U.S. patent application number 12/645578 was filed with the patent office on 2010-12-09 for system and method for generating tickets on demand.
Invention is credited to Dow K. Hardy, Peter D. Kovacs, Michael C. Lightman, Nathan Short, John E. Taylor.
Application Number | 20100311496 12/645578 |
Document ID | / |
Family ID | 42310169 |
Filed Date | 2010-12-09 |
United States Patent
Application |
20100311496 |
Kind Code |
A1 |
Taylor; John E. ; et
al. |
December 9, 2010 |
SYSTEM AND METHOD FOR GENERATING TICKETS ON DEMAND
Abstract
According to one aspect, provided are systems and methods for
generating unrestricted games (e.g. promotional games) that
preserve predetermination and/or do not introduce chance elements
into the games while at the same time reduce the overhead
associated with generating and maintaining entries (i.e. tickets)
into the games. As part of systems and methods for creating
ticketed entries, values can be assigned to any of one or more of
players, game machines, or games. These values can used as unique
identifiers. Additionally, information already associated with any
one or more of the players, game machines, or games can also be
used to generate these values. The values can have static
components and can be combined with dynamic components, that can be
used individually, separately, or in combination. In one example a
predetermined numeric value is used, stored as part of a record. In
another, static information can be used to generate the numeric
value, or a component of the value. Once the value, in some
examples a seed, is obtained the value is used with a deterministic
function to provide deterministically an output. The output permits
retrieval of an outcome from for example a prize matrix of
predetermined game outcomes. According to another aspect, the
systems and methods provided permit deterministic ticket generation
without having to generate and/or maintain the entries for any
game.
Inventors: |
Taylor; John E.; (Vero
Beach, FL) ; Hardy; Dow K.; (Marlborough, MA)
; Lightman; Michael C.; (Easton, CT) ; Kovacs;
Peter D.; (Waxhaw, NC) ; Short; Nathan; (West
Kingston, RI) |
Correspondence
Address: |
LANDO & ANASTASI, LLP
ONE MAIN STREET, SUITE 1100
CAMBRIDGE
MA
02142
US
|
Family ID: |
42310169 |
Appl. No.: |
12/645578 |
Filed: |
December 23, 2009 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
61141837 |
Dec 31, 2008 |
|
|
|
Current U.S.
Class: |
463/25 ;
463/29 |
Current CPC
Class: |
A63F 13/12 20130101;
A63F 13/10 20130101; G07F 17/32 20130101; A63F 2300/55
20130101 |
Class at
Publication: |
463/25 ;
463/29 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer implemented method for generating ticketed entries
into a game, the method comprising the acts of: providing for
compensation rules governing the game having the ticketed entry;
accepting, by a communication interface, a ticket request, the
ticket request including ticket generation information; generating
deterministically, by a ticket server, an input value based, at
least in part, on the ticket generation information; calculating,
by the ticket server, an output value, wherein the act of
calculating the output value includes an act of inputting the input
value into a deterministic function; obtaining, by the ticket
server, a game outcome according to the compensation rules using
the output value; and providing for creation of a ticket for the
game outcome.
2. The method according to claim 1, further comprising an act of
accepting additional information associated with the ticket
generation request.
3. The method according to claim 2, wherein the act of obtaining
the game outcome according to the compensation rules using the
output value includes an act of selecting, by the ticket server, a
set of compensation rules using the additional information.
4. The method according to claim 3, wherein the additional
information comprises at least one of a value estimate for a
player, at least a portion of information underlying the value
estimate, a player status, a player membership level, at a portion
of information associated with a player record, a referral network
status, a referral network value, a global player value estimate, a
global player membership level, an affiliated location membership
status, an online gaming membership status, a social network
membership status, an affiliated location membership level, an
online gaming membership level, and a social network membership
level.
5. The method according to claim 1, further comprising an act of
storing the ticket generation information.
6. The method according to claim 5, wherein the act of storing the
ticket generation information includes an act of storing the
information as at least a part of one of a player record, a ticket
record, a game record, and a game machine record.
7. The method according to claim 1, wherein the compensation rules
define at least one prize matrix.
8. The method according to claim 1, wherein the ticket generation
information is pre-printed on another ticket.
9. The method according to claim 1, further comprising an act of
communicating a ticket over a communication interface.
10. The method according to claim 1, further comprising an act of
creating a ticket generation value.
11. The method according to claim 10, wherein the act of creating
the ticket generation value includes an act of creating a unique
seed value.
12. The method according to claim 2, wherein the act of generating,
by a processor, the input value based, at least in part, on the
ticket generation information, includes an act of combining the
ticket generation information and at least a portion of the
additional information.
13. The method according to claim 12, further comprising an act of
generating a numerical representation of the additional
information.
14. The method according to claim 1, wherein the act of
calculating, by a processor, the output value, further includes an
act of inputting the input value into a pseudo random number
generator, wherein the output value comprises a predictable
randomized value, wherein the same randomized value is output upon
the input of the same input value.
15. The method according to claim 14, wherein the act of obtaining,
by a processor, a game outcome from the compensation rules using
the output value, includes an act of employing the randomized
output value as at least one of a look up value into a compensation
table, an index into a compensation table, an index into a prize
matrix, a look up into a prize matrix, a value for retrieving a
database record, a value for retrieving a row of a table, and an
input into a mapping function.
16. The method according to claim 1, wherein the act of providing
for creation of the ticket for the game outcome includes an act of
associating, indirectly, the game outcome with ticket creation
information.
17. The method according to claim 16, wherein the act of
associating, indirectly, the game outcome with ticket creation
information includes act of: creating an access code; permitting
access to the game outcome by accepting an input of the access
code.
18. The method according to claim 16, wherein the act of providing
for creation of the ticket for the game outcome includes an act of
associating, directly, the game outcome with ticket creation
information.
19. The method according to claim 18, wherein the act of
associating, directly, the game outcome with ticket creation
information includes an act of encoding the outcome in the ticket
creation information.
20. The method according to claim 19, wherein the act of encoding
the outcome does not include encoding game play information in the
ticket creation information.
21. The method according to claim 1, further comprising an act of
creating a ticket for entry into the game.
22. The method according to claim 1, wherein the deterministic
function comprises a pseudo random number generator.
23. The method according to claim 1, wherein the act of accepting,
by a communication interface, a ticket request, includes an act of
accepting the ticket request from a game machine with the ticket
generation information associated with the game machine.
24. The method according to claim 23, wherein the game machine
includes at least one of a video lottery terminal, a pull-tab game
machine, and a Class II gaming machine having predetermined
outcomes.
25. The method according to claim 1, wherein the ticket generation
information comprises the input value.
26. The method according to claim 1, further comprising an act of
deriving the input value from the ticket generation
information.
27. The method according to claim 1, wherein the ticket generation
information comprises a static portion and a dynamic portion.
28. The method according to claim 27, wherein the input value is
based on at least a portion of the static portion and at least a
portion of the dynamic portion.
29. The method according to claim 27, wherein the dynamic portion
is deterministically dynamic.
30. The method according to claim 1, wherein the compensation rules
define predetermined outcomes for the game.
31. A computer-readable medium having computer-readable
instructions stored thereon that, as a result of being executed by
a processor, instruct the computer to perform a method for
generating on demand ticketed entries into a game, the method
comprising acts of: providing for compensation rules governing the
game having the ticketed entry; accepting a ticket request, the
ticket request including a ticket generation value; generating an
input value based, at least in part, on the ticket generation
value; calculating an output value, wherein the act of calculating
the output value includes an act of inputting the input value into
a deterministic function; obtaining a game outcome from the
compensation rules using the output value; and providing for
creation of a ticket for the game outcome.
32. A system for printing ticketed entries into a predetermined
outcome game, the system comprising: a ticket creation component
configured to generate a ticket from ticket creation information
where the ticket comprises an entry into the game, and the entry is
associated with a predetermined outcome in response to a ticket
generation request; and a communication component configured to
receive ticket creation information generated by an outcome
retrieval component, wherein the outcome retrieval component is
configured to: receive a ticket generation request and associated
ticket generation information, process the ticket generation
information to obtain a deterministic value from the ticket
generation information, retrieve a predetermined outcome for the
game using the deterministic value, wherein the predetermined
outcome is defined prior to the ticket generation request from
compensation rules for the game, and transmit ticket creation
information associated with the predetermined outcome.
33. The system of claim 32, wherein the ticket creation component
is configured to print a physical ticket.
34. The system of claim 32, wherein the ticket creation component
is further configured to process the received ticket creation
information, and generate a ticket representation.
Description
RELATED APPLICATIONS
[0001] This application also claims priority under 35 U.S.C. 119(e)
to U.S. Provisional Application Ser. No. 61/141,837 entitled
"SYSTEM AND METHOD FOR GENERATING TICKETS ON DEMAND," filed on Dec.
31, 2008.
FIELD OF THE INVENTION
[0002] The field of the invention relates generally to gaming, and
more particularly to determining and presenting ticketed entries
into games in an on demand fashion.
BACKGROUND
[0003] Conventional gaming activities may require the generation of
numerous outcomes associated with particular games. In some gaming
systems, game tickets are used to encode the game outcomes on a one
to one basis. In one example, a lottery system may generate
thousands if not millions of outcomes for a particular game series.
The game outcomes can be divided in outcome pools, where certain
prizes may be retained for pools that become available towards the
end of the game period. The outcome pools and sub pools may need to
be maintained during the course of the game. Some examples require
shuffling of the outcome pools, and in some cases restatement of
game parameters where certain prizes have been won and are no
longer available. Legal requirements impose obligations on the
operation of games that include wagers and/or constitute gambling
of any kind. In a real world example, scratch ticket games need to
be accurate in their promotion, if for example, all the large
jackpots have been won for a particular scratch game--the game
operator cannot continue to advertise the availability of the large
jackpots in association with the game.
[0004] Conventionally, this problem may be addressed using pools of
outcomes, and scheduling at least one pool with a large jackpot
that becomes available towards the conclusion of the game period.
There is significant overhead associated with generation of the
outcomes required, both in terms of physical need for tickets, in
the scratch ticket example, but also in the electronic gaming
space, where the overhead is representative of the computational
effort in generating, maintaining, storing, and verifying the
outcomes, among other examples.
SUMMARY
[0005] These requirements on game operators, among others,
highlight the need for improved methods of maintaining game
outcomes, improved methods of generating outcomes, and the need for
meeting various requirements of gaming law imposed on the
particular game while reducing the overhead associated with game
operation/outcome determination and maintenance. Further, improved
methods and systems are needed to generate and distribute tickets
to players to provide any game outcome.
[0006] One approach to ticket generation and delivery that has been
employed involves the use of electronically delivered tickets. Each
ticket represents/or may be linked to an outcome to be selected and
played on one of the distribution terminals providing the game. The
created game tickets are divided into at least two game ticket
batches. The first ticket batch may be played, that is a ticket
made available to players for a specified period of time. The
second batch is not played, and can be maintained in a monitored
state. The ability to have one of the game batches in a monitored
state while the other game batch is being played overcomes some
recognized disadvantages associated with ticketed gaming. In
particular, it is recognized that the need for monitoring pay-outs,
number of tickets played, and the need to redistribute tickets may
require suspension of gaming. Switching over to play of the second
batch while the first is being monitored allows gaming to continue,
and vice versa. For example, it is appreciated that separating
ticket batches (e.g. a play and a monitor ticket batch) does not
alleviate the overhead or maintenance associated with created
tickets (electronic or paper varieties, among others). In
particular, the requirements imposed on a game operator/provider do
not change because multiple batches of electronic tickets are
created, and at least two sets of tickets are required for every
game, so that the monitoring/auditing associated with tickets can
be performed while another batch is being played, in effect
doubling the associated overhead. Ultimately this solution actually
magnifies the problems involved in ticketed gaming--the creation
and maintenance of game tickets. As will be discussed in greater
detail below, it is realized that eliminating the tickets
themselves may solve a number of issues associated with
establishing, maintaining and re-tuning ticketed outcomes.
