A player may
receive a payout in a secondary game for aggregating a
predetermined number of symbols obtained through the primary game.
Accordingly, a player is more likely to receive a payout the more
symbols he has already aggregated. Therefore, the number of symbols
already aggregated in a secondary game may constitute value, or
equity for the player. Various other forms of equity will described
further in the various embodiments below.
[0045] Referring now to FIG. 1, an apparatus 100 according to
embodiments of the present invention includes a casino server 120
that is in communication with one or more gaming devices 110. Each
of the gaming devices may comprise computers, such as those based
on the Intel.RTM. Pentium.RTM. processor, that are adapted to
communicate with the casino server 120; portable types of
computers, such as a laptop computer; a palm-top computer; a
hand-held computer; a Personal Digital Assistant (PDA); or a
cellular telephone. Other equivalent devices capable of performing
the methods specified herein would be apparent to one of skill in
the art.
[0046] Any number of gaming devices may be in communication with
the casino server 120. The number of each depicted in FIG. 1 is
solely for purposes of illustration.
[0047] The casino server 120 may communicate with the gaming
devices directly or via a network, including without limitation the
Internet, a wireless network protocol, a local area network (or any
combination thereof), through a Web site maintained by casino
server 120 on a remote server or over an on-line data network
including commercial on-line service providers, and bulletin board
systems. The casino server may communicate with the gaming devices
directly or indirectly. In yet other embodiments, the devices may
communicate with casino server 120 over radio frequency (RF), cable
TV, satellite links and the like.
[0048] Those skilled in the art will readily understand that
devices in communication with each other need not be continually
transmitting to each other. On the contrary, such devices need only
transmit to each other as necessary, and may actually refrain from
exchanging data most of the time. For example, a device in
communication with another device via the Internet may not transmit
data to the other device for weeks at a time.
[0049] The casino server 120 may function as a "Web server" that
generates Web pages (documents on the Web that typically include an
HTML file and associated graphics and script files) that may be
accessed via the Web and allows communication with the casino
server 120 in a manner known in the art.
[0050] In various embodiments, the casino server may perform any
functions described herein as being performed by a gaming device,
and vice versa.
[0051] FIG. 1 depicts only an embodiment of the invention. Other
arrangements of devices to perform various methods specified herein
will be readily appreciated by those of skill in the art.
[0052] FIG. 2 illustrates an embodiment 200 of the casino server
120 (FIG. 1). The casino server 120 may be implemented as a system
controller, a dedicated hardware circuit, an appropriately
programmed general-purpose computer, or any other appropriate
device including without limitation electronic, mechanical or
electro-mechanical devices.
[0053] The server of the illustrated embodiment comprises a
processor 210, such as one or more Intel.RTM. Pentium.RTM.
microprocessors. The processor 210 is in communication with a
communications port 220 and a data storage device 230. The
communications port 220 allows the processor 210 to communicate
with other devices, such as a gaming device. The data storage
device 230 comprises magnetic memory, optical memory, semiconductor
memory or any combination thereof. The data storage device 230 may
include, for example, Random Access Memory (RAM), Read-Only Memory
(ROM), a compact disc, digital video disc and/or a hard disk. The
processor 210 and the storage device 230 may each be, for example:
(i) located entirely within a single computer or computing device;
or (ii) connected to each other by a remote communication medium,
including without limitation a serial port cable, a telephone line,
a network connection or a radio frequency transceiver. In some
embodiments, the casino server 120 may comprise one or more
computers that are connected to a remote server computer for
maintaining databases.
[0054] The data storage device 230 stores a program 240 for
controlling the processor 210. The processor 210 performs
instructions of the program 240, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 240 may be stored
in a compressed, uncompiled and/or encrypted format, as well as in
a variety of other forms known in the art. The program 240
furthermore includes program elements that may be necessary,
including without limitation an operating system, a database
management system and "device drivers" for allowing the processor
210 to interface with peripheral devices. Appropriate program
elements are well known to those skilled in the art, and need not
be described in detail herein.
[0055] According to an embodiment of the present invention, the
instructions of the program 240 may be read into a main memory from
another computer-readable medium, such as into RAM from a hard
drive or ROM. Execution of sequences of the instructions in program
240 causes processor 210 to perform process steps described herein.
In alternative embodiments, hard-wired circuitry may be used in
place of, or in combination with, software instructions for
implementation of the processes of the present invention, as would
be understood by those of skill in the art. Thus, embodiments of
the present invention are not limited to hardware, software or any
specific combination of hardware and software.
[0056] As will be understood by those skilled in the art, the
schematic illustrations and accompanying descriptions of the
databases presented herein are exemplary arrangements for stored
representations of information. A number of other arrangements may
be employed besides those suggested by the tables shown. Similarly,
the illustrated entries of the databases represent exemplary
information only; those skilled in the art will understand that the
number and content of the entries can be different from those
illustrated herein. Based on the present disclosure many other
arrangements of data will be readily understood by those of skill
in the art.
[0057] FIG. 3 illustrates an embodiment 300 of a gaming device.
Well-known examples of gaming devices include video poker, video
blackjack, pachinko, mechanical slot machines and video slot
machines. The gaming device may be implemented as a dedicated
hardware circuit, an appropriately programmed general-purpose
computer, or any other appropriate device including without
limitation electronic, mechanical or electro-mechanical devices.
Accordingly, the gaming device need not include the various
components depicted in FIG. 3.
[0058] The gaming device of the illustrated embodiment comprises a
processor 310, such as one or more Intel.RTM. Pentium.RTM.
microprocessors. The processor 310 is in communication with a
communications port 320 and a data storage device 350. The data
storage device 350 comprises magnetic memory, optical memory,
semiconductor memory or any combination thereof. The data storage
device 350 may include, for example, Random Access Memory (RAM),
Read-Only Memory (ROM), a compact disc and/or a hard disk. The
processor 310 and the storage device 350 may each be, for example:
(i) located entirely within a single computer or computing device;
or (ii) connected to each other by a remote communication medium,
including without limitation a serial port cable, a telephone line,
a network connection or a radio frequency transceiver. In some
embodiments, the gaming device may comprise one or more computers
that are connected to a remote server computer for maintaining
databases.
[0059] The data storage device 350 stores a program 360 for
controlling the processor 310. The processor 310 performs
instructions of the program 360, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 360 may be stored
in a compressed, uncompiled and/or encrypted format, as well as in
a variety of other forms known in the art. The program 360
furthermore includes program elements that may be necessary,
including without limitation an operating system, a database
management system and "device drivers" for allowing the processor
310 to interface with peripheral devices. Appropriate program
elements are well known to those skilled in the art, and need not
be described in detail herein.
[0060] According to an embodiment of the present invention, the
instructions of the program 360 may be read into a main memory from
another computer-readable medium, such as into RAM from hard drive
or ROM. Execution of sequences of the instructions in program 360
causes processor 310 to perform process steps described herein. In
alternative embodiments, hard-wired circuitry may be used in place
of, or in combination with, software instructions for
implementation of the processes of the present invention, as would
be understood by those of skill in the art. Thus, embodiments of
the present invention are not limited to hardware, software or any
specific combination of hardware and software.
[0061] The processor 310 may also be in communication with one or
more input devices 340 and one or more output devices 330.
[0062] Examples of input devices include: a button; a touch screen;
a handle; a player tracking card device, which performs functions
related to player tracking cards, such as reading player tracking
cards and communicating information read from such cards to the
processor 310 (Typically, information read from such cards includes
unique player identifiers, such as a sequence of digits or a
sequence of alphanumeric characters); a ticket reader, which is
capable of reading tickets and particularly indicia registered on
tickets and like material; a credit card reader which generally
allow a card such as a credit card or debit card to be inserted
therewithin and information to be read therefrom.
[0063] Examples of output devices include: a cash dispenser, which
dispenses coins and/or bills to players that have requested to have
funds be dispensed; a ticket printer, which may be commanded to
print onto a substrate, such as paper or other material; a display
screen, such as a liquid crystal display, a plasma display and a
video display monitor.
[0064] According to some embodiments, data storage device 350 may
store various databases, such as termination value database 365
(table 500 of FIG. 5, and/or table 600 of FIG. 6), probability
database 370 (table 900 of FIG. 9), and payout database 375 (table
1000 of FIG. 10).
[0065] Player Database
[0066] Referring to FIG. 4, an illustrative gaming device 400
includes a display screen 410, which displays a game board for a
secondary game. Gaming device 400 also includes a card reader 420
for reading, e.g., player tracking cards. A handle 430 is used for
initiating plays (i.e., initiating handle pulls), in a manner known
in the art. A display area 440 provides information, such as a
termination value of a secondary game and a number of spins (i.e.
plays or outcomes) remaining (e.g., that are needed in order to
bring the secondary game to completion). The display area 440 also
includes a button labeled "Terminate Game" that allows a player to
signal a desire to discontinue play of a game, such as a secondary
game.
[0067] Reels 432, 434, and 436 display the outcome of a handle pull
in the form of a reel symbol on each reel, as is known in the art.
Button 450 allows a player to select a secondary game for play. In
the illustrated gaming device, the secondary game is a "Board
Game." Button 460 allows a player to choose to play the gaming
device in conventional fashion, without the simultaneous play of a
secondary game or a bonus game.
[0068] Termination Value Database
[0069] FIG. 5 is a tabular representation 500 of one embodiment of
a termination value database. The tabular representation 500 of the
termination value database includes a number of example records or
entries, each defining a number of handle pulls 510 remaining in a
game. Those skilled in the art will understand that the termination
value database may include any number of entries. The tabular
representation 500 also defines fields for each of the entries or
records. The fields specify: (i) a termination value 520 for a game
in which a game character is on square one of the game board; (ii)
a termination value 530 for a game in which a game character is on
square two of the game board; (iii) a termination value 540 for a
game in which a game character is on square three of the game
board; and (iv) a termination value 550, for a game in which a game
character is on square fifty of the game board. It will be
appreciate that other fields may include termination values
corresponding to other positions of a character on a game board. It
will also be appreciated that other records may include other
numbers of handle pulls remaining in a game. The termination value
database of FIG. 5 may provide a termination value corresponding to
a particular situation of a game, the situation involving a
particular number of pulls remaining (e.g., a setting for a
parameter describing the number of pulls remaining in a game), and
a particular square occupied by a game character (e.g., a setting
for a parameter describing the particular square that is occupied
by a game character).
[0070] Not all of the fields depicted in FIG. 5 are required, and
various substitutions, deletions and other changes to the tabular
representation will be readily apparent to those of ordinary skill
in the art.
[0071] FIG. 6 is a tabular representation 600 of one embodiment of
a termination value database. The tabular representation 600 of the
termination value database includes a number of records or entries
each defining a number of handle pulls 610 remaining in a game. For
each record or entry, termination value field 620 specifies a
termination value for a game with the corresponding number of pulls
610 remaining.
[0072] Not all of the fields depicted in FIG. 6 are required, and
various substitutions, deletions and other changes to the tabular
representation will be readily apparent to those of ordinary skill
in the art.
[0073] FIG. 7 is a depiction of a display screen of a gaming device
700. On the display screen, an offer 710 is presented giving a
player options for terminating a game or for continuing with the
game. Buttons 720, 730, and 740 allow the player to select one of
the options being offered.
[0074] FIG. 8 is a flow chart 800 consistent with some embodiments
of the present invention. The steps of FIG. 8 may be performed by a
gaming device and may allow a player to begin play of a game and to
subsequently terminate play of the game before the game has reached
a state of completion. The steps depicted in FIG. 8 include: (i)
receive a game initiation signal from a player 810; (ii) request
confirmation of the player's desire to begin play 820; (iii)
initiate the game 830; (iv) conduct a portion of the game 840; (v)
determine a termination value for the game 850; (vi) receive an
indication of the player's desire to terminate the game 860; and
(vii) terminate the game, and provide the player with a payment
based on the termination value 870. It will be appreciated that the
steps depicted in flow chart 800 need not be practiced in the order
listed, but may be practiced in any practicable order. Further,
various steps may be added or deleted without detracting from the
intent of various embodiments of the invention.
[0075] FIG. 9 depicts a table 900 illustrating an exemplary data
structure of a probability database for use in some embodiments of
the present invention. A gaming device may employ a database such
as that depicted in FIG. 9 in generating a random or pseudo-random
outcome for a handle pull. For example, a gaming device may
generate a random number, and then determine the record of table
900 such that the random number that has been generated falls
within the range specified in the "Random Number" field 940. The
gaming device may then determine the corresponding symbol
combination for the outcome by reference to field 950.
[0076] FIG. 10 depicts a table 1000 illustrating an exemplary data
structure of a payout database for use in some embodiments of the
present invention. The payout database may, among other things,
allow a gaming device to determine a payout corresponding to a
particular outcome of a handle pull.
[0077] What follows is a discussion of various embodiments of the
invention. A player may begin by placing a wager at a gaming
device. The wager may entitle the player to play an extended game,
such as a bonus game. Conventional gaming devices require a player
to place a wager for a primary game (e.g., for a handle pull),
after which a player may enter a bonus game only if the player
obtains one of a predetermined set of outcomes for the handle pull.
Various embodiments of the present invention allow a player
guaranteed access to a bonus game once the player has placed the
wager. Therefore, in various embodiments, a wager is completely
sufficient to allow a player entry into a bonus game.
[0078] Once the gaming device has provided entry to the player into
a bonus game, the gaming device may determine a first game
situation. For example, the gaming device may determine a starting
situation where all game parameters take on predefined starting
settings. The gaming device may also determine various actions or
events in the game. For example, in a game involving the traversal
of a game board by a game character, the gaming device may generate
a random number and advance the game character by the randomly
determined number of squares. As another example, in a game
involving the revelation of hidden symbols from various locations
on the display screen of the gaming device, an action may include a
player selection of a location and the subsequent removal of the
symbol from the selected location. The gaming device may thus
determine a second situation of a game, which may occur once one or
more actions or events have occurred in the game. In particular the
second situation may include at least one setting of a parameter
that is different from the parameter's setting in the first
situation. For example, in the second situation, a "pulls
remaining" parameter may have the setting of nineteen, whereas in
the first situation the same parameter may have the setting of
twenty. Of course, the first situation need not be a starting or
initial situation of the game, but may itself be a situation of the
game that has arisen after one or more actions or events.
[0079] For any situation of the game, the gaming device may
determine a termination value. The termination value may represent
an amount of cash, credits, coins, casino tokens, or equivalent
that a player may receive as an alternative to continuing play of a
game, such as a bonus game. Thus, a player who might expect to win
something if he plays a game out to its conclusion, may still
receive some value from quitting a game early. This may alleviate
player concerns of having to fulfill obligations while in the
middle of a game. For example, a player may be involved in a bonus
game that lasts twenty minutes. The player may be doing well in the
game, yet may all of the sudden realize that he has to catch a bus,
or meet a friend for dinner. Thus, the player may wish to leave the
game early, but may feel conflicted about having to leave a game
during a favorable situation. By receiving a termination value for
leaving the game early, the player may still realize some winnings
from a favorable game situation.
[0080] Methods of determining or calculating a termination value
will be discussed further below. However, it may be noted that a
termination value may be based specifically on a game situation.
