U.S. patent application number 12/208074 was filed with the patent office on 2010-03-11 for portable gaming machine emergency shut down circuitry.
This patent application is currently assigned to IGT. Invention is credited to Christian E. Gadda, Chauncey W. Griswold, Harold E. Mattice, James W. Stockdale, Richard L. Wilder.
Application Number | 20100062833 12/208074 |
Document ID | / |
Family ID | 41350704 |
Filed Date | 2010-03-11 |
United States Patent
Application |
20100062833 |
Kind Code |
A1 |
Mattice; Harold E. ; et
al. |
March 11, 2010 |
Portable Gaming Machine Emergency Shut Down Circuitry
Abstract
A portable casino gaming device includes a data preservation
system and is operable to monitor movement activity relating to the
portable gaming device, and generate movement information relating
to movements of the portable gaming device. In at least one
embodiment, the movement information includes at least one of: data
relating to rotation of the portable gaming device, data relating
to displacement of the portable gaming device, data relating to
velocity of the portable gaming device, data relating to
acceleration of the portable gaming device, and/or data relating to
an orientation of the portable gaming device. The portable gaming
device may also be operable to analyze the movement information
with respect to a first set of threshold criteria in order to
detect an occurrence of a first critical condition or event at the
portable gaming device, and to initiate at least one action in
response to detection of the first critical condition or event. In
at least one embodiment, the at least one action includes
automatically initiating at least one operation to save selected
gaming information in non-volatile memory, wherein the selected
gaming information includes information relating to game play
conducted at the portable gaming device.
Inventors: |
Mattice; Harold E.;
(Gardnerville, NV) ; Gadda; Christian E.; (Las
Vegas, NV) ; Griswold; Chauncey W.; (Reno, NV)
; Stockdale; James W.; (Clio, CA) ; Wilder;
Richard L.; (Sparks, NV) |
Correspondence
Address: |
Weaver Austin Villeneuve & Sampson LLP - IGT;Attn: IGT
P.O. Box 70250
Oakland
CA
94612-0250
US
|
Assignee: |
IGT
Reno
NV
|
Family ID: |
41350704 |
Appl. No.: |
12/208074 |
Filed: |
September 10, 2008 |
Current U.S.
Class: |
463/24 |
Current CPC
Class: |
G11B 19/042 20130101;
G11B 19/043 20130101 |
Class at
Publication: |
463/24 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A portable gaming device for use in a casino gaming network,
comprising: a gaming controller; memory; a first display; at least
one interface for communicating with at least one other device in
the gaming network; and a data preservation system; the portable
gaming device being operable to: control a wager-based game played
at the portable gaming device; monitor movement activity relating
to the portable gaming device; generate movement information
relating to movements of the portable gaming device, wherein the
movement information includes data selected from a group consisting
of: data relating to rotation of the portable gaming device, data
relating to displacement of the portable gaming device, data
relating to velocity of the portable gaming device, data relating
to acceleration of the portable gaming device, and data relating to
an orientation of the portable gaming device; analyze the movement
information with respect to a first set of threshold criteria in
order to detect an occurrence of a first critical condition or
event at the portable gaming device; initiate at least one first
action in response to detection of the first critical condition or
event, wherein the at least one first action includes automatically
initiating at least one first operation to save selected gaming
information in non-volatile memory, wherein the selected gaming
information includes information relating to game play conducted at
the portable gaming device.
2. The portable gaming device of claim 1 wherein the non-volatile
memory corresponds to local memory of the portable gaming
device.
3. The portable gaming device of claim 1 wherein the non-volatile
memory corresponds to remote memory located at a remote device
different from the portable gaming device.
4. The portable gaming device of claim 1 wherein the at least one
first action includes: automatically initiating at least one second
operation to identify and save selected information in non-volatile
memory, wherein the selected information includes information
selected from a group consisting of: portable gaming device
movement information associated with the first critical event or
condition, historical game data relating to game play conducted at
the portable gaming device, game state data relating to game play
conducted at the portable gaming device, and wager data relating to
game play conducted at the portable gaming device.
5. The portable gaming device of claim 1 being further operable to:
identify selected information residing in volatile memory at the
portable gaming device which is to be saved in non-volatile memory
in response to detection of the first critical condition or event;
and automatically initiate, in response to detection of the first
critical condition or event, at least one second action to cause
the identified information to be saved in non-volatile memory.
6. The portable gaming device of claim 1 being further operable to:
identify, in response to detection of the first critical condition
or event, selected information residing in volatile memory at the
portable gaming device which is to be saved in non-volatile memory;
and automatically initiate, in response to detection of the first
critical condition or event, at least one second action to cause
the identified information to be saved in non-volatile memory;
wherein the selected information includes information selected from
a group consisting of: portable gaming device movement information
associated with the first critical event or condition, historical
game data relating to game play conducted at the portable gaming
device, game state data relating to game play conducted at the
portable gaming device, and wager data relating to game play
conducted at the portable gaming device.
7. The portable gaming device of claim 1 being further operable to:
identify, in response to detection of the first critical condition
or event, selected information residing in volatile memory at the
portable gaming device which is to be saved in non-volatile memory;
and automatically initiate, in response to detection of the first
critical condition or event, at least one second action to cause
the identified information to be transmitted to an external or
remote device.
8. The portable gaming device of claim 1 wherein the at least one
first action includes: identifying selected information residing in
volatile memory at the portable gaming device which is to be saved
in non-volatile memory; and initiating at least one second
operation to cause the identified information to be transmitted to
an external or remote device.
9. The portable gaming device of claim 1 wherein the at least one
action further includes automatically initiating at least one
second operation selected from a group consisting of: updating a
sampling interval value relating to a time interval for taking
sample measurements of movement activity relating to the portable
gaming device; transmitting selected information to a first
external or remote device; providing instructions for shutting down
one or more components of the portable gaming device; automatically
powering-up one or more selected components of the portable gaming
device; recording movement information relating to a maximum
velocity of the portable gaming device during a first time
interval; recording movement information relating to a maximum
displacement of the portable gaming device during a second time
interval; and recording movement information relating to a maximum
acceleration of the portable gaming device during a third time
interval.
10. The portable gaming device of claim 1 being further operable to
perform at least one action selected from a group consisting of:
recording movement information relating to a maximum velocity of
the portable gaming device during a first time interval; recording
movement information relating to a maximum displacement of the
portable gaming device during a second time interval; and recording
movement information relating to a maximum acceleration of the
portable gaming device during a third time interval.
11. The portable gaming device of claim 1 being further operable
to: determine and record information relating to a maximum velocity
of the portable gaming device during a first time interval.
12. The portable gaming device of claim 1 being further operable
to: monitor and record information relating to a total number of
times portable gaming device has been dropped.
13. The portable gaming device of claim 1 being further operable
to: monitor and record information relating to each event where the
portable gaming device has experienced a free fall which exceeds
specified minimum threshold criteria.
14. The portable gaming device of claim 1 being further operable
to: monitor and record information relating to a number of times
the portable gaming device has experienced an impact event which
exceeds specified minimum threshold criteria.
15. The portable gaming device of claim 1, wherein the first
condition or event corresponds to a freefall condition at the
portable gaming device which results in an occurrence of an impact
event at the portable gaming device, the portable gaming device
being further operable to: determine and record information
relating to a velocity of the portable gaming device at a time of
the impact event.
16. The portable gaming device of claim 1, wherein the first
condition or event corresponds to a freefall condition at the
portable gaming device, the portable gaming device being further
operable to: determine displacement information relating to a
distance which the portable gaming device has fallen during a first
time interval.
17. The portable gaming device of claim 1 wherein the data
preservation system includes a three axis accelerometer.
18. The portable gaming device of claim 1 being further operable
to: determine acceleration data relating to an acceleration of the
portable gaming device during one or more time intervals; and
record the acceleration data as a function of time.
19. A method of operating a portable gaming device for use in a
casino gaming network, the portable gaming device including memory
and a data preservation system, the method comprising: controlling
a wager-based game played at the portable gaming device; monitoring
movement activity relating to the portable gaming device, wherein
at least a portion of the monitoring performed by the data
preservation system; generating movement information relating to
movements of the portable gaming device, wherein the movement
information includes data selected from a group consisting of: data
relating to rotation of the portable gaming device, data relating
to displacement of the portable gaming device, data relating to
velocity of the portable gaming device, data relating to
acceleration of the portable gaming device, and data relating to an
orientation of the portable gaming device; analyzing the movement
information with respect to a first set of threshold criteria in
order to detecting an occurrence of a first critical condition or
event at the portable gaming device, wherein at least a portion of
the analyzing is performed by the data preservation system;
initiating at least one first action in response to detection of
the first critical condition or event, wherein at least a portion
of the initiating is performed by the data preservation system;
wherein the at least one first action includes automatically
initiating at least one first operation to save selected gaming
information in non-volatile memory, wherein the selected gaming
information includes information relating to game play conducted at
the portable gaming device.
20. The method of claim 19 wherein the non-volatile memory
corresponds to local memory of the portable gaming device.
21. The method of claim 19 wherein the non-volatile memory
corresponds to remote memory located at a remote device different
from the portable gaming device.
22. The method of claim 19 wherein the at least one first action
includes: automatically initiating at least one second operation to
identify and save selected information in non-volatile memory,
wherein the selected information includes information selected from
a group consisting of: portable gaming device movement information
associated with the first critical event or condition, historical
game data relating to game play conducted at the portable gaming
device, game state data relating to game play conducted at the
portable gaming device, and wager data relating to game play
conducted at the portable gaming device.
23. The method of claim 19 further comprising: identifying selected
information residing in volatile memory at the portable gaming
device which is to be saved in non-volatile memory in response to
detection of the first critical condition or event; and
automatically initiating, at the portable gaming device and in
response to detection of the first critical condition or event, at
least one second action to cause the identified information to be
saved in non-volatile memory.
24. The method of claim 19 further comprising: identifying, at the
portable gaming device and in response to detection of the first
critical condition or event, selected information residing in
volatile memory at the portable gaming device which is to be saved
in non-volatile memory; and automatically initiating, at the
portable gaming device and in response to detection of the first
critical condition or event, at least one second action to cause
the identified information to be saved in non-volatile memory;
wherein the selected information includes information selected from
a group consisting of: portable gaming device movement information
associated with the first critical event or condition, historical
game data relating to game play conducted at the portable gaming
device, game state data relating to game play conducted at the
portable gaming device, and wager data relating to game play
conducted at the portable gaming device.
25. The method of claim 19 further comprising: identifying, at the
portable gaming device and in response to detection of the first
critical condition or event, selected information residing in
volatile memory at the portable gaming device which is to be saved
in non-volatile memory; and automatically initiating, at the
portable gaming device and in response to detection of the first
critical condition or event, at least one second action to cause
the identified information to be transmitted to an external or
remote device.
26. The method of claim 19 wherein the at least one first action
includes: identifying selected information residing in volatile
memory at the portable gaming device which is to be saved in
non-volatile memory; and initiating at least one second operation
to cause the identified information to be transmitted to an
external or remote device.
27. The method of claim 19 wherein the at least one action further
includes automatically initiating at least one second operation
selected from a group consisting of: updating a sampling interval
value relating to a time interval for taking sample measurements of
movement activity relating to the portable gaming device;
transmitting selected information to a first external or remote
device; providing instructions for shutting down one or more
components of the portable gaming device; automatically powering-up
one or more selected components of the portable gaming device;
recording movement information relating to a maximum velocity of
the portable gaming device during a first time interval; recording
movement information relating to a maximum displacement of the
portable gaming device during a second time interval; and recording
movement information relating to a maximum acceleration of the
portable gaming device during a third time interval.
28. The method of claim 19 further comprising: determining and
recording, at the portable gaming device, information relating to a
maximum velocity of the portable gaming device during a first time
interval.
29. The method of claim 19 further comprising: monitoring and
recording, at the portable gaming device, information relating to
each event where the portable gaming device has experienced a free
fall which exceeds specified minimum threshold criteria.
30. The method of claim 19 further comprising: monitoring and
recording, at the portable gaming device, information relating to a
number of times the portable gaming device has experienced an
impact event which exceeds specified minimum threshold
criteria.
31. The method of claim 19, wherein the first condition or event
corresponds to a freefall condition at the portable gaming device
which results in an occurrence of an impact event at the portable
gaming device, the method further comprising: determining and
recording, at the portable gaming device, information relating to a
velocity of the portable gaming device at a time of the impact
event.
32. The method of claim 19, wherein the first condition or event
corresponds to a freefall condition at the portable gaming device,
the method further comprising: determining, at the portable gaming
device, displacement information relating to a distance which the
portable gaming device has fallen during a first time interval.
33. The method of claim 19 further comprising: determining, at the
portable gaming device, acceleration data relating to an
acceleration of the portable gaming device during one or more time
intervals; and recording, at the portable gaming device, the
acceleration data as a function of time.
34. A portable gaming device for use in a casino gaming network,
comprising: a gaming controller; memory; a first display; at least
one interface for communicating with at least one other device in
the gaming network; means for controlling a wager-based game played
at the portable gaming device; means for monitoring movement
activity relating to the portable gaming device, wherein at least a
portion of the monitoring performed by the data preservation
system; means for generating movement information relating to
movements of the portable gaming device, wherein the movement
information includes data selected from a group consisting of: data
relating to rotation of the portable gaming device, data relating
to displacement of the portable gaming device, data relating to
velocity of the portable gaming device, data relating to
acceleration of the portable gaming device, and data relating to an
orientation of the portable gaming device; means for analyzing the
movement information with respect to a first set of threshold
criteria in order to detecting an occurrence of a first critical
condition or event at the portable gaming device, wherein at least
a portion of the analyzing is performed by the data preservation
system; and means for initiating at least one first action in
response to detection of the first critical condition or event,
wherein at least a portion of the initiating is performed by the
data preservation system; wherein the at least one first action
includes automatically initiating at least one first operation to
save selected gaming information in non-volatile memory, wherein
the selected gaming information includes information relating to
game play conducted at the portable gaming device.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Technical Field
[0002] This disclosure relates generally to gaming machines and
systems, and more specifically to portable gaming machine devices
and control systems.
[0003] 2. Background
[0004] Casino gaming machines are well known in the art. Such
devices may be embodied as spinning reel slot machines, video slot
machines or portable gaming machine.
[0005] The spinning reel slot machine is a combination of spinning
mechanical components and electrical controlling components in
addition to the standard hardware and firmware components that are
needed for the game. An example of this type of casino gaming
machine is the IGT "S2000 Slot" machine, manufactured by IGT of
Reno, Nev. This type of machine is centered on one game theme. An
example of such a game-type specific casino gaming machine is the
IGT "Red White and Blue" spinning reel slot machine, manufactured
by IGT of Reno, Nev.
[0006] The video slot machine and the portable gaming machine are
different in that there are no spinning reels to control, and also
in that that may have many different games available for the player
to play. An example of one type of video slot machine is IGT's
"Game King Video Slot" gaming machine. This type of machine may
offer different games for the player to select and play, such as,
for example, keno, five card poker, Double Diamond 2000, and/or
Little Green Men.
[0007] It has become popular to provide, for gaming devices such as
video slot machines, one or more bonus game features. For example,
conventional gaming devices may allow a player to make a wager and
to play a base game, obtaining winnings and losing outcomes. When a
trigger condition is obtained, a bonus feature is enabled. The
bonus feature may entail the display of bonus outcome selections
where the player makes a selection to reveal a bonus, for example.
Examples of such gaming devices are described, for example, in U.S.
Pat. Nos. 7,156,397 and 6,800,026, each of which is herein
incorporated by reference in its entirety for all purposes.
[0008] Portable or mobile gaming machines are also known in the
art, and are becoming more popular with casinos and players since,
for example, a portable gaming machine could be operated on the
floor of the casino, pool side, at a table in a bar, at a sports
book location or any other location where gaming is allowed. An
example of a mobile gaming machine is disclosed in U.S. Pat. No.
6,676,522, herein incorporated by reference in its entirety for all
purposes.
SUMMARY OF THE INVENTION
[0009] Various aspects of the present invention are directed to
different methods, systems, and computer program products for
operating a portable gaming device for use in a casino gaming
network. In at least one embodiment, the portable gaming device
comprises a gaming controller, memory, a first display, at least
one interface, and a data preservation system. In at least one
embodiment, the portable gaming device is operable to control a
wager-based game played at the portable gaming device.
Additionally, in at least one embodiment, the portable gaming
device is operable to: monitor movement activity relating to the
portable gaming device, and generate movement information relating
to movements of the portable gaming device. In at least one
embodiment, the movement information includes at least one of: data
relating to rotation of the portable gaming device, data relating
to displacement of the portable gaming device, data relating to
velocity of the portable gaming device, data relating to
acceleration of the portable gaming device, and/or data relating to
an orientation of the portable gaming device. The portable gaming
device may also be operable to analyze the movement information
with respect to a first set of threshold criteria in order to
detect an occurrence of a first critical condition or event at the
portable gaming device, and to initiate at least one action in
response to detection of the first critical condition or event. In
at least one embodiment, the at least one action includes
automatically initiating at least one operation to save selected
gaming information in non-volatile memory, wherein the selected
gaming information includes information relating to game play
conducted at the portable gaming device.
[0010] In some embodiments, the at least one action includes
automatically initiating at least one operation to identify and
save selected information in non-volatile memory, wherein the
selected information includes at least one of: portable gaming
device movement information associated with the first critical
event or condition, historical game data relating to game play
conducted at the portable gaming device, game state data relating
to game play conducted at the portable gaming device, and/or wager
data relating to game play conducted at the portable gaming
device.
[0011] In some embodiments, the portable gaming device is operable
to identify selected information residing in volatile memory at the
portable gaming device which is to be saved in non-volatile memory
in response to detection of the first critical condition or event,
and to automatically initiate, in response to detection of the
first critical condition or event, at least one action to cause the
identified information to be saved in non-volatile memory.
[0012] In some embodiments, the portable gaming device is operable
to identify selected information residing in volatile memory at the
portable gaming device which is to be saved in non-volatile memory
in response to detection of the first critical condition or event,
and to automatically initiate, in response to detection of the
first critical condition or event, at least one action to cause the
identified information to be transmitted to an external or remote
device.
[0013] In some embodiments, the portable gaming device is operable
automatically initiate other operations in response to detection of
the first critical condition or event such as, for example:
updating a sampling interval value relating to a time interval for
taking sample measurements of movement activity relating to the
portable gaming device; transmitting selected information to a
first external or remote device; providing instructions for
shutting down one or more components of the portable gaming device;
automatically powering-up one or more selected components of the
portable gaming device; recording movement information relating to
a maximum velocity of the portable gaming device during one or more
time intervals; recording movement information relating to a
maximum displacement of the portable gaming device during a one or
more time intervals; recording movement information relating to a
maximum acceleration of the portable gaming device one or more time
intervals.
[0014] Additional objects, features and advantages of the various
aspects of the present invention will become apparent from the
following description of its preferred embodiments, which
description should be taken in conjunction with the accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1A is a perspective drawing of an exemplary mobile
gaming device in accordance with one embodiment of the present
invention.
[0016] FIG. 1B shows an example of a functional block diagram of a
portion 70 of a portable gaming device system in accordance with
one embodiment.
[0017] FIG. 1C is a simplified block diagram of an exemplary
portable gaming device 100 in accordance with a specific
embodiment.
[0018] FIGS. 2A and 2B illustrate different embodiments of various
motion detection components which may be used for implementing
various aspects and/or features described herein.
[0019] FIG. 3 shows a simplified block diagram of various
components which may be used for implementing a data preservation
system in accordance with a specific embodiment.
[0020] FIG. 4 is a simplified block diagram of an alternate example
of a portable gaming device 400 in accordance with a specific
embodiment.
[0021] FIG. 5 shows an example schematic diagram of shut down
comparator circuitry in accordance with a specific embodiment.
[0022] FIG. 6 shows an example schematic diagram of a shut down
intentional comparator circuitry in accordance with a specific
embodiment.
[0023] FIGS. 7A and 7B illustrate different example embodiments of
receiver systems which may be utilized in one or more systems
described herein.
[0024] FIG. 8 illustrates an example of network portion 800, which
may be used for illustrating various aspects and/or features
described herein.
[0025] FIG. 9 shows an example embodiment of a state diagram 900
which may be used for implementing various aspects or features
described herein.
[0026] FIG. 10 shows a block diagram illustrating components of a
gaming system 1000 which may be used for implementing various
aspects of example embodiments.
[0027] FIGS. 11A-E and 12A-E illustrate example embodiments of
different types of data patterns (and/or associated data values)
which include portable gaming device movement data relating to
different example events and/or conditions which may occur at a
portable gaming device.
DESCRIPTION OF EXAMPLE EMBODIMENTS
[0028] One or more different inventions may be described in the
present application. Further, for one or more of the invention(s)
described herein, numerous embodiments may be described in this
patent application, and are presented for illustrative purposes
only. The described embodiments are not intended to be limiting in
any sense. One or more of the invention(s) may be widely applicable
to numerous embodiments, as is readily apparent from the
disclosure. These embodiments are described in sufficient detail to
enable those skilled in the art to practice one or more of the
invention(s), and it is to be understood that other embodiments may
be utilized and that structural, logical, software, electrical and
other changes may be made without departing from the scope of the
one or more of the invention(s). Accordingly, those skilled in the
art will recognize that the one or more of the invention(s) may be
practiced with various modifications and alterations. Particular
features of one or more of the invention(s) may be described with
reference to one or more particular embodiments or figures that
form a part of the present disclosure, and in which are shown, by
way of illustration, specific embodiments of one or more of the
invention(s). It should be understood, however, that such features
are not limited to usage in the one or more particular embodiments
or figures with reference to which they are described. The present
disclosure is neither a literal description of all embodiments of
one or more of the invention(s) nor a listing of features of one or
more of the invention(s) that must be present in all
embodiments.