[0007] In some promotional on-line gaming activities, a player is
provided an opportunity to, for example, play a game online in
order to reveal a predetermined award or promotional item. Delivery
of the promotional offer typically includes issuance of a "ticket"
that is some physical form of an entry into the promotional game.
Further, there may be electronic representations of entries that
can be used to reveal promotional items (e.g., representations that
can be emailed, associated with frequent player identifier and
later redeemed, etc.).
[0008] Using conventional promotional gaming models an operator is
obliged to generate a ticket/outcome for every potential player. In
other words, every invitation to play a promotional game needs an
associated ticket to provide access to the promotional game and
provide for revelation of a predetermined result, whether it be a
win, a loss, or an opportunity for another win or loss in another
game. Similar problems are found in other games as well. It is
realized that any game that requires outcome generation,
maintenance, and/or validation may benefit from methods and systems
for on demand outcome generation and on demand ticket generation.
By employing outcome generating values and associating them with
players, games, and gaming machines (among other examples) the
overhead associated with outcome generation, delivery and
maintenance can be reduced. According to one aspect, an outcome
generating value is used as an input into a deterministic function,
the deterministic output may then be used to recover an outcome for
a game based on any set of parameters established for awarding
prizes. In one example, employing an outcome generating value, a
deterministic function, and a set of parameters governing prizes
enables generation/retrieval of outcomes as needed, eliminating the
need for generating outcomes in advance, maintaining outcomes,
predetermination of outcomes, and/or redetermination of outcomes
based on changed parameters.
[0009] Conventional methods of generating tickets and
predetermining outcomes solve issues associated with providing
predetermined outcome promotional materials, but the static form of
ticketing employed results in significant wasted overhead to
manage, maintain, and account for promotional material. Presently,
average redemption rates for promotional material is estimated
around 2-3% with some estimates being as low as 1%. In a
conventional ticketing process, 97-99% of the effort involved in
determining eligibility, generating eligible player tables,
matching eligible players to awards, and maintaining the same
(including adding new players, removing old players, etc.) is
wasted. As the size and scope of promotions increase this waste
becomes larger as well. Even with respect to smaller promotion
populations, the potential waste is still significant. Indeed, over
multiple runs and/or multiple implementations the potential waste
becomes massive. For example, in a promotional game that has one
million outcomes for seven different games, seven million outcomes
need to be created, stored and delivered. Over multiple runs of the
same game, or even through simultaneous runs, the number of
required outcomes can become astronomical.
[0010] In computer systems that track game outcomes, promotional or
otherwise, it becomes unwieldy to track large numbers of outcomes.
In one example, there may exist 1 million outcomes for a particular
game. Because a computer system may track outcomes for a number of
games, the number of outcomes that need to be generated, tracked
and delivered becomes excessively large, and such systems do not
scale well for large numbers of required outcomes. The scaling
issues become exacerbated by multiple game runs, and are multiplied
over the number of different games. Scaling issues may even be
increased when multiple ticket batches are used in a game. In some
games, each such batch may even be used with subpools of outcomes,
making the maintenance task even more complex and time
consuming.
[0011] It is realized that one option of reducing the overhead
associated with conventional ticket/outcome generation includes the
use of ticket pools. By creating a pool of tickets a game operator
could reduce the number of needed tickets to a level commensurate
with the percentage of actual redemptions, reducing ticket overhead
on the order of 97%. Thus ticket pools associated with results may
be employed. In one example, ticket pools can be used in a
promotional game space to reduce outcome generation overhead.
However, ticket pooling options suffer from drawbacks.
[0012] By implementing ticket pools, gaming regulations may apply
to games that were previously exempt. In a ticket pool setting, a
player redeeming a promotion or playing an online game to reveal a
promotional award would receive a ticket from the pool in the order
they attempted to redeem them. In an example that includes
predetermined outcomes, even though the pool has predetermined
results associated with the tickets in the pool, for each player
there is introduced an element of chance depending on the order in
which the tickets are provided. Introducing elements of chance may
make a game subject to gaming regulation, and in the example, the
promotional game would require rigorous review by gaming
commissions in order to receive approval, and that approval could
only be found in a limited number of jurisdictions. Thus,
introducing elements of chance in outcome determination may
severely limit, for example, promotional games making them in a
practical sense useless as the promotion can only target limited
portions of potential players populations who resided in locations
where such games are permitted, or who are willing to travel to a
location where such games are permitted. One should appreciate that
ticket pools may be used in such locations. In an example, the
trade off between the loss of permitted play jurisdictions and the
gains in implementing a simplified ticketing process weights in
favor of such an implementation. One should also appreciate that it
would be reasonable to employ ticket pooling in those
jurisdictions.
[0013] In other gaming situations the introduction of an element of
chance does not affect the regulatory status of the game. For
example, in a video lottery setting, ticket pools may be associated
with a particular machine and even though a player may impact
whether he wins or loses by the order of redemption, the nature of
the game is not affected by player's order of redemption.
[0014] According to one aspect, it is realized that there is
benefit in generating an unrestricted promotional game that
preserves predetermination and/or does not introduce chance
elements into a game while at the same time reduces the overhead
associated with generating and maintaining entries (i.e. tickets)
into the promotion. One can implement promotional games without
pregeneration and/or maintenance of tickets, while maintaining
predetermination of outcomes. Prior to a ticket generation request,
values can be assigned to any of one or more of players, game
machines, or games as some examples. Additionally one may use
information already associated with any one or more of the players,
game machines, or games to generate these values. The values can
have static components and dynamic components, that can be used
individually, separately, or in combination. In one example, a
predetermined numeric value is used, stored as part of a record. In
another, static information can be used to generate the numeric
value, or a component of the value.
[0015] According to at least some embodiments, the value can be
used to resolve, predictably and repeatably (in conjunction with a
deterministic function), a mapping to a stored outcome when a
ticket generation request is received, without the system or method
knowing at the time of the request what outcome a particular
request will be provided. According to another aspect, it is
realized that there is value in issuing and responding to game
participation requests and/or game outcome generation requests at
or near the time a request is received regardless of the underlying
game involved. In one embodiment, a value associated with at least
one of a player, a game, and a game machine is used as an input
into a deterministic function, and the output of the function is
then used to derive a ticket value. Parameters can be assigned for
any game by a game operator and/or a promotion operator that define
outcomes that can be achieved in the game. In one example, the
output of the function is interpreted against outcome parameters
for a given game and an outcome obtained. In at least some
embodiments, the outcome can be stored and a ticket generated. The
ticket can be transmitted in response to a ticket generation
request and the ticket used to permit redemption of the stored
outcome.
[0016] According to one aspect of the present invention, a computer
implemented method for generating ticketed entries into a game is
provided. The method comprises the acts of providing for
compensation rules governing the game having the ticketed entry,
accepting, by a communication interface, a ticket request, the
ticket request including ticket generation information, generating,
by a processor, an input value based, at least in part, on the
ticket generation information, calculating, by a processor, an
output value, wherein the act of calculating the output value
includes an act of inputting the input value into a deterministic
function, obtaining, by a processor, a game outcome from the
compensation rules using the output value, and providing for
creation of a ticket for the game outcome. According to one
embodiment of the present invention, the method further comprises
an act of accepting additional information associated with the
ticket generation request. According to another embodiment of the
invention, the act of obtaining the game outcome from the
compensation rules using the output value includes an act of
selecting, by the processor, compensation rules using the
additional information. According to another embodiment of the
invention, the additional information comprises at least one of a
value estimate for a player, a player status, a player membership
level, a referral network status, a referral network value, a
global player value estimate, a global player membership level, an
affiliated location membership status, an online gaming membership
status, a social network membership status, an affiliated location
membership level, an online gaming membership level, and a social
network membership level.
[0017] According to one embodiment of the present invention, the
method further comprises an act of storing the ticket generation
information. According to another embodiment of the invention, the
act of storing the ticket generation information includes an act of
storing the information as at least a part of a player record.
According to another embodiment of the invention, the act of
storing the ticket generation information includes an act of
storing the information as at least part of a ticket record.
According to another embodiment of the invention, the ticket
generation information is pre-printed on another ticket. According
to another embodiment of the invention, the method further
comprises an act of communicating a ticket over a communication
interface. According to another embodiment of the invention, the
method further comprises an act of creating a ticket generation
value. According to another embodiment of the invention, the act of
creating the ticket generation value includes an act of creating a
unique seed value.
[0018] According to one embodiment of the present invention, the
act of generating, by a processor, the input value based, at least
in part, on the ticket generation information, includes an act of
combining the ticket generation information and at least a portion
of the additional information. According to another embodiment of
the invention, the method further comprises an act of generating a
numerical representation of the additional information. According
to another embodiment of the invention, the act of calculating, by
a processor, the output value, further includes an act of inputting
the input value into a pseudo random function, and wherein the
output value comprises a randomized value, wherein the same
randomized value is output upon the input of the same input value.
According to another embodiment of the invention, the act of
obtaining, by a processor, a game outcome from the compensation
rules using the output value, includes an act of employing the
randomized output value as at least one of a look up value into a
compensation table, an index into a compensation table, an index
into a prize schedule, a value for retrieving a database record, a
value for retrieving a row of a table, and an input into a mapping
function. According to another embodiment of the invention, the act
of providing for creation of the ticket for the game outcome
includes an act of associating, indirectly, the game outcome with
ticket creation information.
[0019] According to one embodiment of the present invention, the
act of associating, indirectly, the game outcome with ticket
creation information includes act of creating an access code,
permitting access to the game outcome by accepting an input of the
access code. According to another embodiment of the invention, the
act of providing for creation of the ticket for the game outcome
includes an act of associating, directly, the game outcome with
ticket creation information. According to another embodiment of the
invention, the act of associating, directly, the game outcome with
ticket creation information includes an act of encoding the outcome
in the ticket creation information. According to another embodiment
of the invention, the act of encoding the outcome does not include
encoding game play information in the ticket creation information.
According to another embodiment of the invention, the method
further comprises an act of creating a ticket for entry into the
game.
[0020] According to another embodiment of the invention, the
deterministic function comprises a pseudo random number generator.
According to another embodiment of the invention, the act of
accepting, by a communication interface, a ticket request, includes
an act of accepting the ticket request from a game machines with
the ticket generation information associated with the game machine.
According to another embodiment of the invention, the game machine
includes at least one of a video lottery terminal, a pull-tab game
machine, and a Class II gaming machine having predetermined
outcomes.
[0021] According to one aspect of the present invention, a
computer-readable medium having computer-readable instructions
stored thereon that, as a result of being executed by a computer,
instruct the computer to perform a method for generating on demand
ticketed entries into a game is provided. The method comprises acts
of providing for compensation rules governing the game having the
ticketed entry, accepting a ticket request, the ticket request
including ticket generation information, generating an input value
based, at least in part, on the ticket generation information,
calculating an output value, wherein the act of calculating the
output value includes an act of inputting the input value into a
deterministic function, obtaining a game outcome from the
compensation rules using the output value, and providing for
creation of a ticket for the game outcome.
[0022] According to one embodiment of the present invention, the
method further comprises an act of accepting additional information
associated with the ticket generation request. According to another
embodiment of the invention, the act of obtaining the game outcome
from the compensation rules using the output value includes an act
of selecting, by the processor, compensation rules using the
additional information. According to another embodiment of the
invention, the additional information comprises at least one of a
value estimate for a player, a player status, a player membership
level, a referral network status, a referral network value, a
global player value estimate, a global player membership level, an
affiliated location membership status, an online gaming membership
status, a social network membership status, an affiliated location
membership level, an online gaming membership level, and a social
network membership level.
[0023] According to one embodiment of the present invention, the
method further comprises an act of storing the ticket generation
information. According to another embodiment of the invention, the
act of storing the ticket generation information includes an act of
storing the information as at least a part of a player record.
According to another embodiment of the invention, the act of
storing the ticket generation information includes an act of
storing the information as at least part of a ticket record.