Thus, the settings of any parameter describing the game situation
may influence the termination value. For example, a game in which
there are still twenty player decisions to be made may have a
higher termination value than a game in which there are only ten
player decisions to be made, all other parameter settings being
equal. This is because a game in which there remain twenty player
decisions may give the player more time to accumulate winnings in
the game that can later be realized by the player in the form of a
payment. Thus, in various embodiments, a termination value may be
based on an average or expected payment a player would receive from
a game if he were to continue play of the game to its natural
conclusion. A termination value may also be based on a maximum
payment a player would be expected to receive from continuing play
of a game, a minimum amount a player would be expected to receive,
and/or based on the player's wager in the game. For example, a
termination value may be set equal to one third of the maximum
amount a player could win through continued play. A termination
value might be set equal to the minimum amount a player could
expect to win through continued play. A termination value might be
set equal to seventy percent of the wager required to play the
game.
[0081] In some embodiments, a termination value may be set equal to
a separate premium amount, e.g., a "bonus insurance premium" that
is returned to the player if the bonus round is not completed. For
example, a player may pay an insurance premium prior to the start
of an extended game. If the player terminates the game early, the
player may receive a termination value that is determined based on
the insurance premium. Thus, the termination value may function as
an insurance payout.
[0082] A termination value may be calculated by the gaming device.
For example, the gaming device may perform one or more mathematical
operations in order to arrive at a termination value. One type of
termination value that may be calculated includes an expected
amount that would be won by a player should he continue play of the
game. In order to arrive at an expected amount, the gaming device
may calculate a first probability of the bonus game reaching a
third situation from the second situation. For example, the third
situation may be one possible final situation the game might reach.
The gaming device may then determine a first payment that is
associated with the third situation. For example, if the player
would have a balance of winnings of "forty" in the third situation,
then the player would receive a payment of forty credits. The
gaming device may also then calculate a second probability of the
gaming device reaching a fourth situation, which may be a different
possible final situation of the game. The gaming device may then
determine a payment associated with the fourth situation. The
gaming device may then calculate an expected value as a termination
value using the first and second probabilities, and the first and
second payments. For example, the gaming device may calculate a
termination value by summing the product of the first probability
and first payment with the product of the second probability and
the second payment. Of course, the calculation may also include a
third probability for a fifth situation, a fourth probability for a
sixth situation, and so on. Furthermore, the calculation may
include a third payment for a fifth situation, a fourth payment for
a sixth situation, and so on.
[0083] A termination value may also be determined through
simulation. A gaming device may simulate one or more possible
future courses of the game. For instance, the gaming device may
determine a final situation of a game assuming one or more events
or actions in a game. The gaming device may determine a payment
associated with the final game situation. The payments determined
for the final situations of multiple simulations may be averaged or
otherwise aggregated in a way to determine a termination value for
the present game. In various embodiments, a termination value may
be determined based on the payment associated with one or more game
situations that are simulated, or determined based on an assumed
sequence of actions or events in a game.
[0084] In various embodiments, the gaming device may determine a
termination value for the second situation by reference to a third
situation, where the third situation is found to be identical to
the second situation. A third situation may be found to be
identical to a second if the setting of each parameter describing
the third game situation is identical to the setting of the same
parameter describing the second game situation. As an example, once
the second situation has arisen, the gaming device may consult a
database of game situations for which termination values have
already been determined. If the gaming device finds a match between
the second situation and a situation in the database (e.g., the
third situation), then the gaming device may use the predetermined
termination value for the third situation as the termination value
for the second situation.
[0085] In various embodiments, there may not be an exact match
between the second situation and any situation stored in a database
for which termination values have been predetermined. Accordingly,
the gaming device may find one or more situations that are similar
to the second situation, and for which termination values have
already been determined. Based on the termination values for the
similar game situations, the gaming device may determine a
termination value for the second game situation.
[0086] In some embodiments, the gaming device determines a
termination value for a second situation based on a termination
value associated with a third situation, and a termination value
associated with a fourth situation. For a given parameter, the
second situation may have a first setting, the third situation may
have a second setting, and the fourth situation may have a third
setting. In particular, the first setting may be between the second
setting and the third setting. For example, the third situation may
have twenty seconds remaining in the game (e.g., the setting of the
"time remaining" parameter may be "twenty seconds"). The second
situation may have twenty-two seconds remaining in the game. The
fourth situation may have twenty-four seconds remaining in the
game. Thus, the setting of the "time remaining" parameter for the
second situation may lie between the setting of the same parameter
with respect to the third and fourth situations. Accordingly, one
way of determining a termination value associated with the second
situation is to choose a termination value that lies between the
termination value associated with the third situation the
termination value associated with the fourth situation. For
example, if the termination value associated with the third
situation is eight coins, and the termination value associated with
the fourth situation is ten coins, then the termination value
associated with the second situation may be set to nine coins.
[0087] For the purposes of the present discussion, it may be
assumed that the gaming device determines a termination value for
the second situation of the game. It should be noted that a
different termination value may be determined for each possible or
actual situation of a game, so that a termination value that had
been determined for the first situation of the game may not be
applicable to the second situation of the game.
[0088] Once the gaming device has determined a termination value
for the second situation of the game, the gaming device may display
the termination value. For example, the display screen of the
gaming device may include a box in the upper right hand corner with
the text: "Termination value: nine coins" or "Surrender now and
receive nine coins." The termination value may be displayed without
any prompting or request by the player. For example, the gaming
device may automatically display the termination value during any
given situation of a game, or during all situations. The gaming
device may update the display of the termination value as the
situation of the game changes.
[0089] In various embodiments, a termination value may be displayed
as an offer. For example, the gaming device may print the following
text: "Would you like to stop the game now? We will give you
fourteen coins for quitting. Press button `A` if you wish to stop.
Press button `B` if you wish to continue." An offer may provide a
player with an explicit choice of whether to continue the play of a
game, or whether to discontinue play of the game. If the player
elects to discontinue, he receives the termination value as
compensation. In various embodiments, a termination value may be
displayed on its own during some portion of the game, and as an
offer during other portions of the game.
[0090] In some embodiments, an offer to terminate may be presented
as an outcome in the primary game. For example, a symbol on the
primary game might read "quit while you are ahead." The player
might then decide whether or not he wishes to terminate.
[0091] A player may indicate that he does wish to terminate, or
discontinue play of a game, in several ways. Among them, the player
may accept an offer to terminate a game. For example, the player
may press a designated area of a touch screen, or a designated
button of his gaming device. If there is no explicit offer, then
the player may touch a button or area of a touch screen labeled
"terminate game," "stop game," or the like. Thus, the player may
actively set forth a desire to quit the game. The gaming device may
then, in various embodiments, present to the player a confirmation
message asking whether the player is sure he wants to terminate
play of the game. A confirmation message may be useful for players
who do not realize the consequences of terminating a game. For
example, the confirmation message may indicate to the player that
he will not be able to take any further actions in a game, and he
will give up the possibility of any further winnings in the game,
should he agree to terminate the game. A confirmation message may
also be useful for a player who has accidentally indicated that he
wishes to terminate a game.
[0092] In some embodiments, a player may indicate a desire to
terminate a game through inaction. For example, if a game requires
player decisions (such as selecting areas from which to reveal
hidden symbols), and the player does not provide any input, then
the inactivity may be interpreted as a desire to terminate a
game.
[0093] A player who terminates the play of a game in progress may
be provided with the termination value associated with the
situation of the game at which the player terminated. In
particular, the player may be provided the termination value if
discontinuing play was an alternative to continuing play. To
continue with the preceding discussion, the player may decide to
terminate the game when the second situation of the game has
arisen. Once the player has indicated his desire to terminate, and
possibly confirmed such desire, the game may end. In other words,
no further action may occur in the game. No further situations may
be determined. The player may also be provided with the termination
value. For example, the gaming device may dispense coins in the
amount of the termination value.
[0094] Although the foregoing discussion has made reference to
bonus games, the discussion may also apply to secondary games. In
the case of secondary games, one game parameter may describe the
number of handle pulls remaining. That is, actions in a secondary
game may be determined by the outcomes of handle pulls, even though
payments provided to players as a result of handle pulls (or
primary games) are determined differently than are payments
provided to players from the results of secondary games. A
secondary game may be considered to be terminated, or finished
early, when a number of handle pulls remaining in the secondary
game is greater than zero.
[0095] In embodiments involving secondary games, a player need not
provide an explicit wager in order to initiate the secondary games.
Rather, the player may provide wagers for handle pulls. The
outcomes of the handle pulls may then provide input into the
secondary games. For example, an "advance three spaces" symbol that
appears on the reels in a primary game may cause a game character
in a secondary game to advance three spaces on a game board. As
with a bonus game, a gaming device may determine one or more
situations of a secondary game. The gaming device may determine a
termination value associated with a second situation of a secondary
game. The gaming device may offer the player the option of
terminating a secondary game early (e.g., in the second situation).
If the player elects to terminate the secondary game early, the
player may receive the termination value. The gaming device may
determine the termination value using simulations of future courses
of the secondary game. The gaming device may also determine the
termination value by comparison of the secondary game to other
situations for which a termination value has been
predetermined.
Triggering Conditions
[0096] In various embodiments, which may involve extended games,
such as bonus games or secondary games, certain conditions may
trigger a gaming device to offer a player the option of terminating
a game. As used herein, such conditions may be described as
"triggering conditions." Thus, an offer to terminate a game may be
made based on whether triggering conditions are met at a gaming
device. The offer may be that the player may receive a termination
value in return for agreeing to discontinue play of the extended
game.
[0097] There may be a variety of triggering conditions. In some
embodiments, triggering conditions may be indications that a player
is impatient to finish a game. In some embodiments, a triggering
condition is that a player's rate of play exceeds a predetermined
threshold. For example, in a secondary game, the player is making
an average of more than ten handle pulls per minute. This rapid
rate of play may indicate an impatience to conclude the secondary
game. Accordingly, the gaming device may provide the player an
offer to terminate the game, so that the player may immediately
conclude the game.
[0098] In some embodiments, a triggering condition may be that the
force with which a player presses a button of the gaming device
exceeds a predetermined threshold. For example, the player is
pressing a button with a peak force of more than ten newtons.
Again, a player who is pressing a button with a high degree of
force may be indicating an impatience to conclude a game.
[0099] In various embodiments, a gaming device may not persistently
display a termination value for a game. In various embodiments, a
gaming device may not display a termination value without at least
some player prompting. In various embodiments, a gaming device may
not display a termination value at all. In embodiments where a
termination value is not displayed, a gaming device may display a
termination value only if the player indicates that he wishes to
discontinue the play of an extended game, such as a secondary game
or a bonus game. If a termination value is displayed only upon
player request, then a player may be less likely to terminate a
game, and thus more likely to enjoy the remainder of a game. Thus,
in various embodiments, a gaming device may receive an indication
that a player wishes to discontinue the play of an extended game at
a gaming device. The indication may come from the player pressing a
"stop game" or similar button. After receiving the indication, the
gaming device may then display the termination value for the
extended game.
[0100] A player who indicates a desire to terminate a game may
change his mind after he sees the termination value. For example,
the player may decide that the termination value is too low.
Accordingly, the player may not wish to stop the game after all. In
various embodiments, the gaming device does not terminate a game
until after receiving a confirmation from the player that the
player wishes to discontinue play of the extended game in exchange
for the player receiving the termination value. The player may
confirm that he wants to terminate a game by pressing a button,
where the button is a "confirm," "agree," or other such button
indicative of a player's desire to discontinue the play of an
extended game. If the player does provide suitable confirmation,
then the gaming device may provide the termination value to the
player. The gaming device may thereupon stop the game and determine
no further situations of the game.
[0101] In some embodiments, an extended game may not be stopped
before its natural conclusion. However, the advent of the natural
conclusion may be accelerated. In this way some of the same
objectives of terminating a game may be accomplished. Namely, a
player may have the opportunity to leave a gaming device in order
to attend to other obligations, without waiting for an extended
game to slowly run its course.
[0102] An extended game may proceed towards a conclusion through
successive determinations of game situations. For example, a gaming
device may determine a first game situation, followed by a second
game situation, followed by a third game situation, and so on. The
gaming device may tend to wait for a predetermined time interval
between the determinations of successive game situations. For
example, the gaming device may wait three seconds between the
determination of successive game situations. The wait may be
designed to create suspense for a player. However, a gaming device
may also wait because successive game situations depend on player
actions. There may be natural limits on the speed of player
actions. For example, a player may be limited in his ability to
rapidly make a decision in an extended game and to indicate his
decision in the game by touching a touch screen. Thus, the lengths
of time between the determination of game situations may depend in
whole or in part on the player. It should be noted that the present
discussion may also apply to the display of a game situation. For
example, a gaming device may always wait three seconds before
displaying a new game situation (e.g., before displaying a new
position of a character on a game board), even though the gaming
device might have determined the new game situation long ago.
Similarly, a gaming device may be unable to display a new game
situation until after a player has proceeded with some decision or
some other action in the game.
[0103] In accelerating the natural conclusion of a game, some of
the lengths of time that separate the determination of successive
game situations, or the display of successive games situations, may
be shortened. For instance, if it is normally two seconds between
when a gaming device determines successive situations of a game,
the time may be shortened to one second. In this way, the game will
conclude more rapidly. It should be noted, however, that a gaming
device may just as well shorten the time between game situations
which are not successive. For example, a gaming device may shorten
the time between when first and third game situations are
determined, even though a second situation is determined after the
first but before the third.
[0104] In view of the foregoing, in various embodiments, a gaming
device may receive an indication that a player wishes to accelerate
the conclusion of an extended game at a gaming device. The gaming
device may then determine a first length of time based on the
indication. The first length of time may be a new length of time
that the gaming device is going to wait between determinations of a
first and second game situations, which may or may not be
successive. For example, the first length of time may be one
second, which may mean that the gaming device is now going to wait
only one second between determining and/or displaying the first
game situation and the second game situation. The gaming device may
determine a first situation of the extended game at a first time.
The gaming device may then determine a second situation of the
extended game at a second time. The gaming device may wait until
the second time such that the elapsed time between the first time
and the second time is equal to the first length of time. For
example, the gaming device may determine the first game situation
at 3:00:01. The gaming device may determine the second game
situation at 3:00:02, such that the elapsed time is equal to one
second, or the first length of time.
[0105] Additionally, in various embodiments, the gaming device may
display, at the first time, an indication of the first situation.
The gaming device may display, at the second time, an indication of
the second situation. For example, for either situation, the gaming
device may display a position of a game character on a game board,
or a number of symbols aggregated, or a number of credits won.
Note, however, that the first situation need not be displayed at
precisely the first time. Rather, for example, the first situation
may be displayed a little bit afterwards or at any other time.
Similarly, the second situation need not be displayed at exactly
the second time.
[0106] As an aid to determining the first length of time, the
gaming device may also determine a second length of time, which is
a length of time that the gaming device normally takes between
determining and/or displaying situations of a game. The second
length of time may be used as a reference. For example, if the
gaming device normally takes two seconds (the second length of
time) between determining successive game situations, then the
gaming device may determine the first length of time such that the
first length of time is less than the second length of time. In
this way, the game will tend to conclude more rapidly than
normal.
[0107] Thus, in various embodiments, a gaming device may determine
a second length of time, in which the second length of time is
associated with extended games whose conclusions have not been
accelerated, such that the first length of time is less than the
second length of time.