[0029] Headings of sections provided in this patent application and
the title of this patent application are for convenience only, and
are not to be taken as limiting the disclosure in any way.
[0030] Devices that are in communication with each other need not
be in continuous communication with each other, unless expressly
specified otherwise. In addition, devices that are in communication
with each other may communicate directly or indirectly through one
or more intermediaries.
[0031] A description of an embodiment with several components in
communication with each other does not imply that all such
components are required. To the contrary, a variety of optional
components are described to illustrate the wide variety of possible
embodiments of one or more of the invention(s).
[0032] Further, although process steps, method steps, algorithms or
the like may be described in a sequential order, such processes,
methods and algorithms may be configured to work in alternate
orders. In other words, any sequence or order of steps that may be
described in this patent application does not, in and of itself,
indicate a requirement that the steps be performed in that order.
The steps of described processes may be performed in any order
practical. Further, some steps may be performed simultaneously
despite being described or implied as occurring non-simultaneously
(e.g., because one step is described after the other step).
Moreover, the illustration of a process by its depiction in a
drawing does not imply that the illustrated process is exclusive of
other variations and modifications thereto, does not imply that the
illustrated process or any of its steps are necessary to one or
more of the invention(s), and does not imply that the illustrated
process is preferred.
[0033] When a single device or article is described, it will be
readily apparent that more than one device/article (whether or not
they cooperate) may be used in place of a single device/article.
Similarly, where more than one device or article is described
(whether or not they cooperate), it will be readily apparent that a
single device/article may be used in place of the more than one
device or article.
[0034] The functionality and/or the features of a device may be
alternatively embodied by one or more other devices that are not
explicitly described as having such functionality/features. Thus,
other embodiments of one or more of the invention(s) need not
include the device itself.
[0035] As mentioned previously, use of portable or mobile gaming
devices is becoming more popular with casinos and players. As the
popularity and use of mobile gaming devices increases, it is
anticipated that new and/or additional issues may arise as a result
of the portable nature of such gaming devices. Examples of such
issues may include, for example: accidental dropping of a portable
casino gaming machine, theft of a portable gaming machine, use of a
portable gaming machine (e.g., for wager-based game play) in
regions or locations where such use is prohibited, abuse of a
portable gaming machine, intentional tampering of a portable casino
gaming machine, etc. For example, it is contemplated that
situations may arise in which it may be necessary to determine
whether a damaged portable casino gaming machine was accidentally
dropped by a player and/or whether it was intentionally dropped,
thrown, and/or otherwise abused by the player.
[0036] Accordingly, various aspects described herein are directed
to different methods, systems, and computer program products for
detecting or sensing one or more events and/or conditions which,
for example, may result in damage to a portable gaming device
and/or which may result in loss of information associated with the
portable gaming device. Additional aspects described herein are
directed to different methods, systems, and computer program
products for initiating one or more appropriate action(s) in
response to detection of such events/conditions. According to
different embodiments, various examples of different types of
actions which may be initiated in response to a detected event or
condition relating to a portable gaming device may include, but are
not limited to, one or more of the following (or combinations
thereof): [0037] Recoding details relating to time, location,
acceleration/deceleration, velocity, displacement, orientation,
etc. of the portable gaming device; [0038] Taking appropriate
action to prevent damage to one or more components or systems of
the portable gaming device (such as, for example, suspending or
shutting down one or more systems or components, parking hard drive
heads, etc.). [0039] Taking appropriate action to preserve selected
data generated and/or stored at the portable gaming device such as,
for example, historical game data, critical information, game state
data, wager related data, and/or other data or information which
may be desired and/or used for reconstructing conditions and/or
events at the portable gaming device before, during and/or after
the detected event or condition. [0040] Taking appropriate action
to identify and transmit selected data from the portable gaming
device to an external system in anticipation of an event which may
result in damage to the portable gaming device (such as, for
example, damage caused by impact as a result of the portable gaming
device being dropped or thrown). [0041] Etc.
[0042] FIG. 1A illustrates an example of a portable gaming device
(PGD) 20 in accordance with one embodiment. In general, PGD 20
includes a body or housing 22. Body 22 may be constructed from a
wide variety of materials and be in one of many shapes. In one
embodiment, the body 22 is constructed from one or more molded
polypropylene or other plastic components. The body 22 may be
constructed of metal or a wide variety of other materials. As
illustrated, the body 22 is generally rectangular in shape, having
a front side or face 24, a rear side or face (not visible), a top
end 26, a bottom end 28, a first side 30 and a second side 32.
Preferably, the body 22 defines an enclosed interior space (not
shown) in which a variety of components are located as described
below.
[0043] In a preferred embodiment, PGD 20 is adapted to present
video and sound game data to a player. As illustrated, PGD 20
includes a display 34. The display is located in the front face 24
of the body 22, thus facing upwardly towards a player. In a
preferred embodiment, the display 34 comprises a liquid crystal
display ("LCD"), and in particular, an LCD permitting touch-screen
input. It will be appreciated that other types of displays may be
provided such as, for example, EL displays, OLED displays,
multi-layer displays, etc. Portable gaming device 20 also includes
a sound-generating device in the form of at least one speaker 36.
In one embodiment, the speaker 36 is positioned beneath a top or
cover portion of the body 22 having one or more perforations or
apertures therein through which the sound may readily travel. As
illustrated, the speaker 36 is located near the bottom end 28 of
the body 22, generally opposite the display 34. It will be
appreciated that the speaker 36 or additional speakers may be
provided in a wide variety of locations, such as at one or both
sides 30, 32 of the body 22.
[0044] In a preferred embodiment, PGD 20 is adapted to send and/or
receive data from another device. As such, PGD 20 includes one or
more data input and/or output devices or interfaces. In one
embodiment, PGD 20 includes an RS-232 data port 38 for transmitting
and accepting data, such as through a cable extending between PGD
20 and another device, such as a computer. In one embodiment, PGD
20 includes a USB data port 40 for transmitting and accepting data,
also through a cable. In one embodiment, PGD 20 includes an
infrared data transmitter/receiver 42 for transmitting information
in wireless, infrared light form. In a preferred embodiment, PGD 20
includes another wireless communication device 44, such as a
wireless communication device/interface operating at radio
frequency, such as in accordance with the IEEE-802.11x or the
Bluetooth standard, or operating according to NFM standards as
described above.
[0045] A user provides input to PGD 20, such as for playing a
wagering game or for a non-gaming service. As stated above, one
means of input may be through the display 34. The display 34 may
also be arranged to accept input via a stylus or other device. In
one embodiment, PGD 20 includes a keypad 46. In one or more
embodiments, the keypad 46 is a sealed keypad having one or more
keys or buttons. PGD 20 can include a microphone 48 arranged to
accept voice input from a player. A smart card reader, optical
reader or other input device may be provided for reading
information from another element, such as a card, ticket or the
like. Portable gaming device may also include a keyboard or
mouse.
[0046] Other input interfaces may alternatively be provided or be
provided in addition to those input devices described. For example,
the portable gaming device may be configured or designed to allow a
user to provide input via one or more physical gestures and/or via
the use of a wireless user input device. Various examples of such
alternate input interfaces are described, for example, in U.S.
patent application Ser. No. 11/825,481, (Attorney Docket No.
IGT1P090X1/P-795CIP1), by Mattice, et al., entitled "GESTURE
CONTROLLED CASINO GAMING SYSTEM," filed Jul. 6, 2007, the entirety
of which is incorporated herein by reference for all purposes.
[0047] In one embodiment, PGD 20 includes an image collection
device 41, such as a camera. The image collection device 41 may be
used, for example, to capture the image of a user or player of PGD
20. This image information may be used for security or
authentication purposes, as set forth in greater detail below. PGD
20 may also include a fingerprint scanner 49 and/or other types of
bio-information/authentication component(s). In one embodiment, as
illustrated, the fingerprint scanner 49 may be located behind or
beneath a user input button, such as a "spin" or "draw" button. In
this manner, a player's fingerprint may be obtained without the
user or player having to be consciously aware that a fingerprint is
being provided participate (although informed, for example during
device registration and check out, that a fingerprint can be taken
when the buttons are pressed). In one embodiment, a player's
scanned fingerprint information may be used for authentication
purposes. PGD 20 may also include a card reader 50. As illustrated,
the card reader 50 is located in a side 30 of the body 22 of PGD
20. In a preferred embodiment, the card reader 50 comprises a
magnetic stripe reader for reading information from a magnetic
stripe of a card. The card reader may also be adapted to write or
store data to a smart card or portable memory module.
[0048] As illustrated, the card reader 50 includes a slot that is
positioned in the side 30 of PGD 20. PGD 20 may be battery-powered,
such as with a rechargeable battery pack. An ON/OFF button 47 may
be provided for controlling the power to PGD 20. As described in
greater detail below, PGD 20 may be docked at or otherwise
associated with a free-standing electronic gaming machine or other
gaming device. At such times that PGD 20 is docked, the internal
battery of the device can be recharged for later use in an undocked
or "remote" mode, as will be readily appreciated. Appropriate
detection provisions, warnings and safeguards for a low battery
status in portable gaming device 20 while in such a remote mode can
also be provided.
[0049] Preferably, portable gaming device 20 includes control
mechanisms for controlling the operation of the device, including
accepting input and providing output. One embodiment of such a
control mechanisms are illustrated in FIG. 1B.
[0050] FIG. 1B shows an example of a simplified functional block
diagram of a portion 70 of a portable gaming device system in
accordance with one embodiment. As illustrated in the example of
FIG. 1B, portable gaming device preferably includes a computing
environment comprising a central processing unit 52. The central
processing unit 52 preferably comprises a microprocessor. The
central processing unit 52 is associated with a bi-directional
system bus 54. The system bus 54 may contain, for example, address
lines for addressing a video memory or main memory. In addition,
the system bus 54 preferably includes a data bus for transferring
data between and among components associated with the bus 54.
Alternatively, multiplex data/address lines may be used instead of
separate data and address lines.
[0051] The display 34 is coupled to the bus 54. In one embodiment,
a video memory (not shown) is provided in association with the bus
54. The video memory may be dual-ported video random access memory.
The video memory is preferably coupled to and arranged to drive the
display 34. A memory 56 is associated with the system bus 54. In
one embodiment, the memory 56 comprises dynamic random access
memory ("DRAM"), synchronous DRAM or other forms of random access
memory. The memory 56 may have other forms as well, such as
electronically erasable programmable read only memory ("EEPROM"),
non-volatile RAM (NV-RAM), flash memory, etc. Preferably, the
memory 56 is of the type that permits data to be written thereto
and read there from. A mass storage device 58 is preferably also
accessible via the bus 54. The mass storage device 58 may be of the
read-only type (such as a CD or DVD optical drive) or may be of the
read-and-write variety such as flash memory, compact flash, or
CD/DVD-R/W drives.
[0052] As illustrated in FIG. 1B, the variety of input and output
devices can be associated with the system bus 54, and thus the
other components associated with the bus. As illustrated, the
speaker 36, keypad 46 and card reader 50 are associated with the
system bus 54. A variety of data input/output devices ("I/O
Devices") may also associated with the system bus 54, such as,
though not specifically illustrated, the RS-232 port 38, the USB
40, and the infrared communication transmitter/receiver 42. As will
be appreciated, these devices/elements may operate in accordance
with different protocols and have different architectures, and have
appropriate interfaces provided for communicating with the system
bus 54. For example, the infrared transmitter/receiver may have
different layers, including a physical layer including the
light-emitting device, and link and other layers which include
software and/or hardware, as is known. A variety of other
input/output devices may be associated with PGD 20, as now known or
later developed.
[0053] Preferably, as stated above, PGD 20 includes a wireless,
radio frequency communication interface 44 operating in accordance
with the IEEE 802.11x or Bluetooth standards. In another
embodiment, communication interface 44 operates according to
near-field magnetic communication standards that enables device 20
to receive and transmit NFM signals. The architectures and
protocols of these and other wireless communication interfaces are
well known in the wireless technology field. In general, however,
interface 44 permits two-way data communication. As described in
detail, PGD 20 may be permitted to communicate with a wide variety
of devices/systems, including at least one device associated with a
gaming network, such as an RF transmitter or an NFM antenna. In
accordance with the invention, PGD 20 can send data and receive
data, including program code, through the communication interface
44 (or the other input/output devices, such as the infrared
transmitter/receiver). As one example described in more detail
below, a gaming server may transmit requested code for an
application via a transceiver to the communication interface 44 of
PGD 20. The received code may be executed by the central processing
unit 52 as it is received and/or be stored in the memory 56 for
later execution. In one embodiment, PGD 20 may include a mass data
storage device 58 such as a hard drive, CD-ROM or the like. In one
or more embodiments, the memory 56 may comprise a smart card or
similar easily removable (and replaceable) device. In such event,
data, such as operating code, may be associated with PGD 20 via a
CD-ROM placed in a CD-ROM drive or by insertion of a coded smart
card or portable memory module.
[0054] Additionally, as illustrated in the example of FIG. 1B,
portable gaming device may include a data preservation system 62
which is configured or designed to detect or sense one or more
events and/or conditions which, for example, may result in damage
to the portable gaming device and/or which may result in loss of
information associated with the portable gaming device.
Additionally, the data preservation system 62 may be operable to
initiate one or more appropriate action(s) in response to the
detection of such events/conditions. For example, in at least one
embodiment, the data preservation system may be operable to detect
that the portable gaming device is currently in a freefall
condition (e.g., in which the portable gaming device is falling to
the ground), and in response, may be operable to implement one or
more actions (e.g., before the portable gaming device impacts the
ground) in order to preserve selected data and/or minimize damage
to the portable gaming device. Examples of such actions may
include, but are not limited to, one or more of the following (or
combinations thereof): [0055] provide instructions for shutting
down one or more components of the portable gaming device, [0056]
provide notification (and/or cause the portable gaming device to
provide notification) of the unit's freefall condition to an
external system, [0057] transmit (and/or cause the portable gaming
device to transmit) current game state information (and/or other
game/wager related information) to an external system, [0058]
record (and/or cause the portable gaming device to record) various
data relating to the event/condition such as, for example: the
maximum distance the unit has fallen, the unit's maximum velocity
at impact, details relating to the impact event, conditions or
events which occurred at the portable gaming device before the
impact event (which, for example, may be used to determine or
reconstruct how the unit impacted the floor), [0059] etc.
[0060] Additional details relating to the data preservation system
and/or components/features associated therewith are described in
greater detail below.
[0061] Although the foregoing exemplary portable gaming device 20
is fairly specific with respect to many details, it will be readily
appreciated that a wide variety of similarly suitable devices can
also be used as a portable gaming device. Other exemplary portable
gaming devices and features thereof are provided in commonly owned
U.S. Pat. No. 6,846,238, issued to Wells, and entitled "Portable
Game Player," which is incorporated herein by reference in its
entirety. Additional features and applications for a suitable
portable gaming device can also be found in commonly owned U.S.
patent application Ser. No. 10/937,990 by Nguyen, et al., entitled
"Apparatus and Methods for Wireless Gaming Communications," which
is incorporated herein by reference in its entirety for all
purposes.
[0062] It will be appreciated that not all items and features of
the above and incorporated portable gaming devices may be required
for a given portable gaming device or associated system, and that
other items and features not disclosed may also be included. In
some cases, a portable gaming device can be provided by the casino
or gaming operator, such as through sales, rentals or checkout
procedures, while in other instances, a suitable portable gaming
device can be an outside device that is provided by the player or
another third party. Such a privately owned outside portable gaming
device can be, for example, a personal desk or digital assistant
("PDA"), laptop, tablet PC, MP-3 players, cell phone (e.g., a
Blackberry.RTM. or Treo.RTM. type phones), video gaming consoles,
or any other similarly suitable device. As discussed herein, it
will be understood that use of the term "portable gaming device"
can refer to the exemplary portable gaming device 20 disclosed
above, as well as any other suitable device that can serve as a
portable gaming device for any purpose of the present invention,
and that such a device or devices may or may not be portable or
hand-held. Further, while use of the terms "portable" and "mobile"
gaming device are used, it is understood that use of other suitable
non-portable portable gaming devices may be substituted in relevant
instances.
[0063] In a preferred embodiment, enforced associations and rules
among users, portable gaming devices, and zones are used to perform
verification and authentication in the portable gaming device
tracking and zone network of the present invention. These
associations and rules can be described collectively as a "virtual
leash". A repeated checking of a PGD, its location, and biometric
data of the user holding the device can be performed, whereby
wager-based gaming at the personal gaming device is suspended or
terminated if such items cannot be authenticated or verified on a
repeated basis. Such repeated checking can be considered another
type of "heartbeat," with system alerts, alarms, player warnings
and/or termination or suspension of a gaming session taking place
depending upon the nature of a heartbeat violation.
[0064] As described, this comprises a system in which activation
information is transmitted to PGD, and where if the information is
not received or confirmed, PGD will not present games for play
and/or may even emit an alarm or other alert signal, or disable.
This prevents, for example, a user from taking PGD or attempting to
use it in unauthorized zones or areas. This can also prevent the
illegal or unauthorized use of PGD, such as by a minor. Further
details of such a virtual leash type configuration are provided
below.
[0065] In a preferred embodiment, a portable gaming device includes
features adapted to detect that an authorized or proper player is
currently holding PGD. As noted above, this might be accomplished
by using capacitive touch sensing devices embedded into the edges
of PGD. Such devices could be similar to touch-style light switches
and would be used by the software operating on PGD to detect that
the player is still in possession of PGD. Should the player set PGD
down or otherwise lose physical connection to the device, the
operating software will sense this, notify the system via a
wireless RF or NFM connection that the user is no longer in
possession of the unit, and revert to an idle mode or disable.
Should the player pick up PGD again, the device might require a
complete re-authentication of the user, such as via one or more
biometric sensing methods. Also, at periodic events determined by
the operating software, PGD may ask the player to re-authenticate
herself in order to continue with a particular gaming session.
[0066] Another method that might be used to determine that only a
properly authorized player is playing PGD is to use some form of
secondary identification and an associated detection device. Such
secondary player identification can involve, for example, an RFID
player tracking card or other suitable RFID item and an RFID
reading device and system. Details for such personally identifying
RFID related gaming devices and features thereof are provided in
commonly owned and co-pending U.S. patent application Ser. No.
10/897,822, by Benbrahim, filed Jul. 22, 2004, and entitled "Remote
Gaming Eligibility System And Method Using RFID Tags," which is
incorporated herein by reference in its entirety and for all
purposes. In practice, rather than require the player to
continually provide his or her fingerprint or other biometric
identification on a regular basis, PGD or other system device could
periodically "ping" the secondary player identification item, such
as an RFID card, token, bracelet or the like, and expect a correct
response. In effect, this pinging of the secondary identification
device can then become the effective heartbeat of the virtual leash
or leashes. If no response or an incorrect response is received
(i.e., no heartbeat or improper heartbeat), then PGD could be
adapted to suspend game play immediately and require an actual
biometric authentication for the authorized player.
[0067] In some embodiments, the determination of a proper or
authorized user or player may depend on a previously established
list of one or more users or players who are authorized to play
according to a variety of potential factors, such as for a given
game, a given portable gaming device, or at a given area or zone.
Such pre-approved users or players may be limited to the user who
owns or checks out PGD, or the user who buys the game seeds, for
example. In other embodiments, a group of players may be listed as
those who are authorized to play a given game, on a given portable
gaming device, or at a set location. For example, while a husband
might be the person who checks out a portable gaming device and/or
purchases games seeds for the play of games on PGD, both the
husband and wife might be listed as authorized or proper players
for those games on that portable gaming device. As such, a first
user might buy the game seeds or otherwise determine what games or
how many games are to be played on a portable gaming device, while
a second user might be the one to actually play or request play of
the games. As noted, in some instances, it may be preferable to
restrict the second user to be the same person as the first user;
while in others, a group of users may be eligible to be such a
second user. In still further embodiments, it may be possible for
the second user to be separate from the first user, such as where a
person might want to buy games for another person or group of
people not including the buyer, and a restriction is created that
the recipient or recipients be the only proper or authorized
players.
[0068] Another form of virtual leash can be created with respect to
an appropriate zone for PGD in order to conduct wager based gaming
activities on the device. As described in detail above, NFM or RF
transmitters or other sensing means can be used to allow gaming
operation only when PGD is located in specific zones. As in the
above embodiments involving a player-specific virtual leash, PGD
can be rendered non-operational when it is removed beyond the
boundary of a zone, such as a legal gaming area, particularly with
respect to wager based gaming activities.
[0069] In some embodiments, such a location based virtual leash can
also provide a means for ensuring that gaming operator-owned
proprietary portable gaming devices are returned and not stolen.
For example, where a casino owned or other non-player owned
portable gaming device is removed from an authorized zone,
detection of such a removal could be made immediately, and one or
more security measures could be activated. Such security measures
might include an alert to the system and/or various casino
personnel or security, as well as a loud audible signal. Such a
signal could be a warning message to a player, as well as to nearby
security, and could be emitted from PGD itself and/or external
system speakers. Additional security measures might involve the
memory of PGD being erased, such that reverse engineering could not
take place at some uncontrolled location.