According to another embodiment of the invention, the ticket
generation information is pre-printed on another ticket. According
to another embodiment of the invention, the method further
comprises an act of communicating a ticket over a communication
interface. According to another embodiment of the invention, the
method further comprises an act of creating a ticket generation
value. According to another embodiment of the invention, the act of
creating the ticket generation value includes an act of creating a
unique seed value.
[0024] According to one embodiment of the present invention, the
act of generating, by a processor, the input value based, at least
in part, on the ticket generation information, includes an act of
combining the ticket generation information and at least a portion
of the additional information. According to another embodiment of
the invention, the method further comprises an act of generating a
numerical representation of the additional information. According
to another embodiment of the invention, the act of calculating, by
a processor, the output value, further includes an act of inputting
the input value into a pseudo random function, and wherein the
output value comprises a randomized value, wherein the same
randomized value is output upon the input of the same input value.
According to another embodiment of the invention, the act of
obtaining, by a processor, a game outcome from the compensation
rules using the output value, includes an act of employing the
randomized output value as at least one of a look up value into a
compensation table, an index into a compensation table, an index
into a prize schedule, a value for retrieving a database record, a
value for retrieving a row of a table, and an input into a mapping
function. According to another embodiment of the invention, the act
of providing for creation of the ticket for the game outcome
includes an act of associating, indirectly, the game outcome with
ticket creation information.
[0025] According to one embodiment of the present invention, the
act of associating, indirectly, the game outcome with ticket
creation information includes act of creating an access code,
permitting access to the game outcome by accepting an input of the
access code. According to another embodiment of the invention, the
act of providing for creation of the ticket for the game outcome
includes an act of associating, directly, the game outcome with
ticket creation information. According to another embodiment of the
invention, the act of associating, directly, the game outcome with
ticket creation information includes an act of encoding the outcome
in the ticket creation information. According to another embodiment
of the invention, the act of encoding the outcome does not include
encoding game play information in the ticket creation information.
According to another embodiment of the invention, the method
further comprises an act of creating a ticket for entry into the
game.
[0026] According to another embodiment of the invention, the
deterministic function comprises a pseudo random number generator.
According to another embodiment of the invention, the act of
accepting, by a communication interface, a ticket request, includes
an act of accepting the ticket request from a game machines with
the ticket generation information associated with the game machine.
According to another embodiment of the invention, the game machine
includes at least one of a video lottery terminal, a pull-tab game
machine, and a Class II gaming machine having predetermined
outcomes.
[0027] According to one aspect of the present invention, a computer
implemented method for generating ticketed entries into a game is
provided. The method comprises the acts of providing for
compensation rules governing the game having the ticketed entry,
accepting, by a communication interface, a ticket request, the
ticket request including a ticket generation value, generating, by
a processor, an input value based, at least in part, on the ticket
generation value, calculating, by a processor, an output value,
wherein the act of calculating the output value includes an act of
inputting the input value into a deterministic function, obtaining,
by a processor, a game outcome from the compensation rules using
the output value, and providing for creation of a ticket for the
game outcome. According to one embodiment of the present invention,
the method further comprises an act of accepting additional
information associated with the ticket generation request.
According to another embodiment of the invention, the act of
obtaining the game outcome from the compensation rules using the
output value includes an act of selecting, by the processor,
compensation rules using the additional information. According to
another embodiment of the invention, the additional information
comprises at least one of a value estimate for a player, a player
status, a player membership level, a referral network status, a
referral network value, a global player value estimate, a global
player membership level, an affiliated location membership status,
an online gaming membership status, a social network membership
status, an affiliated location membership level, an online gaming
membership level, and a social network membership level.
[0028] According to one embodiment of the present invention, the
method further comprises an act of storing the ticket generation
value. According to another embodiment of the invention, the act of
storing the ticket generation value includes an act of storing the
value as at least a part of a player record. According to another
embodiment of the invention, the act of storing the ticket
generation value includes an act of storing the value as at least
part of a ticket record. According to another embodiment of the
invention, the ticket generation value is pre-printed on another
ticket. According to another embodiment of the invention, the
method further comprises an act of communicating a ticket over a
communication interface. According to another embodiment of the
invention, the method further comprises an act of creating the
ticket generation value. According to another embodiment of the
invention, the act of creating the ticket generation value includes
an act of creating a unique random seed value.
[0029] According to one embodiment of the present invention, the
act of generating, by a processor, the input value based, at least
in part, on the ticket generation value, includes an act of
combining the ticket generation value and at least a portion of the
additional information. According to another embodiment of the
invention, the method further comprises an act of generating a
numerical representation of the additional information. According
to another embodiment of the invention, the act of calculating, by
a processor, the output value, further includes an act of inputting
the input value into a pseudo random function, and wherein the
output value comprises a randomized value, wherein the same
randomized value is output upon the input of the same input value.
According to another embodiment of the invention, the act of
obtaining, by a processor, a game outcome from the compensation
rules using the output value, includes an act of employing the
randomized output value as at least one of a look up value into a
compensation table, an index into a compensation table, an index
into a prize schedule, a value for retrieving a database record, a
value for retrieving a row of a table, and an input into a mapping
function. According to another embodiment of the invention, the act
of providing for creation of the ticket for the game outcome
includes an act of associating, indirectly, the game outcome with
ticket creation information.
[0030] According to one embodiment of the present invention, the
act of associating, indirectly, the game outcome with ticket
creation information includes act of creating an access code,
permitting access to the game outcome by accepting an input of the
access code. According to another embodiment of the invention, the
act of providing for creation of the ticket for the game outcome
includes an act of associating, directly, the game outcome with
ticket creation information. According to another embodiment of the
invention, the act of associating, directly, the game outcome with
ticket creation information includes an act of encoding the outcome
in the ticket creation information. According to another embodiment
of the invention, the act of encoding the outcome does not include
encoding game play information in the ticket creation information.
According to another embodiment of the invention, the method
further comprises an act of creating a ticket for entry into the
game.
[0031] According to another embodiment of the invention, the
deterministic function comprises a pseudo random number generator.
According to another embodiment of the invention, the act of
accepting, by a communication interface, a ticket request, includes
an act of accepting the ticket request from a game machines with
the ticket generation value associated with the game machine.
According to another embodiment of the invention, the game machines
includes at least one of a video lottery terminal, a pull-tab game
machine, and a Class II gaming machine having predetermined
outcomes.
[0032] According to one aspect of the present invention, a
computer-readable medium having computer-readable instructions
stored thereon that, as a result of being executed by a computer,
instruct the computer to perform a method for generating on demand
ticketed entries into a game is provided. The method comprises acts
of providing for compensation rules governing the game having the
ticketed entry, accepting a ticket request, the ticket request
including a ticket generation value, generating an input value
based, at least in part, on the ticket generation value,
calculating an output value, wherein the act of calculating the
output value includes an act of inputting the input value into a
deterministic function, obtaining a game outcome from the
compensation rules using the output value, and providing for
creation of a ticket for the game outcome.
[0033] According to one embodiment of the present invention, the
method further comprises an act of accepting additional information
associated with the ticket generation request. According to another
embodiment of the invention, the act of obtaining the game outcome
from the compensation rules using the output value includes an act
of selecting, by the processor, compensation rules using the
additional information. According to another embodiment of the
invention, the additional information comprises at least one of a
value estimate for a player, a player status, a player membership
level, a referral network status, a referral network value, a
global player value estimate, a global player membership level, an
affiliated location membership status, an online gaming membership
status, a social network membership status, an affiliated location
membership level, an online gaming membership level, and a social
network membership level.
[0034] According to one embodiment of the present invention, the
method further comprises an act of storing the ticket generation
value. According to another embodiment of the invention, the act of
storing the ticket generation value includes an act of storing the
value as at least a part of a player record. According to another
embodiment of the invention, the act of storing the ticket
generation value includes an act of storing the value as at least
part of a ticket record. According to another embodiment of the
invention, the ticket generation value is pre-printed on another
ticket. According to another embodiment of the invention, the
method further comprises an act of communicating a ticket over a
communication interface. According to another embodiment of the
invention, the method further comprises an act of creating the
ticket generation value. According to another embodiment of the
invention, the act of creating the ticket generation value includes
an act of creating a unique random seed value.
[0035] According to one embodiment of the present invention, the
act of generating, by a processor, the input value based, at least
in part, on the ticket generation value, includes an act of
combining the ticket generation value and at least a portion of the
additional information. According to another embodiment of the
invention, the method further comprises an act of generating a
numerical representation of the additional information. According
to another embodiment of the invention, the act of calculating, by
a processor, the output value, further includes an act of inputting
the input value into a pseudo random function, and wherein the
output value comprises a randomized value, wherein the same
randomized value is output upon the input of the same input value.
According to another embodiment of the invention, the act of
obtaining, by a processor, a game outcome from the compensation
rules using the output value, includes an act of employing the
randomized output value as at least one of a look up value into a
compensation table, an index into a compensation table, an index
into a prize schedule, a value for retrieving a database record, a
value for retrieving a row of a table, and an input into a mapping
function. According to another embodiment of the invention, the act
of providing for creation of the ticket for the game outcome
includes an act of associating, indirectly, the game outcome with
ticket creation information.
[0036] According to one embodiment of the present invention, the
act of associating, indirectly, the game outcome with ticket
creation information includes act of creating an access code,
permitting access to the game outcome by accepting an input of the
access code. According to another embodiment of the invention, the
act of providing for creation of the ticket for the game outcome
includes an act of associating, directly, the game outcome with
ticket creation information. According to another embodiment of the
invention, the act of associating, directly, the game outcome with
ticket creation information includes an act of encoding the outcome
in the ticket creation information. According to another embodiment
of the invention, the act of encoding the outcome does not include
encoding game play information in the ticket creation information.
According to another embodiment of the invention, the method
further comprises an act of creating a ticket for entry into the
game. According to another embodiment of the invention, the
deterministic function comprises a pseudo random number generator.
According to another embodiment of the invention, the act of
accepting, by a communication interface, a ticket request, includes
an act of accepting the ticket request from a game machines with
the ticket generation value associated with the game machine.
According to another embodiment of the invention, the game machines
includes at least one of a video lottery terminal, a pull-tab game
machine, and a Class II gaming machine having predetermined
outcomes.
[0037] According to one aspect of the present invention, a computer
implemented method for generating ticketed entries into a game is
provided. The method comprising the acts of providing for
compensation rules governing the game having the ticketed entry,
accepting, by a communication interface, a ticket request, the
ticket request including ticket generation information, generating
deterministically, by a ticket server, an input value based, at
least in part, on the ticket generation information, calculating,
by the ticket server, an output value, wherein the act of
calculating the output value includes an act of inputting the input
value into a deterministic function, obtaining, by the ticket
server, a game outcome according to the compensation rules using
the output value, and providing for creation of a ticket for the
game outcome. According to one embodiment of the present invention,
the method further comprises an act of accepting additional
information associated with the ticket generation request.
According to another embodiment of the invention, the act of
obtaining the game outcome according to the compensation rules
using the output value includes an act of selecting, by the ticket
server, a set of compensation rules using the additional
information. According to another embodiment of the invention, the
additional information comprises at least one of a value estimate
for a player, at least a portion of information underlying the
value estimate, a player status, a player membership level, at a
portion of information associated with a player record, a referral
network status, a referral network value, a global player value
estimate, a global player membership level, an affiliated location
membership status, an online gaming membership status, a social
network membership status, an affiliated location membership level,
an online gaming membership level, and a social network membership
level.
[0038] According to one embodiment of the present invention, the
method further comprises an act of storing the ticket generation
information. According to another embodiment of the invention, the
act of storing the ticket generation information includes an act of
storing the information as at least a part of one of a player
record, a ticket record, a game record, and a game machine record.