[0108] The extended game of the foregoing discussion may be a bonus
game. If the extended game is a secondary game, then the extended
game may require player decisions. As such, the length of time
between determinations of game situations may not be entirely under
the control of the gaming device. In such cases, the gaming device
may take control from the player of one or more actions previously
performed by the player. For example, rather than allowing a player
to initiate handle pulls on his own, the gaming device may initiate
handle pulls automatically. That is, the gaming device may spin the
reels, generate an outcome, and provide a payout, all without input
from the player. Accordingly, the gaming device may accelerate the
player decision process. For instance, the gaming device may make
handle pulls much more rapidly than a player is capable of doing.
The conclusion of the secondary game may thereby be accelerated. In
various embodiments, however, the gaming device must obtain the
player's agreement before taking control of actions previously
performed by the player.
[0109] In various embodiments, a player need not terminate a game
early, for example, if the player has a pressing obligation to
meet. In some embodiments, a player may have the situation of the
game stored. The player may then stop playing the game temporarily,
but may resume play of the game at a later time. To store the
situation of a game, a gaming device may store the settings of all
parameters describing the situation. For example, the gaming device
may store the number of symbols aggregated, the number of credits
accumulated, the number of handle pulls remaining, the position of
a game character, and the setting of any other relevant game
parameter.
[0110] When a player has elected to stop play and continue at a
later time, the gaming device may also cease to display a game
situation. For example, the gaming device may cease to display a
balance of winnings associated with a particular game
situation.
[0111] The gaming device may store a game situation in conjunction
with a player identifier, such as a name, password, player tracking
card number, or any other identifier. The player may, at a later
time, present the identifier to the gaming device in order to
resume play of the game. For example, by inserting his player
tracking card into the gaming device, the player may automatically
call up the situation of an unfinished game.
[0112] A player may initially indicate a desire to discontinue play
of a game by pressing an appropriately labeled button on the gaming
device, or by touching an appropriate area on the display screen of
the gaming device. For example, the player may press a
"Discontinue" button on his gaming device. When a player has
expressed his desire to discontinue, the gaming device will have
received an indication that the player wishes to discontinue play
of a first extended game at a gaming device. The gaming device may
then determine, at a first time, the first situation of the first
extended game. For example, at the time that the player wishes to
discontinue play of the first game, the gaming device may determine
the first situation. The gaming device may then store the first
situation of the first extended game.
[0113] After the player has discontinued play, the gaming device
may be available for other players to play other games. Thus, the
gaming device may determine, at a second time, a second situation
of a second extended game, in which the second time is after the
first time. For example, five minutes after the player of the first
extended game leaves the gaming device, a second player may sit
down, and start a second game, for which the gaming device may now
determine a second situation.
[0114] At a later point in time, the player of the first game may
return to the gaming device and express a desire to resume play of
the first game. For example, the player may insert his player
tracking card after which the gaming device may prompt the player
with a "do you wish to resume your stored game" message. The player
may then press a "yes" or similar button or area of a touch screen
in order to indicate an affirmative answer. Accordingly, the gaming
device may receive an indication that the player wishes to resume
play of the first extended game. The gaming device may then
restore, at a third time, the first situation. For example, the
gaming device may access in memory the stored settings for the
parameters describing the first game situation. In particular, the
third time may be after the second time, so that one or more
intervening games may have been played between the time that the
first extended game was stopped and the time that the first
extended game was later resumed. After resumption, the gaming
device may display an indication of the first situation. The gaming
device may further allow the player to continue making decisions or
taking other actions in the first extended game.
[0115] In various embodiments, a gaming device need not itself
store a situation of an incomplete game. Rather, the gaming device
may send an indication of the situation to the casino server, which
may then store the indication of the game situation. When the
player later returns to the gaming device and indicates a desire to
resume play, the gaming device may request the indication of the
stored situation from the casino server. The casino server may then
transmit the indication back to the gaming device, whereupon the
gaming device may restore the situation and allow the player to
resume play. In various embodiments, a player may resume play of a
game at a gaming device other than that at which he began play of
the game. For example, a player may begin play of an extended game
at a first gaming device, discontinue play, and then resume play of
the same game at a second gaming device. Resumption at a different
gaming device may be possible because the casino server may
transmit an indication of the stored game situation to the second
gaming device.
[0116] As will be appreciated, the foregoing discussion of the
stopping and resumption of a first extended game may apply to
secondary games or to bonus games.
[0117] Following is a detailed discussion of various embodiments of
the present invention.
[0118] Applicants have conceived of games, such as extended games,
that may be played at gaming devices. Games conceived by applicants
may include games that encompass multiple handle pulls (e.g.,
secondary games), games that last for an extended period of time,
and/or games that involve multiple random or non-random events.
[0119] Applicants have realized that games with the above features
may alleviate the boredom inherent in many conventional games. For
example, in a game that encompasses multiple handle pulls, a player
will not always find himself in the same game situation prior to
every handle pull. Rather, as the player makes handle pulls, the
player may continue to make progress within the extended game. In a
game that lasts an extended period of time, a player may have time
to become immersed in the game. Games involving multiple random
events may exhibit increased complexity, thereby keeping a player's
attention.
[0120] Applicants have realized, however, that one or more of the
conceived games, and potentially one or more other games, may
require a commitment from a player. The commitment may be a time
commitment and/or a monetary commitment. For example, if a player
pays to play a game for which he must make one hundred handle
pulls, then the player has made a time commitment of ten minutes,
assuming the player can make ten handle pulls per minute. As
another example, if a player pays upfront for a game in which he
will not receive any winnings until the end of the game, then the
player has made a monetary commitment to play the game.
[0121] Applicants have realized that a player may have various
reasons for needing to break a commitment. For example, the player
may grow tired, sick, or hungry, or may require the use of restroom
facilities. Therefore, a player may wish to terminate a game in
which he is involved prior to its scheduled conclusion. For
example, a player may wish to quit a game scheduled to last for
fifty handle pulls after having made only twenty handle pulls. As
another example, a player may wish to quit a game scheduled to last
for twenty minutes after only fifteen minutes.
[0122] In accordance with applicants' identification of the
possible need for a player to break a commitment, applicants have
invented methods by which a player may affect the early termination
of a game. In accordance one or more embodiments described herein,
a player may be able to terminate a game while still recovering at
least a portion of the financial commitment the player has made to
the game. Further, in accordance with one or more embodiments
described herein, a player may be able to terminate a game while
still receiving a portion of any winnings the player might be
expected to receive were he to finish the game.
[0123] Applicants have considered several types of games that may
increase a player's enjoyment of his gaming experience. In some
embodiments, a player repeatedly initiates the generation of a
random or pseudo-random outcome (e.g., the player repeatedly
initiates a handle pull). For example, the player initiates the
spinning of video or mechanical reels of a slot machine. As another
example, at a video-poker device, the player initiates the dealing
of a hand of cards. After an outcome has been generated, the player
may receive a payment of winnings in standard fashion. For example,
if the player receives an outcome of "bell-bell-bell", then the
gaming device may immediately provide the player with a payout
corresponding to the outcome of "bell-bell-bell" listed in a pay
table. In addition to, or instead of allowing a player to receive
payouts, outcomes or symbols within the outcomes may control action
in a secondary game. For example, in aggregation games, certain
types of symbols may be tracked over the course of multiple handle
pulls. As part of the secondary game, the player tries to obtain a
predetermined number of the required type(s) of symbols. As another
example, in games involving the traversal of a game board by a game
character, certain symbols or outcomes generated on the reels of
the gaming device may cause the game character to move along the
game board. In games involving the completion of a jigsaw puzzle,
certain symbols obtained on the reels may correspond to puzzle
pieces. The puzzle may then advance towards completion by
incorporating the puzzle pieces. In games involving the advancement
toward completion of other types of puzzles (e.g., of a Rubik's
Cube.RTM.), certain symbols or outcomes on the reels may cause the
puzzle to advance towards completion.
[0124] Symbols or outcomes may additionally have numerous other
types of functions. For example, a symbol may provide a player with
a defensive measure against one or more potentially adverse future
outcomes. A symbol may also serve as a tool or aid to a player
should the player ever reach a particular game situation. For
example, a symbol might provide the player with a treasure map, for
use if the player should ever reach a game situation in which his
game character must find treasure hidden on an island.
[0125] Applicants have considered games in which a player may make
a fixed payment in order to initiate all of the handle pulls of a
game. For example, a player might make a fixed payment in order to
initiate one hundred handle pulls of a game. Applicants have also
considered games in which a player must make a new payment, or
wager, prior to initiating each handle pull of a game. For example,
in an aggregation game, a player makes a $1 wager prior to making
every handle pull. The aggregation game ends once the player has
accumulated one hundred "cherry" symbols. The game may therefore
finish e.g., after fifty handle pulls, or after three hundred
handle pulls, depending on the player's luck in achieving "cherry"
symbols.
Some Types of Games
[0126] Several types of games are now discussed. The following
games may be played in various embodiments.
[0127] Various embodiments include aggregation games. In such
games, a player may be required to aggregate certain types of
symbols. For example, the gaming device may keep track of every
time the player achieves a "cherry" symbol over the course of the
multiple handle pulls of the game. At the end of the game, the
player may receive a payout based on the number of symbols
aggregated. Aggregation games might also include games in which a
player must aggregate outcomes. For example, the player tries to
achieve the outcome "bar-bell-bar" as many times as possible.
Aggregation games may also include games in which a player must
aggregate combinations of symbols. For example, a player must
aggregate as many "diamond" symbols and "ruby" symbols as possible.
In one variation of aggregation games, certain symbols may expire
after the passing of a predetermined amount of time, number of
handle pulls, or upon the occurrence of some other circumstance.
For example, a "cherry" symbol obtained by a player more than forty
handle pulls in the past may be removed from a group or tally of
aggregated "cherry" symbols.
[0128] Various embodiments include jigsaw puzzle games. In such
games, a player may be required to obtain symbols corresponding to
the pieces of a jigsaw puzzle. Each such symbol obtained by the
player may advance the puzzle towards completion. Such games may
differ from aggregation games in that it may not necessarily
benefit a player to accumulate many of the same type of symbol. In
other words, a puzzle may only require one of a given puzzle piece
in order to advance the puzzle towards completion. In a variation
of a jigsaw puzzle game, a player must assemble a set of
complementary symbols. For example, a player must assemble symbols
representing all possible ingredients of a recipe. For instance,
the player must obtain symbols corresponding to "flour", "eggs",
"milk", "water", and "sugar". For games involving the obtainment of
a set of complementary symbols, a player may receive a payout at
the end of a game based on the number or the percentage of the
required symbols that were actually obtained. As with aggregation
games, certain puzzle pieces, ingredients, or other accumulated
symbols may expire.
[0129] Various embodiments include other puzzle games. In such
games, a puzzle may require a certain number of "moves" in order to
reach completion. For example, a Rubik's Cube.RTM. puzzle in which
the Rubik's Cube.RTM. has been thoroughly scrambled may require
twenty-two turns of one of the sides of the cube before all sides
of the cube have become monochromatic (i.e., before the puzzle has
been completed). In a game involving the sliding of numbered tiles
within a confined playing surface, a certain number of sliding
moves may be required before the tiles have been placed in
numerical order (and the puzzle has thus reached completion).
[0130] Various embodiments include games involving the traversal of
a game board by a game character. In such games, a game character
may occupy certain spaces on a game path. The game character may be
allowed to advance to other nearby spaces, or to other spaces
connected by certain shortcuts. For example, a "+5" symbol
generated on the reels of a gaming device may advance a game
character by five spaces along a game path. In a Monopoly.RTM.
game, a shortcut may connect the "Go to Jail" space to the "Jail"
space on the game board. Thus, when a game character lands on the
"Go to Jail" space, the game character may immediately move to the
"Jail" space on the game path. In games involving the traversal of
a game board, a player may have a number of objectives.
[0131] In some embodiments involving traversal of a game board, an
objective is for the game character to reach a certain space on a
game path. For example, if a game path is one hundred squares long,
then the objective may be for the game character to reach the
100.sup.th square. The player may then receive a large payout. The
player may receive smaller payouts if the game character reaches
other squares, such as the 99.sup.th square, the 50.sup.th square,
etc. In some cases, the objective may be for a game character to
pass a certain square rather than to occupy it. For example, in a
Monopoly.RTM. game, a player may receive a payment if his game
character passes the "Go" square.
[0132] In some embodiments involving traversal of a game board, an
objective is for the game character to occupy, at least
temporarily, one or more squares of the game board. In a
Monopoly.RTM. game, an objective may be for a game character to
occupy three squares of a game board corresponding to each property
of a color group (i.e., each of three properties all of which are
required to form a monopoly according to the game rules). By
occupying each of three squares corresponding to the properties of
a color group, the game character may have a chance to obtain each
property, and to thereby form a monopoly.
[0133] In some embodiments involving the traversal of a game board,
an objective is for a game character to progress as far as possible
along a game path. For example, player may be paid based on how
many squares a game character has traveled from its original square
over the course of one hundred handle pulls. An objective may
include making multiple loops of a closed game path. For example,
if a game path consists of spaces in a circular arrangement, then
an objective may be for the game character to traverse the entire
circular path as many times as possible.
[0134] In some embodiments involving the traversal of a game board,
an objective is for a game character to travel further along a game
path than an opposing game character. The opposing game character
may represent the house, for example. As an example of the
objective, a player's game character may be required to make more
complete loops of a circular game path than are made by an opposing
game character. Such a game may be characterized as a racing
game.
[0135] In some embodiments involving the traversal of a game board,
an objective is for a game character to occupy, at least
temporarily, one or more squares along a game path before such
squares are occupied by an opposing game character. For example, in
a Monopoly.RTM. game, an objective may be for a player's game
character to land on certain properties (and to thereby acquire the
properties), before an opposing game character lands on the
properties (and thereby acquires the properties, after which the
player can no longer do so).
[0136] Various embodiments include games involving the defense of
existing or acquired value. In such games, a player may begin with
or may acquire certain valuable symbols, such as "treasure" symbols
or "money bag" symbols. However, the player may risk losing the
valuable symbols. For example, in an exemplary game called
"Treasure Hunter", a player may obtain a "treasure" symbol. If the
player later obtains a "safe harbor" symbol, then the player may
safely retain the acquired "treasure" symbol for the rest of the
game. If however, the player obtains a "pirate" symbol after
obtaining a "treasure" symbol but prior to obtaining a "safe
harbor" symbol, then animated pirates may "steal" the "treasure"
symbol from the player. Thus, a player may be said to defend his
acquired treasure by depositing it in the safe harbor. In another
exemplary game called "Cops and Robbers", a game character
representing the player may steal money from a bank. However, the
player only gets to keep the money if his game character deposits
the money in the robber's "lair" before a cop takes the money away
from the robber. In another exemplary game called the "Garden
Game", a player begins a game with several animated carrots. The
player is paid based on the number of carrots he retains at the end
of the game. During the course of the game, the player may obtain
"rabbit" symbols on the reels of the gaming device. Such symbols
may result in animated rabbits eating the player's carrots. Thus,
"rabbit" symbols may be detrimental to the player. One objective of
the game is therefore for the player to avoid rabbit symbols. In
the "Garden Game", the player may also have the possibility of
obtaining "fox" symbols. The acquired foxes may serve as a defense
against rabbits, as the foxes may chase away rabbits before the
rabbits eat the player's carrots.