[0070] As will be appreciated, the task of limiting play of a
portable gaming device to a particular "authorized" gaming zone
using radio frequency, as opposed to near field magnetic induction,
may involve a number of considerations given the typical RF hostile
casino environment. One method of determining location could
involve the implementation of a number of "pico cells." As is
generally known, such pico cells can comprise wireless system
access points having a limited amount of power and range. Such
limited power and range can be compensated for by using a large
number of pico cells, with the overall result being that tighter
controls can be had with respect to the exact shape and size of a
defined restricted area. Whereas more powerful access points might
emit signals that could be detected and used at significant
distances, pico cells tend to have such a limited range that
detection or communication at distances of more than a few feet or
yards might not be possible. Of course, pico cell signal strength
and receiver sensitivity on PGD could also be controlled, such that
a definite operational range for the pico cells could be set. Once
set, PGD would then be operable with respect to gaming only when it
is able to detect a signal from a system pico cell. Once PGD is
moved from an authorized zone, resulting in no pico cells being
within a few feet or yards of PGD, then no pico cell signal could
be heard, and gaming on PGD could be suspended or terminated.
[0071] Additional details relating to various aspects of mobile
device gaming technology are described, for example, in U.S. patent
application Ser. No. 11/518,342, (Attorney Docket No.
IGT1P294/P-1096), by Nguyen et al., entitled "MOBILE GAMING DEVICES
FOR USE IN A GAMING NETWORK HAVING GAMING AND NON-GAMING ZONES",
filed Sep. 8, 2006, the entirety of which is incorporated herein by
reference for all purposes.
[0072] FIG. 1C is a simplified block diagram of an example portable
gaming system 100 in accordance with a specific embodiment.
According to different embodiments, different portable gaming
devices may be implemented using one or more components of the
portable gaming system 100 of FIG. 1C.
[0073] As illustrated in the embodiment of FIG. 1C, portable gaming
system 100 includes at least one processor 110, at least one
interface 106, and memory 116.
[0074] In one implementation, processor 110 and master game
controller 112 are included in a logic device 113 enclosed in a
logic device housing. The processor 110 may include any
conventional processor or logic device configured to execute
software allowing various configuration and reconfiguration tasks
such as, for example: a) communicating with a remote source via
communication interface 106, such as a server that stores
authentication information or game information; b) converting
signals read by an interface to a format corresponding to that used
by software or memory in the portable gaming system; c) accessing
memory to configure or reconfigure game parameters in the memory
according to indicia read from the device; d) communicating with
interfaces, various peripheral devices 122 and/or I/O devices; e)
operating peripheral devices 122 such as, for example, card
readers, paper ticket readers, etc.; f) operating various I/O
devices such as, for example, displays 135, input devices 130; etc.
For instance, the processor 110 may send messages including game
play information to the displays 135 to inform players of cards
dealt, wagering information, and/or other desired information.
[0075] The portable gaming system 100 also includes memory 116
which may include, for example, volatile memory (e.g., RAM 109),
non-volatile memory 119 (e.g., disk memory, FLASH memory, EPROMs,
etc.), unalterable memory (e.g., EPROMs 108), etc. The memory may
be configured or designed to store, for example: 1) configuration
software 114 such as all the parameters and settings for a game
playable on the portable gaming system; 2) associations 118 between
configuration indicia read from a device with one or more
parameters and settings; 3) communication protocols allowing the
processor 110 to communicate with peripheral devices 122 and I/O
devices 111; 4) a secondary memory storage device 115 such as a
non-volatile memory device, configured to store gaming software
related information (the gaming software related information and
memory may be used to store various audio files and games not
currently being used and invoked in a configuration or
reconfiguration); 5) communication transport protocols (such as,
for example, TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE
802.11x (IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) for
allowing the portable gaming system to communicate with local and
non-local devices using such protocols; etc. In one implementation,
the master game controller 112 communicates using a serial
communication protocol. A few examples of serial communication
protocols that may be used to communicate with the master game
controller include but are not limited to USB, RS-232 and Netplex
(a proprietary protocol developed by IGT, Reno, Nev.).
[0076] A plurality of device drivers 142 may be stored in memory
116. Example of different types of device drivers may include
device drivers for portable gaming system components, device
drivers for peripheral components 122, etc. Typically, the device
drivers 142 utilize a communication protocol of some type that
enables communication with a particular physical device. The device
driver abstracts the hardware implementation of a device. For
example, a device drive may be written for each type of card reader
that may be potentially connected to the portable gaming system.
Examples of communication protocols used to implement the device
drivers include Netplex, USB, Serial, Ethernet 175, Firewire, I/O
debouncer, direct memory map, serial, PCI, parallel, RF,
Bluetooth.TM., near-field communications (e.g., using near-field
magnetics), 802.11 (WiFi), etc. Netplex is a proprietary IGT
standard while the others are open standards. According to a
specific embodiment, when one type of a particular device is
exchanged for another type of the particular device, a new device
driver may be loaded from the memory 116 by the processor 110 to
allow communication with the device. For instance, one type of card
reader in portable gaming system 100 may be replaced with a second
type of card reader where device drivers for both card readers are
stored in the memory 116.
[0077] In some embodiments, the software units stored in the memory
116 may be upgraded as needed. For instance, when the memory 116 is
a hard drive, new games, game options, various new parameters, new
settings for existing parameters, new settings for new parameters,
device drivers, and new communication protocols may be uploaded to
the memory from the master game controller 112 or from some other
external device. As another example, when the memory 116 includes a
CD/DVD drive including a CD/DVD designed or configured to store
game options, parameters, and settings, the software stored in the
memory may be upgraded by replacing a first CD/DVD with a second
CD/DVD. In yet another example, when the memory 116 uses one or
more flash memory 119 or EPROM 108 units designed or configured to
store games, game options, parameters, settings, the software
stored in the flash and/or EPROM memory units may be upgraded by
replacing one or more memory units with new memory units which
include the upgraded software. In another embodiment, one or more
of the memory devices, such as the hard-drive, may be employed in a
game software download process from a remote software server.
[0078] In some embodiments, the portable gaming system 100 may also
include various authentication and/or validation components 144
which may be used for authenticating/validating specified portable
gaming system components and/or information such as, for example,
hardware components, software components, firmware components,
peripheral device components, user input device components,
information received from one or more user input devices,
information stored in the portable gaming system memory 116, etc.
Examples of various authentication and/or validation components are
described in U.S. Pat. No. 6,620,047, entitled, "ELECTRONIC GAMING
APPARATUS HAVING AUTHENTICATION DATA SETS," incorporated herein by
reference in its entirety for all purposes.
[0079] Peripheral devices 122 may include several device interfaces
such as, for example, one or more of the following (or combinations
thereof): transponders 154, wire/wireless power distribution
components 158, input interface(s) 130 (which, for example, may
include contact and/or non-contact interfaces), sensors 160, audio
and/or video devices 162 (e.g., cameras, speakers, etc.), wireless
communication components 156, motion/gesture analysis and
interpretation component(s) 164, data preservation components 162,
motion detection components 166, geolocation components 176,
information filtering components 179, user identification
components 177, one or more portable power sources 168, etc.
[0080] Sensors 160 may include, for example, optical sensors,
pressure sensors, RF sensors, Infrared sensors, image sensors,
thermal sensors, biometric sensors, etc. Such sensors may be used
for a variety of functions such as, for example: detecting
movements and/or gestures of various objects within a predetermined
proximity to the portable gaming system; detecting the presence
and/or identity of various persons (e.g., players, casino
employees, etc.), devices (e.g., user input devices), and/or
systems within a predetermined proximity to the portable gaming
system.
[0081] In one implementation, at least a portion of the sensors 160
and/or input devices 130 may be implemented in the form of touch
keys selected from a wide variety of commercially available touch
keys used to provide electrical control signals. Alternatively,
some of the touch keys may be implemented in another form which are
touch sensors such as those provided by a touchscreen display. For
example, in at least one implementation, the portable gaming system
player displays may include contact input interfaces and/or
non-contact input interfaces for allowing players to provide
desired information (e.g., game play instructions and/or other
input) to the portable gaming system and/or other devices in the
casino gaming network (such as, for example, player tracking
systems, side wagering systems, etc.).
[0082] Wireless communication components 156 may include one or
more communication interfaces having different architectures and
utilizing a variety of protocols such as, for example, 802.11
(WiFi), 802.15 (including Bluetooth.TM.), 802.16 (WiMax), 802.22,
Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency
(e.g., RFID), Infrared, Near Field Magnetic communication
protocols, etc. The communication links may transmit electrical,
electromagnetic or optical signals which carry digital data streams
or analog signals representing various types of information.
[0083] Power distribution components 158 may include, for example,
components or devices which are operable for providing wired or
wireless power to other devices. For example, in one
implementation, the power distribution components 158 may include a
magnetic induction system which is adapted to provide wireless
power to one or more user input devices near the portable gaming
system. In one implementation, a user input device docking region
may be provided which includes a power distribution component that
is able to recharge a user input device without requiring
metal-to-metal contact. In at least one embodiment, power
distribution components 158 may be operable to distribute power to
one or more internal components such as, for example, one or more
rechargeable power sources (e.g., rechargeable batteries) located
at the portable gaming device.
[0084] In at least one embodiment, the portable gaming system may
include a geolocation module 176 which, for example, may be
configured or designed to acquire geolocation information from
remote sources and use the acquired geolocation information to
determine information relating to a relative and/or absolute
position of the portable gaming system. For example, in one
implementation, the geolocation module 146 may be adapted to
receive GPS signal information for use in determining the position
or location of the portable gaming system. In another
implementation, the geolocation module 146 may be adapted to
receive multiple wireless signals from multiple remote devices
(e.g., gaming machines, servers, wireless access points, etc.) and
use the signal information to compute position/location information
relating to the position or location of the portable gaming
system.
[0085] In at least one embodiment, the portable gaming system may
include a user identification module 177. In one implementation,
the user identification module may be adapted to determine the
identity of the current user or current owner of the portable
gaming system/device. For example, in one embodiment, the current
user may be required to perform a log in process at the portable
gaming device in order to access one or more features.
Alternatively, the portable gaming device may be adapted to
automatically determine the identity of the current user based upon
one or more external signals such as, for example, an RFID tag or
badge worn by the current user which provides a wireless signal to
the portable gaming device for determining the identity of the
current user. In at least one implementation, various security
features may be incorporated into the portable gaming device to
prevent unauthorized users from accessing confidential or sensitive
information.
[0086] In at least one embodiment, the portable gaming system may
include an Information filtering module(s) 179.
[0087] In at least one embodiment, the portable gaming system may
include at least one power source 168. In at least one
implementation, the power source may include at least one mobile
power source for allowing the portable gaming system to operate in
a mobile environment. For example, in one implementation, the
portable gaming system 100 may include one or more rechargeable
batteries which, for example, may be implemented using a
rechargeable, thin-film type battery.
[0088] In at least one embodiment, the portable gaming system may
include at least one motion detection component 166 for detecting
motion or movement of the portable gaming system and/or for
detecting motion, movement, gestures from the user. In at least one
embodiment, motion detection component(s) may include one or more
of the following (or combinations thereof): accelerometer
component(s), gyro component(s), camera component(s), rangefinder
component(s), velocity transducer component(s), etc. In one
embodiment, the motion detection component(s) may be operable to
detect gross motion of a user (e.g., player, dealer, etc.).
[0089] In at least one embodiment, motion/gesture analysis and
interpretation component(s) 164 may be operable to analyze and/or
interpret information relating to detected player movements and/or
gestures in order, for example, to determine appropriate player
input information relating to the detected player movements and/or
gestures. For example, in at least one embodiment, motion/gesture
analysis and interpretation component(s) 164 may be operable to
perform one or more functions such as, for example: analyze the
detected gross motion or gestures of a participant; interpret the
participant's motion or gestures (e.g., in the context of a casino
game being played) in order to identify instructions or input from
the participant; utilize the interpreted instructions/input to
advance the game state; etc. In other embodiments, at least a
portion of these additional functions may be implemented at a
remote system or device.
[0090] For example, during play of a game of blackjack at a
conventional game table, a player may signal "hit me" to the dealer
by the player flicking or moving his cards in a sweeping motion
towards the player. In at least one embodiment where the player is
performing the "hit me" gesture using a portable gaming device, the
portable gaming device may be adapted to automatically detect the
player's gesture (e.g., gross motion) by sensing motion or movement
(e.g., rotation, displacement, velocity, acceleration, etc.) using,
for example, one or more motion detection sensors. In one
embodiment, the portable gaming device may also be adapted to
analyze the detected motion data in order to interpret the gesture
(or other input data) intended by the player. Once interpreted, the
portable gaming device may then provide the interpreted player
input data (e.g., "hit me") to the portable gaming device (and/or
other devices/systems) for advancement of the game state.
Alternatively, the portable gaming device may be adapted to
transmit information relating to the detected motion data to an
external gaming system, and the external game system may be adapted
to analyze the detected motion data in order to interpret the
gesture (or other input data) intended by the player.
[0091] According to different embodiments, other criteria may also
be used when analyzing the detected motion data for proper
interpretation of the player's gestures and/or other input
instructions. For example, the interpretation of the detected
motion data may be constrained based on one or more of the
following criteria (or combination thereof): type of game being
played (e.g., craps, blackjack, poker, slots, etc.), location of
the player/portable gaming device; current portable gaming device
operating mode (e.g., table game operating mode, gaming machine
operating mode, bonus game operating mode, restaurant operating
mode, theater operating mode, lounge operating mode, hotel
operating mode, parking service operating mode, room service
operating mode, news magazine operating mode, etc.); game rules;
time; player ID; player preferences; previous motion
interpretation/analysis; and/or other criteria described
herein.
[0092] In at least one embodiment, the portable gaming system may
include a data preservation system 162 which is configured or
designed to detect or sense one or more events and/or conditions
which, for example, may result in damage to the portable gaming
system and/or which may result in loss of information associated
with the portable gaming system. Additionally, the data
preservation system 162 may be operable to initiate one or more
appropriate action(s) in response to the detection of such
events/conditions.
[0093] In other embodiments (not shown) other peripheral devices
include: player tracking devices, card readers, bill
validator/paper ticket readers, etc. Such devices may each comprise
resources for handling and processing configuration indicia such as
a microcontroller that converts voltage levels for one or more
scanning devices to signals provided to processor 110. In one
embodiment, application software for interfacing with peripheral
devices 122 may store instructions (such as, for example, how to
read indicia from a portable device) in a memory device such as,
for example, non-volatile memory, hard drive or a flash memory.
[0094] In at least one embodiment, the portable gaming system may
include user input device control components may be operable to
control operating mode selection functionality, features, and/or
components associated with one or more user input devices which
communication with the portable gaming device. For example, in at
least one embodiment, the user input device control components may
be operable to remotely control and/or configure components of one
or more user input devices based on various parameters and/or upon
detection of specific events or conditions such as, for example:
time of day, player activity levels; location of the user input
device; identity of user input device user; user input; system
override (e.g., emergency condition detected); proximity to other
devices belonging to same group or association; proximity to
specific objects, regions, zones, etc.
[0095] In at least one implementation, the portable gaming system
may include card readers such as used with credit cards, or other
identification code reading devices to allow or require player
identification in connection with play of the card game and
associated recording of game action. Such a user identification
interface can be implemented in the form of a variety of magnetic
card readers commercially available for reading user-specific
identification information. The user-specific information can be
provided on specially constructed magnetic cards issued by a
casino, or magnetically coded credit cards or debit cards
frequently used with national credit organizations such as
VISA.TM., MASTERCARD.TM., banks and/or other institutions.
[0096] The portable gaming system may include other types of
participant identification mechanisms which may use a fingerprint
image, eye blood vessel image reader, or other suitable biological
information to confirm identity of the user. Still further it is
possible to provide such participant identification information by
having the dealer manually code in the information in response to
the player indicating his or her code name or real name. Such
additional identification could also be used to confirm credit use
of a smart card, transponder, and/or player's user input
device.
[0097] It will be apparent to those skilled in the art that other
memory types, including various computer readable media, may be
used for storing and executing program instructions pertaining to
the operation of various portable gaming systems described herein.
Because such information and program instructions may be employed
to implement the systems/methods described herein, example
embodiments may relate to machine-readable media that include
program instructions, state information, etc. for performing
various operations described herein. Examples of machine-readable
storage media include, but are not limited to, magnetic media such
as hard disks, floppy disks, and magnetic tape; optical media such
as CD-ROM disks; magneto-optical media such as floptical disks; and
hardware devices that are specially configured to store and perform
program instructions, such as read-only memory devices (ROM) and
random access memory (RAM). Example embodiments may also be
embodied in transmission media such as a carrier wave traveling
over an appropriate medium such as airwaves, optical lines,
electric lines, etc. Examples of program instructions include both
machine code, such as produced by a compiler, and files including
higher level code that may be executed by the computer using an
interpreter.
[0098] According to specific embodiments, at least some embodiments
of various gaming devices, gaming machines, and/or portable gaming
devices described herein (collectively referred to herein as
"gaming devices"), may be implemented with special features and/or
additional circuitry that differentiate such gaming devices from
general-purpose portable computers (e.g., portable PC computers,
PDAs, etc., collectively be referred to herein as "PCs").
[0099] For example, gaming devices are highly regulated to ensure
fairness and, in many cases, gaming devices are operable to
dispense monetary awards of multiple millions of dollars.
Therefore, to satisfy security and regulatory requirements in a
gaming environment, hardware and software architectures may be
implemented in gaming devices that differ significantly from those
of general-purpose computers. For purposes of illustration, a
description of gaming devices relative to general-purpose computing
machines and some examples of the additional (or different)
components and features found in gaming devices are described
below. It is noted that such description may also be applicable for
describing differences between general-purpose computing
devices/systems, and gaming devices/systems described herein.
[0100] At first glance, one might think that adapting PC
technologies to the gaming industry would be a simple proposition
because both PCs and gaming devices employ microprocessors that
control a variety of devices. However, because of such reasons as
1) the regulatory requirements that are placed upon gaming devices,
2) the harsh environment in which gaming devices operate, 3)
security requirements and 4) fault tolerance requirements, adapting
PC technologies to a gaming device can be quite difficult. Further,
techniques and methods for solving a problem in the PC industry,
such as device compatibility and connectivity issues, might not be
adequate in the gaming environment. For instance, a fault or a
weakness tolerated in a PC, such as security holes in software or
frequent crashes, may not be tolerated in a gaming device because
in a gaming device these faults can lead to a direct loss of funds
from the gaming device, such as stolen cash or loss of revenue when
the gaming device is not operating properly.
[0101] For the purposes of illustration, a few differences between
PC systems and gaming devices will be described. A first difference
between gaming devices and common PC based computers systems is
that gaming devices are designed to be state-based systems. In a
state-based system, the system stores and maintains its current
state in a non-volatile memory, such that, in the event of a power
failure or other malfunction the gaming device will return to its
current state when the power is restored. For instance, if a player
was shown an award for a game of chance and, before the award could
be provided to the player the power failed, the gaming device, upon
the restoration of power, would return to the state where the award
is indicated. As anyone who has used a PC, knows, PCs are not state
machines and a majority of data is usually lost when a malfunction
occurs. This requirement affects the software and hardware design
on a gaming device.
[0102] A second important difference between gaming devices and
common PC based computer systems is that for regulation purposes,
the software on the gaming device used to generate the game of
chance and operate the gaming device has been designed to be static
and monolithic to prevent cheating by the operator of gaming
device. For instance, one solution that has been employed in the
gaming industry to prevent cheating and satisfy regulatory
requirements has been to manufacture a gaming device that can use a
proprietary processor running instructions to generate the game of
chance from an EPROM or other form of non-volatile memory. The
coding instructions on the EPROM are static (non-changeable) and
must be approved by a gaming regulators in a particular
jurisdiction and installed in the presence of a person representing
the gaming jurisdiction. Any changes to any part of the software
required to generate the game of chance, such as adding a new
device driver used by the master gaming controller to operate a
device during generation of the game of chance can require a new
EPROM to be burnt, approved by the gaming jurisdiction and
reinstalled on the gaming device in the presence of a gaming
regulator. Regardless of whether the EPROM solution is used, to
gain approval in most gaming jurisdictions, a gaming device must
demonstrate sufficient safeguards that prevent an operator or
player of a gaming device from manipulating hardware and software
in a manner that gives them an unfair and some cases an illegal
advantage. The gaming device should have a means to determine if
the code it will execute is valid. If the code is not valid, the
gaming device must have a means to prevent the code from being
executed. The code validation requirements in the gaming industry
affect both hardware and software designs on gaming devices.
[0103] A third important difference between gaming devices and
common PC based computer systems is the number and kinds of
peripheral devices used on a gaming device are not as great as on
PC based computer systems. Traditionally, in the gaming industry,
gaming devices have been relatively simple in the sense that the
number of peripheral devices and the number of functions the gaming
device has been limited. Further, in operation, the functionality
of gaming devices were relatively constant once the gaming device
was deployed, i.e., new peripherals devices and new gaming software
were infrequently added to the gaming device. This differs from a
PC where users will go out and buy different combinations of
devices and software from different manufacturers and connect them
to a PC to suit their needs depending on a desired application.
Therefore, the types of devices connected to a PC may vary greatly
from user to user depending in their individual requirements and
may vary significantly over time.