According to another embodiment of the invention, the compensation
rules define at least one prize matrix. According to another
embodiment of the invention, the ticket generation information is
pre-printed on another ticket. According to another embodiment of
the invention, the method further comprises an act of communicating
a ticket over a communication interface. According to another
embodiment of the invention, the method further comprises an act of
creating a ticket generation value. According to another embodiment
of the invention, the act of creating the ticket generation value
includes an act of creating a unique seed value. According to
another embodiment of the invention, the act of generating, by a
processor, the input value based, at least in part, on the ticket
generation information, includes an act of combining the ticket
generation information and at least a portion of the additional
information.
[0039] According to one embodiment of the present invention, the
method further comprises an act of generating a numerical
representation of the additional information. According to another
embodiment of the invention, the act of calculating, by a
processor, the output value, further includes an act of inputting
the input value into a pseudo random number generator, wherein the
output value comprises a predictable randomized value, wherein the
same randomized value is output upon the input of the same input
value. According to another embodiment of the invention, the act of
obtaining, by a processor, a game outcome from the compensation
rules using the output value, includes an act of employing the
randomized output value as at least one of a look up value into a
compensation table, an index into a compensation table, an index
into a prize matrix, a look up into a prize matrix, a value for
retrieving a database record, a value for retrieving a row of a
table, and an input into a mapping function. According to another
embodiment of the invention, the act of providing for creation of
the ticket for the game outcome includes an act of associating,
indirectly, the game outcome with ticket creation information.
According to another embodiment of the invention, the act of
associating, indirectly, the game outcome with ticket creation
information includes act of creating an access code, permitting
access to the game outcome by accepting an input of the access
code.
[0040] According to one embodiment of the present invention, the
act of providing for creation of the ticket for the game outcome
includes an act of associating, directly, the game outcome with
ticket creation information. According to another embodiment of the
invention, the act of associating, directly, the game outcome with
ticket creation information includes an act of encoding the outcome
in the ticket creation information. According to another embodiment
of the invention, the act of encoding the outcome does not include
encoding game play information in the ticket creation information.
According to another embodiment of the invention, the method
further comprises an act of creating a ticket for entry into the
game. According to another embodiment of the invention, the
deterministic function comprises a pseudo random number generator.
According to another embodiment of the invention, the act of
accepting, by a communication interface, a ticket request, includes
an act of accepting the ticket request from a game machine with the
ticket generation information associated with the game machine.
According to another embodiment of the invention, the game machine
includes at least one of a video lottery terminal, a pull-tab game
machine, and a Class II gaming machine having predetermined
outcomes. According to another embodiment of the invention, the
ticket generation information comprises the input value. According
to another embodiment of the invention, the method further
comprises an act of deriving the input value from the ticket
generation information.
[0041] According to one embodiment of the present invention, the
ticket generation information comprises a static portion and a
dynamic portion. According to another embodiment of the invention,
the input value is based on at least a portion of the static
portion and at least a portion of the dynamic portion. According to
another embodiment of the invention, the dynamic portion is
deterministically dynamic. According to another embodiment of the
invention, the compensation rules define predetermined outcomes for
the game.
[0042] According to one aspect of the present invention, a
computer-readable medium having computer-readable instructions
stored thereon that, as a result of being executed by a processor,
instruct the computer to perform a method for generating on demand
ticketed entries into a game is provided. The method comprising
acts of providing for compensation rules governing the game having
the ticketed entry, accepting a ticket request, the ticket request
including a ticket generation value, generating an input value
based, at least in part, on the ticket generation value,
calculating an output value, wherein the act of calculating the
output value includes an act of inputting the input value into a
deterministic function, obtaining a game outcome from the
compensation rules using the output value, and providing for
creation of a ticket for the game outcome.
[0043] According to one aspect of the present invention, a system
for printing ticketed entries into a predetermined outcome game is
provided. The system comprising a ticket creation component
configured to generate a ticket from ticket creation information
where the ticket comprises an entry into the game, and the entry is
associated with a predetermined outcome in response to a ticket
generation request, and a communication component configured to
receive ticket creation information generated by an outcome
retrieval component, wherein the outcome retrieval component is
configured to receive a ticket generation request and associated
ticket generation information, process the ticket generation
information to obtain a deterministic value from the ticket
generation information, retrieve a predetermined outcome for the
game using the deterministic value, wherein the predetermined
outcome is defined prior to the ticket generation request from
compensation rules for the game, and transmit ticket creation
information associated with the predetermined outcome. According to
one embodiment of the present invention, the ticket creation
component is configured to print a physical ticket. According to
another embodiment of the invention, the ticket creation component
is further configured to process the received ticket creation
information, and generate a ticket representation.
BRIEF DESCRIPTION OF THE DRAWINGS
[0044] The accompanying drawings are not intended to be drawn to
scale. In the drawings, each identical or nearly identical
component that is shown in various figures is represented by a like
numeral. For the purpose of clarity, not every component may be
labeled in every drawing. In the drawings:
[0045] FIG. 1 is a block diagram of an example system on which
various aspects of the disclosure can be practiced;
[0046] FIG. 2 is an example process for generating tickets for a
game on demand, according to one embodiment of the present
invention;
[0047] FIG. 3 is an example process for generating a ticket or
ticket information on demand, according to one embodiment of the
present invention;
[0048] FIG. 4 is an example process for obtaining a game outcome in
response to a ticket generation request, according to one
embodiment of the present invention;
[0049] FIG. 5A is an example process for generating prize matrixes,
according to one embodiment of the present invention;
[0050] FIG. 5B is an example process for providing seed information
to create on game tickets, according to one embodiment of the
present invention;
[0051] FIG. 5C is an example process for deriving a seed value can
be derived from existing information, according to one embodiment
of the present invention;
[0052] FIG. 6 is an example process for delivering ticket
generation information, according to one embodiment of the present
invention;
[0053] FIG. 7 is an example process for incorporating additional
information, according to one aspect of the present invention;
[0054] FIG. 8 is an example process for generating a deterministic
output, according to one embodiment of the present invention;
[0055] FIG. 9 is an example process for providing information to
determine a game outcome, according to one embodiment of the
present invention;
[0056] FIG. 10 is a block diagram of an example distributed
computer system upon which various aspects of the present
disclosure can be practiced;
[0057] FIG. 11 is a block diagram of computer system upon which
various aspects of the present disclosure can be practiced;
[0058] FIG. 12 is a block diagram illustrating components of a
computer system upon which various aspect of the present disclosure
can be practiced; and
[0059] FIG. 13 is a block diagram of a computer system upon which
various aspect of the present disclosure can be practiced.
DETAILED DESCRIPTION
[0060] According to one aspect, an unrestricted promotional game is
provided that preserves predetermination and/or does not introduce
chance elements into a game while at the same time reduces the
overhead associated with generating and maintaining entries (i.e.
tickets) into the promotion. According to one embodiment, a player
is associated with a value that permits generation of tickets when
needed. In one example, the value may be a seed value. In another
example, the value may be derived through a randomly generated
number (the number includes a number of digits sufficient to
uniquely identify the player). In yet another example, a membership
number may already be associated with a player and the membership
number may be used as the value. Another example includes using
portions of a membership number, and still others include
generating random values that uniquely identify a player based off
of a membership number and/or identifier. Other embodiments can
employ global player identifiers. According to one embodiment,
ticket generation values may be derived from information available
for a particular player. In one example, a ticket generation value
is created when a request for a ticket is sent with the information
available for the player, optionally part of the available
information may be used in other examples. In another example, the
ticket generation value may already exist, and in yet another
example, the ticket generation value may be stored in a player
record.
[0061] In at least some embodiments, the value is input into a
deterministic function to provide a randomized and repeatable
output. Example deterministic functions include pseudo random
number generators. The output of the deterministic function is used
to derive an outcome for a particular entry. In some embodiments,
game parameters can be assigned for any game by a game operator
and/or a promotion operator that define outcomes that can be
achieved in the game. In one example, the output of the function is
interpreted against outcome parameters for a given game and an
outcome obtained. In at least some embodiments, the outcome can
then be stored and a ticket generated. The ticket or a
representation of the ticket can be transmitted in response to a
ticket generation request and the ticket or representation used to
permit redemption of the stored outcome as an entry into a game is
needed.
[0062] According to another aspect, provided is a method and system
for responding to game participation requests and/or game outcome
generation requests at or near the time a request is received
regardless of the underlying game involved. In one embodiment, a
value associated with a player is used as an input into a
deterministic function, and the output of the function is then used
to derive a ticket value and a ticket created. In another
embodiment, a value associated with a game machine is used as an
input into a deterministic function, and the output of the function
is used to derive a ticket value. In other implementations, a
ticket generation value may be associated with a particular game, a
game series, a series of games, a game name, or other unique game
identifier. For example, video lottery terminals with predetermined
results may benefit from the use of a seed value (input) fed into a
deterministic function. In another example, pull-tab games can use
seed value(s) as inputs into a deterministic function to reduce the
maintenance and overhead associated with game tickets. The seed
value may be derived from information associated with the pull-tab
game on a ticket generation request, or in one alternative, derived
from information associated with a player playing the pull-tab
game. One should appreciate that any Class II gaming machine that
employs predetermined outcomes can benefit from the use of ticket
generation values and deterministic functions that permit ticket
generation on an as needed basis.
[0063] Other examples include lottery systems that issue instant
tickets or virtual forms of instant tickets via kiosks, point of
sale equipment, or Internet-based sales systems. Ticket facsimiles
may be presented on a kiosk (typically at a lottery retailer) and
on a computer monitor fed over the Internet, among other examples
(including use of preprinted tickets). On demand ticket generation
may also facilitate server-based gaming and so called online
lottery terminals (e.g. Powerball) that generate instant tickets.
The online refers to the use of remote terminals at specific
locations as opposed to offline games (e.g. scratch ticket
games).
[0064] Shown in FIG. 2 is an example process, 200, for generating
tickets for a game on demand. At step 202, a request is made to
participate in a particular game having ticketed entries. At step
204 ticket generation information is transmitted and received by a
ticket generation system. In at least some embodiments, a seed
value is received and used as the ticket generation information.
Optionally at step 206, additional information may be transmitted
and received with the ticket generation information of 204.
Additional information can include a request date, date/time
combinations, game name, game machine identifier, player
information, player status, as some examples. A ticket generation
system processes the received information (ticket generation
information and optionally received information).
[0065] In one embodiment, a seed value is combined with dynamic
information at 208 to generate an input value. The dynamic
information can include date and time. In one embodiment, a static
seed value is used in conjunction with the dynamic information to
achieve a dynamic but predictable input value based on the static
seed and the dynamic information. In such a fashion a single static
seed value can be assigned and used repeatedly, over multiple
games, game sessions to achieve predictable, unique, and repeatable
input values. In some implementations, a static seed value is
associated with a player, and each player can assigned a unique
seed value. For games that require qualification, seed values can
be assigned as part of the qualification process.
[0066] At 210 the input value is used an input to a deterministic
function, for example a pseudo random number generator. The
deterministic function produces an output value at 212, that is
used to retrieve an outcome from a prize matrix at 214. In some
implementations there may be more than one prize matrix, and
additional information optionally provided at 206 can be used to
select from a plurality of prize matrixes at 214. In some examples,
the output value is used as an index into a selected prize matrix.
The outcome can be included in a transmission at 216 that permits
the requesting entity (e.g. a game server or personal computer) to
generate and present a ticket to the entity that initiated the
participation request.
[0067] Alternatively, the ticket generation system can create a
ticket representation and transmit the ticket representation to the
requesting entity at 216. In some embodiments, the transmission of
the ticket representation at 216 or the transmission of ticket
generation information at 216 permits a physical ticket to be
printed and used to access the outcome now associated with the
ticket. Shown in FIG. 1 is an example system 100, upon which
various aspects of on demand ticket generation can be implemented.