[0137] Various embodiments include games involving a balance of
winnings that are to be paid to a player only at the end of a game.
In one exemplary game, a player pays $20 up-front. The player's
initial balance of winnings is then twenty. The player may then
make ten thousand handle pulls. Each handle pull may deduct one
from the balance of winnings. Additionally, the balance may be
increased if a handle pull results in a winning outcome. Notably,
the balance of winnings may go negative, in some embodiments. Thus,
if the balance reaches zero, a player may still initiate his next
handle pull, making the balance -1. At the end of the game, the
player may receive a number of credits equal to any positive
balance. One advantage of the present game is that a player need
risk only a relatively small amount of money to make a relatively
large number of pulls. The house may still expect to make a profit
since, for many gaming devices, a player will be unlikely to have a
positive balance after ten thousand handle pulls.
[0138] In some embodiments, games involving a balance of winnings
that are paid only at the end of a game may allow the use of
negative outcomes. Such outcomes, if they occur on the reels of the
gaming device, may subtract from the balance of winnings. For
example, if a balance of winnings is fifty, and a negative outcome
occurs, the balance may be reduced to twenty-five. Thus, one
objective of games of the present embodiments may be for a player
to avoid negative outcomes.
[0139] It should be understood that many variations of the
aforementioned game types are considered by applicants. In
addition, game embodiments contemplated by applicants are not
limited to the particular games described herein.
[0140] The following discussion includes broad headings describing
method steps of various embodiments of the present invention.
Receive a Game Initiation Signal from a Player
[0141] A player may indicate his desire to participate in a game of
the present invention in several ways. A player may press a "begin"
button, "play game" button, or similarly labeled button. A button
may be a physical button, such as a plastic button on the exterior
housing of the gaming device, or the button may be a designated
area of a touch screen. A player may additionally insert cash,
coins, tokens, a stored value card, a credit card, or other means
of consideration in order to provide payment for the game.
[0142] In one or more embodiments, a player may indicate one or
more desired rules, objectives, or settings of one or more
parameters of the game. For example, in a game involving the
aggregation of "cherry" symbols, the player may indicate that the
objective of the game will be to aggregate one hundred "cherry"
symbols. The player may also indicate the number of handle pulls
the game is to last. For example, the player may indicate that he
will have twenty handle pulls in which to aggregate the required
number of "cherry" symbols. The player may similarly indicate the
amount of time he is to have for a game. For example, the player
may indicate that he is to have ten minutes to make as many handle
pulls as possible in which to aggregate the required number of
symbols. Various rules, objectives, and settings of parameters that
may by indicated by the player are described below.
[0143] In various embodiments, a player may indicate the number of
symbols that must be aggregated in a game in order for the player
to meet one or more objectives.
[0144] In various embodiments, a player may indicate the number of
handle pulls that will be remaining in a game at the start of the
game.
[0145] In various embodiments, a player may indicate the amount of
time to be allowed for a game.
[0146] In various embodiments, a player may indicate the amount of
a prize to be paid for the attainment of an objective.
[0147] In various embodiments, a player may indicate the number of
spaces on a game path. For example, a game may feature a game
character moving along a linear game path. The game character may
advance by a certain number of spaces each turn depending on
symbols obtained by the player on the reels of the gaming device.
For instance, a "+3" symbol may advance the game character 3 spaces
along the game path. The objective of the game may be for the game
character to reach one of the last several spaces of the game
path.
[0148] In various embodiments, a player may indicate an objective
of a game character. Exemplary objectives include the space on a
game board the character is required to reach, the spaces on a game
board the game character is required to occupy (e.g., en-route to
other spaces), reaching one or more spaces prior to an opposing
game character, and so on.
[0149] In various embodiments, a player may indicate the amount of
the wager required of the player in order to play a game.
[0150] When a player indicates one or more rules, objectives, or
settings of game parameters, the gaming device may adjust other
rules, objectives or other settings of game parameters in order to
maintain profitability for the gaming device. For example, suppose
a player indicates that an objective of an aggregation game is to
aggregate ten cherry symbols over the course of one hundred handle
pulls. Due to the relatively few number of "cherry" symbols
required, and the relatively large number of handle pulls in which
to do so, the player may have a high probability of achieving his
objective. Therefore, the gaming device may set the amount of the
prize to be paid for the attainment of the objective at a
relatively low amount. In contrast, if the player indicates an
objective of aggregating fifty "cherry" symbols within one hundred
handle pulls, then the player may have a much lower probability of
achieving the objective. Accordingly, the gaming device may set the
amount of the prize to be paid for achieving the objective at a
relatively high amount.
[0151] In one embodiment, an initiation signal from a player
indicates a selection by a player of a game according to one or
more embodiments of the present invention, as opposed to a game of
the prior art. For example, a gaming device may allow a player to
play a game that lasts fifty handle pulls, or a game that lasts a
single handle pull. The player initiation signal may indicate which
of the two games the player wishes to play.
Request Confirmation of the Player's Desire to Begin Play
[0152] In one or more embodiments, a player may be prompted to
confirm his desire to play a game. In particular, the player may be
prompted to confirm his desire to play a game that involves a
commitment on the part of the player, such as a time commitment or
a monetary commitment. An exemplary prompt might consist of a text
message reading, "Are you sure you would like to begin the
Aggregation game? The average game takes about ten minutes. You
will not be able to receive any winnings until the end of the
game."
[0153] In various embodiments, a prompt may indicate the average
duration (e.g., minutes or handle pulls) of the game.
[0154] In various embodiments, a prompt may indicate the minimum
possible duration of the game.
[0155] In various embodiments, a prompt may indicate the maximum
possible duration of the game.
[0156] In various embodiments, a prompt may indicate the point at
which a player might expect to receive a first payment of winnings.
For example, a player might be able to receive a first payment of
winnings five minutes into a game, fifty handle pulls into a game,
halfway through a game, or at the end of a game. The first payment
of winnings need not include all winnings that a player will
receive during a game. For example, a player might receive a first
payment of winnings half way through a game, followed by a second
payment of winnings at the conclusion of the game. Of course, a
prompt may also include the point at which a player might expect to
receive a second, third, fourth, etc., payment of winnings.
[0157] In various embodiments, a prompt may indicate the minimum,
maximum, or average duration for which the player will have to play
before being eligible to terminate the game. Early termination of a
game is described more fully herein.
[0158] In various embodiments, a prompt may indicate the wager or
payment required to play the game. A game may, for instance,
require a significantly larger wager than is required by a typical
independent handle pull. For example, a game may cost $25 to play.
A prompt may therefore serve to warn a player that he is committing
a larger amount of money than he might be expecting. If the player
has not yet inserted the required amount of funds, the gaming
device may prompt the player that he must insert such funds before
the game can begin.
[0159] In various embodiments, a prompt may indicate that a player
will not be able to receive a refund of his wager or payment once
he indicates his agreement to play the game.
[0160] In various embodiments, a prompt may indicate the rules of
the game to be played.
[0161] In various embodiments, a prompt may indicate the object of
the game to be played. For example, the object of a game may be to
aggregate a certain type of symbol, or to move a game character to
a particular location.
[0162] In various embodiments, a prompt may indicate the type of
confirmation required of a player, and the manner in which a player
may provide such confirmation.
[0163] In various embodiments, a player may confirm his desire to
play a game by pressing an "I agree" or similarly labeled button or
area on a touch screen.
[0164] In various embodiments, a player may confirm his desire to
play a game by providing a written or electronic signature.
[0165] In various embodiments, a player may confirm his desire to
play a game by using a keypad or other input device to spell out
the words "I agree" or similar such words.
[0166] In various embodiments, a player may confirm his desire to
play a game by entering a password or other player identifier into
the gaming device.
[0167] In various embodiments, a player may confirm his desire to
play a game by inserting or swiping a player tracking card.
[0168] In various embodiments, a player may confirm his desire to
play a game by inserting or swiping a credit card or debit
card.
[0169] In various embodiments, a player may confirm his desire to
play a game by providing a biometric input, such as a thumb print,
voice sample, image of his face, retinal image, etc.
[0170] In various embodiments, a player may confirm his desire to
play a game by entering a check mark or similar mark next to a
statement reading "I understand the rules and the nature of the
game and I agree to participate in the game." Of course, a
statement may be worded in many other ways and may include other
clauses.
[0171] In various embodiments, a player may confirm his desire to
play a game by utilizing a specially marked area of a touch screen,
a signature area, or any other area a player may use to indicate
his agreement to play a game.
[0172] In various embodiments, a player may confirm his desire to
play a game by utilizing a specially marked area of a touch screen,
a signature area, or any other area a player may use to indicate he
does not wish to play a game (i.e., he wishes to obviate any prior
indication that he did wish to play the game). Exemplary such areas
may be marked "Cancel" or "I do not wish to play."
[0173] In various embodiments, a prompt may be displayed to a
player on a display screen of a gaming device. A prompt may also be
communicated to a player as an audio message. For example, a
speaker of the gaming device may broadcast a prompt in the form of
pre-recorded or computer-synthesized voice. In one or more
embodiments, a human, such as a casino attendant, may prompt the
player. For example, a casino attendant may approach a player and
ask the player whether he is sure he would like to begin a
game.
[0174] In accordance with various embodiments described herein, a
prompt for agreement or confirmation to play a game may aid a
player in making a final decision as to whether or not to play a
game. A confirmation screen may warn a player that the game he is
about to begin may require a greater commitment of time, money or
other resources than the player might have been expecting. Players
who did not intend to embark on such a game may thereby have an
opportunity to withdraw from the game before making any commitment
of resources. A confirmation screen thereby serves as a
player-friendly tool that may increase customer satisfaction at a
casino and that may result in fewer customer complaints. By
informing a player of pertinent rules and objectives of the game, a
confirmation screen may also help to mold the expectations of a
player who may not have realized, for example, that the game
differed from an independent handle pull.
Initiate the Game
[0175] When appropriate, the gaming device may initiate the play of
the game. An appropriate time for game initiation may occur, for
example, after a player has provided a game initiation signal,
after a player has made any required payment or wager, and after
the player has confirmed his desire to play the game.
[0176] When initiating a game, the gaming device may first set up a
beginning game situation. In a game involving the traversal of a
game board, a game character is placed at a predetermined starting
space. If there is an opposing game character, then the opposing
game character may be placed at a predetermined starting space. If
the game board has the potential to assume more than one
configuration, then the game board may begin in a predetermined
starting configuration. For example, shortcuts may be placed
connecting each of a first set of predetermined squares to a
corresponding square from a predetermined second set of
squares.
[0177] In various embodiments involving the assembly of a jigsaw
puzzle, the puzzle may begin with a predetermined number of pieces
in place (e.g., with no pieces in place).
[0178] In various embodiments involving the advancement of a puzzle
towards completion, the puzzle may begin in a predetermined
disordered state. For example, a Rubik's Cube.RTM. puzzle may begin
with all sides of the larger cube containing squares of multiple
colors.
[0179] In various embodiments involving involving the aggregation
of symbols, the player may begin with a predetermined number of
symbols aggregated (e.g., with none aggregated).
[0180] In various embodiments involving the defense of existing or
acquired value, the player may begin with one or more
representations of value. For example, in the "Garden Game", a
player may begin with one or more carrots. A player may also begin
with one or more defensive measures. For example, in the "Garden
Game", a player may begin with one or more foxes guarding his
carrots.
[0181] In various embodiments involving an evolving balance of
winnings, a player may begin with the balance at a predetermined
level, e.g., at twenty.
[0182] A beginning game situation may include a setting of a
parameter describing a number of pulls remaining, or of an amount
of time remaining. A beginning game situation may also include a
predetermined pay table, particularly if a pay table may change
over the course of a game.
[0183] In some embodiments, an initial game situation may be
determined randomly. For example, the spinning of the reels of the
gaming device may determine a position on a game board at which a
game character begins.
[0184] Once the game has been initiated, the gaming device may
provide an indication to the player to perform a required action.
For instance, the gaming device may display to the player a message
reading, "The game has begun! You may now make your first handle
pull."
Conduct a Portion of the Game
[0185] Once the game has been initiated, the gaming device may
conduct the game. In conducting the game, the gaming device may
receive one or more inputs from the player. Player inputs may
include the placement of wagers, the initiation of handle pulls,
the initiation of other random processes, or the indication of
decisions. A decision made by the player may include a decision of
which of two game paths to traverse when the player's game
character reaches a junction in a game path.
[0186] Over the course of a game, the gaming device may update the
game situation as needed. For example, if a symbol or outcome
directs a puzzle to be advanced towards completion, then the gaming
device may update the display of the puzzle to indicate further
progress towards completion. If a symbol is of a type being
aggregated, then the gaming device may add one to the tally of such
symbols aggregated by the player. If a symbol causes the player to
lose a representation of value, then the gaming device may remove
the representation of value from the player's possession (within
the game). The gaming device may also display a counter which
counts down the time remaining in a game, or which counts down the
number of handle pulls remaining in the game.
[0187] Additionally, the gaming device may provide a player with
payouts in a conventional fashion if, for example, the player has
achieved a winning outcome.
Determine a Termination Value for the Game
[0188] At some point prior to the scheduled conclusion of the game,
the player or some other entity may desire to terminate the game
early. If the game is terminated early, it may be desirable for the
gaming device to provide at least some payment or other prize to
the player. The provision of such a prize may be considered fair in
that a player may have been likely to win a payment or other prize
if he were only to have completed the game. If the player is forced
to complete a game in order to receive a payment or other prize,
then the player may feel as if his time is being unfairly occupied.
The player may resent being "forced" to remain at a gaming device.
Furthermore, external obligations may force a player to leave or
terminate a game early. For example, the player may have to catch a
bus, train, or plane. A player may have a dinner or social
engagement, or may have tickets to a show that is about to begin. A
player may be tired, sick, or require the use of restroom
facilities. Thus, if a player is forced to leave a game without
receiving any payment, then the player may become resentful. In
addition, if a player has to leave a game in progress without the
game terminating, then other casino patrons might take the player's
place at the gaming device. Other casino patrons might thereby
benefit unfairly from the player's payment for the game.
[0189] In some cases, a casino may desire to terminate a game
early. The casino may wish for the player to vacate the gaming
device so that, for example, a more profitable casino patron might
sit down. A casino may also fear a power outage, or other
interruption, and may therefore wish for a player to break his ties
to a gaming device.
[0190] In accordance with circumstances making it desirable to
terminate a game, a casino may determine a "termination value" for
a game. A termination value may represent, for example, an amount
of money to be paid to a player should the player's game be
terminated. A termination value may be determined in a number of
ways, and may incorporate the casino's desire to maximize profits
in addition to the casino's desire to be fair to the player.
[0191] Numerous factors may enter into a determination of a
termination value. In various embodiments, a termination value may
be determined based on the amount a player might be expected to win
were he to finish the current game. Such expected winnings may
include winnings to be paid at the end of the game, and winnings
that might be paid during the game (e.g., as payouts corresponding
to winning outcomes). A determination of the amount a player might
be expected to win may incorporate the probabilities of one or more
random or pseudo-random events that would have been resolved over
the course of the game, together with potential payouts to be
achieved by the player. Thus, the amount a player might be expected
to win were he to finish the current game might correspond to the
mathematical notion of the expected value of one or more random
events governing play of the game.