[0104] Although the variety of devices available for a PC may be
greater than on a gaming device, gaming devices still have unique
device requirements that differ from a PC, such as device security
requirements not usually addressed by PCs. For instance, monetary
devices, such as coin dispensers, bill validators and ticket
printers and computing devices that are used to govern the input
and output of cash to a gaming device have security requirements
that are not typically addressed in PCs. Therefore, many PC
techniques and methods developed to facilitate device connectivity
and device compatibility do not address the emphasis placed on
security in the gaming industry.
[0105] To address some of the issues described above, a number of
hardware/software components and architectures are utilized in
gaming devices that are not typically found in general purpose
computing devices, such as PCs. These hardware/software components
and architectures, as described below in more detail, include but
are not limited to watchdog timers, voltage monitoring systems,
state-based software architecture and supporting hardware,
specialized communication interfaces, security monitoring and
trusted memory.
[0106] For example, a watchdog timer is normally used in
International Game Technology (IGT) gaming devices to provide a
software failure detection mechanism. In a normally operating
system, the operating software periodically accesses control
registers in the watchdog timer subsystem to "re-trigger" the
watchdog. Should the operating software fail to access the control
registers within a preset timeframe, the watchdog timer will
timeout and generate a system reset. Typical watchdog timer
circuits include a loadable timeout counter register to enable the
operating software to set the timeout interval within a certain
range of time. A differentiating feature of the some preferred
circuits is that the operating software cannot completely disable
the function of the watchdog timer. In other words, the watchdog
timer always functions from the time power is applied to the
board.
[0107] IGT gaming computer platforms preferably use several power
supply voltages to operate portions of the computer circuitry.
These can be generated in a central power supply or locally on the
computer board. If any of these voltages falls out of the tolerance
limits of the circuitry they power, unpredictable operation of the
computer may result. Though most modem general-purpose computers
include voltage monitoring circuitry, these types of circuits only
report voltage status to the operating software. Out of tolerance
voltages can cause software malfunction, creating a potential
uncontrolled condition in the gaming computer. Gaming devices of
the present assignee typically have power supplies with tighter
voltage margins than that required by the operating circuitry. In
addition, the voltage monitoring circuitry implemented in IGT
gaming computers typically has two thresholds of control. The first
threshold generates a software event that can be detected by the
operating software and an error condition generated. This threshold
is triggered when a power supply voltage falls out of the tolerance
range of the power supply, but is still within the operating range
of the circuitry. The second threshold is set when a power supply
voltage falls out of the operating tolerance of the circuitry. In
this case, the circuitry generates a reset, halting operation of
the computer.
[0108] One standard method of operation for IGT slot machine game
software is to use a state machine. Different functions of the game
(bet, play, result, points in the graphical presentation, etc.) may
be defined as a state. When a game moves from one state to another,
critical data regarding the game software is stored in a custom
non-volatile memory subsystem. This is critical to ensure the
player's wager and credits are preserved and to minimize potential
disputes in the event of a malfunction on the gaming device.
[0109] In general, the gaming device does not advance from a first
state to a second state until critical information that allows the
first state to be reconstructed has been stored. This feature
allows the game to recover operation to the current state of play
in the event of a malfunction, loss of power, etc that occurred
just prior to the malfunction. In at least one embodiment, the
gaming device is configured or designed to store such critical
information using atomic transactions.
[0110] Generally, an atomic operation in computer science refers to
a set of operations that can be combined so that they appear to the
rest of the system to be a single operation with only two possible
outcomes: success or failure. As related to data storage, an atomic
transaction may be characterized as series of database operations
which either all occur, or all do not occur. A guarantee of
atomicity prevents updates to the database occurring only
partially, which can result in data corruption.
[0111] In order to ensure the success of atomic transactions
relating to critical information to be stored in the gaming device
memory before a failure event (e.g., malfunction, loss of power,
etc.), it is preferable that memory be used which includes one or
more of the following criteria: direct memory access capability;
data read/write capability which meets or exceeds minimum
read/write access characteristics (such as, for example, at least
5.08 Mbytes/sec (Read) and/or at least 38.0 Mbytes/sec (Write)).
Devices which meet or exceed the above criteria may be referred to
as "fault-tolerant" memory devices, whereas it is which the above
criteria may be referred to as "fault non-tolerant" memory
devices.
[0112] Typically, battery backed RAM devices may be configured or
designed to function as fault-tolerant devices according to the
above criteria, whereas flash RAM and/or disk drive memory are
typically not configurable to function as fault-tolerant devices
according to the above criteria. Accordingly, battery backed RAM
devices are typically used to preserve gaming device critical data,
although other types of non-volatile memory devices may be
employed. These memory devices are typically not used in typical
general-purpose computers.
[0113] Thus, in at least one embodiment, the gaming device is
configured or designed to store critical information in
fault-tolerant memory (e.g., battery backed RAM devices) using
atomic transactions. Further, in at least one embodiment, the
fault-tolerant memory is able to successfully complete all desired
atomic transactions (e.g., relating to the storage of gaming device
critical information) within a time period of 200 milliseconds (ms)
or less. In at least one embodiment, the time period of 200 ms
represents a maximum amount of time for which sufficient power may
be available to the various gaming device components after a power
outage event has occurred at the gaming device.
[0114] As described previously, the gaming device may not advance
from a first state to a second state until critical information
that allows the first state to be reconstructed has been atomically
stored. This feature allows the game to recover operation to the
current state of play in the event of a malfunction, loss of power,
etc that occurred just prior to the malfunction. After the state of
the gaming device is restored during the play of a game of chance,
game play may resume and the game may be completed in a manner that
is no different than if the malfunction had not occurred. Thus, for
example, when a malfunction occurs during a game of chance, the
gaming device may be restored to a state in the game of chance just
prior to when the malfunction occurred. The restored state may
include metering information and graphical information that was
displayed on the gaming device in the state prior to the
malfunction. For example, when the malfunction occurs during the
play of a card game after the cards have been dealt, the gaming
device may be restored with the cards that were previously
displayed as part of the card game. As another example, a bonus
game may be triggered during the play of a game of chance where a
player is required to make a number of selections on a video
display screen. When a malfunction has occurred after the player
has made one or more selections, the gaming device may be restored
to a state that shows the graphical presentation at the just prior
to the malfunction including an indication of selections that have
already been made by the player. In general, the gaming device may
be restored to any state in a plurality of states that occur in the
game of chance that occurs while the game of chance is played or to
states that occur between the play of a game of chance.
[0115] Game history information regarding previous games played
such as an amount wagered, the outcome of the game and so forth may
also be stored in a non-volatile memory device. The information
stored in the non-volatile memory may be detailed enough to
reconstruct a portion of the graphical presentation that was
previously presented on the gaming device and the state of the
gaming device (e.g., credits) at the time the game of chance was
played. The game history information may be utilized in the event
of a dispute. For example, a player may decide that in a previous
game of chance that they did not receive credit for an award that
they believed they won. The game history information may be used to
reconstruct the state of the gaming device prior, during and/or
after the disputed game to demonstrate whether the player was
correct or not in their assertion. Further details of a state based
gaming machine, recovery from malfunctions and game history are
described in U.S. Pat. No. 6,804,763, titled "High Performance
Battery Backed RAM Interface", U.S. Pat. No. 6,863, 608, titled
"Frame Capture of Actual Game Play," U.S. application Ser. No.
10/243,104, titled, "Dynamic NV-RAM," and U.S. application Ser. No.
10/758,828, titled, "Frame Capture of Actual Game Play," each of
which is incorporated by reference and for all purposes.
[0116] Another feature of gaming devices, such as IGT gaming
computers, is that they often include unique interfaces, including
serial interfaces, to connect to specific subsystems internal and
external to the gaming device. The serial devices may have
electrical interface requirements that differ from the "standard"
EIA serial interfaces provided by general-purpose computers. These
interfaces may include, for example, Fiber Optic Serial, optically
coupled serial interfaces, current loop style serial interfaces,
etc. In addition, to conserve serial interfaces internally in the
gaming device, serial devices may be connected in a shared,
daisy-chain fashion where multiple peripheral devices are connected
to a single serial channel.
[0117] The serial interfaces may be used to transmit information
using communication protocols that are unique to the gaming
industry. For example, IGT's Netplex is a proprietary communication
protocol used for serial communication between gaming devices. As
another example, SAS is a communication protocol used to transmit
information, such as metering information, from a gaming device to
a remote device. Often SAS is used in conjunction with a player
tracking system.
[0118] IGT gaming devices may alternatively be treated as
peripheral devices to a casino communication controller and
connected in a shared daisy chain fashion to a single serial
interface. In both cases, the peripheral devices are preferably
assigned device addresses. If so, the serial controller circuitry
must implement a method to generate or detect unique device
addresses. General-purpose computer serial ports are not able to do
this.
[0119] Security monitoring circuits detect intrusion into an IGT
gaming device by monitoring security switches attached to access
doors in the gaming device cabinet. Preferably, access violations
result in suspension of game play and can trigger additional
security operations to preserve the current state of game play.
These circuits also function when power is off by use of a battery
backup. In power-off operation, these circuits continue to monitor
the access doors of the gaming device. When power is restored, the
gaming device can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the gaming device software.
[0120] Trusted memory devices and/or trusted memory sources are
preferably included in an IGT gaming device computer to ensure the
authenticity of the software that may be stored on less secure
memory subsystems, such as mass storage devices. Trusted memory
devices and controlling circuitry are typically designed to not
enable modification of the code and data stored in the memory
device while the memory device is installed in the gaming device.
The code and data stored in these devices may include
authentication algorithms, random number generators, authentication
keys, operating system kernels, etc. The purpose of these trusted
memory devices is to provide gaming regulatory authorities a root
trusted authority within the computing environment of the gaming
device that can be tracked and verified as original. This may be
accomplished via removal of the trusted memory device from the
gaming device computer and verification of the secure memory device
contents is a separate third party verification device. Once the
trusted memory device is verified as authentic, and based on the
approval of the verification algorithms included in the trusted
device, the gaming device is enabled to verify the authenticity of
additional code and data that may be located in the gaming computer
assembly, such as code and data stored on hard disk drives. A few
details related to trusted memory devices that may be used in at
least one embodiment described herein are described in U.S. Pat.
No. 6,685,567 from U.S. patent application Ser. No. 09/925,098,
filed Aug. 8, 2001 and titled "Process Verification," which is
incorporated herein in its entirety and for all purposes.
[0121] In at least one embodiment, at least a portion of the
trusted memory devices/sources may correspond to memory which
cannot easily be altered (e.g., "unalterable memory") such as, for
example, EPROMS, PROMS, Bios, Extended Bios, and/or other memory
sources which are able to be configured, verified, and/or
authenticated (e.g., for authenticity) in a secure and controlled
manner.
[0122] According to a specific implementation, when a trusted
information source is in communication with a remote device via a
network, the remote device may employ a verification scheme to
verify the identity of the trusted information source. For example,
the trusted information source and the remote device may exchange
information using public and private encryption keys to verify each
other's identities. In another embodiment of at least one
embodiment described herein, the remote device and the trusted
information source may engage in methods using zero knowledge
proofs to authenticate each of their respective identities.
[0123] Gaming devices storing trusted information may utilize
apparatus or methods to detect and prevent tampering. For instance,
trusted information stored in a trusted memory device may be
encrypted to prevent its misuse. In addition, the trusted memory
device may be secured behind a locked door. Further, one or more
sensors may be coupled to the memory device to detect tampering
with the memory device and provide some record of the tampering. In
yet another example, the memory device storing trusted information
might be designed to detect tampering attempts and clear or erase
itself when an attempt at tampering has been detected.
[0124] Additional details relating to trusted memory
devices/sources are described in U.S. patent application Ser. No.
11/078,966, entitled "Secured Virtual Network in a Gaming
Environment", naming Nguyen et al. as inventors, filed on Mar. 10,
2005, herein incorporated in its entirety and for all purposes.
[0125] Mass storage devices used in a general purpose computer
typically enable code and data to be read from and written to the
mass storage device. In a gaming device environment, modification
of the gaming code stored on a mass storage device is strictly
controlled and would only be enabled under specific maintenance
type events with electronic and physical enablers required. Though
this level of security could be provided by software, IGT gaming
computers that include mass storage devices preferably include
hardware level mass storage data protection circuitry that operates
at the circuit level to monitor attempts to modify data on the mass
storage device and will generate both software and hardware error
triggers should a data modification be attempted without the proper
electronic and physical enablers being present. Details using a
mass storage device that may be used with at least one embodiment
described herein are described, for example, in U.S. Pat. No.
6,149,522, herein incorporated by reference in its entirety for all
purposes.
[0126] In at least one embodiment, different methods, processes
and/or apparatus may be provided which are operable to sense,
calculate and/or record movement activity relating to a portable
gaming device such as, for example, acceleration/deceleration,
velocity, displacement, orientation, etc. In at least one
embodiment, activity relating to the movements of a given portable
gaming device along one or more dimensional axes (e.g., x-axis,
y-axis, and/or z-axis) may be separately and/or independently
tracked and/or recorded.
[0127] As used in this application, the term "acceleration" is
intended to include both positive acceleration and negative
acceleration (e.g., deceleration). Additionally, as used in this
application, the terms "unit" and "device" may be used
interchangeably.
[0128] For example, in one embodiment, the portable gaming device
may be configured or designed to include one or more mechanisms for
monitoring the unit's acceleration, evaluating the acceleration,
and causing an emergency shut down of specific components if the
unit's acceleration is detected as being within a predetermined or
predefined range of values. In some embodiments, at least a portion
of these mechanisms may be deployed in one or more systems which
are external to the portable gaming device.
[0129] In at least one embodiment, one or more mechanisms may be
provided for converting the portable gaming device acceleration
data to velocity measurement(s) for analysis and/or evaluation. In
addition, the velocity measurements may be converted to
displacement measurements for analysis and/or evaluation.
[0130] For example, in at least one embodiment, one or more
processes, components and/or systems (e.g., implemented at the
portable gaming device) may be operable record real-time data
relating to various parameters associated with the portable gaming
device such as, for example, one or more of the following (or
combinations thereof): [0131] Current time of day. [0132] Current
state of the portable gaming device. [0133] Acceleration values.
[0134] Impact velocity. [0135] Displacement traveled by the
portable casino gaming unit before impact. (which, for example, may
be determined or approximated based on other parameters such as,
for example, acceleration, initial velocity, duration of freefall,
etc.). [0136] Time of fall. [0137] Location of gaming device (e.g.,
hotel lobby, casino floor, bar, pool side etc.). In at least one
embodiment, the floor construction (e.g., concrete, wood, carpeted,
steps, tabletop etc.) may be a factor of the evaluation. [0138]
Movement of device and/or user prior to the occurrence of an event
(such as, for example, a freefall event). For example, was the
player walking with the portable gaming device prior to the event,
or was the portable gaming device stationary? [0139] Etc.
[0140] In at least one embodiment, one or more mechanisms may be
employed to monitor various parameters associated with the portable
gaming device in order to detect a condition or event which may
result in damage to the portable gaming device (such as, for
example, detection of a freefall condition at portable gaming
device). In at least one embodiment, when such an event or
condition is detected, one or more mechanisms may be configured or
designed to respond by initiating one or more actions such as, for
example: [0141] Disabling the portable gaming device from play.
[0142] Monitoring and recording real-time data relating to the
movements (e.g., freefall) of the portable gaming device. [0143]
Causing the portable gaming device to transmit (e.g., in real-time
or at periodic intervals) real-time data relating to the movements
of the portable gaming device (e.g., before, during and/or after
impact). [0144] Causing the portable gaming device to transmit
(e.g., via an RF transceiver) selected information to an external
computer system before damage occurs at the portable gaming device
(e.g., before the portable gaming device impacts the floor). [0145]
Etc.
[0146] In at least one embodiment, one or more motion sensing
devices such as, for example, MEMS accelerometer(s), MEMS
Gyroscope(s), or the like may be operatively coupled (e.g., via
interconnect wiring) to the portable gaming device's emergency shut
down circuitry and CPU. In at least one embodiment, information
generated by or provided by the motion sensing devices may be used
to evaluate the movements of the portable gaming device (such as,
for example, acceleration, velocity, displacement, changes in
orientation, etc.), for example, in order to determine if the unit
has suffered abuse or mistreatment by a user.
[0147] For example, in one embodiment, an event management process
running at the portable gaming device may periodically or
continuously monitor and analyze acceleration data (and/or other
movement data) relating to the portable gaming device. In at least
one embodiment, if the process detects that the portable gaming
device is currently in a freefall condition which meets or exceeds
a predefined threshold criteria (e.g., continuous freefall
condition exceeding 0.2 seconds, displacement of unit exceeds 10
inches during free fall condition), the process may respond by
initiating one or more actions such as, for example one or more of
the following (or combinations thereof): [0148] provide a shutdown
signal to the CPU, [0149] provide notification (and/or cause the
portable gaming device to provide notification) of the unit's
freefall condition to an external system, [0150] transmit (and/or
cause the portable gaming device to transmit) current game state
information (and/or other game/wager related information) to an
external system, [0151] record (and/or cause the portable gaming
device to record) various data relating to the event/condition such
as, for example: the maximum distance the unit has fallen, the
unit's maximum velocity at impact, details relating to the impact
event, conditions or events which occurred at the portable gaming
device before the impact event (which, for example, may be used to
determine or reconstruct how the unit impacted the floor), [0152]
etc.
[0153] In at least one embodiment, the event management process may
be embodied in an independent, self-supporting data preservation
system (or data preservation unit) which may be installed at the
portable gaming device. In at least one embodiment, the data
preservation system, when installed at the portable gaming device
may be analogized to that of a Black Box system which is installed
at an airplane. For example, in at least one embodiment, the data
preservation system may be configured or designed to include its
own processor, portable power source, and memory, and may be
further configured or designed to be able to continue to perform
its programmed functions and/or operations (such as, for example,
those associated with the event management process) even after the
occurrence of a partial or complete failure of the portable gaming
device and/or one or more of its associated components/devices.
[0154] In at least one embodiment, recorded data relating the
movements of the portable gaming device during one or more time
intervals may be subsequently analyzed and/or reconstructed (e.g.,
using forensic analysis techniques) in order to assess whether or
not the unit has suffered abuse or mistreatment by a user (e.g.,
did an accident caused the unit to fall, or was the unit
intentionally dropped, thrown, or otherwise abused by the user). In
at least one embodiment, at least a portion of such recorded data
may be obtained from data stored in the memory of the data
preservation system associated with that portable gaming
device.
[0155] In at least one embodiment, the phrase "portable gaming
device movement data" may include different types of data relating
to the movements and/or locations of the portable gaming device
such as, for example, one or more of the following (or combinations
thereof): acceleration data, velocity data, displacement data,
orientation data, location data, time data, etc.
[0156] In at least one embodiment, an accident-related event (such
as, for example, the portable gaming device being accidentally
knocked off a tabletop and onto the floor) may provide a different
pattern of event-related data than an abuse-related event (such as,
for example, a user intentionally throwing the unit on the ground).
In at least one embodiment, one or more patterns of event-related
data may be characterized or expressed, for example, using
histogram data relating to one or more of the following:
acceleration data, velocity data, displacement data, orientation
data, etc. associated with the portable gaming device.
[0157] For example, a standard tabletop is about 30 inches above
the floor. Thus, a portable gaming device accidentally falling off
of such a tabletop will only fall about 30 inches before it impacts
the floor. Since the portable gaming device can accelerate only so
fast under the influence of gravity, it is possible to calculate
predicted data relating to the portable gaming device at the time
of impact such as, for example: the amount of time it will take the
unit to fall the 30 inches, the velocity of the unit at the time of
impact, etc. In at least one embodiment, calculation of the
predicted data values may vary depending upon different assumptions
made about the initial starting conditions of the event. For
example, in the accidental "tabletop fall" example above, it may be
assumed that the initial velocity of the portable gaming device
(e.g., with respect to the vertical axis) is zero. Based on this
assumption, it is possible to calculate one or more profiles or
patterns of event data which are representative of predicted and/or
actual conditions relating to the portable gaming device (e.g.,
before, during and/or after the impact).
[0158] For instance, in the above example, a first "accidental
tabletop fall" event data profile may be provided which includes
specific values and/or specific ranges of values (relating to
various parameters associated with the portable gaming device) that
one would expect to see if the portable gaming device were to
accidentally fall from a tabletop or other location which is about
30 inches above the floor. An example of such an "accidental
tabletop fall event" data profile might specify freefall duration
of the unit to be within the range of 0.40-0.39 seconds, and might
also specify a velocity of the unit at the time of impact to be
within the range of 12.9-12.4 ft/sec. According to different
embodiments, these parameter values may be based on actual data,
may be based on predicted or calculated data, and/or may be based
on some combination thereof.
[0159] In contrast, if a player were to first throw the portable
gaming device up in the air, or drop the unit from a height that is
greater than 30 inches, the unit may accelerate to a higher speed,
may impact the floor with a higher velocity, and may take more time
to fall. As a result, the patterns of event-related data
corresponding to either of these two events may be different from
the "accidental tabletop fall" event data profile.
[0160] Additional details relating to patterns and/or profiles of
event-related data are illustrated and described, for example, with
respect to FIGS. 11 and 12 of this application.