For example, process 200, of FIG. 2, can be implemented on system
100. As shown a promotion server 102 is connected to other servers
to accept participation requests in a game and respond with a
ticket representation or ticket information as it is demanded. As
shown, promotion server 102 is connected to a game server 110 and a
casino management server 106. Game server 110 is configured to
permit on-line access to a player population through, for example,
the Internet 120. Additionally promotion server 102 is connected to
casino management server 106 to permit access to casino and other
gaming/gambling environments to the promotional game and/or games
made available using promotion server 102. Illustrated are a
plurality of communication networks 114-118 permitting
bidirectional communication between servers 102, 106 and 110. One
should appreciate that shown is one promotion sever 102 that serves
both on-line and casino environments, but separate servers, and/or
a plurality of servers may be operatively connected to either
environment separately or in combination, further the operations
and workload may also be distributed across a plurality of
systems.
[0068] A player can access a game server 110 on a computer 122
connected through the Internet 120. The game server 110 can be
connected directly to the Internet 120 or can be connected to the
Internet 120 through its own communication network 114. Game server
110 can host a plurality of games, stored for example in database
112, and can include access to a promotional style game as
discussed in greater detail herein. Additionally game server 110
can be configured to authenticate and/or identify a player wishing
to participate. In one example, game server 110 requires a
membership number and authentication information, before a player
can participate in any game. Authentication information can be
stored in a database 112 on game server 110. Game server 110 can
pass this information onto promotion server 102 through
communication network 118. Likewise casino management server 106,
can provide similar functionality. For example, casino management
server 106 can be configured to authenticate and/or identify a
player using a frequent player membership number. Player and/or
game information can be maintained on server, for example in
database 108. In one alternative, casino management server 106 can
pass along identification information for players already
considered identified and/or authenticated by activity at a gaming,
gambling and/or other establishment connected to casino management
server 106. Identification can also take place on specific gaming
machines. Players can be provided interfaces on displays of gaming
machines, 126-130, in which identifying information can be entered.
In one example, card readers are provide on game machines 126-130,
at 132-136 respectively. A frequent player club member is typically
issued a membership card that can be read by card readers installed
on game machines. Such a player can be identified by for example
server 106 and/or game machines 126-130 by inserting their player
card.
[0069] Promotion server 102 receives requests from game server 106
and casino management server 106. Requests to participate can
include additional information on for example, a player, a game, a
game machine, etc. Promotion server 102 can either use the
information received directly as input into a deterministic
function or process the received information to obtain a numerical
representation of the information among other options. Promotion
server 102 is configured to process an input value with a
deterministic function to produce an output value used to retrieve
an outcome for a particular game. In at least some embodiments,
promotion server 102 stores a plurality of predetermined outcomes
in a prize matrix in a database 104. Although one should appreciate
that other methodologies of storing predetermined outcomes on
server 102 can be used, and may include for example look up tables,
multiple databases, etc. The output value is used to retrieve an
outcome from the prize matrix.
[0070] Once a request is processed by promotion server 102, a
ticket can be generated. In some examples, this includes generating
a ticket representation and transmitting the representation back to
the requesting entity. A ticket representation can be transmitted
over network 118 to game server 110, and from the game server 110
to a computer 122. The computer 122 can render the ticket
representation directly as an electronic display. In some
embodiments, the ticket representation can be transmitted to the
requestor in order to print a physical ticket. For example computer
122 can be configured to print a ticket using an attached printing
device 124. In response to receiving the ticket representation,
computer 112 can print a physical ticket to use to enter into a
game, provided for example by game server 110 and redeem a now
associated predetermined outcome.
[0071] In other examples, promotion server 102, generates
information that permits a receiving system to create a ticket. For
example, a unique identifier associated with the outcome can be
bundled into a message transmitted to the requesting entity. The
transmission including generation information can be sent over
communication network 118 to game server 110 and from there to
computer 122. Alternatively, game server 110 may handle the initial
communication from computer 122, and permit promotion server 102
and computer 122 to talk directly in subsequent communications. In
some examples, computer 122 downloads executable modules from game
server 110, the modules when executed permit generation of tickets
from generation information received from promotion server 102.
[0072] Promotion server can also be configured to provide ticket
representations and/or ticket generation information to casino
management server 106, for distribution to any connected gaming
machine (e.g. 126, 128, 130). In some examples, casino management
server 106, interprets received ticket generation information to
permit display of ticket representations on connected game
machines. In some embodiments, the casino management server 106
passes ticket generation information to the connected machines,
which interpret the generation information for subsequent display.
In one alternative, the game machines can be connected to a
printing device 138 and in response to either a ticket
representation or ticket generation information, a physical ticket
may be printed. Integrated printers can be available on individual
game machines (e.g. 126, 128, 130).
[0073] System 100 can be configured to provide tickets on demand
for specific games, but one should appreciate that the game itself
may vary. The game can be presented as an amusement game, a
wagering game, a sweepstakes, among other examples. In the example
system 100, promotion server 102 can be configured to resolve
requests for entry into a promotional game. In one example, a
promotional game has predetermined outcomes. However, the
predetermined outcomes are, prior to any request for entry,
unassociated with any ticket, player, game machine or other form of
entry record. By having predetermined but unassociated outcomes,
the maintenance requirements for the promotional game are
significantly reduced. Typically in games with ticketed entries
massive overhead is required to provide individual outcomes
(predetermined or not) over the course of a game, its associated
games sessions, and if applicable multiple iterations of the
game.
Deterministic Function
[0074] One example of a deterministic function that is employed in
some embodiments is a pseudo random number generator (a "PRNG"). In
one example, the pseudo random number generator has the property of
generating a randomized output based on the input value. It is
deterministic in that for a particular value input into the
function the same randomized value is output. Some examples of
pseudo random number generators include the Mersenne twister
algorithm, stream ciphers, block ciphers, although one should
appreciate that other PRNGs may be used.
[0075] Shown in FIG. 8, is an example process 800 that can be, for
example, incorporated into other processes disclosed for generating
tickets on demand. Example process 800 can be used in conjunction
with disclosed systems for generating tickets on demand. At 802, a
deterministic function is accessed by a computer system. The
computer system can be a specially programmed general purpose
computer system (e.g. FIG. 11, 1100). The deterministic function
can be stored in a memory location on the computer system. In one
example, a pseudo random number generator is implemented on the
computer system. The pseudo random number generator is called in
response to receipt of an input value for example at 804. The input
value is used to start the pseudo random number generator at 806
and a randomized output it obtained at 808.
[0076] As discussed a seed value can be input into the PRNG. The
input value at 804 is used to seed the PRNG. For example, the C++
srand( ) function, included in the standard C++ library, accepts an
input to start the number generator from a particular point in the
random number generation sequence that is dependent on the start
value. As discussed further herein, the input value can be derived
from a static value, a static value combined with dynamic
information, static information converted into a numeric
representation, static information combined with dynamic
information converted into a numeric representation among other
examples. Simplified example C++ code could include the
following:
int main( )
TABLE-US-00001 {srand((unsigned)input( )); int output_value = rand(
); }
[0077] Using an appropriate input value enables the generation of a
randomized but predictable output result. The output value from any
PRNG used can be used in subsequent processes or as part of larger
process for determining a specific outcome from, for example a
prize matrix. According to one embodiments, static value and
dynamic values are defined to achieve a predictable combination for
use as an input value to a PRNG.
Input Value Generation
[0078] According to one aspect, the input value used to determine a
ticket value may include additional information and/or be coupled
with other values. In one example, a ticket generation value is
combined with date information to derive the input value for the
deterministic function. One should appreciate in such a setting,
the system is capable of determining at any time what outcome that
particular player will achieve on an associated date requested.
Typically, the system does not make this calculation until a
participation and/or redemption demand is made. However, one should
appreciate that the calculation can be performed at any time. For
example, a future date value may be combined with a ticket
generation value, and in another example a past date value may be
used. Indeed, predetermining some results may serve as a validation
of appropriate operation, and in some embodiments, post validation
may occur for dates that have passed. Validation of operation
provides assurance regarding proper operation. Further, the ability
to use predictable and/or static information with a ticket
generation value permits calculation of total exposure for a game
in advance. To extend the date example, knowing that a ticket
generation value is combined with the day of redemption permits a
game operator to forecast the outcomes that will be produced upon
actual use/redemption. Nothing discussed in the examples should be
read as limiting the application of the function to a particular
date range.
[0079] Other information may be combined with a ticket generation
value, for example, a game name may be represented as a numerical
value and be combined with the ticket generation value, and used as
an input to the deterministic function. In some examples, other
temporal values may be used, a second count from a predetermined
time, an hour count, day count, date and time, month, and year,
among others. One should appreciate that many values could be
combined with a ticket generation value including number of visits
to a gaming establishment, etc.
[0080] An input value to the deterministic function could include,
for example, a player's standing within a frequent players club. In
some embodiments, additional information is communicated, over a
computer communication network for example, along with an input
value and does not need to be combined with the input value. In one
example, after the input value has been input into the function and
an output derived, the additional information is used in
conjunction with the output to derive a game outcome. In another
example, a player's status in a frequent player club is used in
conjunction with the output from a pseudo random number generator,
to identify a prize matrix that the player's status qualifies
him/her for and an outcome defined by that prize matrix.
[0081] Known in the art are various rankings levels used in
conjunction with frequent player club memberships to identify
players. The player club ranks players by, for example, the amount
of wagering the player performs on average, and the amount of
business the player generates. A three tier system may rate players
as gold, platinum and diamond levels based on determination of
player's value to a gaming establishment.
[0082] A player in a gold level may qualify for a different prize
matrix than a player in a platinum level for example (reflective of
a payout schedule for a particular game). In one embodiment, the
prize matrix for platinum players has greater valued payouts when
compared to the gold level player, and may include different odds
of achieving a positive outcome. In other embodiments, additional
information includes information associated with a referral
network. A value associated with a referral network may be passed
along with an input value and the value associated with the
referral network may be used to identify a prize matrix into which
the function's output value indexes.
[0083] Other information may be used to determine a value
associated with a player and the value may be used to determine a
prize tier for that player. In one example, a player is valued
based on a distance from a gambling establishment, and the farther
the player traveled to reach the gambling establishment the greater
the prize tier the player qualifies for. In another example,
distance is one element that determines tier and any associated
prize level. In one embodiment, gambling establishments can
specifically target local players by increasing prize levels for
players' with shorter travel distances rather than longer.
[0084] "Tiering" may also be based on experience with a particular
game. For example, in gaming systems that allow play continuation,
the gaining of experience and increase in game level may be
associated with different prize tiers. The prize tiers may go to
the award that the player would get, and in one example, includes
an impact on the display of bonus game play. One example, would be
a known STAR TREK game system. Experience in the game causes
elevation in rank from a lower level ensign to commander of a
vessel. The commander level player receives a different prize tier
than the ensign. Although one should appreciate that the prize
tiers for each may be used to provide different incentives. An
ensign level player may receive the opportunity for increased
payouts as an incentive to continue play, although in some
embodiments, the increase in experience is tied to an increase in
value to potential outcomes.
[0085] Additional information that can each be used individually or
collectively as an element into prize level determination may also
include whether or not a player is a member of a referral network,
whether the player generated a referral network, a value associated
with members of a referral network, and should be understood to
include any of the information discussed in U.S. patent application
Ser. No. 12/238,849 entitled "METHOD AND APPARATUS FOR PROVIDING
PLAYER INCENTIVES," filed Sep. 26, 2008, incorporated herein by
reference, that can be used to establish a player value, and/or a
value of a referral network. According to one embodiment,
additional information is combined with ticket generation values by
concatenating two numeric values. In one example, the additional
information must first be represented numerically and then
concatenating with the ticket generation value. The combined number
may then be used as an input for a deterministic function. In
another embodiment, an overall length for an input value is
maintained during the combination operations. In one example, a 64
bit number is used, and any additional values are combined with the
64 bit ticket generation value with an XOR (exclusive OR) operation
to yield another 64 bit number. One should appreciate that any
number length may be employed, and almost any number of additional
values may be used to contribute to an input value. For example 32,
128, 256 bit values may also be used. Other combination functions
may be employed to include additional information with a ticket
generation value, for example hash functions, index functions, and
encryption functions, among others. In one embodiment, a hash
function is used to derive an input value from a ticket generation
value and additional information. The classes of functions
described may also be used as the deterministic function that
generates an output value as long as the particular version of the
function selected provides for the generation of the same output
value upon the input of the same input value.