[0192] A determination of the amount a player might be expected to
win might also incorporate a determination of the effects of player
strategy upon the game. For example, suppose the game involves the
playing of multiple hands of video poker for a fixed-up front
payment, where the player receives a payment for any winning video
poker hand at the end of the game. Evidently, the player's expected
winnings for the game are effected by the player's strategy for
discarding cards. In accounting for player strategy, the gaming
device may predict the effects of future player decisions based on
the player's history. For example, if the player's decisions have
historically (e.g., for video poker hands already played in the
course of the present game) resulted in expected winnings of 95
cents per hand of cards, then the gaming device may assume that the
player's expected winnings per hand of cards will continue to be
ninety-five cents. The gaming device may also predict the effects
of future player decisions based on a predetermined "typical"
player strategy. Such a strategy may result in player winnings of
ninety-three cents per handle pull, for example. In one or more
embodiments, the gaming device may assume the player would use a
strategy that is superior only to a strategy used by ten percent of
other players (i.e., the player's skill level is only in the
10.sup.th percentile among all players). The gaming device may
assume the player's skill level would fall in the 90.sup.th
percentile among all players. Many other assumptions are possible.
In one embodiment, the gaming device might assume that a player
would use a random strategy. For example, the player might be
assumed to discard each card from a hand of video poker with
probability 1/2. In one embodiment, the gaming device might assume
a player would use the worst possible strategy. In another
embodiment, the gaming device might assume the player would use the
best possible strategy.
[0193] In some embodiments, in order to exhibit a perceived degree
of fairness towards the player, the casino may determine a
termination value that is close to, or identical to, the amount a
player might be expected to win from the current game. In a game
involving strategy, a termination value may be determined based on
a relatively good strategy, or at least based upon a historical
strategy used by the player.
[0194] In various embodiments, a termination value may be
determined based on an amount of winnings that a player is
currently guaranteed to win. For example, suppose a player is in
the middle of an aggregation game in which no further payment is
required of the player, in which aggregated symbols cannot be taken
away (e.g., through expiration or through adverse outcomes), and in
which the player has already aggregated forty symbols. Suppose
further that the player wins twenty coins for aggregating
twenty-five symbols, one hundred coins for aggregating fifty
symbols, and one thousand coins for aggregating one hundred
symbols. Given the current game situation, the player is already
guaranteed to win twenty coins, because he has already aggregated
more than the twenty-five symbols necessary to receive a payment of
twenty coins. Although the player may be likely to achieve ten more
symbols (and to thereby receive one hundred coins) were he to
continue the game, the player is not yet certain to do so.
[0195] As another example, suppose the player is in the middle of a
game in which he must acquire and defend representations of value.
Suppose that the player has already gathered three treasures worth
a total of fifty coins, and that the player has managed to place
the treasures in a "Safe Harbor" where they cannot be taken from
the player. The player is thereby guaranteed to receive a minimum
of fifty coins at the end of the game.
[0196] Note that a player may be guaranteed a certain amount of
winnings even under less obvious circumstances than were suggested
by the prior examples. For example, suppose a player is in the
middle of an aggregation game. Suppose further that the player has
already aggregated eighty symbols, that the player has twenty
handle pulls remaining in the game, and that the player must
acquire one hundred symbols in order to receive a payment of five
hundred coins. In addition, suppose that each handle pull always
results in the appearance of at least one additional symbol of the
type being aggregated. Therefore, even though the player has not
yet aggregated the one hundred symbols necessary to receive a five
hundred-coin payout, the player would be guaranteed to reach one
hundred symbols due to the nature of the game and the current game
situation.
[0197] In accordance with some embodiments, the gaming device may
determine a termination value that is at least equal to the amount
of winnings that a player would be guaranteed to receive should he
complete the current game.
[0198] In various embodiments, a termination value may be
determined based on an amount of winnings that a player has at
least a predetermined probability of realizing were he to continue
the game. For example, in determining a termination value for a
game, a gaming device may determine an amount of winnings that a
player has at least a 0.9 probability of realizing were he to
finish the game. For example, suppose a player has thirty handle
pulls remaining in a game involving the advancement of a puzzle
towards completion. Suppose further that the puzzle is only one
move from completion, that the probability of obtaining an "advance
puzzle" symbol on any given handle pull is 0.1 (only one such
symbol may be obtained per handle pull), and that winnings the
player will receive for completing the puzzle are two hundred
coins. The probability of the player completing the puzzle is given
by the expression 1-(1-0.1).sup.30, or approximately 0.96.
Therefore, the player has more than a 0.9 probability of obtaining
winnings of two hundred coins if he were to finish the game.
[0199] According to some embodiments, the gaming device may
determine a termination value that is at least equal to the amount
of winnings that a player has at least a probability of 0.9 (or
other predetermined probability) of receiving. In one or more
embodiments, the gaming device may determine a termination value
equal to the predetermined probability in question multiplied by
the amount of winnings in question. For example, if the player has
at least a 0.9 probability of winning two hundred coins, then a
termination value may be set to be equal to or greater than
0.9*200, or one hundred eighty coins.
[0200] In various embodiments, a termination value may be
determined based on a maximum amount of winnings the player would
receive if he were to continue playing the game. A determination of
the maximum amount of winnings might assume, for example, that all
subsequent outcomes obtained on the reels are jackpot outcomes. A
determination of the maximum amount of winnings might also assume,
for example, that symbols to be aggregated occur on every outcome
in every symbol position, that "advance puzzle" symbols occur on
every outcome in every symbol position, that the proper sequence of
symbols appear on a reel in order to advance a game character to a
winning space on a game board, and so on.
[0201] In various embodiments, a termination value may be
determined based on an amount of winnings expected from the current
game situation for a player achieving winnings at a predetermined
percentile level. For example, suppose the predetermined percentile
is the 40.sup.th percentile. Suppose further that, from his current
game situation, a player might be expected to win more than twenty
coins 60% of the time, and less than twenty coins 40% of the time.
Therefore, the gaming device may consider the value of twenty coins
in determining a termination value for the game. For example, the
gaming device may set the termination value at twenty coins.
[0202] In various embodiments, a termination value may be
determined based on the amount paid by the player in order to play
the game (e.g., the wager required to play the game). For example,
the player might have paid thirty coins to play a game. Amounts
paid to initiate each individual handle pull may or may not be
considered in the amount paid by a player to play a game. For
instance, in an exemplary game, a player may pay thirty coins. The
player may later receive a payment of one thousand coins if he
aggregates fifty cherry symbols in his next one hundred handle
pulls. However, the player must make a standard wager for each of
the one hundred handle pulls he initiates. In this exemplary game,
the amount paid by the player may be considered to be thirty coins,
even though he may have paid additional coins in the form of wagers
over the course of making the one hundred handle pulls. In one
exemplary embodiment, a termination value of a game may be set to
be approximately equal to the amount paid to play the game minus a
predetermined constant. For example, for a constant of ten coins,
and for a game where a player has paid thirty coins to play, the
termination value may be set at thirty coins minus ten coins, or
twenty coins. In another exemplary embodiment, a termination value
may be set approximately equal to the amount paid to play minus a
predetermined constant multiplied by the number of handle pulls
completed thus far in the game. In other words, termination
value.apprxeq.amount paid-(constant).times.(number of handle pulls
completed). In this way, a player is paid less the further he has
progressed in a game. The player cannot then easily take advantage
of extra information derived from playing further into the game
(e.g., in deciding when to terminate a game).
[0203] In various embodiments, a termination value may be based on
the importance of a player as a casino customer. For example, if a
player has historically wagered more than $10,000 per month at a
casino, the player may be considered an important casino customer.
However, if the player has historically wagered less than $100 per
year, the player may be considered a customer of marginal value to
the casino. Thus, in one embodiment, the more important a player is
as a customer, the higher the casino may set a termination value,
so as to better please more important customers.
[0204] In various embodiments, a termination value may be
determined based on playing characteristics exhibited by the player
during the current game. For example, if the player has been
playing slowly and/or making small wagers, then the casino may not
expect to earn very much money from the player. Accordingly, the
casino may not be concerned with pleasing the player and may
determine a relatively low termination value. Alternatively,
following another line of reasoning, the casino may wish for the
player to leave the gaming device, and may therefore determine a
relatively high termination value in order to encourage the player
to terminate the game early.
[0205] In various embodiments, a termination value may be
determined based on the opportunity cost of the gaming device being
occupied by the player. For example, suppose that the casino in
which the gaming device resides is crowded and that the gaming
device would likely be occupied by another casino patron were the
player to leave. Furthermore, suppose that another casino patron
would likely make large wagers at the gaming device and/or would
play at a rapid rate. Then, the player's being at the gaming device
may create a high opportunity cost for the casino. However, if the
casino is not crowded, or is currently being frequented by patrons
who do not tend to make large wagers or to play rapidly, then the
player's occupying of the gaming device may have a low opportunity
cost for the casino.
[0206] In various embodiments, a termination value may incorporate
a penalty for early termination. The penalty may be a fixed amount,
or may depend on when the game was terminated. For example, if a
ten-minute game is terminated after the first minute, the penalty
may be relatively high. However, if a ten-minute game is terminated
after the 8.sup.th minute, then the penalty may be relatively low.
In one exemplary embodiment, a termination value may be set as a
player's expected winnings for a game minus a fixed constant, the
constant representing the amount of the penalty.
[0207] In various embodiments, a termination value may be
determined based on a presumed player opinion as to his current
game situation. For example a termination value may be set
relatively low for a player who is presumed to view himself as
being in an unfavorable game situation. In an unfavorable game
situation, the player would presumably be happy to terminate early,
even if a termination value is relatively small. In contrast, a
termination value may be set relatively high for a player who is
presumed to view himself as being in a favorable game
situation.
[0208] A termination value may also be based upon other
psychological factors presumed to be exhibited by the player. For
example, a player who has obtained many entertaining outcomes, who
has played for a long time already, or who has had numerous
"near-misses" of a jackpot, may presumably feel as if he has
already had plenty of entertainment to compensate for the amount he
paid to play the game. For such a player, a relatively lower
termination value may accordingly be determined.
[0209] In various embodiments, a termination value may be based on
a player's indication of a desired termination value. For example,
a player may indicate that he would be willing to terminate the
current game in exchange for a payment of twenty coins. In
accordance with one embodiment of the present invention, the gaming
device may set the termination value as the value requested by the
player. In another embodiment, the gaming device may compare a
termination value requested by the player to a potential
termination value determined in some other fashion. For example,
the gaming device may determine a potential termination value as
the player's expected winnings from continuing the current game.
Then, the gaming device might set the termination value equal to
the lesser of the value requested by the player, and the potential
termination value determined in the alternate fashion.
[0210] In one or more embodiments, a termination value may take the
form of prizes or benefits other than money. For example a
termination value may include one or more of the following: a free
or discounted meal at a casino restaurant; a free or discounted
hotel room; a free or discounted block of show tickets; one or more
free spins at a gaming device (e.g., at a different gaming device);
free or discounted merchandise; store credits at a casino retailer;
and free or discounted products or services from a merchant
affiliated with the casino. Accordingly, a termination value may be
based on the availability of various prizes or benefits. For
example, a termination value may be set as relatively large
discount at a casino restaurant if the restaurant will have few
customers at a time when the discount may be utilized. Note that a
discount or other benefit may be applicable only at certain times,
such as at times when a corresponding merchant would be expected to
have little business.
[0211] A termination value may be set in such a way as to encourage
the player's patronization of certain casino properties. For
example, a player may be provided a relatively large discount on a
casino hotel room so as to encourage the player to remain at the
casino. A player may be provided with "free spins" at a gaming
device in order to encourage the player to try the gaming device.
Thus, the determination of a termination value may help to optimize
the revenues of a casino by encouraging more business from the
player.
[0212] In various embodiments, a termination value may be
determined based on the number of handle pulls completed by a
player thus far in a game. In many situations, as a game approaches
its end, it may become increasingly apparent to a player, and to a
gaming device, what a player will likely win from the game. For
example, in a game involving the aggregation of symbols within a
block of one hundred handle pulls, it may become apparent by the
90.sup.th handle pull that a player has very little chance of
aggregating enough symbols to receive a payout. For instance, the
player may yet require a large number of symbols to reach his goal,
even though he has only a few pulls remaining in which to do so. If
a player is nearing the end of a game, then the player may
presumably predict his winnings reasonably accurately, and may
thereby elect to terminate a game if his winnings will likely be
low, while continuing if his winnings will likely be high.
Therefore, according to one or more embodiments, a termination
value is set to be relatively lower near the end of a game, and
relatively higher near the beginning of the game. With a relatively
low termination value occurring near the end of a game, a player
may not easily take advantage of an ability to make a reasonably
accurate prediction of his winnings. Accordingly a termination
value may be set as a decreasing function of the number of handle
pulls completed thus far in a game. Of course, similar reasoning
may apply to a game that is limited by time rather than handle
pulls. In games that are limited by time, a termination value may
be set as a decreasing function of the time elapsed thus far in a
game.
[0213] In various embodiments, a termination value may be
determined based on the approximation of a fractional value or
other value that cannot be represented by a casino's currency. For
example, to arrive at a termination value, a gaming device may
first determine a player's expected winnings from his current game
situation. However, the expected winnings might come to a
fractional amount of a coin. Therefore, the gaming device may
determine a termination value as the expected winnings rounded to
the nearest coin, or as the expected winnings rounded downwards to
the nearest coin.
[0214] Following are several methods for determining a player's
expected winnings were he to continue playing a game:
Monte Carlo Simulation
[0215] To determine an amount of expected winnings for a player
associated with a particular gaming situation, a gaming device or
operator of the gaming device may perform a simulation. Simulations
may include simulations performed by a general-purpose computer,
simulations performed by a gaming device (e.g., the gaming device
enabling play of the game being simulated), or simulations
performed by a human in conjunction with a gaming device.
[0216] To perform a simulation using a general-purpose computer, an
operator may program the game rules, structure, and other game
parameters into the computer. Game parameters may include, for
example, the amount of winnings a player will obtain for any ending
game situation. For example, a player receives thirty credits if
his game character finishes on square eighty-two of a game path. In
addition, game parameters may include a pay table used for each
individual handle pull remaining. In other words, a player may win
payouts that are paid prior to the ending of the game. The
potential for such payouts might factor into a determination of the
player's expected winnings for the remainder of the game. The
operator may also program the current game situation into the
general-purpose computer.
[0217] The operator may then instruct the general-purpose computer
to simulate the playing of the game from the current game situation
for a given number of iterations. For example, if the
general-purpose computer is to simulate the playing of the game for
one hundred iterations, then the computer may begin one hundred
times at the current game situation, and for each of the one
hundred times may randomly generate outcomes corresponding to the
nine handle pulls remaining in the game. Then, for each of the one
hundred iterations, the general-purpose computer may determine
player winnings obtained in the last nine handle pulls of the game.
Player winnings may result both from the final position of the
player's game character, and from any winnings derived from the
outcomes obtained on the reels of the gaming device. The
general-purpose computer may then average together the one hundred
amounts generated for player winnings. The average may then be
assumed to represent the player's expected winnings for the game
from the current game situation. Of course, any number of
iterations may be used in the simulation. In general more
simulations will tend to produce a more accurate estimation of a
player's expected winnings.