[0161] In at least one embodiment, when a specific event (such as,
for example, an impact-related event) has been detected as
occurring at a portable gaming device, actual event data relating
to the specific event (such as, for example, movement data
corresponding to real-time conditions of the portable gaming device
during the specific event) may be accessed and used to generate a
specific event data pattern characterizing that specific event. In
one embodiment, the specific event data pattern may include
histogram data representing real-time conditions relating to the
acceleration, velocity, displacement, and/or orientation of the
portable gaming device during the specific event. In one
embodiment, a comparison or analysis may be made between the
specific event data pattern and one or more other event data
patterns (and/or event data profiles) in order to assess, for
example: whether the cause of the specific event was accident
related or intentional, whether or not the portable gaming device
has suffered abuse or mistreatment by a user, etc.
[0162] In at least one embodiment, the term "event" may be used to
characterize conditions and/or activities relating to a portable
gaming device during a selected time interval. For example, in the
accidental "tabletop fall" example above, the time interval for
this "drop" event may be selectively defined as a continuous time
interval which begins at a starting time Ts (which, for example,
may correspond to a time when the portable gaming device was at
rest on the tabletop before being knocked off), and which ends at
an ending time Te (which, for example, may correspond to a time
when the portable gaming device is at rest on the casino floor).
Based on this example time interval, the event data relating to the
"accidental tabletop fall" event may include portable gaming device
movement data corresponding to conditions associated with the
portable gaming device: before freefall, during freefall, during
impact, and after impact.
[0163] It will be appreciated, however, that different time
intervals may be used to characterize different desired events or
sub-events which may occur at the portable gaming device. For
example, in one embodiment, the time interval relating to a
portable gaming device "freefall" event (such as, for example, when
the portable gaming device is falling or experiencing a freefall
condition) may be defined, for example, as the continuous time
interval during which the portable gaming device was experiencing a
freefall condition (e.g., zero-gravity or substantially
zero-gravity condition with respect to the vertical axis). In
another embodiment, an "impact" event (such as, for example, when
the portable gaming device experiences an impact or experiences a
rapid deceleration which exceeds a minimum defined threshold value)
may be defined, for example, as a time interval (or a specific
point in time) when the portable gaming device experienced the
impact.
[0164] According to different embodiments, various different
techniques may be used for generating and/or evaluating information
relating to the acceleration, velocity, displacement, and/or
orientation which a portable gaming device experienced during a
fall/impact. One technique, for example, may include evaluation of
the acceleration of the portable gaming device. For example,
according to one embodiment, if it is detected that the portable
gaming device has undergone acceleration which meets or exceeds one
or more specified minimum threshold criteria (such as, for example,
a continuous acceleration condition which exceeds 0.2 seconds, a
continuous acceleration condition which exceeds a specified amount
of time corresponding to an amount of time that is required for an
object to fall 10 inches under normal gravitational force, etc.),
then emergency shut down circuitry at the portable gaming device
may trigger a first trigger mode to initiate saving of all or
selected data (e.g., game state data, wager data, critical data,
and/or other data which may exist at the portable gaming device) in
non-volatile memory. Upon detecting an impact event, the emergency
shut down circuitry may trigger a second trigger mode to initiate
the recording of the maximum acceleration (e.g., with respect to
the x-axis, y-axis, and/or z-axis), impact velocity (e.g., with
respect to the x-axis, y-axis, and/or z-axis), and/or to calculate
the approximate displacement (e.g., with respect to the x-axis,
y-axis, and/or z-axis) of the portable gaming device during the
fall.
[0165] In at least one embodiment, the emergency shutdown circuitry
may be included or implemented as part of the data preservation
system.
[0166] In at least one embodiment, a least one mechanism may be
provided for tracking and evaluating various aspects relating to
the handling of a portable gaming device. For example, in one
embodiment, an event tracking process may be provided for tracking
and recording various information relating to one or more portable
gaming devices such as, for example, one or more of the following
(or combinations thereof): [0167] the number of times a given
portable gaming device has fallen; [0168] the number of times a
given portable gaming device has experienced an impact event;
[0169] velocity of the portable gaming device at impact; [0170] the
maximum velocity recorded by the device; [0171] location
information; [0172] timestamp information; [0173] information
relating to damage (e.g., current and/or prior damage) to the
portable gaming device; [0174] information relating to repair(s) to
the portable gaming device; [0175] etc.
[0176] According to different embodiments, the event tracking
process may be implemented as a process running at the portable
gaming device, may be implemented as a process running at the data
preservation system, or may be implemented as a process running at
an external or remote system or server. In some embodiments,
multiple different event tracking processes may be concurrently
implemented at different devices and/or systems of the casino
network. In at least one embodiment, the information which is
tracked by the event tracking process may be used to evaluate weak
components, weak mounting of components and the like. Additionally,
such information may also be used to facilitate the redesign
process of the portable gaming device.
[0177] In at least one embodiment, a portable gaming device may be
operable to automatically and dynamically select an appropriate
mode of operation based on various parameters and/or upon detection
of specific events or conditions such as, for example, one or more
of the following (or combinations thereof): [0178] the portable
gaming device's current location; [0179] identity of current user;
[0180] user input; [0181] system override (e.g., emergency
condition detected); [0182] proximity to other portable gaming
devices belonging to same group or association; [0183] proximity to
specific objects, regions, zones, etc.; [0184] etc.
[0185] Additionally, the portable gaming device may be operable to
automatically update or change its current operating mode to the
selected mode of operation. The portable gaming device may also be
adapted to automatically modify accessibility of user-accessible
features and/or information in response to the updating of its
current mode of operation.
[0186] According to specific embodiments, associations may be made
between portable gaming devices and players (and/or player
positions at a game table) such that each active portable gaming
device is associated with a unique player or user during a given
time period.
[0187] According to specific embodiments, the portable gaming
device may also be adapted to perform other functions such as, for
example, one or more of the following (or combination thereof):
[0188] allowing a player conduct game play activities; [0189]
allowing a player to input game play instructions; [0190] allowing
a player to perform wagering activities (e.g., increasing bets,
checking bets, performing side wagering/back betting activities,
etc.); [0191] retrieving and/or displaying player tracking data;
[0192] retrieving and/or displaying player account data; [0193]
displaying game play assistance information; [0194] displaying
casino layout information; [0195] displaying promotional
information; [0196] notify a player of messages; [0197] displaying
multimedia information from external sources; [0198] displaying
player's current location; [0199] etc.
[0200] For example, in one implementation, a portable gaming device
may be adapted to communicate with a remote server to access player
account data, for example, to know how much funds are available to
the player for betting/wagering.
[0201] In at least one implementation, the portable gaming device
may also include other functionality such as that provided by PDAs,
cell phones, and/or other mobile computing devices. Further, in at
least one implementation, the portable gaming device may be adapted
to automatically and/or dynamically change its functionality
depending on various conditions such as, for example: type of game
being played; user input; current location or position; detection
of local electronic gaming tables/devices; etc.
[0202] In at least one embodiment, a portable gaming device may be
implemented using conventional mobile electronic devices (e.g.,
PDAs, cell phones, etc.) which have been specifically adapted to
implement at least a portion of the portable gaming device
functionalities described herein.
[0203] According to a specific embodiment, the portable gaming
device may be adapted to implement at least a portion of the
features associated with the mobile game service system described
in U.S. patent application Ser. No. 10/115,164, which is now U.S.
Pat. No. 6,800,029, issued Oct. 4, 2004, which is hereby
incorporated by reference in its entirety for all purposes. For
example, in one embodiment, the portable gaming device may be
comprised of a hand-held game service user interface device (GSUID)
and a number of input and output devices. The GSUID may include a
display screen which may display a number of game service
interfaces. These game service interfaces may be generated on the
display screen by a microprocessor of some type within the GSUID.
Examples of a hand-held GSUID which may accommodate the game
service interfaces are manufactured by Symbol Technologies,
Incorporated of Holtsville, N.Y.
[0204] In addition to the features described above, the portable
gaming device of the present invention may also include additional
functionality for displaying, in real-time, filtered information to
the user based upon a variety of criteria such as, for example,
geolocation information, casino data information, player tracking
information, game play information, wager information, motion
detection information, gesture interpretation information, etc.
[0205] As used herein, the term "portable gaming device" may be
used to describe and variety of different types of electronic
devices which may include, but are not limited to, one or more of
the following (or combination thereof): mobile devices, wireless
devices, portable devices, handheld devices, etc.
[0206] FIGS. 2A and 2B illustrate different embodiments of various
motion detection components which may be used for implementing
various aspects and/or features described herein.
[0207] For example, as shown in the example of FIG. 2A, motion
detection device 224 may include a plurality of accelerometers
(e.g., 224a, 224b and 224c). In one embodiment, motion detection
device 224 may include three single axis accelerometers. In another
embodiment, motion detection device 224 may include a dual axis
accelerometer and a single axis accelerometer.
[0208] In at least one embodiment, accelerometers 224a, 224b and
224c may be operable to detect movement of the portable gaming
device by detecting acceleration along one or more respective
sensing axes. For example, in one embodiment, a particular movement
of the portable gaming device may comprise a series, sequence
and/or pattern of accelerations detected by the accelerometers. In
one embodiment, when the portable gaming device is tilted along a
sensing axis of a particular accelerometer, the gravitational
acceleration along the sensing axis may dynamically change. This
change in gravitational acceleration may be detected by the
accelerometer and reflects the tilt of the device. Similarly,
translation of the portable gaming device, or movement of the
device without rotation or tilt may also produce changes in
acceleration along one or more sensing axes, which may be detected
by one or more of the accelerometers.
[0209] In an example embodiment of FIG. 2A, motion detection device
224 comprises: an x-axis accelerometer 224a operable to detect
movement of the device along an x-axis; a y-axis accelerometer 224b
operable to detect movement of the device along a y-axis, and a
z-axis accelerometer 224c operable to detect movement of the device
along a z-axis. According to different embodiments, the
accelerometers they be implemented using single-axis, double-axis,
and/or triple-axis accelerometers. In combination, accelerometers
224a, 224b and 224c are able to detect rotation and/or translation
of a portable gaming device such as portable gaming device 20. In
at least one embodiment, rotation and/or translation of device 20
may also serve as an input from a user to operate the device.
[0210] The use of three accelerometers for motion detection
provides certain advantages. For example, if only two
accelerometers were used, the motion detector may not be able to
disambiguate translation of the portable gaming device from tilt in
the plane of translation. However, using a third, z-axis
accelerometer (an accelerometer with a sensing axis at least
approximately perpendicular to the sensing axes of the other two
accelerometers) enables many cases of tilt to be disambiguated from
many cases of translation.
[0211] FIG. 2B shows an alternate embodiment of various motion
detection components which may be used for implementing various
aspects and/or features described herein. For example, as shown in
the example of FIG. 2B, motion detection device 250 may include,
for example, accelerometer component(s) 254, gyro component(s) 258,
camera component(s) 256, rangefinder component(s) 260, velocity
transducer component(s) 264, etc.
[0212] In at least one embodiment, the velocity transducer
component(s) 264 may be used to calculate the acceleration of the
portable gaming device. For example, according to different
embodiments, electronic circuitry and/or algorithmic processes
applied to the output of the velocity transducer may be used to
produce an acceleration output that is proportional to the
acceleration of the portable gaming device, for example. For
instance, by computing the derivative of the output of the velocity
transducer, an acceleration data may be generated. In at least one
embodiment, such computed acceleration data may be compared to (or
may be used in place of) the output from an acceleration
transducer. In another example, the output of a velocity transducer
may be integrated to compute displacement data that may be used to
calculate the displacement that the portable gaming device may have
traveled during a given time interval.
[0213] According to one embodiment, camera component(s) 256 may
include a plurality of cameras which may comprise charge coupled
device (CCD) cameras or other optical sensors. In one embodiment,
the cameras may provide another way to detect movement of the
portable gaming device (both tilt and translation). Additionally,
by using at least two cameras, tilt and translation may be
distinguished from each other.
[0214] In at least one embodiment, when the portable gaming device
is rotated, the magnitude of the movement of the external world to
the cameras may be directly related to the magnitude of the
rotation of the device. Thus, for example, in one embodiment, the
amount of the rotation can accurately be determined based on such
movement of the external world from the perspective of the
cameras.
[0215] However, in at least one embodiment, when the device is
translated, the magnitude of the translation may be related to both
the magnitude of the movement of the external world to the cameras
and to the distance to the objects in the field of view of the
cameras. Accordingly, in at least some embodiments, in order to
accurately determine the amount of translation using cameras alone,
it may be desirable to obtain some form of information concerning
the distance to objects in the camera fields of view. In at least
some embodiments, one or more rangefinder component(s) 260 may be
used for this purpose (and/or for other desired purposes).
[0216] It will be appreciated that, even without such distance
information, the optical information provided by the cameras may be
of significant value, for example, when correlated against the
information from accelerometers and/or other sensors. For example,
optical camera input may be used to inform the portable gaming
device that no significant motion is taking place. This could
provide a solution to problems of drift which may be inherent in
using acceleration data to determine absolute position information
for certain device functions.
[0217] As discussed above, distance information may be useful to
determine amount of translation when cameras are being used to
detect movement. In the example of FIG. 2B, such distance
information may be provided via one or more rangefinder components
260. According to specific embodiments, rangefinder component(s)
260 may comprise, for example, ultrasound rangefinders, laser
rangefinders and/or any other suitable distance measuring
components. Other components may also be used to determine distance
information. For example, cameras with range finding capabilities
may be used. In one embodiment, multiple cameras may be utilized on
the same side of the portable gaming device to function as a
range-finder using stereopsis. In at least one embodiment,
determined distance information may allow for improved accuracy
and/or explicit computation of detected translation and/or
rotation.
[0218] As shown in the example of FIG. 2B, motion detection device
250 may additionally include one or more gyro component(s) 258 such
as, for example, one or more MEMS gyroscopes. In at least one
embodiment, gyro component(s) 258 may be used in combination with
the other components of motion detection device 250 to provide
increased accuracy in detecting movement of the portable gaming
device.
[0219] In at least one embodiment, the motion detection device may
include one or more processors (e.g., 262), which, for example, may
be operable to processes data from the various motion detection
components (e.g., accelerometers, cameras, gyros, rangefinders,
etc.) to produce an output indicative of the motion of the portable
gaming device. Processor 232 may comprise a microprocessor,
controller or any other suitable computing device or resource, such
as a video analysis module for receiving a video stream from each
camera. In some embodiments, the processing described herein with
respect to processor 232 of motion detection device 250 may be
performed by processor 16 of portable gaming device 10 or any other
suitable processor, including processors located remote to the
portable gaming device.
[0220] It will be appreciated that, in other embodiments, one or
more motion detection devices may include additional, fewer, or
different components than those illustrated in FIGS. 2A and 2B. For
example, some embodiments may include a motion detector device with
two or three accelerometers and one or more gyros; two or three
accelerometers and one or more cameras; or two or three
accelerometers and one or more rangefinders, etc. In addition, the
location of the motion detection components on the portable gaming
device may vary for different embodiments. For example, some
embodiments may include cameras on different surfaces of a device,
while other embodiments may include two cameras on the same
surface.
[0221] Altering the type, number and location of components of
motion detection device 250 may affect the ability of motion
detector to detect or accurately measure various types of movement.
As indicated above, the type and number of components of motion
detectors may vary in different embodiments in order to fulfill
particular needs. Fewer or less accurate components may be used in
particular embodiments when it is desired to sacrifice accuracy to
reduce manufacturing cost of a portable gaming device with motion
detection capabilities. For example, some portable gaming devices
may only need to detect that the portable gaming device has been
translated and may not need to detect exact amount of such
translation to perform desired functions of the portable gaming
device. Such portable gaming devices may thus include a motion
detector with accelerometer and/or camera components but without
rangefinder or other component providing distance information. In
particular embodiments, components described above, such as cameras
and rangefinders, may also be used for other purposes by the
portable gaming device than those described above relating to
motion detection functionality.
[0222] FIG. 3 shows a simplified block diagram of various
components which may be used for implementing a data preservation
system 300 in accordance with a specific embodiment. In at least
one embodiment, the data preservation system 300 may be implemented
as an integrated, self-contained device which is configured or
designed to operate independently from other systems/components of
a portable gaming device. For example, in at least one embodiment,
the data preservation system 300 may be configured or designed to
include its own processor, portable power source, and memory, and
may be further configured or designed to be able to perform its
programmed functions and/or operations even during times when the
portable gaming device is in a powered off state and/or even after
the occurrence of a partial or complete failure of the portable
gaming device and/or one or more of its associated
components/devices.
[0223] As illustrated in the example of FIG. 3, data preservation
system 300 may include a variety of components, modules and/or
systems for providing functionality relating to one or more aspects
described herein. Other data preservation system embodiments (not
shown) may include different or other components than those
illustrated in FIG. 3. For example, data preservation system 300
may include, but not limited to, one or more of the following (or
combination thereof): [0224] At least one processor or CPU (306).
In at least one implementation, the processor(s) 306 may be
operable to implement features and/or functionality similar to
other processors described herein. [0225] Memory 316, which, for
example, may include volatile memory (e.g., RAM), non-volatile
memory (e.g., NV-RAM, disk memory, FLASH memory, EPROMs, etc.),
unalterable memory, and/or other types of memory. In at least one
implementation, the memory 316 may be operable to implement
features and/or functionality similar to other memory described
herein. [0226] Interface(s) 318 which, for example, may include
wired interfaces and/or wireless interfaces. In at least one
implementation, the interface(s) 318 may be operable to implement
features and/or functionality similar to other interfaces described
herein. For example, in at least one embodiment, interface(s) 318
may include one or more interfaces for communicating with other
systems, processes, components and/or devices of the portable
gaming device in at least one embodiment, interface(s) 318 may
include one or more one or more wireless communication interfaces,
which, for example, may be configured or designed to communicate
with components of the portable gaming device and/or with other
external devices and/or systems such as, for example, one or more
of the following (or combinations thereof): remote servers,
electronic gaming machines, other wireless devices (e.g., PDAs,
other portable gaming devices, cell phones, player tracking
transponders, etc.), base stations, etc. According to different
embodiments, such wireless communication may be implemented using
one or more wireless interfaces/protocols such as, for example,
802.11 (WiFi), 802.15 (including Bluetooth.TM.), 802.16 (WiMax),
802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio
Frequency (e.g., RFID), Infrared, Near Field Magnetics, etc. [0227]
At least one power source 304. In at least one implementation, the
power source may include at least one mobile power source for
allowing the data preservation system to operate in a mobile
environment. For example, in one implementation, the battery 304
may be implemented using a rechargeable type battery. Additionally,
in at least one embodiment, data preservation system 300 may
include a battery recharging system which, for example, may be
configured or designed to recharge the portable gaming device's
rechargeable battery. In one embodiment, the battery recharging
system may be configured or designed to utilize power from an
external power source (such as, for example, power from the
portable gaming device's battery, power from other AC and/or DC
power sources, etc.) for recharging the data preservation system's
power source 304. [0228] One or more display(s) 308 (if desired).
According to various embodiments, such display(s) may be
implemented using, for example, LCD display technology, OLED
display technology, and/or other types of conventional display
technology. In at least one implementation, display(s) 308 may be
adapted to be flexible or bendable. Additionally, in at least one
embodiment the information displayed on display(s) 308 may utilize
e-ink technology (such as that available from E Ink Corporation,
Cambridge, Mass., www.eink.com), or other suitable technology for
reducing the power consumption of information displayed on the
display(s) 308. In some embodiments, it may be desirable to not
include a display at the data preservation system. [0229] One or
more user I/O Device(s) such as, for example, touch keys/buttons,
DIP switches, scroll wheels, cursors, touchscreen sensors, etc.
[0230] One or more status indicators 302. For example, in one
implementation, one or more colored status indicators (such as, for
example, LEDs) may be included on one or more regions of the data
preservation system, and adapted to provide various information
such as, for example: communication status; data preservation
system health status; data preservation system operating mode or
state; battery power status; battery charging status; error
detection status; etc. [0231] At least one motion detection
component 314 for detecting motion or movement of the data
preservation system and/or for detecting motion, movement, gestures
and/or other input data from user. In at least one embodiment,
motion detection component(s) 314 may include one or more of the
following (or combinations thereof): accelerometer component(s),
gyro component(s), camera component(s), rangefinder component(s),
velocity transducer component(s), etc. [0232] Emergency shut down
component(s) 308. In at least one embodiment, the emergency shut
down component(s) may be configured or designed to analyze movement
data relating to the unit's movements (e.g., acceleration,
velocity, displacement, orientation, etc.), and initiate an
emergency shut down of specific components of the portable gaming
device if the unit's movement data is detected as meeting or
exceeding predetermined or predefined threshold criteria. [0233]
Event management components 310. In at least one embodiment, event
management components 310 may be configured or designed to manage
tracking and/or recording various information relating to real-time
events and/or conditions associated with the portable gaming
device. In at least one embodiment, event management components 310
may also be operable to track and/or record historical information
relating to events and/or conditions which have occurred at the
portable gaming device such as, for example, the number of times
the portable gaming device has experienced a freefall
event/condition, the number of times a given portable gaming device
has experienced an impact event, peak acceleration data (which, for
example, may also include associated timestamp data), etc. [0234]
etc.