Example Player Association
[0086] According to another aspect, a value is generated for a
player that permits entry into a promotional game for the player
without first requiring generation of a ticket. The value links a
promotional game outcome to the player, so that the outcome for the
player can be known in advance for a particular player, using the
output of a deterministic function and pay out rules associated
with the particular promotion and/or game. The link of player to
outcome can be independent of the outcome of the promotional game
and/or the value of the promotional offer. The linking between the
player and outcome can be independent of the details associated
with any particular promotional game as well. That is, in one
embodiment, a player can select any promotional game, for instance
from an online display and irrespective of player choice (for
example a player may choose black jack from computer interface that
presents choices from a list of poker, blackjack, slots, roulette,
craps, etc.) the outcome will be the same.
[0087] In one example, a ticket value is established for a player
based on a ticket generation value associated with a player, a
deterministic function, and payment/award rules for the game. One
should appreciate that the ticket value itself need not be
determined at the time the parameters for the game are created. In
one example, flexibility and overhead reduction is achieved by not
generating tickets, their values, and performing the corresponding
maintenance tasks, until the tickets are required. In one example,
the ticket generation value may be associated with a player through
membership in a frequent player club. In another example, the
ticket generation value may be derived from player information,
including for instance a membership number with the frequent player
club.
[0088] In one example setting, frequent player card members may
receive invitations to receive a promotional type award. The
invitation may be based on an act of determining qualification. In
order to redeem such an award the player club member is required to
perform some action, the location for performing the action may be
constrained to, for example, a casino and/or another gambling
location. At the time the player attempts to redeem the award, a
ticket representing an entry into the promotion may be generated
from the value associated with the particular player.
[0089] One should appreciate that the invention should not be
interpreted as limited to generation only at a redemption demand
(the capability exists to determine an outcome before redemption,
generate an outcome after redemption, generate outcome for
validation at any time, etc). Indeed in some other embodiments, the
on demand request for ticket generation occurs at an indication of
participation. In one example, when a player attempts to play a
particular game that employs ticketed entry, a generation request
is made. The generation request communicates the ticket generation
value or information used to derive the ticket generation value,
and any optional additional information. An input value is derived
and fed into a deterministic function. The output of the function
is used to retrieve a particular ticket value. In one embodiment, a
ticket is created and associated with the determined value. A
ticket or representation is communicated back to the requesting
location. For an electronic ticket, the electronic representation
is presented. For a physical ticket, a printing device generates
the on demand ticket. In one example, ticket representations are
displayed on a kiosk (typically at a lottery retailer), and in
another on a computer monitor attached to a communication network,
for example the Internet. In another example, a physical ticket is
printed in response to a participation request.
[0090] According to another aspect, tickets may be preprinted
and/or pre-generated with ticket generation values. In one
embodiment, the ticket generation values are printed on the face of
ticket, and in another encoded on the face of the ticket. In one
embodiment, tickets are printed with ticket generation values upon
request. In another, a number of tickets corresponding to the
expected participation amount for a particular game may be printed
in advance, and additional tickets may be generated if need arises.
Printed tickets with ticket generation values may be used where the
player wishing to participate is not known, hasn't signed up for a
frequent player club membership, or are to be passed along to other
players through a known player, among other options.
[0091] According to one example, generation of an outcome/ticket
value is followed by generation of a ticket, and in some
embodiments, ticket generation (whether electronic or in another
physical form) occurs as part of the same process for outcome
generation. In other examples, operation of the deterministic
function resolves a mapping to a record. The record can then be
populated later with an outcome.
[0092] Shown in FIG. 2 is an example process for generating tickets
for a game on demand. At step 202, a request is made to participate
in a particular game having ticketed entries. At step 204 ticket
generation information is transmitted and received by a ticket
generation system. In at least some embodiments, the ticket
generation information includes a unique value for a player
associated with the participation request. In other embodiments, a
seed value is received and used as the ticket generation
information. Optionally at step 206, additional information may be
transmitted and received with the ticket generation information of
204. Additional information can include a request date, date/time
combinations, game name, game machine identifier, player
information, player status as examples. In some examples, a
receiving system can add dynamic information on receipt of a seed
value (e.g., add date/time).
[0093] The ticket generation system processes the received
information (ticket generation information and optionally received
information). When seed values are transmitted directly, the seed
value can be used as an input into a deterministic function at 208.
If player information is received and optionally additional
information is received a numerical value is generated at 208. The
numeric value can include just player information, and also can
include any combination of player information and additional
information. In one embodiment, a static seed value associated with
a player record is received in step 204. Additional information in
the form of date/time information is also received at 206. From the
static seed value and the date/time information an input value is
generated. The input value can be the result of a hash function
performed on the static seed and date/time information. Hash values
can be derived for any type of received ticket generation and/or
additional information. According to some embodiments, the input
value that is subsequently used at 210, has the property of being
knowable in advance of the participation request.
[0094] In another example, a ticket is generated for the player
when the player indicates an intent to redeem the promotion and/or
promotional award. In some embodiments, ticket generation occurs
when a player attempts to participate in a game, whether it is a
promotional type game, or a game of skill or a game of skill and
chance. In other embodiments, ticket generation may occur on demand
as part of a system for providing player incentives. Examples of
systems for providing player incentives are described in U.S.
patent application Ser. No. 11/841,754 entitled "METHOD AND
APPARATUS FOR PROVIDING PLAYER INCENTIVES," filed Aug. 20, 2007,
published as U.S. Patent Application Publication Number
2008-0146346 A1 on Jun. 19, 2008 with the same title, incorporated
herein by reference. However, one should appreciate that other
systems may be used. Ticket generation may occur prior to
electronic game play; at the point a player enters electronic game
play, at the point of determining qualification, after
qualification, and at redemption, among other options.
[0095] In one example, a ticket generation value may be associated
with a player (with a deterministic function, etc.) to enable
generation of a ticket into a promotional game at the time of
entering a game. In one example the game entry occurs through an
alternative means of entry. In another example, the alternative
means of entry (AMOE) includes information necessary to identify a
player, create a record for the player, and associate a ticket
generation value with the player. In another example, the player
may be associated with a value that can be used to derive an input
value. In one embodiment, the value associated with the player is
combined with other information to generate the input value into
the deterministic function.
[0096] In another embodiment, a ticket generation value is
associated with a player through a wagering account. In one
example, the ticket generation value is associated with a wagering
account without concern/knowledge of the player tied to the
account. Account-based wagering may also include multiple players
for a single account, and thus according to another embodiment,
multiple players may be associated with a ticket generation value.
In another example, individual player names represented numerically
may be combined with ticket generation values so that each player
of the multiplayer group may be provided awards according to unique
tiering, and/or prize matrix.
[0097] In another example, the AMOE allows a game operator to
identify an existing player record and associate a ticket
generation value with that player. In an alternative, the AMOE
entry permits the game operator to create a player record for the
player seeking to enter the game via an AMOE. The player can then
be entered in game session according to the AMOE and the ticket
generation value can be created and assigned at the processing of
the AMOE. In another example the AMOE is a part of an invitation to
a player (who may be first qualified) and the player may be
associated with a ticket generation value at the time the
invitation is sent. Players who participate in games through
subscriptions may also be identified and associated with a ticket
generation values. In one embodiment, the ticket generation value
is used in conjunction with a promotional type game requiring that
outcome/ticket value determination occur without elements of
chance. Other games may have different requirements regarding
outcome generation. In some examples, elements of skill may be
present, in others elements of skill and chance, in others just
chance, however, one should appreciate that reducing the need for
advance ticket generation by permitting on demand ticket creation
reduces the overhead of any game that employs ticketed entries.
[0098] In another example, a player may be associated with a ticket
generation value used to determine a promotional game outcome
and/or value of a promotional offer through a referral network for
the creation of tickets, as they become necessary. In one example,
a player does not need to be a member of a frequent player club to
be associated with a ticket generation value. The player may be
uniquely identified through an entry in a referral network. In one
example, player information is entered into a referral network
management interface. That player may then be associated with a
player record including a ticket generation value. An input value
to the deterministic function is derived from the ticket generation
value. In one example, the ticket generation value is used as the
input value. In some embodiments, the ticket generation value is
combined with other information to determine an input value. The
input value will be used to determine an outcome of, for example, a
promotional game.
[0099] In one embodiment, players are first identified to receive
to a promotional offer. At the time of identification of the
player, the player may be associated with a ticket generation value
that can be used to create a ticket and determine a ticket
value/outcome for the promotion. In another embodiment, an existing
value may be used, and in yet another, the value may include
additional information. For example, additional information
includes date information, permitting unique outputs from the
deterministic function on the basis of date, using the same value
associated with a player.
[0100] In one embodiment, any ticket generation value may include
information specific to the promotional game. In one example,
information specific to the promotion includes start time for the
promotion, end time for the promotion, number of participants in
the promotion, awards available, a rate for providing winning
outcomes and/or awards, date of redemption, promotional game
selection for a player, and promotional game selected by the
player, among other options. In another embodiment, the information
specific to the promotion may be communicated over a computer
network in conjunction with the ticket generation value rather than
being used as a component of the input value.
[0101] In one example, a ticket generation value may be created
when a player's information is entered into a referral network, in
another example, the player information must be validated before
creation of a value for that player. In some embodiments, a ticket
generation value is only generated and associated with a player in
response to a particular player qualifying for a particular game
and/or incentive offer. In some examples, a game may be associated
with a time period during which a valid outcome may be produced. In
response to the expiration of the time period, a ticket generation
value may be de-associated from a player, and in one example this
comprises deleting the value from a player record stored in a
database. In another example, a ticket generation value is created
from existing information stored concerning a player. For example,
a frequent playercard number or member account can be used. Other
examples include date of birth, address, height and weight. The
existing information may be combined with additional information
associated with the player to generate a unique ticket generation
value.
[0102] In other examples, an input value may include additional
information so that outcome generation may be influenced in a
predetermined manner by the additional information. For example, an
input value may include date specific information, and the date
information included in the input value may impact the output
generated by the deterministic function. In another example, a game
name is reduced to a numerical value and incorporated into the
input value, permitting a unique output from a deterministic
function for each named game. The game name may be formulated to
include game series identification and/or time periods so that a
numerical representation will enable unique outputs from the
deterministic function as a property of a game name, game series,
game time period, etc.
[0103] In some embodiments, a ticket generation value may be
associated with a group of players rather than an individual. For
group values, the input value will be associated with a specific
ticket value/outcome (through use of the deterministic function to
generate an output and the association of the output to a game
award value), but at the time of awarding for a particular player
within a group additional determinations may be made that divide
the specific outcome into portions to be awarded to members of the
group. The additional determinations may be designed to provide
players in the group signals as to the scope of the award, or to
give an indication that a positive results occurred. For example, a
predetermined award of $50, may be broken up into a $5 award,
follow by any number of non-winning awards, to be concluded in
awards of $5, $20, and $20, earning the group as a whole $50. In
one example, the additional determinations are determined randomly
so the generated ticket value (from the input value, deterministic
function, output value, and compensation rules) is broken into
randomly determined parts, and awarded in a random order to members
of the group. The ticket value may still be generated
deterministically, but the presentation may take place in a number
of ways. In another embodiment, the group outcome may have a
scripted component, allowing a game operator to provide early
indications of an award, a large award, etc. to increase excitement
and potentially increase play.
[0104] Shown in FIG. 3 is an example process 300 for generating a
ticket or ticket information on demand. Process 300 may be used in
conjunction with, for example, a qualification phase of a game. In
one example, a game provider can qualify players meeting their
criteria to participate in a promotional game. The qualified
players can have a ticket generation value assigned. Additionally,
a value can be assigned to a game, a game series, a game session, a
game machine, and/or a ticket record.
[0105] As shown in FIG. 3, at 302 a random function is used to
create a randomized seed value at 304. The seed value can be
associated with a data record at 306 for later retrieval. Example
records can be any one or more of a player record 306A, a game
record 306B, a game terminal record 306C, and a ticket record 306D.