[0218] Simulations may similarly be performed on a gaming device.
Advantageously, the gaming device enabling the current game may
already have the game rules, the game structure, and other game
parameters programmed within an internal memory. The gaming device
may then be instructed to automatically generate outcomes
corresponding to a given number of iterations, with e.g., nine
handle pulls being generated per iteration. In some embodiments,
the gaming device does not display to the player the outcomes
generated as part of the simulation. Rather, the outcomes may be
generated internally without a corresponding movement of the reels.
Similarly, the outcomes may have no effect on the player. Instead,
the gaming device may track the effects the outcomes would have on
the player were they to actually count. As with the embodiment
using the general-purpose computer, the gaming device may determine
an amount of player winnings for each iteration of the game. The
gaming device may then average all such player winnings to
determine an approximation to a player's expected winnings for the
current game.
[0219] In one or more embodiments, a gaming device does not perform
simulations automatically. Instead, an operator of the gaming
device may manually play the gaming device over a number of
iterations. The operator may thus insert coins, and physically
initiate handle pulls. The operator may be able to configure the
gaming device always to begin from the game situation being
simulated (i.e., the player's current game situation).
Alternatively, the operator may only attach significance to those
iterations in which the game situation matches the player's current
game situation. Having performed a desired number of iterations, an
operator may average the amounts won from each significant
iteration, and may thereby determine an approximation for a
player's expected winnings from his current game situation.
[0220] As described herein, a determination of a player's expected
winnings for a current game situation may involve the modeling of a
player's strategy for games involving a strategy component. Thus,
the simulations described herein may incorporate a strategy engine.
The strategy engine may be a strategy translated into computer
code. The strategy may correspond to the best possible strategy
(e.g., the strategy providing the highest expected winnings), a
strategy likely to be employed by a typical player, a strategy
modeled after the current player, a random strategy, or some other
strategy.
Direct Calculation
[0221] In some embodiments, the player's expected winnings from the
remainder of a game may be determined by direct calculation. In a
general case, the calculation may incorporate the probabilities of
all possible future game events (or combinations of game events),
together with the winnings a player would obtain should each event
occur. A player's expected winnings may therefore be written
as:
E=P(FGE.sub.1)*W(FGE.sub.1)+P(FGE.sub.2)*W(FGE.sub.2)+ . . .
+P(FGE.sub.N)*W(FGE.sub.N)
In the formula above, "E" represents the player's expected
winnings, "FGE.sub.k" represents the k.sup.th "future game event"
(or sequence of game events), P(FGE.sub.k) represents the
probability of event(s) FGE.sub.k, and W(FGE.sub.k) represents the
winnings the player would receive should the event(s) FGE.sub.k
transpire. An example of sequence of future game events described
by a single term FGE.sub.k may include the occurrence of the
outcomes "bar-orange-cherry", "bar-bell-bell", and
"cherry-bell-bell". Such an example would correspond to a game in
which three handle pulls remain. That is, a term FGE.sub.k
represents a sequence of game events that would complete a game,
not a sequence of game events that would still leave more events to
come in a game. In another example, a game involving the traversal
of a game board by a game character may have two handle pulls
remaining. For such a game an exemplary sequence of game events
corresponding to a term FGE.sub.k in the formula above might be
"car--advance two spaces--truck", and "dog--advance one
space--advance three spaces". In this last example, the player's
winnings for a game in which events FGE.sub.k have transpired may
incorporate the winnings a player would achieve with his game
character ending up a total of six squares beyond its current
square on the game board. Note that in the above formula, a
sequence of events consisting of outcome A followed by outcome B is
different from a sequence of events consisting of outcome B
followed by outcome A. In other words, order matters.
[0222] The calculation of the formula above may be simplified if
the probability of occurrence each future game event within a
sequence of future game events represented by a term FGE.sub.k are
independent. Then P(FGE.sub.k) is equal to the product of the
probabilities of each of the future game events represented by
FGE.sub.k. For example, if FGE.sub.k represents the outcome
"bar-bell-orange" followed by the outcome "bar-cherry-7", then
P(FGE.sub.k) would be equal to the probability of the outcome
"bar-bell-orange" multiplied by the probability of
"bar-cherry-7".
[0223] In certain game situations, the calculation of a player's
expected winnings from completing a game may be further simplified.
In one or more types of games, a player's winnings may be equal
only to the winnings obtained on each individual handle pull.
Furthermore, winnings won on a given handle pull are independent of
the results of any other handle pull. In an example of such a game,
a player pays ninety-five coins in advance to make one hundred
handle pulls. Each handle pull is independent. The player's balance
of winnings is increased for each winning outcome achieved. At the
end of the game, the player receives his balance of winnings. In
the type of games under consideration, a player's expected winnings
for the game are equal to the amount of any current unpaid winnings
plus the expected winnings per handle pull times the number of
handle pulls remaining in a game. For example, suppose a player's
balance of winnings (not yet paid to the player) is seventy coins,
and the player has ten pulls remaining. Further, suppose the
player's expected winnings for a single handle pull are 0.9 coins.
The player's expected winnings for the game are then 70+10*0.9, or
79 coins.
Comparison with Known Game Situations
[0224] In one or more embodiments, a gaming device, casino server,
or other entity may maintain a database of game situations, or game
states, and corresponding expected winnings from such game
situations. For example, a game situation in an aggregation game
may be fully described by a number of pulls remaining and a number
of symbols aggregated thus far. Other game parameters, such as the
amount paid to a player upon obtaining one hundred symbols, may
remain constant from game to game. Thus, for an aggregation game, a
gaming device may maintain a database consisting of a rectangular
grid in which rows are indexed by a number of pulls remaining, and
columns are indexed by a number of symbols aggregated thus far.
Each database entry corresponding to a given row and column may
then indicate the expected winnings for a player in a game
situation defined by the particular row and column.
[0225] The expected winnings recorded in a database may consist of
expected winnings that have been pre-calculated, as through
Monte-Carlo simulations, or through some other means. One advantage
of maintaining a database of expected winnings for every possible
game situation is that calculating a player's expected winnings in
any given game situation may be time consuming. Therefore, in a
circumstance where a player wishes to terminate a game, a
termination value may be determined much more rapidly if the
player's expected winnings for the current game situation can be
looked up immediately in a database. It should be noted that a
database need not include a player's expected winnings for all
possible game situations. Instead, a database may include expected
winnings for all game situations that have more than a
predetermined probability of actually occurring during any given
game. Additionally, a database may not contain a player's expected
winnings for game situations in which the player will not be
allowed to terminate the game. A database may also not contain a
player's expected winnings for game situations in which a
termination value will not be based on a player's expected
winnings.
[0226] It should be noted that a database may contain a formula for
determining expected winnings from a given game situation rather
than an explicit value of expected winnings. An exemplary formula
might say, the player's expected winnings from the current game
situation are equal to the amount currently in the player's win
balance plus the constant 34.8. Such a formula would be trivial for
a gaming device to execute in real time.
[0227] In some embodiments, a database may contain a player's
expected winnings only for certain exemplary game situations. The
gaming device may then be instructed to approximate a player's
expected winnings for a given game situation by utilizing expected
winnings for similar game situations contained in the database. For
example, suppose a database gives a player's expected winnings for
an aggregation game as thirty-four coins if there are ten pulls
remaining and the player has seventy symbols aggregated, and
twenty-eight coins if there are ten pulls remaining and the player
has sixty-six symbols aggregated. If a player is currently in a
game situation in which he has ten pulls remaining and sixty-eight
symbols aggregated, then the gaming device may interpolate the
expected winnings for the two similar game situations stored in the
database. The gaming device may arrive at an approximate value of
thirty-one coins for the player's expected winnings in the current
game situation.
[0228] Note that many game situations may be described by a large
number of variables, making it impractical for a single database to
store all possible game situations. For example, in a game of
Monopoly.RTM., a player's game situation may include the number of
pulls remaining, the specific properties acquired thus far, the
particular square of the player's game character, the particular
square of the opposing game character, the specific properties
acquired thus far by the opposing game character, the number of
houses or hotels present on each property, and so on. In games
where a game situation is described by a large number of variables,
the approximation of a player's expected winnings through
comparison to similar game states stored in a database may be more
practical than the storage of every possible game state.
[0229] It should also be noted that although a database has been
described as storing values representing a player's expected
winnings for a particular game situation, a database may
additionally or instead store actual termination values to be used
for various game situations. As described herein, a termination
value may be dependent on a number of factors besides or instead of
a player's expected winnings.
[0230] In one or more embodiments, a termination value may be
dependent on a relatively few number of variables, even if many
more variables would be required to completely describe a game
situation. For example, in a Monopoly.TM. game, a termination value
may be dependent only on the number of complete color groups that a
player has acquired thus far, rather than on all the other
variables described above.
[0231] In embodiments where a termination value is dependent on
only a few variables (e.g., on one or two variables), then a
"termination value table" may actually be displayed to a player.
For example, a termination table may consist of multiple rows, each
row corresponding to a number of handle pulls remaining in a game.
Within each row is the termination value for a game with the
corresponding number of handle pulls remaining. Thus, a player in
the midst of a game might consult a termination value table in
order to determine a payment he would receive if he were to
terminate the game immediately. For instance, if the player had
twenty-eight handle pulls remaining, he might look at row
twenty-eight of a table to find his termination value of eight
coins. Of course, termination tables may be based on other
variables besides a number of pulls remaining. For example, a
termination puzzle may be based on the amount of time remaining and
upon the number of moves required for the completion of a
puzzle.
[0232] At any given point in a game, the gaming device might
display to the player a termination value that the gaming device
has determined. As mentioned, the termination value may be
displayed in the form of a table. Alternatively, the termination
value might be displayed as a single value corresponding to the
current game situation. As the current game progresses, the
displayed termination value may change, reflecting possible changes
in one or more factors discussed herein.
Provide an Offer to Terminate a Game.
[0233] In one or more embodiments, a gaming device may provide an
offer to a player to terminate a game. For example, the gaming
device might display a text message reading, "Would you like to
terminate the current game? If you terminate the game, you will
receive an immediate payment of twelve coins. To terminate, just
press the area of the touch screen labeled `terminate game`". Of
course there are many variations to the wording of the offer. Also,
the offer may be broadcast to the player using audio speakers, may
be transmitted wirelessly to the player's personal digital
assistant (PDA), or may be otherwise communicated to the player.
The gaming device may provide to a player an offer to terminate a
game based on a number of triggering circumstances.
[0234] In various embodiments, an offer to terminate a game may be
triggered if the player has pressed a "cash out" or similar button.
Such a button may have no effect for a game. However, the gaming
device may interpret the pressing of a "cash out" button as a
desire to stop playing, and may thereby offer the player the option
to terminate the game.
[0235] In various embodiments, an offer to terminate a game may be
triggered if the player has had a pause in play for a predetermined
period of time. For instance, the player has not made any handle
pulls in the last two minutes.
[0236] In various embodiments, an offer to terminate a game may be
triggered if the player has withdrawn his player-tracking card from
the gaming device.
[0237] In various embodiments, an offer to terminate a game may be
triggered if the player's credit balance has reached zero.
[0238] In various embodiments, an offer to terminate a game may be
triggered if a show or other special event is about to begin. The
gaming device may provide the termination offer to allow the player
to attend the special event. In one or more embodiments, the gaming
device may inform the player of the occurrence of the event in
conjunction with offering the player the option to terminate the
game. In fact, the gaming device may offer the player tickets,
discounts, passes, or other consideration in exchange for the
player's termination of the game.
[0239] In various embodiments, an offer to terminate a game may be
triggered if the casino has become crowded with other patrons, who
presumably may wish to use the gaming device occupied by the
player.
[0240] In addition to offering the player the possibility of
terminating a game, an offer may indicate a number other pieces of
information to the player.
[0241] In various embodiments, an offer may indicate the amount of
time (or the number of handle pulls) for which a player may expect
to continue playing if he does not accept the offer to
terminate
[0242] In various embodiments, an offer may indicate the amount of
time (or the number of handle pulls) before the player will have
another opportunity to terminate the game.
[0243] In various embodiments, an offer may indicate a warning to
the player that, should the player terminate the game, the player
will not have the possibility of winning any prize in the current
game.
[0244] In various embodiments, an offer may indicate a warning to
the player that, should the player terminate the game, the player
will not later be able to continue the game.
[0245] In various embodiments, an offer may indicate a suggestion
of other options the player might have if he cannot continue with
the play of the game. Such options may include accelerating the
game, pausing play of the game, or playing a substitute game of a
much shorter duration.
Receive an Indication of the Player's Desire to Terminate the
Game
[0246] A player may indicate his desire to terminate a game in a
number of ways. The player may respond to an offer to terminate the
game provided by the gaming device by pressing, for example, an "I
agree" button. A player may also press a "terminate game" button or
area of a touch screen, which may appear persistently throughout
all or a portion of a game. A player might also press a "cash out"
button, withdraw his player tracking card, or effect any of the
triggers mentioned herein.
[0247] In one embodiment, a player may indicate a desired payment
or other prize to be received in return for terminating a game. For
example, a player may press a "terminate game" button, after which
the gaming device may prompt the player with, "How much would you
like as payment in exchange for terminating the game?" The player
may then key in a desired amount using e.g., a touch menu, a
keypad, voice input, or other means. If the amount indicated by the
player is acceptable to the gaming device (e.g., is less than
termination value determined by the gaming device through some
other means), then the gaming device may agree and allow the player
to terminate in exchange for the desired amount. If, however, the
amount indicated by the player is not acceptable to the gaming
device, then the gaming device may provide a counter offer. For
example, the gaming device might say, "Sorry, I can't pay you
fifteen coins, how about thirteen coins?" Or, the gaming device
might say, "Sorry, I can't pay you fifteen coins, how about
thirteen coins and a $20 discount on a hotel room at the casino?"
Alternatively the gaming device may not allow the player to
terminate the game at all.
Terminate the Game, and Provide the Player with a Termination
Payment Based on the Termination Value.
[0248] After a player has indicated a desire to terminate a game,
and possibly after a player has confirmed his desire to terminate a
game, the gaming device may actually terminate the game. The gaming
device may indicate the game is over by displaying a "Game Over"
message or a "Game Terminated" message. In addition, the game
situation may be destroyed. That is a game character may be removed
from the square it occupied at the termination of the game, a
puzzle may be scrambled, aggregated symbols may be removed, and so
on. The gaming device may then pay the player based on the
termination value. For example, the gaming device may add a number
of credits equal to the termination value to the player's credit
meter. The gaming device may also drop a number of credits equal to
the termination value into the player's coin tray. If the
termination value is some other prize, then the gaming device may
provide the player with a printed representation of a coupon,
voucher, or other indication that the player is to receive a prize
or other consideration.
Additional Embodiments
[0249] In some embodiments, rather than terminating a game, a
player may accelerate the ending of a game. For example, the player
might indicate that the gaming device should initiate handle pulls
rapidly and automatically on behalf of the player. The player may
also be required to insert enough money to cover the wagers
required to complete the game. The game may thereby be completed,
but more rapidly than would be possible with a player initiating
handle pulls manually. In one embodiment, the gaming device may
initiate all handle pulls remaining in a game so rapidly that the
player does not see any of the outcomes. It may therefore appear to
the player as if the gaming device has just jumped immediately to a
determination of the player's winnings for the game. Once
completed, the player may receive his winnings.