[0235] In at least one embodiment, the data preservation system 300
may be operable to periodically or continuously monitor and analyze
acceleration data (and/or other movement data) relating to the
portable gaming device. Additionally, in at least one embodiment,
if the data preservation system detects that the portable gaming
device is currently in a freefall condition which meets or exceeds
a predefined threshold criteria (e.g., continuous freefall
condition exceeding 0.2 seconds, displacement of unit exceeds 10
inches during free fall condition), it may respond by initiating
one or more actions such as, for example one or more of the
following (or combinations thereof): [0236] provide a shutdown
signal to the CPU and/or other components of the portable gaming
device; [0237] provide notification (and/or cause the portable
gaming device to provide notification) of the unit's freefall
condition to an external system; [0238] transmit (and/or cause the
portable gaming device to transmit) current game state information
(and/or other game/wager related information) to an external
system; [0239] record (and/or cause the portable gaming device to
record) various data relating to the event/condition such as, for
example: the maximum distance the unit has fallen, the unit's
maximum velocity at impact, details relating to the impact event,
conditions or events which occurred at the portable gaming device
before the impact event (which, for example, may be used to
determine or reconstruct how the unit impacted the floor); [0240]
etc.
[0241] In some embodiments, the portable gaming device (and/or data
preservation system) may be configured or designed to periodically
transmit selected information (such as, for example, movement
information, gaming-related information, wager-related information,
etc.) to an external or remote device/system, whereupon the
information may then be preserved (e.g., stored in remote memory)
and used for subsequent analysis, if desired. In some embodiments,
the portable gaming device (and/or data preservation system) may be
configured or designed to transmit a continuous stream of desired
information (e.g., information relating to real-time
conditions/events/states associated with the portable gaming
device) to an external or remote device/system, whereupon the
information may then be preserved (e.g., stored in remote memory)
and used for subsequent analysis, if desired.
[0242] In at least one embodiment, recorded data relating the
movements of the portable gaming device during one or more time
intervals may be subsequently analyzed and/or reconstructed (e.g.,
using forensic analysis techniques) in order to assess whether or
not the unit has suffered abuse or mistreatment by a user (e.g.,
did an accident caused the unit to fall, or was the unit
intentionally dropped, thrown, or otherwise abused by the user). In
at least one embodiment, at least a portion of such recorded data
may be obtained from data stored in the memory of the data
preservation system associated with that portable gaming
device.
[0243] In at least one embodiment, by recording or otherwise
preserving the state of a game as the portable gaming device is
falling, the system will know the outcome of the game before the
unit impacts the floor. This will eliminate a player receiving
money that he/she does not deserve. An example of this would be; if
a player plays a game and he loses the game. He gets mad at the
portable gaming device and throws it on the floor, or throws it up
in the air. After impact, he returns it to the cash out area and
states that he won the game and got excited and accidentally
dropped the unit. Now the cash out area can then evaluate the state
of the game because the state of the game was transmitted via RF to
the system computer and the state of the game was also stored
before the portable gaming device hit the floor. The portable
gaming device or the system computer may evaluate the acceleration,
velocity and the displacement that the portable gaming device
experienced in the fall.
[0244] In at least one embodiment, the motion detection component
314 may include one or more motion detection sensors such as, for
example, MEMS (Micro Electro Mechanical System) accelerometers,
that can detect the acceleration and/or other movements of the data
preservation system and/or portable gaming device. Examples of
suitable MEMS accelerometers may include, but are not limited to,
one or more of the following (or combination thereof): Si-Flex.TM.
SF1500L Low-Noise Analog 3 g Accelerometer (available from
Colibrys, Inc., Stafford, Tex.); MXC6202 Dual Axis Accelerometer
(available from MEMSIC, Inc. 800, North Andover, Mass.); ADXL330
iMEMS Accelerometer (available from Analog Devices, Norwood,
Mass.); etc.
[0245] In at least some embodiments, other types of motion
detection components may be used such as, for example, inertial
sensors, MEMS gyros, and/or other motion detection components
described herein. For example, MEMS accelerometers may be
particularly suited for applications involving relatively large
degrees of vibration, impact, and/or fast motion. MEMS gyros are
great for may be particularly suited for applications involving
orientation sensing and/or slow movements.
[0246] In some embodiments the portable gaming device and the data
preservation system (e.g., installed at the portable gaming device)
may each include their own respective motion detection components
which function and operate independently from each other. In some
embodiments, the data preservation system may be operable to
utilize motion data provided by external motion detected in
components (such as, for example, the portable gaming device's
motion detection components).
[0247] In at least one embodiment, motion detection component 314
may include at least one "Spring Board Accelerometer". One
embodiment of the Spring Board Accelerometer may be implemented in
a manner similar to that of a diving board, in that it may be
attached at one end and may be allowed to bend (under the influence
of gravity). If desired, a specified amount of mass may be added to
the free end.
[0248] In at least one embodiment, the free end of the "spring
board" may be implemented as movable plate of a capacitor with the
other plate of the capacitor being fixed (e.g., to a frame or
body). Such a Spring Board Accelerometer embodiment may be used to
measure the influence of gravity. For example, according to one
embodiment, as gravity bends the board, the distance between the
plates of the capacitor decreases (e.g., the plates get closer to
each other), and the capacitance increases [e.g.,
Capacitance=(k*Area of plates)/distance between plates]. For
example, if the accelerometer is stationary (e.g., lying on a table
with the spring board parallel with the table top) then the output
of that board may be +1 g and a first output signal (e.g., DC
voltage signal) may be output from the device (e.g., using
electronics operable to measure the capacitance of the plates,
and/or to generate the DC output signal(s)). If the spring board is
subsequently turned over, the output of that board will be at -1 g,
and the DC voltage output signal will also change polarity. As the
board is rotated about an axis parallel to the board, the output
may dynamically change from +1 g to -1 g, with 0 g being the point
where the board is perpendicular to the force of gravity. In one
embodiment, a graph of this function may be expressed as a cosine
function from 0 to pi.
[0249] According to specific embodiments, spring board
accelerometers may be suitable for use as sensors of vibration. For
example, in one embodiment the spring board accelerometer(s) may be
optimized to detect vibration frequencies of less than 400 Hz for
use in motion detection/interpretation analysis. In one embodiment,
it may be preferable that the frequency of detected vibration(s)
(e.g., for use in gesture interpretation analysis) is below the
resonance frequency of the spring board. For example, in at least
one embodiment, the length of the spring board and the mass of the
spring board may be configured or designed such that the frequency
of resonance of the board is greater than 400 Hz.
[0250] Spring board accelerometers may also be suitable for use as
sensors of impacts since, for example, such devices may be
configured or designed to detect and withstand relatively fast
accelerations (e.g., resulting from free fall conditions) in one or
more planes. For example, fast acceleration in one plane may result
in the board bending until its limits are encountered. Such devices
may be suitable for use as sensors for measuring tilt of an object.
For example, in one embodiment, a spring board accelerometer may be
configured or designed to provide an output DC voltage that is
proportional to the angle of tilt, acceleration, rotation of an
object such as, for example, a portable gaming device or a player's
hand or arm.
[0251] In at least one embodiment, the data preservation system may
be further adapted to transmit various types of information to
external devices/systems such as, for example: portable gaming
devices, gaming machines, game tables, and/or other devices or
systems of the gaming network. Examples of the various types of
different information which may be transmitted by the data
preservation system may include, but are not limited to, one or
more of the following (or combinations thereof): [0252] portable
gaming device state information; [0253] historical game data;
[0254] critical information; [0255] game state data; [0256] wager
related data; [0257] information relating to events, conditions
and/or movements occurring at the portable gaming device (such as,
for example, time data, location data, acceleration/deceleration
data, velocity data, displacement data, orientation data, etc);
[0258] information which may be desired and/or used for
reconstructing conditions and/or events at the portable gaming
device before, during and/or after the detected event or condition;
[0259] data preservation system device ID; [0260] portable gaming
device ID (e.g., for use in identifying the portable gaming device
which transmitted information); [0261] user ID information (e.g.,
for use in identifying the user operating the portable gaming
device);
[0262] According to one implementation, analog acceleration data
output from the accelerometers may be digitized and fed into a
multiplexer and transmitted to an external device or system such
as, for example, a gaming machine, a game table, a remote server,
etc.
[0263] According to various embodiments, game tables, gaming
machines, and/or other devices which are operable to receive
communication from the data preservation system and/or portable
gaming device may include at least one receiver for receiving
information transmitted from the data preservation system and/or
portable gaming device. In one embodiment, the receiver may be
implemented as a multi-channel multi-frequency receiver adapted to
receive signals from a plurality of different portable gaming
devices.
[0264] In at least one embodiment, a portable gaming device may be
an extension of an existing video slot casino machine such as, for
example, IGT's "Game King Video Slot" gaming machine, or it may be
a stand alone casino gaming machine.
[0265] The difference would be that in the extended mode of
operation the portable gaming device would reflect the functions
that are being preformed on the IGT "Game King Video Slot" machine
and provide inputs back to the stand alone gaming machine. In the
stand alone mode it would perform all the same functions that the
IGT "Game King Video Slot" machine would perform and would not need
the support of the stand alone gaming machine.
[0266] FIG. 4 is a simplified block diagram of an alternate example
of a portable gaming device 400 in accordance with a specific
embodiment. As illustrated in the example of FIG. 4, portable
gaming device 400 may include a variety of components, modules
and/or systems for providing functionality relating to one or more
aspects described herein. For example, as illustrated in FIG. 4,
portable gaming device 400 may include one or more of the
following: [0267] memory storage units such as ROM 422, RAM 423,
hard drives 424, solid state drives 425, etc.; [0268] a display
unit controller 426 operable to generate a video images; [0269] a
touch screen controller 427 that controls a touch sensitive overlay
414 for a touch input device; [0270] audio speaker system 428 for
generating sound; [0271] push button controller 429 for control and
game state changes; [0272] a finger print reader 430 (and/or other
biometric reader) for user identification; [0273] a wireless player
tracking reader 431 for player accounting; [0274] a wireless
transceiver 432 for communication purposes; [0275] a rechargeable
battery 433 for a power source; [0276] emergency shut down
circuitry 434; [0277] one or more accelerometers 435; [0278] one or
more velocity transducers 436. [0279] etc.
[0280] FIG. 5 shows an example schematic diagram of shut down
comparator circuitry in accordance with a specific embodiment.
[0281] FIG. 6 shows an example schematic diagram of a shut down
intentional comparator circuitry in accordance with a specific
embodiment.
[0282] In at least one embodiment, the data preservation system may
include some or all of the circuitry illustrated in the schematic
diagrams of FIG. 5 and/or FIG. 6.
[0283] In at least one embodiment, the shut down comparator
circuitry of FIG. 5 and/or FIG. 6 may be configured or designed to
perform one or more operations described or referenced herein, such
as, for example, one or more operations which may be performed or
initiated by data preservation system and/or portable gaming
device.
[0284] In the example of FIG. 5, iMEMS accelerometer U1 may be
implemented using an iMEMS accelerometer such as the ADXL 330 iMEMS
accelerometer manufactured by Analog Devices of Norwood, Mass. In
one embodiment, the iMEMS accelerometer may be powered by a power
source such as, for example, a VDC +3 volt supply. In the example
of FIG. 5, the outputs of the accelerometer (e.g., one for each
axis of acceleration) are represented as XOUT, YOUT, and ZOUT.
Capacitors C1, C2 and C3 function as low pass filter(s) (e.g., for
use with the internal resistance within accelerometer U1), that may
be used to eliminate high frequency noise that, for example, may be
generated within the iMEMS accelerometer.
[0285] According to one embodiment, the scaling of the iMEMS
accelerometer may be about 300 mV/g and may be applied to one or
more inverting amplifiers with a gain (e.g., in one embodiment, a
gain of about 10.times.). Examples of such amplifiers are U2A, U2B
and U2C. In one embodiment, the DC output from the iMEMS
accelerometer is equal to about 1/2 the 3.0 VDC supply. In one
embodiment, this DC voltage may be eliminated from the amplifier
gain(s) via biasing opamp U2D. In one embodiment, biasing opamp U2D
may be configured or designed to provide 1/2 the supply voltage to
the positive pins of the gain amplifiers. In at least one
embodiment, the three outputs X 3 V/g, Y 3 V/g and Z 3 V/g may have
a scale factor of about 3 V/g with an offset of 1/2 of the supply
voltage. In one embodiment, these outputs may be supplied to AC
and/or DC comparators such as those shown, for example, in FIG.
6.
[0286] In the example embodiment of FIG. 6, circuit portion 600 may
be configured or designed to include two circuits which may
function as window comparators. In at least one embodiment, one of
the window comparator circuits (e.g., 601) may be configured or
designed as a DC window comparator, which, for example, may be
connected to the outputs X 3 V/g, Y 3 V/g and Z 3 V/g represented
in FIG. 5. In at least one embodiment, another window comparator
circuit (e.g., 603) may be configured or designed as an AC window
comparator, which, for example, may be connected to the outputs
(e.g., X 3 V/g, Y 3 V/g and Z 3 V/g) of FIG. 5 via one or more
capacitors.
[0287] In at least one embodiment, the reference voltage for the
window comparators is supplied by a voltage divider circuit which
includes resistors R9, R10, and R11. These resistors that may be
adjusted by the gaming processor provide desired threshold levels
for the window comparators.
[0288] In at least one embodiment, the window comparators may be
configured or designed to operate in such a way that if one or more
specified inputs (e.g., X 3 V/g, Y 3 V/g and/or Z 3 V/g) are at 1.5
volts (and/or have a value which indicates a zero g condition), the
SHUTDOWN output signal may be set to high, which, for example, may
result in one or more of the following (or combinations thereof):
signaling the processor to initiate an emergency state of
operation; causing recording and/or storing of desired data which,
for example, may be used for evaluation of the falling portable
gaming device; etc.
[0289] FIGS. 7A and 7B illustrate different example embodiments of
receiver systems which may be utilized in one or more systems
described herein such as, for example, a portable gaming device, a
gaming system, a communication relay, and/or other systems/devices
of a casino gaming network.
[0290] For example, as illustrated in FIG. 7A, receiver system
portion 700 may include an antenna 701 and receiver 702 operable
for receiving wireless data communications from one or more
portable gaming devices (and/or other wireless devices). According
to different embodiments, receiver 702 may be operable to receive
wireless data which has been transmitted using a variety of
different wireless communication protocols and/or modulation
schemes (such as those described herein). In one embodiment, output
from receiver 702 may be provided to demodulator/decoder 704, which
may be operable to identify and/or extract various types of data
which have been embedded or encoded in received wireless
communication signals. In one embodiment, output from
demodulator/decoder 704 may be provided, e.g., via communication
interface 706, to a master controller 710 (and/or other
processor(s)) of a desired gaming system. In at least one
embodiment, wireless communication with receiver system portion 700
may be achieved using one or more of the following types of
protocols and/or modulation schemes (and/or combinations thereof):
CDMA, TDMA, FDMA, frequency modulation, amplitude modulation,
baseband modulation, etc. As illustrated in FIG. 7B, receiver
system portion 750 may include one or more antennas 751a-n and one
or more receivers 752a-n operable for receiving wireless data
communications from one or more portable gaming devices (and/or
other wireless devices). According to different embodiments,
receivers 752a-n may be operable to receive wireless data which has
been transmitted using a variety of different wireless
communication protocols and/or modulation schemes (such as those
described herein). Additionally, the use of multiple receivers
allows for simultaneous reception of multiple different wireless
communication signals (e.g., sent from different portable gaming
devices).
[0291] In one embodiment, output from receivers 752a-n may be
provided to demodulator/decoders 754a-n, which may be operable to
identify and/or extract various types of data which have been
embedded or encoded in received wireless communication signals. In
one embodiment, output from demodulator/decoder 754a-n may be
provided, e.g., via communication interface 756, to a master
controller 760 (and/or other processor(s)) of a desired gaming
system. In at least one embodiment, wireless communication with
receiver system portion 750 may be achieved using one or more of
the following types of protocols and/or modulation schemes (and/or
combinations thereof): CDMA, TDMA, FDMA, frequency modulation,
amplitude modulation, baseband modulation, etc.
[0292] It will be appreciated that the various components features
and capabilities of the different receiver system embodiments
described herein may also be incorporated into different gaming
system embodiments in order to provide such gaming system and
embodiments with similar features and/or capabilities.
[0293] FIG. 8 illustrates an example of network portion 800, which
may be used for illustrating various aspects and/or features
described herein. In at least one embodiment, portable gaming
device 802 may be operable to communicate with one or more gaming
systems, gaming devices, game tables, portable gaming devices,
and/or other systems/devices of a gaming network.
[0294] As shown in the example of FIG. 8, portable gaming device
802 may communicate with one or more gaming device(s)/system(s) 812
and/or one or more remote device/system(s) 806 (e.g., via
communication network 804).
[0295] According to one embodiment, portable gaming device 802 may
detect motion of the portable gaming device, and may generate
movement data via one or more motion detection components, such as,
for example, accelerometers, cameras, rangefinders, gyros, etc. In
at least one embodiment, movement data relating to a portable
gaming device may be processed at the portable gaming device and/or
at remote devices/systems. Particular databases (such as, for
example, gesture and gesture mapping databases, event-related
profile databases, etc.) may be accessed to determine any
appropriate actions to be implemented in response to the analyzed
movement data.
[0296] In at least one embodiment, portable gaming device may also
be operable to transmit, to one or more other devices/systems,
various other types of data or information such as, for example:
historical game data, critical information, game state data, wager
related data, portable gaming device state information, and/or
other data or information which may be desired and/or used for
reconstructing conditions and/or events at the portable gaming
device (e.g., before, during and/or after a given event or
condition).
[0297] In at least some embodiments, gaming device/system 812
and/or remote device/system 806 may be operable to process the
information received from portable gaming device 802, for example,
in order to determine one or more intended functions or operations
to be performed based on the movement data. In some embodiments,
the information transmitted by portable gaming device 802 may
include information indicating or identifying the other
device(s)/system(s) which are intended to receive specific portions
of information transmitted from the portable gaming device. It will
be appreciated that other embodiments may include different
number(s) of devices and/or system(s) of varying types which may be
responsive to instructions/information received from portable
gaming device 802.
[0298] In some embodiments, the intended recipient (e.g., gaming
device/system 812, remote device/system 806, etc.) of the
information transmitted from the portable gaming device may be
dynamically and/or automatically selected based upon predetermined
criteria such as, for example: proximity, authentication, user
identity, device/system identity, user preferences, etc.
[0299] According to specific embodiments, portable gaming device
802 may be operable to detect its movements or motion activities
via its motion detection components, and may be operable to modify
its behavior in some way according to the motion detected. Further,
in at least some embodiments, at least some portable gaming devices
may be operable to model of their particular environments and
subsequently modify their behaviors based on such environments.
[0300] As an example, if a portable gaming device changes its
behavior when moved according to a particular gesture that may be
considered sensing or detecting a particular motion and reacting
based on the motion detected. However, in at least some
embodiments, the interpretation of the portable gaming device
motion (and subsequent responses/reactions) may be dependent upon
the particular environment in which the portable gaming device is
located.
[0301] In at least one embodiment, the portable gaming device may
be operable to detect environmental conditions associated with a
location of the portable gaming device. Additionally, the portable
gaming device may be operable to initiate environmental modeling
behaviors based upon detected environmental events and/or
conditions. In at least one embodiment, modeling an environment may
involve sensing or detecting a pattern of motion (or lack thereof),
matching it to a predefined set of environmental conditions, and/or
modifying the behavior of the portable gaming device based on the
modeled environment. The behavior implemented based on the
environment modeled may also change based on a particular
application in use or in focus. In some cases, the portable gaming
device may change its sensitivity to particular motions based on
the environment modeled.
[0302] As an example, a portable gaming device may recognize (e.g.,
through accelerometers and/or other motion detection components)
that it is at rest on an approximately horizontal surface. Such
recognition may result from a determination that the portable
gaming device is not moving, or still, with a static 1 g of
acceleration orthogonal to a surface. The portable gaming device
may be able to differentiate resting on a table from resting in a
user's hand, for example, because a user's hand typically will not
be able to hold the portable gaming device perfectly still. The
portable gaming device may, in response, behave in a certain manner
according to the recognition that it is at rest on an approximately
horizontal surface.
[0303] In at least one embodiment, if portable gaming device 802
recognized that it was lying at rest on a table, it may power off
(or go into standby mode or power save mode) in response to
determining that it has been lying in such position for a specified
amount of time. As another example, a cellular phone in a vibrate
mode may vibrate more gently if it recognizes it is on a table upon
receipt of a call or upon any other event that may trigger
vibration of the phone. In some embodiments, the portable gaming
device may recognize its orientation while lying on a table such
that it may behave in one manner when lying in a "face down"
position (e.g., it may power off the display), while it may behave
in a different manner when lying in a non-face down position. For
example, if portable gaming device 802 includes cellular phone
functionality, it may enter a speaker mode when it is on a call,
and may recognize that it has been placed by a user in a "face up"
position on a table while on the call. If, on the other hand, the
cellular phone is engaged in an active call and is placed face down
on the table, it may enter a mute mode.
[0304] As another example, portable gaming device 802 may recognize
through a brief period of approximately 0 g that it is in
free-fall, and in response may behave accordingly to reduce damage
and/or to prevent loss of data, which, for example, may be caused
as a result of the portable gaming device impacting with the ground
or other surface. Such behavior may include, for example, powering
down chips and/or hard drives, retracting lenses, applying covers,
preserving data in non-volatile memory, transmitting selected data
or information to one or more external or remote devices, etc.