A player record can be pre-existing or generated at the time of the
association. In some examples, an existing player record is used to
store a random seed value. In other example, an existing player
record can be accessed and the random function used at 302 to
create a seed value from existing information. At 308, a
participation request for the game with on demand entries is
received. In response to the request, the seed value is transmitted
to the requesting entity at 310.
[0106] In some embodiments, additional information may be
incorporated in the communication of the seed value. For example,
the date and time of the participation request can be included.
Additional information can include any one or more of date,
date/time, game, game machine identifier, player information,
player status, among other examples. The seed value can be used as
an input into a pseudo random number generator ("PRNG") at 312. In
some embodiments, an input value can be generated from a received
seed value and additional information. Typically the input can be
constructed from a static portion and a dynamic portion to yield a
predictable value. For example, a stored seed can be combined with
a dynamic date and time value to generate a unique but predictable
input. Date and time is dynamic in a predictable way, thus, the
combination of a static value and the predictable date time value
can be used to yield predictable results for an input value. In
other embodiments, other dynamic values can be used to generate
input values.
[0107] At 314 the output of the PRNG is used to retrieve a game
outcome for the participation request. In some embodiments, an
outcome is retrieve from a predetermined prize matrix established
according to compensation rules provided by a game operator. In
other embodiments, the game operator may be provided a prize matrix
directly and/or compensation rules to follow. In one example a
plurality of prize matrixes can be used, and an outcome determined
from the plurality of prize matrixes by first identifying an
applicable matrix and then using the output to retrieve the
outcomes from the identified matrix. Matrixes may be selected using
additional information provided during a participation request.
Alternatively, information on a player can be provided separately
from a participation request, and an appropriate prize matrix
identified in advance of step 314. The output value generated can
be used as an index and/or lookup value for a given prize matrix.
Other method can also be used. Once an outcome is identified,
ticket generation information can be returned to the requesting
entity at 316. In some examples, the ticket generation information
is sent for the requesting entity to fabricate a physical ticket,
by for example printing the ticket. In other examples, the
requesting entity generates an electronic representation of the
ticket from the information and presents it to a player. In other
examples, a ticket representation can first be created and then
sent. The requesting entity can then display the representation or
provide for generation of a physical ticket.
[0108] One should appreciate that other methods of associating a
player and a ticket generation value may be used. In one example, a
player may be uniquely identified using biometric information. In
another example, a player may be uniquely identified on a visit to
a gambling location, affiliated location, or other location using
video imagery, video analysis, determined height and/or weight
information, and may also be determined using other physical
characteristics, including facial structure, finger prints, and
voice identification, among others. A player record can be
established for any uniquely identified player, and that player
record may be associated with a ticket generation value. According
to one alternative, a ticket generation value may be associated
with a global player tracking system.
[0109] Examples of global player tracking systems are described in
U.S. patent application Ser. No. 12/345,289 entitled "SYSTEM AND
METHOD FOR COLLECTING AND USING PLAYER INFORMATION," filed Dec. 29,
2008, which claims priority under 35 U.S.C. .sctn.119(e) to U.S.
Patent Application Ser. No. 61/016,801 entitled "SYSTEM AND METHOD
FOR COLLECTING AND USING PLAYER INFORMATION," filed Dec. 26, 2007
both of which are incorporated herein by reference. and forms a
part of the instant Specification in its entirety. In one
embodiment, the global tracking system may associate a ticket
generation value with a global player record. The global player
record may associate multiple frequent player club memberships held
at a number of gaming, gambling, and/or affiliated establishments.
One should appreciate that other memberships may be tracked, and in
one example the global player record identifies memberships at
gambling locations, memberships at affiliated locations,
memberships at other entities, and may include membership in
activities and/or groups that may be indicative of increased
likelihood of gambling among other options.
[0110] The ticket generation value may include information on a
particular membership (e.g. frequent player club membership), so
that the value may be used to identify a specific ticket value
based on a particular membership and its associated location. In
one example, the value is associated with multiple outcomes, and
included information (e.g. membership information) allows a system
to employ the value to identify the correct ticket value from among
a number of outcomes. In some examples, the additional information
may be incorporated into the input value and be used to generate
unique output values based on the incorporated additional
information. In some other examples the additional information may
be employed after the generation of an output value influencing the
selection of the payout parameters that the output value will be
used to identify.
[0111] In one example, a player is associated with a ticket
generation value that was randomly determined, and uniquely
identifies the player. At the time the player attempts to
participate in a game, a ticket is generated on demand for that
player. An input value is generated from the ticket generation
value, optionally including additional information, communicated
over a computer network to a processing computer system. The
processing computer system accepts the input value as well as any
additional information that may accompany the input value. The
input value is used as the input to a deterministic function, in
this example a PRNG that outputs a randomized deterministic value.
The additional information is used by the processing system to
select from three possible sets of compensation rules. In one
embodiment, the compensation rules are represented as entries in a
prize matrix covering possible outcomes that satisfy the
compensation rules. The additional information indicates that the
player is a frequent player club member of the platinum tier (gold,
platinum, and diamond are possible tier designations in this
particular example). The additional information directs the
processing system to select the third prize matrix and to use the
output value from the deterministic function to generate a ticket
value from the prize matrix. In one example, the generation of the
ticket value occurs by using the output value as an index into a
prize matrix. One should appreciate that other methods of using the
output value may be employed to generate a ticket value. For
example, the output value may be used as an index, in another
example the output value is used as a lookup. In some embodiments
the output value is used to retrieve a row in a table and in
another embodiment, a record in a database. In some examples, the
output value may be used in conjunction with a mapping function. A
mapping function includes an operation that accepts an input and
associates the input with a record in a table and/or a record in a
database.
[0112] In one embodiment, a method for providing a predetermined
outcome for a promotional game includes an act of storing
information associated with a frequent player's club member, and in
one embodiment, the information stored can be associated directly
with the player's membership card. The information associated with
the player's club membership can be combined in real time with
additional information to create a ticket for that player that is
reflective of the predetermined prize, award, and/or opportunity.
In one example, using the player information and a predetermined
prize matrix a promotional game operator is able to determine for a
given player any prize that the player may win on any given day
during the promotional period. In another example, the promotional
game operator may identify that Player A will win (awards may
include invitations to play online games, free entry into a
gambling game, non-cashable credits, additional opportunities to
participate in promotions, hotel accommodations, etc.) or not
tomorrow, without need of a generated ticket.
[0113] Shown in FIG. 4 is an example process for obtaining a game
outcome on demand in response to a ticket generation request.
Example process 400 can be used as part of a larger overall process
for creating ticket on demand in association with a particular
game. At 402, a prize schedule for a game is established. The prize
schedule can be generated from compensation rule for a particular
game. In one example, the prize schedule is provided by a promotion
operator. The promotion operator can define probabilities of
winning a given prize, the maximum prize amounts, minimum prize
amount, among other examples. Alternatively a game operator can
provide compensation rule for creating a prize schedule. The prize
schedule can be predetermined. In some embodiments, prize matrixes
are established in advance of entry into the game. According to
various aspects the predetermined prize matrixes are unassociated
with any entry into the game, until a ticket is needed.
[0114] At 404 at request for entry into the game is accepted. The
request can come in a the form of a ticket generation request,
and/or a request for an entry into a specific game. A ticket
request includes information for generating a ticker entry in the
game. In one particular example, a seed value is transmitted as
part of a ticket generation request. In another example,
information associated with the ticket request is transmitted with
the request. The information can include numeric and non-numeric
values. For example, a player status associated with the request
can be sent. In some embodiments, any one of or a combination of a
game identifier, a game machine identifier, a player status, player
information can be sent as a part of a ticket generation request.
Additional information can also be included, for example, a date, a
date time combination, an entry number, among other examples.
[0115] From the information received either as part of or in
addition to the ticket generation request, an input value is
generated. According to some embodiments, input values are unknown
prior to the time of the request, but predictable, by an operator
given the information that is used for input value generation. In
an example that uses a static seed value associated with a
particular game, the game seed can be combined with a value
associated with a player requesting entry to derive a unique and
predictable input value at the time a request for a ticket is made.
An operator knowing the parameters of the input generation
operation can effectively predict for a given player and the given
game whether that player will receive a particular prize. For input
generation that includes date and time, the operation can predict
for that game and that player on a given day at a given time
whether a prize will be awarded. For regulatory and/or auditing
purposes, it can be of equal value to determine for a given game,
player and time whether a prize should have been awarded, if for
example that qualified player decided to participate. For
non-numeric information, hash values can be generated to provide
numeric representations. Other functions can be used to translate
non-numeric values into numeric representations. Various operation
can be employed to combine numeric values, for example, an xor
operation can be used to combine any seed value with a date and
time value. Further xor operations could be used to account for
additional information. One should appreciate that other operations
can be used (e.g., concatenation operation).
[0116] Once an input value is derived an output value is calculated
at 408 using a deterministic function. One example deterministic
function is a PRNG, and the output from the PRNG is used to obtain
a game outcome according to the prize schedule at 410. The act of
obtaining a game outcome can include using the output value as a
lookup into a prize matrix. In some embodiments, the output value
can be used to select from a plurality of prize matrixes that store
a plurality of predetermined outcomes, and from the selected prize
matrix identify a particular outcome. In one alternative
embodiment, information sent with a ticket generation request at
404 is used select from a plurality of prize matrixes and the
output value used as a look up or as an index value into the
selected prize matrix. For example, status of a player associated
with the entry request determined which prize matrix is used to
determined a game outcome. Once an outcome for the game is
obtained, at 412 ticket creation is provided.
[0117] The information for a particular ticket can be encoded and
returned to the requesting entity. Ticket creation can involve
generation of a physical ticket, by for example, sending a ticket
representation to the requesting entity. The requesting entity can
present the ticket electronic, and/or print a physical ticket in
response to receiving the representation. In some embodiments, only
minimal information is returned. The minimal information that is
returned is configured to permit the requesting entity to generate
a ticket or a ticketed entry. The ticket can be configured
according to the parameters of any game the requesting entity is
presenting. For example, a link and/or mapping to the outcome from
step 410 can be transmitted to the requesting entity, which prints
a physical ticket, for a participating entity (e.g. a player) to
redeem. In some embodiments, the requesting entity can present an
electronic ticket, which can be redeemed for its associated
outcome.
[0118] Additional Example Associations
[0119] Ticket generation values need not be associated with players
or player records. The ticket generation values may be generated
upon a ticket request. In one example, ticket generation values are
created from information associated with a player. In another
example, a ticket generation value is created from information
associated with one or more of a game, a game machine, a game name,
and a printed ticket, among other options. Various gaming systems
that require ticketed entry can benefit from on demand ticket
generation.
[0120] According to another aspect, a ticket generation value may
be associated with a particular gaming machine. In one embodiment,
a ticket generation value associated with a gaming machine is used
to determine ticket values and/or outcomes for the particular game
on request. In one example, the ticket generation value is used as
an input into a deterministic function (e.g. PRNG) that generates a
randomized but deterministic output based on the input value. The
output value is used in conjunction with compensation rules to
derive the particular on demand ticket value/ticket outcome. In
some embodiments, additional information is combined with the
ticket generation value to derive the input value to the
deterministic function. In one example, a date parameter is
combined with the ticket generation value to permit unique and
deterministic output values based on time. In some other
embodiments, a count may be employed in conjunction with the ticket
generation value, including for example, a count of the number of
requested outcomes, a count of the number of plays, a count of the
number of players, a second count, and a minute count, among other
options.