[0250] In some embodiments, a game may be modified so as to proceed
more rapidly. For example, suppose a player is engaged in an
aggregation game, where he tries to aggregate "ace of spades" card
symbols over the course of one hundred hands of video poker. Rather
than playing out the one hundred hands sequentially, the player may
accelerate the game by playing multiple hands simultaneously. The
player may play multiple hands simultaneously in the manner
currently used in multi-way video poker. For example, by playing
fifty hands at a time, the player may play through one hundred
hands up to fifty times faster. In a game involving the traversal
of a game board by a game character, the game may be modified, for
example, to reduce the number of handle pulls remaining, but to
increase the amounts by which a player might advance on a single
outcome. For example, whereas initially reel symbols might read
"advance two" or "advance four", reel symbols in the modified game
may read "advance twenty-six" or "advance fifty-two". The game
character may thereby cover a lot more territory in a shorter
number of handle pulls. Note that the gaming device may modify a
game in such a way as to provide a player with similar expected
winnings to what the player would have had in the unmodified game
given his current game situation.
[0251] In various embodiments, rather than modifying a game to
allow it to proceed more rapidly, a different game may be
substituted for the current game. The different game may finish
more rapidly than the current game. Also, the different game may be
structured so as to have similar expected winnings to those of the
current game given the player's current game situation. For
example, in a game involving the aggregation of "ace of spades"
symbols over the course of one hundred hands of video poker, a
payer may have enough symbols aggregated, with enough handle pulls
remaining, to result in expected winnings of 18.7 coins. Rather
than having the player finish the game, the player may be allowed
to complete a new game. The new game consists of a single hand of
video poker in which the initial five cards have already been
dealt. The initial five cards contain four cards to a royal flush.
The expected winnings for the player in such as situation are also
approximately 18.7, e.g., for 9/6 Jacks or Better.TM. video
poker.
[0252] In some embodiments, a player may place a "hedging" wager,
in which the player benefits based on his own poor performance in
the game. The hedging wager may result in the player's being paid
approximately the same amount for any possible game result. For
example, if a game result is poor, then the player will be paid
based on the hedging wager. If the game result is good, then the
player will be paid based on the original payment made to play the
game. Since the player may thus be paid approximately the same
amount regardless of how the game unfolds, the game may effectively
be terminated immediately, with the player receiving his expected
payment amount.
[0253] It should be noted that in some embodiments, a player may be
paid a termination value for a game for which he made no payment to
play. For instance a player may be automatically entered into an
aggregation game when playing at a standard fruit-slot machine. At
such a slot machine, the player may play in standard fashion, with
the gaming device keeping track of acquired "cherry" symbols. The
player may ultimately decide to stop playing after he has
aggregated eighty-eight "cherry" symbols, out of one hundred
required to receive a payment. Even though the player has not paid
to play the aggregation game (other than the wagers he has made),
the player may still receive a payment when quitting the gaming
device.
[0254] In some embodiments, if a player desires to terminate a
game, the game situation may be saved and the player may be allowed
to resume playing at another time. The game situation may be
stored, for example, at the casino server indexed by the player's
tracking card number. When the player later inserts his player
tracking card into a gaming device, the gaming device may call up
the game situation from the casino server and may allow the player
to resume play. A player may also be provided with a record of his
game state on a printed medium, stored on a smart card, stored on a
PDA or cell phone, and so on. The player may later bring e.g., the
printed medium with his game state to a gaming device in order to
resume play at the current game state.
[0255] In various embodiments, a player may be assessed a penalty
for stopping play of the game, even if the player will continue
later. For example, the player may be required to pay five credits
in order to have his game state saved. Alternatively, five credits
may be deducted from the player's winnings at the end of the
game.
[0256] In various embodiments, a game may always be a minimum
termination value. Thus, even on the last pull of a game, if a
player can expect no winnings, the player may still terminate the
game for the minimum termination value. The possibility of always
being able to receive the minimum termination value may attract
players to a game. The amount of a minimum termination value may,
of course, be incorporated into the payment required to play the
game.
[0257] In various embodiments, all or part of a payment provided to
a player in exchange for terminating a game may come in the form of
comp points.
[0258] In various embodiments, a player may be able to make
tradeoffs among different variables describing his game situation.
Such variables may include the number of handle pulls remaining,
the number of "cherry" symbols aggregated, the number of moves
required to complete a puzzle, the position of a character on a
game board, the number and type of defensive measures in the
possession of the player, the topology of the game board (e.g., if
available paths on a game board may shift from place to place), and
so on. The values of various variables describing a player's game
situation may constitute player "equity". That is, the values of
the variables may confer upon the player positive expected
winnings. For example, if a game character on a game board has a
highly advance position, then the player may expect to win money
based on the likelihood of the game character's reaching a
favorable square of the game board. If a player has a large number
of handle pulls remaining, then the player may have positive
expected winnings in that the large number of handle pulls will
give him time to advance a game character, to advance a puzzle
towards completion, or to perform some other beneficial activities
in a game. Thus, different variables may constitute different types
of equity, and the tradeing off of the value of one variable for
another may constitute trading one type of equity for another.
[0259] An exemplary tradeoff to be made among different variables
describing a game situation is as follows. The player's number of
spins remaining is reduced from one hundred to ten. However, the
position of the player's game character is advanced from the
19.sup.th square on a game path to the 81.sup.st square on the game
path. Having performed such a trade-off, the player's expected
winnings for the game may remain the same. However, the game may
now finish more quickly.
[0260] Another exemplary tradeoff among different variables
describing a game situations is as follows. Suppose in an
aggregation game a player must aggregate both "cherry" symbols and
"orange" symbols. Suppose further that the player will receive a
payment of twenty coins for acquiring either one hundred "cherry"
symbols or one hundred "orange" symbols. For acquiring both one
hundred "cherry" symbols and one hundred "orange" symbols, the
player will receive forty coins. Suppose the player currently has
forty-five "cherry" symbols and fifty "orange" symbols. In
principle, the player might continue playing until he has acquired
both one hundred "cherry" symbols and one hundred "orange" symbols.
However, the player may not wish to wait so long. Instead, the
player may give up his forty-five "cherry" symbols in exchange for
forty more "orange" symbols. The player now has ninety "orange"
symbols. The player now needs only to acquire ten more symbols to
receive twenty coins rather than needing one hundred five symbols
to receive forty coins. Thus, the player may finish the game more
quickly, assuming he will stop playing after obtaining one hundred
"orange" symbols.
[0261] As may be appreciated, many other tradeoffs may be made
among variables describing a game situation. Other tradeoffs may
accomplish various objectives, including allowing the more rapid
completion of a game. In some cases, a tradeoff may immediately
cause a game to end. For instance, in the example of the "cherry"
symbols and "orange" symbols described above, it is conceivable
that the player might have started with even more of each symbol,
so that trading off one symbol type for another would have put one
symbol type over one hundred.
[0262] In various embodiments, a player may pause the play of a
game and continue at a later time. As the player may have equity in
the game (i.e., the player's game situation confers positive
expected winnings upon the player), the storage of the game
situation may be akin to the storage of money or other valuables.
Accordingly, the player may earn interest on the stored game
situation. For example, for every day that the player does not
continue with the play of a paused game, the player may earn one or
more comp points, one or more credits, one or more actual dollars,
one or more additional accumulated symbols in a game, one or more
squares by which a game character is to advance, and so on.
[0263] In some embodiments, a player may pay a casino for each day
or for each designated period of time that a game situation is
stored and in which the game is not resumed. For example, the
player may pay $1 per day, or may lose 1 credit per day off a
possible payout from the game.
[0264] In various embodiments, all possible future sequences of
game events are each converted into a potential single event. For
examples, if two handle pulls remain in a game, then there are two
outcomes yet to be generated in the game. Rather than generating
such outcomes separately, two-outcome combinations may be made into
a single outcome. For instance, six reels may be spun
simultaneously to generate a two-outcome combination as a single
outcome. Alternatively two-outcome combinations may be combined
onto a single stop of a single reel. For example a single stop on a
reel may contain the outcome sequence
"bar-bell-orange/cherry-cherry-7". With all possible future game
events combined onto single stops on a reel, an entire game may be
completed with a single spin of a reel. Of course, such reels may
have an extremely large number of reel stops, and may therefore be
electronic in nature. It should also be noted that the gaming
device may set the probability of occurrence of each reels stop
containing a sequence of possible game events to be equivalent to
what the probability of occurrence of the events would be were they
to occur sequentially in the game. Note also that a possible
sequence of future game events may be compressed into a single
event, even if the sequence of future game events would not be
sufficient to finish the game. Then, for example, two spins of a
reel might be required to complete a game rather than only one spin
of a reel.
[0265] In various embodiments, a player may pay to reach a later
stage of a game. One advantage is that the game may then be close
to completion. The player may also pay for a particular game
situation. For example, the player may be required to pay a
relatively high amount for a favorable game situation, and a
relatively low amount for an unfavorable game situation. If the
game situation to which a player advances is approximately no more
and no less favorable than the player's current game situation,
then the player may not be required to pay to advance to the later
stage of the game. In such a case, the player may be engaging in a
tradeoff of one variable for another (e.g., of handle pulls
remaining for a degree of puzzle completion) as described
herein.
[0266] In various embodiments, a game may be automatically
terminated under one or more conditions. Exemplary conditions
include, there is a pause in play of a predetermined length, or the
player withdraws his player-tracking card. If the game is
terminated automatically, then any termination value may be stored
for the player. The player may later receive the termination value
at a casino desk, upon return to the gaming device or upon visiting
another gaming device.
[0267] In various embodiments, a player may be provided a receipt
or other indication of a game's termination. A receipt may
indicate, for example, a game situation at the time when the player
terminated the game, and the termination value received by the
player. The receipt may also indicate the time of termination, the
date, the gaming device, and so on.
[0268] In various embodiments, a player may terminate a game. The
player may later decide that he would have liked to have continued
with the game after all. The player may thereupon be given the
opportunity to resume play. In order to resume play, the player may
be required to pay an amount of money equal to any termination
value that was provided to the player. If the player received a
prize or other benefit when terminating the original game, the
player may be required to forfeit the prize or benefit when
resuming the game. The player may additionally be required to pay a
penalty. Also, to resume a game, the player may be required to
present a receipt proving that he had previously terminated the
game that he now wishes to resume. The receipt may allow the gaming
device at which the game is to be resumed to recreate the game
situation at the point where the game was terminated.
[0269] An existing game that may have lasting duration is a sports
bet. For example, prior to the start of the football season, a
player may place a bet on which team will win the Super Bowl (the
world championship of football). The player may thus wait for many
months after having placed his bet before being able to receive any
winnings.
[0270] According to various embodiments of the present invention, a
player may have the opportunity to terminate a sports bet early.
For instance, the player may receive some payment on his original
bet even prior to the resolution of the event on which the bet was
originally made. As described herein, the payment a player receives
upon the termination of his bet may be based on his expected
winnings from the game, or based on a number of other factors. It
should be noted that in the context of sports betting, a precise
mathematical derivation of expected winnings may not be possible,
as there may be no definite probabilities for how one team will
fare against another, for what chance a player has of being
injured, for what effects rain might have on a game, etc. Rather,
in any derivation of expected winnings, the best estimates of
sports experts may be used, or the implied probabilities of current
betting odds may be used, in determining the probabilities of a
team or teams performing in line with a player's wager.
[0271] As an illustration, suppose that at the start of the
football season, a player bets on a particular team to win the
Super Bowl. If halfway into the season, the team is undefeated and
is thought to have excellent prospects, then the player may be
thought of as having a relatively favorable game situation. The
player may thus be able to terminate the game and receive a
relatively large termination value. However, if the player's team
has a mediocre record, then the player may receive a relatively
small termination value.
[0272] In some embodiments, a player may have a choice of prizes to
receive for terminating a game. For instance, the gaming device may
offer the player a payment of $10, a $15 voucher at the casino
restaurant, 100 comp points, $20 off a hotel room, or a fake-pearl
necklace.
[0273] In some embodiments, a player may change the objective of a
game while in the middle of play. For example, suppose, in a puzzle
game, that certain reel symbols may cause the puzzle to advance
towards completion, and that certain other reel symbols may cause
the puzzle to go in the wrong direction, i.e., to regress from
completion. Suppose further that the puzzle is halfway from an
initial state towards completion. The player may now change his
objective from completing the puzzle to getting the puzzle to
regress fully to its initial state. The new objective may be just
as unlikely to be realized as the original objective (of getting
the puzzle to reach completion). Therefore, the player may achieve
the same payment for realizing the new objective as he would have
for having realized the original objective.
[0274] In some embodiments, a player in a tournament situation may
terminate his participation in the tournament in exchange for a
payment. For example, a player may be engaged in a slot machine
tournament in which all participants have one hour to win as many
credits as possible at a slot machine. After half an hour, the
player may desire to withdraw from the tournament. The player may
then receive a payment based on one or more factors. Such factors
may include the player's chances of placing first, second, third,
etc., in the tournament. The player's chances may in turn be
determined by the player's current amount of accumulated winnings,
by competitors' accumulated winnings, by the number of competitors,
by the player's rate of play, and so on. Determining factors may
also include the amounts of prize money to be paid to the top
finishers in the tournament. Further, as any payment may be
deducted from the prize fund of the tournament, the amount paid to
the player may be subject to the approval of other players in the
tournament.
[0275] In embodiments where a new (e.g., faster) game is
substituted for a game to be terminated, it may be desirable, as
mentioned, to structure the new game such that the player's
expected winnings for the new game are the same as the player's
expected winnings for the current game situation of the game being
terminated. However, given the nature of the new game, including
the pay table associated with the new game, it may be difficult or
impossible to construct a game situation for the new game to match
the expected winnings of the game being terminated. For example, it
may be difficult to construct an initial hand of 9/6 Jacks or
Better.TM. video poker in which the player has expected winnings of
twelve credits. The nearest starting hands provide expected
winnings of nine credits (a pat full house), and expected winnings
of approximately 18.7 credits (four cards to a royal flush).
Accordingly, one or more parameters of the new game may be altered
in order to arrive at a new game situation with expected player
winnings of twelve credits. For example, the pay table of the new
game may be altered, the probability of occurrence of certain
symbols may be altered, certain cards may be removed from a deck of
cards, wild cards may be added, and so on.
[0276] In some embodiments, rather than terminating a game, a
player may indicate a time by which the player desires to finish
the game. For example, if a game is scheduled to last an additional
twenty minutes, a player may indicate that he wishes to complete
the game within the next five minutes. The gaming device may
accordingly modify the play of the game. For example, the gaming
device may allow the player to make handle pulls more rapidly, or
to generate some outcomes simultaneously. The gaming device may
increase the rate of play to such a tempo that the game is likely
to conclude by the time desired by the player. The gaming device
may also aid the player by generating outcomes automatically, e.g.,
at a rate faster than the rate at which a player would be capable
of initiating the handle pulls. The gaming device may also modify a
game in other respects. For example, the gaming device may shorten
the length of a game path, lower the number of aggregated symbols
necessary to receive a prize, and so on.