[0305] In particular embodiments, other devices that do not
otherwise detect motion for input may also be able to model their
environment and to behave based on the environment modeled. As an
additional example, acceleration patterns may be detected to
recognize that a portable gaming device 802 is in a moving
environment (e.g., being held by a user who is moving about the
casino) and may adjust various sensitivities, threshold and/or
other characteristics to enable better performance of the portable
gaming device in that environment.
[0306] FIG. 9 shows an example embodiment of a state diagram 900
which may be used for implementing various aspects or features
described herein. In at least one embodiment, a least a portion of
the operations and/or activities associated with state diagram 900
may be performed or implemented by one or more systems or
components of a portable gaming device. In some embodiments, a
least a portion of the operations and/or activities associated with
state diagram 900 may be performed or implemented by a data
preservation system such as, for example, data preservation system
300 of FIG. 3. Additionally, according to different embodiments,
the various operations and/or activities associated with state
diagram 900 may be implemented via hardware, software, and/or some
combination thereof.
[0307] For purposes of illustration, a description of state diagram
900 will now be provided by way of example. In this particular
example it is assumed that a least a portion of the operations
and/or activities associated with state diagram 900 are performed
or implemented by a portable gaming device which includes a data
preservation system. For purposes of illustration, it is assumed in
the example below that the operations and/or activities associated
with state diagram 900 are performed or implemented by a portable
gaming device. However, it will be appreciated that, in at least
some embodiments, the operations and/or activities associated with
state diagram 900 may be performed or implemented by a data
preservation system.
[0308] As illustrated in the example of FIG. 9, state diagram 900
may include a plurality of different states including, for example,
an initialization state 902, a monitor state 904, an evaluation
state 906, an emergency state 912, etc. In at least one embodiment,
each of the different states 902, 904, 906, 912, may relate to (or
be descriptive of) a different state of operation of the portable
gaming device (and/or data preservation system).
[0309] In at least one embodiment, the portable gaming device may
be configured or designed to allow for multiple different states of
operation to be concurrently active. For example, during a given
time interval, the portable gaming device may have associated
therewith a currently active game state (e.g., relating to a
current game state of a game being played at the portable gaming
device), and a currently active event management state (e.g., which
may correspond to one of the different states 902, 904, 906, 912
illustrated in the example state diagram of FIG. 9). Additionally,
in at least one embodiment, each different active state at the
portable gaming device may be independent from the other
concurrently active states at the portable gaming device.
[0310] According to one embodiment, during initialization state
902, the portable gaming device (and/or data preservation system)
may perform any desired initialization procedures.
[0311] In one embodiment, the successful completion of the
initialization procedures may trigger 901 advancement to monitor
state 904.
[0312] In at least one embodiment, while in the monitor state 904,
the portable gaming device (and/or selected systems, devices,
components associated therewith) may be operable to perform one or
more of the following (or combinations thereof): [0313] Set or
update a current sampling interval value relating to the time
period or time interval for taking periodic sample measurements of
movement activity relating to the portable gaming device. According
to different embodiments, while in the monitor state 904, the
motion detection sampling interval value may be set to a value
within the range of 25 milliseconds to 5 seconds. For example, in
one embodiment, while in the monitor state 904, the motion
detection sampling interval value may be set to a value of 0.5
seconds, which may result in sample measurements of movement
activity of the portable gaming device being taken every 0.5
seconds. In at least one embodiment, the sample measurements of
movement activity may be used to generate portable gaming device
movement data, which, for example, may include one or more of the
following (or combinations thereof): acceleration data, velocity
data, displacement data, orientation data, location data, time
data, etc. [0314] Monitor the portable gaming device movement data
for detection of any potentially significant events and/or
conditions. [0315] Monitor the portable gaming device movement data
for detection of any critical events and/or conditions. [0316]
Periodically record selected portions of the portable gaming device
movement data. [0317] Compare different samples of the portable
gaming device movement data (e.g., which were taken at different
time intervals) to identify or determine any changes or differences
(e.g., deltas) between the data samples. [0318] Capture
acceleration data within the Monitor state in a rolling buffer
(e.g., so that pre-event information may be recorded and linked to
an appropriate event information profile if/when a critical or
potentially significant event is detected. In one embodiment, this
information may be used in determining the acceleration state of
the portable gaming device before the event (e.g., before the
occurrence of a free fall event). In at least one embodiment, a
rolling buffer may be operable to allow new information to be
continuously (or periodically) recorded concurrently while
previously recorded information is continuously (or periodically)
deleted from the buffer. [0319] Etc.
[0320] In at least one embodiment, potentially significant events
and/or conditions may include, for example, any detected events
and/or conditions: which meet or exceed specified threshold
criteria; which may result in damage to the portable gaming device;
and/or which may result in loss of information associated with the
portable gaming device. In at least one embodiment, the portable
gaming device movement data may include real-time or substantially
real-time movement data relating to the portable gaming device.
[0321] In at least one embodiment, the portable gaming device may
continue to remain in the monitor state 904 while no potentially
significant events and/or conditions are detected (903). For
example, while the portable gaming device is at rest on a table or
other surface, it is likely that, under normal circumstances, there
will be no potentially significant events and/or conditions which
are detected at the portable gaming device. Accordingly, in at
least one embodiment, during such times the portable gaming device
may remain in the monitor state 904.
[0322] In at least one embodiment, while in the monitor state 904,
the detection of a potentially significant event or condition may
trigger 905 a change to evaluation state 906. Additionally, in at
least one embodiment, while in the monitor state 904, the detection
of a critical event or condition may trigger 919 a change to
emergency state 912.
[0323] In at least one embodiment, potentially significant events
or conditions may include, but are not limited to, one or more of
the following events/conditions (or combinations thereof): [0324] A
detected change of an acceleration value (e.g., with respect to the
x, y, and/or z-axis) meeting or exceeding a predetermined
non-critical threshold value, but not meeting or exceeding a
critical threshold value. For example, in one embodiment, if all
(or selected) acceleration values of outputs X, Y, and Z are at a
level of about 1.5 volts and/or not greater than about 0.75 volts
(e.g., with a scale factor of 3 V/g) then a non-critical
event/condition may be indicated, and one or more action(s) may be
initiated in response. For example, in at least one embodiment,
output levels meeting such criteria may indicate that the device
may have fallen or was dropped a small distance. In one embodiment,
data relating to the levels of acceleration may be saved and/or
transmitted to a remote system and used for further analysis. In at
least one embodiment, an audio and/or visual signal may be produced
by the portable gaming device, for example, to provide warning the
user of the detected event/condition. In one embodiment, this
signal may be in the form of audio beeps, sirens and the like.
Visual signals may be in the form of warning lights, blinking
lights, blinking LEDs, screen blanking, screen blinking, screen
dimming, and the like. In one embodiment, such signaling events may
last for one or more predetermined time intervals. [0325] A
detected change of an acceleration value (e.g., with respect to an
x, y, or z-axis) from a substantially 1 g value to a substantially
0 g value. For example, if all (or selected) acceleration values X,
Y, and Z are at or less than a level of about 0.75 volts (e.g.,
with a scale factor of 3 V/g), then a potentially significant or
critical event may be indicated and one or more action(s) may be
initiated in response. For example, in at least one embodiment,
output levels meeting such criteria may indicate that the device is
falling (but may not yet have fallen a sufficient amount of time
and/or distance to qualify as a critical event). In one embodiment,
the duration of this event/condition (and/or duration of the time
the device is in this mode or state of operation) may be used to
determine the distance that the unit has fallen. When a
predetermined amount of time has elapse (e.g., such as, for
example, the amount of time it would take for the portable gaming
device to fall a distance of about 10 inches), this may trigger
re-classification of the event/condition as a critical
event/condition. [0326] Etc.
[0327] In at least one embodiment, a critical event or condition
may include, but are not limited to, one or more of the following
events/conditions (or combinations thereof): [0328] A detected
change of an acceleration value (e.g., with respect to the x, y,
and/or z-axis) meeting or exceeding a predetermined critical
threshold value (e.g., acceleration value exceeding 1 g detected on
x, y, and/or z-axis). [0329] Detection of a 0 g (or substantially 0
g) acceleration condition (e.g., with respect to the x, y, and/or
z-axis) having a duration which exceeds a minimum threshold time
interval (e.g., continuous 0 g acceleration condition duration
exceeding about 0.2 seconds) [0330] Etc.
[0331] In at least one embodiment, while in the evaluation state
906, the portable gaming device (and/or selected systems, devices,
components associated therewith) may be operable to perform one or
more of the following (or combinations thereof): [0332] Set or
update a current sampling interval value relating to the time
period or time interval for taking sample measurements of movement
activity relating to the portable gaming device. According to
different embodiments, while in the evaluation state 906, the
motion detection sampling interval value may be increased (relative
to the monitor state), for example, in order to obtain additional
data points for more accurate analysis of the current
events/conditions at the portable gaming device. For example, while
in the evaluation state 906, the motion detection sampling interval
value may be set to a value within the range of 20-35 milliseconds
such as, for example, about 25 msec. [0333] Monitor the portable
gaming device movement data for detection of any potentially
significant events and/or conditions. [0334] Monitor the portable
gaming device movement data for detection of any critical events
and/or conditions. [0335] Periodically store selected portions of
the portable gaming device movement data in non-volatile memory.
[0336] Acquire and/or store selected information relating to
portable gaming device in non-volatile memory. According to
specific embodiments, the selected information may include, but are
not limited to, one or more of the following (or combinations
thereof): historical game data, critical information, game state
data, wager related data, portable gaming device state information,
portable gaming device movement data, and/or other data or
information which may be desired and/or used for reconstructing
prior conditions, events, and/or states at the portable gaming
device. [0337] Transmit selected information to one or more remote
or external devices. According to specific embodiments, the
selected information may include, but are not limited to, one or
more of the following (or combinations thereof): historical game
data, critical information, game state data, wager related data,
portable gaming device state information, portable gaming device
movement data, and/or other data or information which may be
desired and/or used for reconstructing prior conditions, events,
and/or states at the portable gaming device. [0338] Compare
different samples of the portable gaming device movement data
(e.g., which were taken at different time intervals) to identify or
determine any changes or differences (e.g., deltas) between the
data samples. [0339] Compare samples of the portable gaming device
movement data to one or more predefined event data profiles. [0340]
Automatically power-up the portable gaming device (e.g., if
portable gaming device is in power-off, hibernate and/or standby
mode). [0341] Automatically power-up selected components/devices of
the portable gaming device. [0342] Etc.
[0343] In at least one embodiment, the portable gaming device may
continue to remain in the evaluation state 906 while one or more
potentially significant events and/or conditions are detected
(909). For example, while the portable gaming device is being held
or carried by a user, it is likely that will be detected one or
more potentially significant events and/or conditions. Accordingly,
in at least one embodiment, during such times the portable gaming
device may remain in the evaluation state 906.
[0344] In at least one embodiment, while in the evaluation state
906, the detection of a critical event or condition may trigger 911
a change to emergency state 912. Additionally, in at least one
embodiment, while in the evaluation state 906, non-detection of any
potentially significant events and/or conditions may trigger 907 a
change to monitor state 904.
[0345] In at least one embodiment, while in the emergency state
912, the portable gaming device (and/or selected systems, devices,
components associated therewith) may be operable to perform one or
more of the following (or combinations thereof): [0346] Set or
update a current sampling interval value relating to the time
period or time interval for taking sample measurements of movement
activity relating to the portable gaming device. According to
different embodiments, while in the emergency state 912, the motion
detection sampling interval value may be increased (relative to the
monitor state), for example, in order to obtain additional data
points for more accurate analysis of the current events/conditions
at the portable gaming device. For example, while in the emergency
state 912, the motion detection sampling interval value may be set
to a value within the range of 20-35 milliseconds, such as, for
example, about 20 msec. [0347] Monitor the portable gaming device
movement data for detection of any potentially significant events
and/or conditions. [0348] Monitor the portable gaming device
movement data for detection of any critical events and/or
conditions. [0349] Periodically store selected portions of the
portable gaming device movement data in non-volatile memory. [0350]
Acquire and/or store selected information relating to portable
gaming device in non-volatile memory. According to specific
embodiments, the selected information may include, but are not
limited to, one or more of the following (or combinations thereof):
historical game data, critical information, game state data, wager
related data, portable gaming device state information, and/or
other data or information which may be desired and/or used for
reconstructing prior conditions, events, and/or states at the
portable gaming device. [0351] Transmit (e.g., periodically, at
specified times, in real-time, etc.) selected information to one or
more remote or external devices. According to specific embodiments,
the selected information may include, but are not limited to, one
or more of the following (or combinations thereof): historical game
data, critical information, game state data, wager related data,
portable gaming device state information, portable gaming device
movement data, and/or other data or information which may be
desired and/or used for reconstructing prior conditions, events,
and/or states at the portable gaming device. [0352] Compare
different samples of the portable gaming device movement data
(e.g., which were taken at different time intervals) to identify or
determine any changes or differences (e.g., deltas) between the
data samples. [0353] Compare samples of the portable gaming device
movement data to one or more predefined event data profiles. [0354]
Take appropriate action to prevent damage to one or more components
or systems of the portable gaming device (such as, for example,
suspending or shutting down one or more systems or components,
parking hard drive heads, etc.). [0355] Provide instructions for
shutting down one or more components of the portable gaming device.
[0356] Provide notification of the unit's freefall condition to an
external system. [0357] Record various data relating to the
event/condition such as, for example: the maximum distance the unit
has fallen, the unit's maximum velocity at impact, details relating
to the impact event, conditions or events which occurred at the
portable gaming device before the impact event (which, for example,
may be used to determine or reconstruct how the unit impacted the
floor). [0358] Disabling the portable gaming device from play.
[0359] Automatically power-up the portable gaming device (e.g., if
portable gaming device is in power-off, hibernate and/or standby
mode). [0360] Automatically power-up selected components/devices of
the portable gaming device. [0361] Etc.
[0362] In at least one embodiment, the portable gaming device may
continue to remain in the emergency state 912 while one or more
critical events and/or conditions are detected (915). For example,
while the portable gaming device continues to remain in a freefall
condition (which has exceeded 0.20 seconds), a critical
event/condition will be detected. Accordingly, in at least one
embodiment, during such times the portable gaming device may remain
in the emergency state 912.
[0363] Additionally, in at least one embodiment, while in emergency
state 912, the portable gaming device may continue to remain in the
emergency state 912 until all appropriate emergency
procedures/operations have been completed (917).
[0364] In at least one embodiment, while in the emergency state
912, if it has been detected that all appropriate emergency
procedures have been completed, and at least one potentially
significant event and/or condition is detected, a state change to
the evaluation state 906 may be triggered 913. Additionally, in at
least one embodiment, while in the emergency state 912, if it has
been detected that all appropriate emergency procedures have been
completed, and no potentially significant events and/or conditions
are detected, a state change to the monitor state 904 may be
triggered 921.
[0365] In at least one alternate embodiment (not shown), the
portable gaming device (and/or data preservation system) may be
configured or designed to omit one or more states of operations,
such as, for example, the evaluation state (906) of operation.
[0366] In some embodiments, one or more portable gaming devices may
include functionality for implementing at least a portion of the
features associated with other mobile devices such as those
described, for example, in one or more of the following references,
each of which being incorporated herein by reference in its
entirety for all purposes: U.S. patent application Ser. No.
11/472,585 (Attorney Docket No. IGT1P231) entitled "MOBILE DEVICE
FOR PROVIDING FILTERED CASINO INFORMATION BASED ON REAL TIME DATA";
and U.S. patent application Ser. No. 10/062,002 (Attorney Docket
No. IGT1P341/P-481) for "GAMING SYSTEM AND GAMING METHOD."
[0367] According to a specific embodiment, one or more portable
gaming device may be adapted to implement at least a portion of the
features associated with the mobile game service system described
in U.S. patent application Ser. No. 10/115,164, which is now U.S.
Pat. No. 6,800,029, issued Oct. 4, 2004, which is hereby
incorporated by reference in its entirety for all purposes. For
example, in one embodiment, the portable gaming device 20 (FIG. 1A)
may be comprised of a hand-held game service user interface device
(GSUID) and a number of input and output devices. The GSUID may
include a display screen which may display a number of game service
interfaces. These game service interfaces may be generated on the
display screen by a microprocessor of some type within the GSUID.
Examples of a hand-held GSUID which may accommodate the game
service interfaces are manufactured by Symbol Technologies,
Incorporated of Holtsville, N.Y.
[0368] FIG. 10 shows a block diagram illustrating components of a
gaming system 1000 which may be used for implementing various
aspects of example embodiments. In FIG. 10, the components of a
gaming system 1000 for providing game software licensing and
downloads are described functionally. The described functions may
be instantiated in hardware, firmware and/or software and executed
on a suitable device. In the system 1000, there may be many
instances of the same function, such as multiple game play
interfaces 1011. Nevertheless, in FIG. 10, only one instance of
each function is shown. The functions of the components may be
combined. For example, a single device may comprise the game play
interface 1011 and include trusted memory devices or sources
1009.
[0369] The gaming system 1000 may receive inputs from different
groups/entities and output various services and or information to
these groups/entities. For example, game players 1025 primarily
input cash or indicia of credit into the system, make game
selections that trigger software downloads, and receive
entertainment in exchange for their inputs. Game software content
providers 1015 provide game software for the system and may receive
compensation for the content they provide based on licensing
agreements with the gaming machine operators. Gaming machine
operators select game software for distribution, distribute the
game software on the gaming devices in the system 1000, receive
revenue for the use of their software and compensate the gaming
machine operators. The gaming regulators 1030 may provide rules and
regulations that must be applied to the gaming system and may
receive reports and other information confirming that rules are
being obeyed.
[0370] In the following paragraphs, details of each component and
some of the interactions between the components are described with
respect to FIG. 10. The game software license host 1001 may be a
server connected to a number of remote gaming devices that provides
licensing services to the remote gaming devices. For example, in
other embodiments, the license host 1001 may 1) receive token
requests for tokens used to activate software executed on the
remote gaming devices, 2) send tokens to the remote gaming devices,
3) track token usage and 4) grant and/or renew software licenses
for software executed on the remote gaming devices. The token usage
may be used in utility based licensing schemes, such as a
pay-per-use scheme.
[0371] In another embodiment, a game usage-tracking host 1014 may
track the usage of game software on a plurality of devices in
communication with the host. The game usage-tracking host 1014 may
be in communication with a plurality of game play hosts and gaming
machines. From the game play hosts and gaming machines, the game
usage tracking host 1014 may receive updates of an amount that each
game available for play on the devices has been played and on
amount that has been wagered per game. This information may be
stored in a database and used for billing according to methods
described in a utility based licensing agreement.
[0372] The game software host 1002 may provide game software
downloads, such as downloads of game software or game firmware, to
various devious in the game system 1000. For example, when the
software to generate the game is not available on the game play
interface 1011, the game software host 1002 may download software
to generate a selected game of chance played on the game play
interface. Further, the game software host 1002 may download new
game content to a plurality of gaming machines via a request from a
gaming machine operator.
[0373] In one embodiment, the game software host 1002 may also be a
game software configuration-tracking host 1013. The function of the
game software configuration-tracking host is to keep records of
software configurations and/or hardware configurations for a
plurality of devices in communication with the host (e.g.,
denominations, number of paylines, paytables, max/min bets).
Details of a game software host and a game software configuration
host that may be used with example embodiments are described in
co-pending U.S. Pat. No. 6,645,077, by Rowe, entitled, "Gaming
Terminal Data Repository and Information System," filed Dec. 21,
2000, which is incorporated herein in its entirety and for all
purposes.
[0374] A game play host device 1003 may be a host server connected
to a plurality of remote clients that generates games of chance
that are displayed on a plurality of remote game play interfaces
1011. For example, the game play host device 1003 may be a server
that provides central determination for a bingo game play played on
a plurality of connected game play interfaces 1011. As another
example, the game play host device 1003 may generate games of
chance, such as slot games or video card games, for display on a
remote client. A game player using the remote client may be able to
select from a number of games that are provided on the client by
the host device 1003. The game play host device 1003 may receive
game software management services, such as receiving downloads of
new game software, from the game software host 1002 and may receive
game software licensing services, such as the granting or renewing
of software licenses for software executed on the device 1003, from
the game license host 1001.
[0375] In particular embodiments, the game play interfaces or other
gaming devices in the gaming system 1000 may be portable devices,
such as electronic tokens, cell phones, smart cards, tablet PC's
and PDA's. The portable devices may support wireless communications
and thus, may be referred to as wireless mobile devices. The
network hardware architecture 1016 may be enabled to support
communications between wireless mobile devices and other gaming
devices in gaming system. In one embodiment, the wireless mobile
devices may be used to play games of chance.
[0376] The gaming system 1000 may use a number of trusted
information sources. Trusted information sources 1004 may be
devices, such as servers, that provide information used to
authenticate/activate other pieces of information. CRC values used
to authenticate software, license tokens used to allow the use of
software or product activation codes used to activate to software
are examples of trusted information that might be provided from a
trusted information source 1004. Trusted information sources may be
a memory device, such as an EPROM, that includes trusted
information used to authenticate other information. For example, a
game play interface 1011 may store a private encryption key in a
trusted memory device that is used in a private key-public key
encryption scheme to authenticate information from another gaming
device.
[0377] When a trusted information source 1004 is in communication
with a remote device via a network, the remote device will employ a
verification scheme to verify the identity of the trusted
information source. For example, the trusted information source and
the remote device may exchange information using public and private
encryption keys to verify each other's identities. In another
example of an embodiment, the remote device and the trusted
information source may engage in methods using zero knowledge
proofs to authenticate each of their respective identities. Details
of zero knowledge proofs that may be used with example embodiments
are described in US publication no. 2003/0203756, by Jackson, filed
on Apr. 25, 2002 and entitled, "Authentication in a Secure
Computerized Gaming System, which is incorporated herein in its
entirety and for all purposes.
[0378] Gaming devices storing trusted information might utilize
apparatus or methods to detect and prevent tampering. For instance,
trusted information stored in a trusted memory device may be
encrypted to prevent its misuse. In addition, the trusted memory
device may be secured behind a locked door. Further, one or more
sensors may be coupled to the memory device to detect tampering
with the memory device and provide some record of the tampering. In
yet another example, the memory device storing trusted information
might be designed to detect tampering attempts and clear or erase
itself when an attempt at tampering has been detected.
[0379] The gaming system 1000 of example embodiments may include
devices 1006 that provide authorization to download software from a
first device to a second device and devices 1007 that provide
activation codes or information that allow downloaded software to
be activated. The devices, 1006 and 1007, may be remote servers and
may also be trusted information sources. One example of a method of
providing product activation codes that may be used with example
embodiments is describes in previously incorporated U.S. Pat. No.
6,264,561.
[0380] A device 1006 that monitors a plurality of gaming devices to
determine adherence of the devices to gaming jurisdictional rules
1008 may be included in the system 1000. In one embodiment, a
gaming jurisdictional rule server may scan software and the
configurations of the software on a number of gaming devices in
communication with the gaming rule server to determine whether the
software on the gaming devices is valid for use in the gaming
jurisdiction where the gaming device is located. For example, the
gaming rule server may request a digital signature, such as CRC's,
of particular software components and compare them with an approved
digital signature value stored on the gaming jurisdictional rule
server.
[0381] Further, the gaming jurisdictional rule server may scan the
remote gaming device to determine whether the software is
configured in a manner that is acceptable to the gaming
jurisdiction where the gaming device is located. For example, a
maximum bet limit may vary from jurisdiction to jurisdiction and
the rule enforcement server may scan a gaming device to determine
its current software configuration and its location and then
compare the configuration on the gaming device with approved
parameters for its location.
[0382] A gaming jurisdiction may include rules that describe how
game software may be downloaded and licensed. The gaming
jurisdictional rule server may scan download transaction records
and licensing records on a gaming device to determine whether the
download and licensing was carried out in a manner that is
acceptable to the gaming jurisdiction in which the gaming device is
located. In general, the game jurisdictional rule server may be
utilized to confirm compliance to any gaming rules passed by a
gaming jurisdiction when the information needed to determine rule
compliance is remotely accessible to the server.
[0383] Game software, firmware or hardware residing a particular
gaming device may also be used to check for compliance with local
gaming jurisdictional rules. In one embodiment, when a gaming
device is installed in a particular gaming jurisdiction, a software
program including jurisdiction rule information may be downloaded
to a secure memory location on a gaming machine or the jurisdiction
rule information may be downloaded as data and utilized by a
program on the gaming machine. The software program and/or
jurisdiction rule information may used to check the gaming device
software and software configurations for compliance with local
gaming jurisdictional rules. In another embodiment, the software
program for ensuring compliance and jurisdictional information may
be installed in the gaming machine prior to its shipping, such as
at the factory where the gaming machine is manufactured.
[0384] The gaming devices in game system 1000 may utilize trusted
software and/or trusted firmware. Trusted firmware/software is
trusted in the sense that is used with the assumption that it has
not been tampered with. For instance, trusted software/firmware may
be used to authenticate other game software or processes executing
on a gaming device. As an example, trusted encryption programs and
authentication programs may be stored on an EPROM on the gaming
machine or encoded into a specialized encryption chip. As another
example, trusted game software, i.e., game software approved for
use on gaming devices by a local gaming jurisdiction may be
required on gaming devices on the gaming machine.
[0385] In example embodiments, the devices may be connected by a
network 1016 with different types of hardware using different
hardware architectures. Game software can be quite large and
frequent downloads can place a significant burden on a network,
which may slow information transfer speeds on the network. For
game-on-demand services that require frequent downloads of game
software in a network, efficient downloading is essential for the
service to viable. Thus, in example embodiments, network efficient
devices 1010 may be used to actively monitor and maintain network
efficiency. For instance, software locators may be used to locate
nearby locations of game software for peer-to-peer transfers of
game software. In another example, network traffic may be monitored
and downloads may be actively rerouted to maintain network
efficiency.
[0386] One or more devices in example embodiments may provide game
software and game licensing related auditing, billing and
reconciliation reports to server 1012. For example, a software
licensing billing server may generate a bill for a gaming device
operator based upon a usage of games over a time period on the
gaming devices owned by the operator. In another example, a
software auditing server may provide reports on game software
downloads to various gaming devices in the gaming system 1000 and
current configurations of the game software on these gaming
devices.
[0387] At particular time intervals, the software auditing server
1012 may also request software configurations from a number of
gaming devices in the gaming system. The server may then reconcile
the software configuration on each gaming device. In one
embodiment, the software auditing server 1012 may store a record of
software configurations on each gaming device at particular times
and a record of software download transactions that have occurred
on the device. By applying each of the recorded game software
download transactions since a selected time to the software
configuration recorded at the selected time, a software
configuration is obtained. The software auditing server may compare
the software configuration derived from applying these transactions
on a gaming device with a current software configuration obtained
from the gaming device. After the comparison, the software-auditing
server may generate a reconciliation report that confirms that the
download transaction records are consistent with the current
software configuration on the device. The report may also identify
any inconsistencies. In another embodiment, both the gaming device
and the software auditing server may store a record of the download
transactions that have occurred on the gaming device and the
software auditing server may reconcile these records.
[0388] There are many possible interactions between the components
described with respect to FIG. 10. Many of the interactions are
coupled. For example, methods used for game licensing may affect
methods used for game downloading and vice versa. For the purposes
of explanation, details of a few possible interactions between the
components of the system 1000 relating to software licensing and
software downloads have been described. The descriptions are
selected to illustrate particular interactions in the game system
1000. These descriptions are provided for the purposes of
explanation only and are not intended to limit the scope of example
embodiments described herein.
[0389] FIGS. 11A-E and 12A-E illustrate example embodiments of
different types of data patterns (and/or associated data values)
which include portable gaming device movement data relating to
different example events and/or conditions which may occur at a
portable gaming device.
[0390] More specifically, FIGS. 11A-E illustrate an example
embodiment of different types of data patterns (e.g., FIGS. 11A-D)
and associated data values (e.g., FIG. 11E) which include actual
portable gaming device movement data relating to a first
experimental "drop test" event in which a portable gaming device
was dropped straight down onto the floor. This test was intended to
simulate the dropping of a portable gaming device as it is being
carried by the user.
[0391] In this particular example, the motion detection components
of the portable gaming device being tested included a 4th order low
pass filter with a cutoff frequency of about 5 Hz, which was
configured to filter out unwanted high frequency acceleration data.
Additionally, for purposes of conducting this first experimental
"drop test" the portable gaming device was held at a height of
about 20 inches above the floor. The floor was covered with bubble
wrap to minimize damage to the portable gaming device.
[0392] FIG. 11A shows a composite graphical data pattern 1100
graphically representing actual X-axis (1122), Y-axis (1102), and
Z-axis (1132) accelerometer data relating to the first experimental
"drop test" event of the portable gaming device. More specifically,
the data which is graphically illustrated in the graph of FIG. 11A
represents actual X-axis (1122), Y-axis (1102), and Z-axis (1132)
accelerometer data (e.g., generated from the portable gaming
device) plotted as a function of time, wherein the units of the
vertical axis corresponds to MEMS data values (e.g., 1104), and
wherein the units 1106 of the horizontal axis correspond to
sample-based time units (e.g., representing sequential periodic
samples which were taken over a given time interval). As shown in
the example of FIG. 11A, the MEMS data values may be correlated to
corresponding values of gravitational acceleration units (g)
1108.
[0393] In at least one embodiment, the graphical data presented in
FIG. 11A may utilize different colors and/or patterns for
presenting the composite data in a manner which allows a reader to
more easily distinguish between the different data sets/data
patterns being displayed.
[0394] FIG. 11B shows a graph 1110 which include a graphical data
pattern 1102 graphically representing the Y-axis portion of
accelerometer data relating to the first experimental "drop test"
event of the portable gaming device.
[0395] FIG. 11C shows a graph 1120 which include a graphical data
pattern 1122 graphically representing the Z-axis portion of
accelerometer data relating to the first experimental "drop test"
event of the portable gaming device.
[0396] FIG. 11D shows a graph 1130 which include a graphical data
pattern 1132 graphically representing the X-axis portion of
accelerometer data relating to the first experimental "drop test"
event of the portable gaming device.
[0397] As illustrated in FIG. 11B, the Y-axis portion of
accelerometer data accelerometer data is plotted as a function of
acceleration vs. time, wherein the units of the vertical axis
corresponds to MEMS data values 1104 or gravitational acceleration
unit values 1108, and wherein the units 1106 of the horizontal axis
correspond to sample-based time units (e.g., representing
sequential periodic samples which were taken over a given time
interval).
[0398] As shown in the example of FIG. 11B, reference point 1101
represents an initial condition of the portable gaming device
before being dropped. Thus, for example, as shown at 1101
(approximately corresponding to time sample 120), the Y-axis
accelerometer indicates about a 1 g downward force. Similarly, as
illustrated in FIG. 11A, at approximately time sample 120, the
X-axis and Z-axis accelerometers both indicate about 0 g force.
[0399] Returning to FIG. 11B, at reference point 1103, the portable
gaming device is dropped, and begins to fall. In this particular
embodiment, the data preservation system has been configured or
designed to monitor the freefall condition of the portable gaming
device, and to initiate or activate a "shut down" signal after it
has been detected that the unit has fallen more than 10 inches. In
this particular example, reference point 1105 indicates the
approximate location where/when the "shut down" signal was
activated.
[0400] FIG. 11E shows an example embodiment of a data table 1180
which includes numeric data values representing actual X-axis,
Y-axis, and Z-axis accelerometer data relating to the first
experimental "drop test" event of the portable gaming device.
[0401] In the example of FIG. 11E, data table 1180, column 1181
shows the sample-based time values which correspond to the
sample-based time units (e.g., 1106) of the horizontal axis of each
of the graphs illustrated in FIGS. 11A-D. Column 1182 shows MEMS
data values which correspond to X-axis accelerometer data generated
during the first experimental "drop test." Column 1184 shows MEMS
data values which correspond to Y-axis accelerometer data generated
during the first experimental "drop test." Column 1186 shows MEMS
data values which correspond to Z-axis accelerometer data generated
during the first experimental "drop test."
[0402] Additionally, as shown in the example of FIG. 11E, columns
1188, 1190, 1192, and 1194 relate to a subset of the portable
gaming device movement data generated during the first experimental
"drop test." In one embodiment, this subset of portable gaming
device movement data may be used to characterize the relative
boundaries (e.g., start, middle, end) of an "event" such as, for
example, a "freefall" event.
[0403] Thus, for example, as shown in the example of FIG. 11E,
column 1188 includes relative sample-based time values relating to
the "freefall" event. For example, it is assumed in the example of
FIG. 11E that the "freefall" event begins at event sample number 0
(corresponding to absolute sample number 127). Thus, in this
particular example, it is assumed that the portable gaming device
begins it's freefall at event sample number 0 (corresponding to
absolute sample number 127). Column 1190 shows the relative elapsed
time values (in seconds) relating to the falling portable gaming
device during the "freefall" event. Column 1192 shows the relative
displacement or distance values (in inches) relating to the falling
portable gaming device during the "freefall" event.
[0404] Column 1194 indicates the relative state of the "shut down"
signal (e.g., 0=inactive, 1=active) relating to the falling
portable gaming device during the "freefall" event. As shown in the
example of FIG. 11E, the state of the "shut down" signal remains
inactive during a first interval of the "freefall" event. At
reference location 1191 (corresponding to a relative freefall
duration time of 0.231 seconds, and a relative freefall
displacement of 10.245 inches), the "shut down" signal becomes
active, and remains active during the remainder portion of the
"freefall" event.
[0405] In at least one embodiment, it may be assumed that at least
one critical event/condition has been detected at the portable
gaming device at event sample number 11, corresponding to reference
location 1191. Accordingly, in one embodiment, the portable gaming
device (and/or data preservation system) may enter an emergency
state of operation at event sample number 11, which, in turn, may
cause the portable gaming device (and/or data preservation system)
to automatically perform one or more appropriate actions in
response. As discussed previously, one such action may include
sending one or more "shut down" signals to one or more
components/devices of the portable gaming device. In another
embodiment, the activation of the "shut down" signal at event
sample number 11 may trigger or cause the portable gaming device
(and/or data preservation system) to enter the emergency state of
operation.
[0406] FIGS. 12A-E illustrate an example embodiment of different
types of data patterns (e.g., FIGS. 12A-D) and associated data
values (e.g., FIG. 12E) which include actual portable gaming device
movement data relating to a second experimental "table fall" event
in which a portable gaming device was made to slide off a table 29
inches to the floor.
[0407] In this particular example, the motion detection components
of the portable gaming device being tested included a 4th order low
pass filter with a cutoff frequency of about 5 Hz, which was
configured to filter out unwanted high frequency acceleration data.
Additionally, the floor was covered with bubble wrap to minimize
damage to the portable gaming device.
[0408] FIG. 12A shows a composite graphical data pattern 1200
graphically representing actual X-axis (1222), Z-axis (1202), and
Y-axis (1232) accelerometer data relating to the second
experimental "table fall" event of the portable gaming device. More
specifically, the data which is graphically illustrated in the
graph of FIG. 12A represents actual X-axis (1222), Z-axis (1202),
and Y-axis (1232) accelerometer data (e.g., generated from the
portable gaming device) plotted as a function of time, wherein the
units of the vertical axis corresponds to MEMS data values (e.g.,
1204), and wherein the units 1206 of the horizontal axis correspond
to sample-based time units (e.g., representing sequential periodic
samples which were taken over a given time interval). As shown in
the example of FIG. 12A, the MEMS data values may be correlated to
corresponding values of gravitational acceleration units (g)
1208.
[0409] In at least one embodiment, the graphical data presented in
FIG. 12A may utilize different colors and/or patterns for
presenting the composite data in a manner which allows a reader to
more easily distinguish between the different data sets/data
patterns being displayed.
[0410] FIG. 12B shows a graph 1230 which include a graphical data
pattern 1232 graphically representing the Y-axis portion of
accelerometer data relating to the second experimental "table fall"
event of the portable gaming device.
[0411] FIG. 12C shows a graph 1220 which include a graphical data
pattern 1222 graphically representing the X-axis portion of
accelerometer data relating to the second experimental "table fall"
event of the portable gaming device.
[0412] FIG. 12D shows a graph 1210 which include a graphical data
pattern 1202 graphically representing the Z-axis portion of
accelerometer data relating to the second experimental "table fall"
event of the portable gaming device.
[0413] As illustrated in FIG. 12D, the Z-axis portion of
accelerometer data accelerometer data is plotted as a function of
acceleration vs. time, wherein the units of the vertical axis
corresponds to MEMS data values 1204 or gravitational acceleration
unit values 1208, and wherein the units 1206 of the horizontal axis
correspond to sample-based time units (e.g., representing
sequential periodic samples which were taken over a given time
interval).
[0414] As shown in the example of FIG. 12D, reference point 1201
represents an initial condition of the portable gaming device
before being dropped. Thus, for example, as shown at 1201a
(approximately corresponding to time sample 200), the Z-axis
accelerometer indicates about a 1 g downward force. Similarly, as
illustrated in FIG. 12A, at approximately time sample 200, the
X-axis and Y-axis accelerometers both indicate about 0 g force.
[0415] Returning to FIG. 12D, at reference point 1201b, the Z-axis
accelerometer still indicates about a 1 g downward force.
Accordingly, in one embodiment, the relative changes in the Z-axis
accelerometer values between data points 1201a and 120b may not be
sufficient to meet or exceed predetermined threshold criteria
relating to the detection of a potentially significant event or
condition.
[0416] For example, in one embodiment, the predetermined threshold
criteria may specify that change in acceleration (e.g., for a given
axis) must exceed .+-.0.2 g relative to its current value in order
to qualify as a potentially significant event or condition. In
another embodiment, the predetermined threshold criteria may
specify that the absolute acceleration (e.g., for a given axis)
exceed .+-.0.6 g in order to qualify as a potentially significant
event or condition. In at least one embodiment, the threshold
criteria may be adjusted, for example, by a controlling computer or
processor (such as, for example, the portable gaming machine
processor).
[0417] Returning to FIG. 12D, at about reference point 1203, it is
assumed that the portable gaming device begins its fall from the
table. In this particular embodiment, the data preservation system
has been configured or designed to monitor the freefall condition
of the portable gaming device, and to initiate or activate a "shut
down" signal after it has been detected that the unit has fallen
more than 10 inches. In this particular example, reference point
1207 indicates the approximate location where/when the "shut down"
signal was activated.
[0418] FIG. 12E shows an example embodiment of a data table 1280
which includes numeric data values representing actual X-axis,
Z-axis, and Y-axis accelerometer data relating to the second
experimental "table fall" event of the portable gaming device.
[0419] In the example of FIG. 12E, data table 1280, column 1281
shows the sample-based time values which correspond to the
sample-based time units (e.g., 1206) of the horizontal axis of each
of the graphs illustrated in FIGS. 12A-D. Column 1282 shows MEMS
data values which correspond to X-axis accelerometer data generated
during the second experimental "table fall." Column 1284 shows MEMS
data values which correspond to Y-axis accelerometer data generated
during the second experimental "table fall." Column 1286 shows MEMS
data values which correspond to Z-axis accelerometer data generated
during the second experimental "table fall."
[0420] Additionally, as shown in the example of FIG. 12E, columns
1288, 1290, 1292, and 1294 relate to a subset of the portable
gaming device movement data generated during the second
experimental "table fall." In one embodiment, this subset of
portable gaming device movement data may be used to characterize
the relative boundaries (e.g., start, middle, end) of an "event"
such as, for example, a "freefall" event.
[0421] Thus, for example, as shown in the example of FIG. 12E,
column 1288 includes relative sample-based time values relating to
the "freefall" event. For example, it is assumed in the example of
FIG. 12E that the "freefall" event begins at event sample number 0
(corresponding to absolute sample number 296). Thus, in this
particular example, it is assumed that the portable gaming device
begins it's freefall at event sample number 0 (corresponding to
absolute sample number 296). This is generally indicated at
reference location 1205 of FIG. 12D.
[0422] Returning to FIG. 12E, Column 1290 shows the relative
elapsed time values (in seconds) relating to the falling portable
gaming device during the "freefall" event. Column 1292 shows the
relative displacement or distance values (in inches) relating to
the falling portable gaming device during the "freefall" event.
[0423] Column 1294 indicates the relative state of the "shut down"
signal (e.g., 0=inactive, 1=active) relating to the falling
portable gaming device during the "freefall" event. As shown in the
example of FIG. 12E, the state of the "shut down" signal remains
inactive during a second interval of the "freefall" event. At
reference location 1291 (corresponding to a relative freefall
duration time of 0.231 seconds, and a relative freefall
displacement of 10.245 inches), the "shut down" signal becomes
active, and remains active during the remainder portion of the
"freefall" event.
[0424] In at least one embodiment, it may be assumed that at least
one critical event/condition has been detected at the portable
gaming device at event sample number 11, corresponding to reference
location 1291. Accordingly, in one embodiment, the portable gaming
device (and/or data preservation system) may enter an emergency
state of operation at event sample number 11, which, in turn, may
cause the portable gaming device (and/or data preservation system)
to automatically perform one or more appropriate actions in
response. As discussed previously, one such action may include
sending one or more "shut down" signals to one or more
components/devices of the portable gaming device. In another
embodiment, the activation of the "shut down" signal at event
sample number 11 may trigger or cause the portable gaming device
(and/or data preservation system) to enter the emergency state of
operation.
[0425] Additional details relating to various aspects of gaming
technology are described in one or more of the following
references:
[0426] U.S. patent application Ser. No. 11/515,184, (Attorney
Docket No. IGT1P266A/P-1085A), by Nguyen et al., entitled
"INTELLIGENT CASINO GAMING TABLE AND SYSTEMS THEREOF", filed on
Sep. 1, 2006, the entirety of which is incorporated herein by
reference for all purposes;
[0427] U.S. patent application Ser. No. 11/155,702, (Attorney
Docket No. IGT1P114X3/P-305CIP3), by Nguyen et al., entitled
"VIRTUAL LEASH FOR PERSONAL GAMING DEVICE", filed on Jun. 16, 2005,
the entirety of which is incorporated herein by reference for all
purposes.
[0428] Techniques and mechanisms of the present invention will
sometimes be described in singular form for clarity. However, it
should be noted that particular embodiments include multiple
iterations of a technique or multiple instantiations of a mechanism
unless noted otherwise.
[0429] Although several preferred embodiments of this invention
have been described in detail herein with reference to the
accompanying drawings, it is to be understood that the invention is
not limited to these precise embodiments, and that various changes
and modifications may be effected therein by one skilled in the art
without departing from the scope of spirit of the invention as
defined in the appended claims.
* * * * *
References