[0277] In one embodiment, if a gaming device offers a termination
value to a player in exchange for the player terminating a game,
and if the player declines, then the gaming device may return with
a larger offer.
[0278] In one embodiments, a player may have multiple objectives in
a game. For example, in a game of Monopoly.RTM., one objective may
be for the player's game character to circle the game board.
Another objective may be for the player's game character to land on
all three properties of a particular color group. Evidently, the
accomplishment of some objectives in a game may be more time
consuming than the accomplishment of other objectives. Accordingly,
a player may terminate a game in so far as one objective is
concerned, but may continue play of the game in so far as another
objective is concerned. For instance, in the Monopoly.RTM. example,
a player may accept a termination payment, after which the player
will no longer have the objective of acquiring the three
properties. However, the player may continue to play the game in
pursuit of having his game character circle the board.
Advantageously, the game will likely finish more quickly than if
the player had pursued both of the original objectives.
[0279] In one embodiment a termination value may be determined to
be the amount paid by the player to play the game, or some fraction
thereof.
EXAMPLES OF EMBODIMENTS
[0280] Following are several exemplary illustrations of various
embodiments.
Example One of an Embodiment
[0281] In one exemplary game, a player makes an up-front payment
for a block of handle pulls. Each handle pull results in an
independent outcome being generated. Outcomes may include, for
example, "bar-bell-orange" or "cherry-plum-cherry". The gaming
device keeps track of the payouts corresponding to the outcome of
each handle pull. When the block of handle pulls has been
completed, the gaming device then pays the player the sum of the
payouts corresponding to the outcomes generated during the block of
handle pulls. As an example, a player pays $19 for a block of
twenty handle pulls. During the twenty handle pulls, the player
achieves four winning outcomes, with payouts of $3, $12, $2, and
$1. After having completed the block of handle pulls, the player
then receives $3+$12+$2+$1, or $16 from the gaming device.
[0282] Suppose that a player has paid $19 for a block of twenty
handle pulls as described above. After ten handle pulls, the player
has achieved winning outcomes paying $2 and $6. Suppose now that
the player wishes to terminate the game early because of a plane
reservation. The player may therefore press an "end game" button.
The gaming device may then determine the player's expected winnings
from the remaining ten pulls in the block of twenty pulls. If the
expected payout for a single handle pull is $0.90, then the
player's expected winnings for the next ten handle pulls are $9.
The gaming device may therefore determine that the player's
expected winnings at the end of the game are $8 (the amount already
won) plus $9 in expected winnings on the next ten handle pulls, for
a total of $17. The gaming device may assess a $1-penalty for the
early termination of the game. Therefore, the gaming device may pay
the player $16 once the player presses the "end game" button. The
player has therefore recovered a portion of his financial
commitment in the game. The player has further been able to release
himself from the rest of his time commitment so as to be able to
attend to other priorities (i.e., catching a flight).
Example Two of an Embodiment
[0283] In one or more exemplary games, an upper display screen of a
gaming device features a representation of a game board, such as a
Monopoly.RTM. board. At least one game character represented on the
board corresponds to the player. Additional game characters
represented on the board may correspond to one or more opponents of
the player. For example, one game character may correspond to the
house. A lower display screen depicts an expanded view of the
square on which the player's game character is located. In the
expanded view, more detailed features of the game board may be
visible. For example, in a Monopoly.RTM. game, houses or hotels
built on particular squares (properties) may be realistically
depicted (e.g., as real houses might look).
[0284] In one exemplary game with a Monopoly.RTM. theme, a player's
game character is pitted against three opposing game characters.
Complete monopolies (i.e., like groups of two, three, or four
properties, sometime also called color groups), are then randomly
distributed amongst the four game characters. For example, a first
game character might receive the orange and the green color groups
(for a total of six properties), while a second game character
might receive the red color group and the railroad group (for a
total of seven properties). Each game character also begins the
game with a $1500 balance of Monopoly.RTM. money. The Monopoly.RTM.
money is not redeemable for any real currency, but merely serves as
a currency within the game.
[0285] In the game, each game character is allowed twenty-five
turns. For the player, a turn consists of spinning the reels. The
reels of the gaming device may then indicate a random number of
squares by which the player's game character is to advance along
the game board. If the player lands on a "Chance" or "Community
Chest" square, then the player may receive other indications, e.g.,
from randomly drawn "Chance" or "Community Chest" cards. Such other
indications may also cause the player's game character to move to a
different square, such as a "Go" square or a "Jail" square.
Additionally, the player may receive or pay Monopoly.RTM. money
depending on the square on which he has landed. For example, if the
player has landed on a property owned by an opposing game
character, then the player may be required to pay rent to the
opposing game character. Thus, the player's balance of
Monopoly.RTM. money may decrease, while the opposing game
character's balance increases correspondingly. If the player has
passed "Go", for example, then the player may receive an additional
$200 Monopoly.RTM. money. If the player is currently in "Jail",
then the player's game character may not be allowed to move for a
set number of turns, unless a special outcome occurs on the reels,
or unless the player pays $50 Monopoly.RTM. money.
[0286] During the player's turn, or at some other time, the player
may build or tear down houses or hotels on his color groups. The
building of houses or hotels may allow the player to collect larger
rents from opposing game characters should such game characters
land on the player's properties. The player may be required to
spend some of his Monopoly.RTM. money to build houses or hotels. A
player may have the opportunity to decide when to build houses or
hotels. Alternatively, for the purposes of simplifying or speeding
the game, houses or hotels may be built automatically for the
player by the gaming device using a set of predetermined rules for
when to build. A player may receive money for tearing down houses
or hotels. Similarly, the decision to tear down houses or hotels
may or may not be made automatically by the gaming device.
[0287] When it is the turn of an opposing game character, such a
game character may also move along the game board according to
randomly generated outcomes. Such outcomes may also be generated on
the reels. If an opposing game character lands on a property owned
by the player, then the game character may pay the player rent
according to the number of houses and hotels contained on the
particular property, and according to the rent schedule of the
particular property. The player may thus build his balance of
Monopoly.RTM. money.
[0288] In one or more embodiments, the gaming device controls the
three opposing game characters. In one or more embodiments, the
gaming device further controls the game so that greater numbers of
houses and hotels are built on all properties towards the end of
the game. Thus, as the player nears his last turn, the player faces
the increasing possibility of landing on a heavily developed
property of an opposing game character, and of therefore having to
pay a high rent.
[0289] The player may ultimately win real money based on the amount
of Monopoly.RTM. money he has remaining at the end of the game. If
the player has a balance of Monopoly.RTM. money that is above a
certain threshold (e.g., above $2000), then the player may win a
jackpot payout of one million dollars. If the player has a balance
lower than $2000, then the player may win other amounts of real
dollars according to a predetermined pay schedule.
[0290] In one or more embodiments of a Monopoly.RTM. game, the game
may begin without all properties having been distributed amongst
the game characters. Game characters may then have the opportunity
to randomly land on a property, and to purchase the property if it
is not already owned by another game character. There is then the
possibility that a player may be disadvantaged if an opposing game
character purchases a property before the player's game character
lands on it. The property will then become unavailable to the
player. Further, the player may be required to pay rent if his game
character ever does land on the property.
[0291] In one or more embodiments of a Monopoly.RTM. game, an
opposing game character may run out of Monopoly.RTM. money. Then,
even though the opposing game character may own a number of
properties, the game character may not have the money necessary to
develop such properties, or even to keep such properties out of
mortgage. The opposing game character may thus no longer pose a
threat to the player.
[0292] In one or more embodiments of a Monopoly.RTM. game, a player
may have the option to make a purchase or other payment within the
game using real money. For example, the player might insert $10
into a gaming device in order to purchase the "Boardwalk" property,
or in order to purchase a hotel for "Virginia Avenue".
Alternatively, a player may have the option to purchase more
Monopoly.RTM. money using real currency. The player may then use
the Monopoly.RTM. money to make a payment or other purchase within
the game.
[0293] In one or more of the exemplary Monopoly.RTM. games
described herein, the player may have the option to terminate the
game early. The player may then receive a payment. The payment may
be based at least in part upon the player's current game situation,
which may include the number of turns remaining for the player, the
properties owned by the player, the degree to which the player's
properties are developed, the player's current balance of
Monopoly.RTM. money, the location of the player's game character on
the game board, the locations of opposing game characters, the
degree to which the properties of opposing game characters are
developed, and so on. The player's current game situation may
influence the player's expected winnings for the game, which might
in turn influence the amount to be paid to the player for the early
termination of the game.
Example Three of an Embodiment
[0294] Henry sat down at a gaming device labeled "Treasure Hunter".
The gaming device had an upper display screen and a lower display
screen. The upper display screen showed a map of several islands,
including several islands each containing a treasure chest, a
"Pirate Island", and a "Safe Harbor" island. The upper display
screen also showed a depiction of a ship belonging to the player.
The player's ship would sail among the islands, gathering treasure
and attempting to deposit the treasure at the "Safe Harbor" island.
The player's ship would attempt to avoid pirate ships, which would
steal any treasure contained aboard the player's ship. The player's
ship would also attempt to avoid any hurricanes, which would also
take away the player's treasure by sinking the player's ship. The
lower display screen contained depictions of three slot machine
reels, replete with treasure-themed symbols.
[0295] The object was to spin the reels on the lower screen until a
"Treasure" symbol appeared. The player's ship would then sail to an
island containing treasure and would pick up a treasure chest.
Having obtained the treasure, the object was now to spin the reels
again in order to bring the treasure to the "Safe Harbor" island.
The player could get the treasure to the "Safe Harbor" island by
obtaining a "Safe Harbor" symbol on the reels displayed on the
lower display screen. Then, on the upper display screen, the
player's ship would be shown sailing to the "Safe Harbor" island.
Once the treasure was brought to the "Safe Harbor" island, the
player would be guaranteed a certain payout corresponding to the
acquired treasure. However, before getting to the safe harbor, the
player risked obtaining a "Pirate Attack" symbol. If the player
obtained a "Pirate Attack" symbol, then a pirate ship would be
shown attacking the player's ship, and the player would lose any
treasure on board. If the player obtained a "Hurricane" symbol,
then the player's ship would be shown being sunk by a hurricane.
The player would again lose any treasure on board. The player
would, however, get a new ship.
[0296] For an initial payment of twenty credits, a player would be
allowed to keep making handle pulls without further payment. Each
handle pull would be part of the same game. The game would finally
end when the player has treasure taken from him for the third time.
At the end of the game, the player would be allowed to keep all the
credits corresponding to the treasure he had deposited in the "Safe
Harbor" island. Prior to starting the game, the player would also
be given the option to pay forty credits, or some other multiple of
twenty credits. The value of any treasure obtained by the player
would then be increased proportionally.
[0297] Henry inserted sixty credits. He then pressed a button
labeled "Begin Play: Sixty", indicating that he wished to play a
game in which the initial payment was sixty credits. On his first
spin, he obtained the symbols "Dry Land--Dry Land--Dry Land". There
was no effect, even though three like symbols were lined up. Henry
would only be paid by obtaining a "Treasure" symbol followed by a
"Safe Harbor" symbol. On his second spin, Henry obtained the
outcome "Dry Land--Treasure--Dry Land". The upper display screen
then showed Henry's ship sailing to an island with treasure on it.
When the ship reached the island, the upper display screen showed a
message. "Ahoy mate! You discovered treasure! Now get it to Safe
Harbor!" Additionally, the upper display screen showed a close-up
depiction of the island reached by Henry's ship. A treasure chest
was shown sitting on the island with an "eighteen credits" label in
close proximity. Henry then made another spin. The outcome was now
"Dry Land--Anchor--Sail". The outcome had no effect on the game.
The upper display screen once again showed the original depiction
of the map of the multiple islands. Henry made another handle pull.
The outcome was now "Safe Harbor--Anchor--Dry Land". The upper
display screen then showed Henry's ship sailing to an island
labeled "Safe Harbor". Henry had now deposited a treasure worth
eighteen credits at the "Safe Harbor" island. He was now guaranteed
at least eighteen credits at the end of the game. However, Henry
would not be paid until the end of the game.
[0298] Henry's next spin brought another "Treasure" symbol. Once
again, his ship sailed to an island with treasure on it. Henry's
following outcome was "Dry Land--Hurricane--Sail". The top screen
then showed an animation of a storm cloud blowing at the player's
ship. The screen displayed the message, "Hurricane, ship sunk!
Sorry, treasure on ship is lost." Although Henry had lost his
treasure and his ship, he was granted a new ship.
[0299] Henry later achieved another "Treasure" symbol. He was again
able to deposit the treasure, now worth twenty-four credits, at the
"Safe Harbor" island. Henry then obtained still another "Treasure"
symbol, this one worth fifteen credits. However, soon thereafter,
Henry obtained the outcome "Sail--Pirate Attack--Sail". The upper
display screen now showed a depiction of a pirate boarding the
player's ship. The following message was displayed on the upper
display screen, "Pirate Attack! Treasure Stolen!"
[0300] Henry had now had treasure taken from him twice. He had one
more chance to acquire more treasure and to bring it to Safe
Harbor. Unfortunately, the next time Henry acquired treasure, it
was taken away by another "Pirate Attack" symbol. The upper display
screen showed how Henry had lost treasure three times. The message
"three treasures lost" was displayed. Underneath the message were
displayed, "hurricane sunk ship", "pirate stole treasure", and
"pirate stole treasure". Additionally, the screen displayed, "Game
Over. Do you want to play again?" Finally, a large depiction of the
"Safe Harbor" island was displayed on the upper display screen. It
showed the two treasure chests gathered by the player. The total of
Henry's winnings, "forty-two credits" was also displayed next to
the treasure. The gaming device then added forty-two credits to
Henry's credit meter.
[0301] In various embodiments of the "Treasure Hunter" game, a
player may place treasure at another gaming device after having
acquired the treasure. At another gaming device the treasure may be
safe from being taken by pirates. By placing treasure at another
gaming device, the player may be required to interact with the
other gaming device in order to receive a benefit corresponding to
the acquire treasure. The player may thus be encouraged to gamble
at the other gaming device. Operationally, treasure may be placed
at another gaming device if, for example, the player's current
gaming device is linked to the other gaming device via an
electronic network. The player's gaming device may thereby transmit
information to the other gaming device (possibly via the casino
server), indicating that the other gaming device is to display a
representation of treasure to a person identifying himself as the
player, and to provide a corresponding benefit to the person. Of
course, the transmission of value or representations of value
between gaming devices is possible for many other games and for
many other representations of value besides "treasure" symbols.
[0302] In one or more embodiments of the "Treasure Hunter" game, a
player may have the opportunity to terminate the game early. That
is, the player may have the opportunity to terminate the game
before a third treasure has been taken from the player. The player
may then receive a payment that may be based, at least in part, on
the player's current game situation. The player's current game
situation may include the number or total value of treasures stored
at the "Safe Harbor" island, the number or total value of treasures
currently carried on the player's ship, and the number of treasures
already taken from the player. Note that the number of handle pulls
completed thus far may not be a consideration in the player's
current game state, as the only determinant of the length of a
finished game is the number of times that treasure is stolen from
the player.
[0303] Although the present invention has been described with
respect to particular embodiments thereof, those skilled in the art
will note that various substitutions may be made to those
embodiments described herein without departing from the spirit and
scope of the present invention.
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