[0121] Generating tickets on demand presents advantages in the
maintenance of gaming machines and the maintenance and
administration of the game itself. Ticket value determination
proceeds in the same fashion no matter what the compensation rules
for the particular game and/or gaming machine. Thus, one should
appreciate the compensation rules for a particular game may be
modified without having to rework other aspects of the particular
game. Conventionally, in games that require initial qualification,
the addition of other qualified players represents a massive
undertaking. For example, the addition of qualified players to a
game in progress may affect the odds of winning, may require
redistribution of outcomes, outcome pools, and for games employing
sub-pools, the retooling of the sub-pools. Using a ticket
generation value to derive an output from a deterministic function
and then employing the output value to retrieve a ticket value
based on compensation rules, separates the compensation rules from
implementation of the game. This separation makes each element
modular and separable, and therefore, modifiable without affect on
other aspects.
[0122] In other implementations, a ticket generation value may be
associated with a particular game, a game series, a series of
games, a game name, a game machine, a series of game machines, or
another unique game identifier. Additional information may be
combined with the ticket generation value to derive an input value
for, in one instance, a PRNG, as discussed herein.
[0123] In one embodiment, on demand ticket generation is used with
video lottery terminals with predetermined results. In another
example, pull-tab games use seed value(s) as inputs into a
deterministic function to reduce the maintenance and overhead
associated with game tickets. One should appreciate that any Class
II gaming machine that employs predetermined outcomes can benefit
from the use of ticket generation values that permit ticket
generation on an as needed basis and preserve predetermined nature
of any award. Other example games and game machines include lottery
systems that issue instant tickets or virtual forms of instant
tickets via kiosks, point of sale equipment, or Internet-based
sales systems. Ticket facsimiles may be presented on a kiosk
(typically at a lottery retailer) and on a computer monitor fed
over the Internet, among other examples (including use of
preprinted tickets). On demand ticket generation may also
facilitate server-based gaming and so called online lottery
terminals (e.g. Powerball) that generate instant tickets or ticket
representations. Online refers to the use of remote terminals at
authorized locations--as opposed to "offline" games (e.g. scratch
ticket games). Other options, include the use of ticket generation
values to print scratch tickets on demand. In one example, scratch
tickets are created at an online terminal with specialized printing
device(s).
[0124] In one embodiment, on demand ticket generation may be used
with video lottery terminals (VLT) with predetermined results.
Conventionally in VLT games with predetermined results, entire
batches of tickets are created with respective outcomes, these
batches of tickets require appropriate maintenance and significant
implementation overhead. In one example, ticket pools must be
created so that certain winning outcomes can be reserved throughout
play of the game. If for example, a VLT game advertises a million
dollar jackpot is available, there must in fact be a million dollar
win in the ticket pools. If the jackpot has been won early on the
game itself would have to be reorganized and potentially and the
advertisement for it retooled. Moreover, there is significant
overhead in maintaining these ticket batches, generating
appropriate ticket pools, maintaining the ticket pools,
re-randomizing the pools, among numerous other maintenance tasks.
Additionally, security presents significant difficulties where all
the outcomes and tickets are already in existence. One should
appreciate that according to one embodiment, the use of ticket
generation values allows for a greater degree of security, even
over and above the reduction in maintenance and game overhead.
[0125] One part of the maintenance tasks for conventional games
includes changing the parameters of the game itself. In a game
wherein the outcomes have been determined and/or ticket batches has
been already sold, unique problems and significant overhead is
introduced. In order to retool the game according to the changed
parameters one must account for all the created and/or sold tickets
and develop an entirely new implementation strategy. According to
one embodiment, ticket generation values allow for the retooling of
the prize matrix with minimal effort. Any existing tickets need not
be changed, and in one example, the existing tickets even benefit
from changes to the prize matrix, as their associated prizes have
not been determined yet. Conversely, if the change to the prize
matrix actually reduces payouts/awards then any ticket generated
thereafter will be affected by the reduction. In another example,
previous pay schedules can be maintained for players who have
already been entered. In one embodiment, this is accomplished by
creating a new prize matrix that governs more recent entries.
Additional information submitted with a ticket generation value may
be used to select the different prize matrixes.
[0126] Shown in FIG. 5A is an example process, 500, for generating
prize matrixes according to various aspects of the present
disclosure. A game operator, for example a promotion operator, can
establish various parameters of the game they wish to run. In some
examples, the game parameters include the criteria for payouts to
any game participant or potential participant. A game operator can
provide game parameters in conjunction with qualification criteria
for players. In particular, a game can be targeted to a particular
player population using player qualification. The player population
can be presented different payout opportunities based on how well
the particular player or group of players meets the qualification
criteria. In some examples the promotion operator can engage a game
operator or vice versa to provide the necessary systems for game
control and/or participation requests. For example, at 502, game
parameters are accepted which define for example, payout
information for a particular game. Payout information can include
maximum payouts, minimum payouts, maximum number of wins, minimum
number of wins, etc. Payout information can also establish
probabilities for particular outcomes. The game parameters provided
are used to create at least one prize matrix governing game outcome
at 504. The prize matrix can define all of the outcomes for a
particular game in advance of running the game, that is all of the
outcomes for a particular game can be predetermined. Example
process 500, can be used a part of a larger process for generating
on demand entries into a game, having for example. predetermined,
yet unassociated outcomes. Process 500 can be used for example with
other processes to enable on demand entry generation.
[0127] An example, process 520 can be used in conjunction with
process 500. Example process 520, shown in FIG. 5B, illustrates an
example process for providing seed information used to create on
demand tickets into a game. At 522, a record for any of a player, a
game, and a game machine is created. As discussed herein, such a
record can be created when a player signs up for a frequent player
card, or a game identifier can be established when criteria for a
game a provided, for example in conjunction with or as a result of
example process 500. A unique random value can be generated at 524
and stored at 526 with the record created in 522. In one
alternative, a unique value can be created and stored with an
existing record, and a new record need not be created. In another
alternative, shown by example process 540, FIG. 5C, a seed value
can be derived from existing information. For example, at 542 a
player record can be accessed, and information contained in the
player record used at 544 to derive a seed value. A date of birth,
address, middle name, can represent information used to derive a
seed value. In one example, a player can be associated with a
unique membership number. For example, the membership number for a
frequent player can be associated with a player. The membership
number can be used to derive a unique seed value at 544.
[0128] Using a matrix defined in example process 500 and a seed
value determined by process 520 or process 540 a ticket can be
generated on demand that delivers an the predetermined outcomes of
500, in a predictable and auditable fashion.
Example Systems
[0129] The following example systems may be used to implement
various aspects of the present invention. It should be appreciated
that other system configurations could be used, and such aspects
are not limited thereto, unless specifically recited in the
claims.
Ticket Generation System
[0130] One example system for generating on demand tickets includes
features designed to reduce operational overhead associated with
entries into promotions. The system provides a novel approach to
outcome/ticket generation for games that employ ticketed entries.
Ticket generation may proceed on demand (generate (and optionally,
print) tickets as-needed). According to one embodiment, on demand
ticket generation is provided that preserves predetermination and
does not introduce elements of chance into the determination of
awards. Such a system may be incorporated as programming on a
general purpose computer system, stored as instructions on a
computer-readable medium, or implemented as a special purpose
circuit adapted to perform the functions described herein. In
another embodiment, on demand ticket generation replaces
conventional ticketing systems for other types of games, including
video lottery terminal games, and scratch ticket games, among
others. One should appreciate that on demand generation of tickets
can reduce complexity, overhead, and improve flexibility in
maintenance and flexibility in adapting to changed game parameters
for any game that includes the use of tickets.
[0131] In one embodiment, a computer system is adapted to generate
a player record that identifies a particular player. The player
record typically includes information associated with the player
that allows a game operator to, for example, target promotional
material to that player's interests and/or qualify the player for
incentive awards based on qualification criteria. Qualification
criteria include the examples described in "METHOD AND APPARATUS
FOR PROVIDING PLAYER INCENTIVES," filed Aug. 20, 2007, incorporated
by reference. The qualification criteria may be tailored to
identify player(s) of value. Player(s) of value are, typically,
players who gamble frequently, and/or place large wagers, and place
large average wagers, among other indicators. It is known that high
value players often represent a large portion of income for a
gambling establishment, relative to their proportion of the player
population at the same casino. High value players are often
rewarded and/or tracked through memberships in frequent player
clubs. Player status, player value, player club tier, all comprise
additional information associated with a player that is used both
individually and in combination when determining tickets and ticket
values on demand.
[0132] In one example, system for generating ticketed entries into
a game includes a system for generating a player record, for
example, in response to a player signing up for a frequent player
card. In one example, the player's activity (e.g. gambling, wagers,
wager amount, average wager, shopping, eating, etc.) is recorded
through use of his/her frequent player member card. A player's
activity may be monitored for indication of a high value player.
Additionally a player's activity may be monitored to determine what
incentive offers may be targeted to that player, that may increase
gambling and/or encourage return to a particular establishment. In
one example, in response to qualifying for an incentive offer based
on tracked activity, a ticket generation value may be established
for the player. In one alternative, a ticket generation value is
derived from information associated with the player.
[0133] A computer system may generate an input value that is
adapted to associate the player with an outcome of a predetermined
promotion and/or game through a deterministic function. In
generating an input value, typically the available prizes for a
particular promotion and/or game are first established (in one
example--the compensation rules are defined), and then the input
value is used with the deterministic function to output a value
that is used to determine a prize (if any). However, one should
appreciate that the system may associate a player with a prize
record (employing the output generation value and function output),
and the prize record may then be filled from a later determination
of prizes.
[0134] Other example systems derive ticket generation values from
information associated with a player, with a particular gaming
machine, with a gaming machine terminal (including multi-terminal
games), with an instant ticket dispenser (an "online" terminal),
and a lottery playercard. In some examples, a lottery playercard is
employed that is not personally identifiable, but comprises a
unique identifier. In another example a kiosk is used to present
ticketed entry into games, promotional or otherwise. The kiosk may
display ticket facsimiles (typically at a lottery retailer), and in
another example ticket generation requests may be received from
personal computer systems and displayed through a computer monitor
fed over the Internet, among other examples (including use of
preprinted tickets).
[0135] Shown in FIG. 6, is an example process 600 for delivering
ticket generation information. At 602 a game entry request is
received by a game system. The game system retrieves, at 604, a
ticket generation value or ticket generation information associated
with any of the player, the game, the game machine being played (as
some examples) from the entry request. The game system transmits
the ticket generation value or ticket generation information to a
ticket generation system at 606. The transmission at 606 can
optionally include additional information about any one of or a
combination of the player, the game, the game machine (as
examples). At 608, the ticket generation system receives the ticket
generation value or ticket generation information and any optional
additional information. The ticket generation system uses the
received information to determine an association with a particular
outcome. The outcomes can be predetermined and stored in a prize
matrix, for example as the result of process 500. At 510, the
ticket generation system generates game ticket information. The
game ticket information can directly represent a game ticket, or as
one alternative, the game ticket information can be used to
generate a ticket. At 612, the ticket information is transmitted
back to the game system, and a ticket can be presented and/or
generated and presented by the game system.
[0136] FIG. 7 illustrates an example process for incorporating
additional information for use in deriving an input value,
according to various aspects of the disclosure. At 702, a ticket
generation value is accepted. The ticket generation value is
accompanies by additional information. At 704, a determination is
made as whether the additional information has been received in
numeric or non-numeric form. If No at 704(NO) the additional
information is converted into a numeric representation at 706. For
example, a hash function can be used to convert non-numeric
information into a numeric value. Other operation can be employed.
If the additional information is already numeric 704(YES), for
example, the information converter prior to the request, or as one
alternative, the information can be numeric without need to
convert, the ticket generation value can be combined with the
additional information using for example an XOR function at 708.
The XOR function can be used to provide an output of known length.
The length can be tailored to the particular application and/or
game as required. The ticket generation value and the additional
information are used to calculate and input value at 710. The input
value can be used as part of an overall process for ticket
generation.
[0137] According to another embodiment, on demand ticket generation
is used to create scratch tickets upon request. In such an
embodiment, a player may be associated with a ticket generation
value, a scratch ticket game terminal may be associated with a
ticket generation value, and/or each scratch ticket game terminal
may be associated with its own ticket generation value. Although,
one should appreciate that any game or game terminal (e.g. video
lottery terminal) may be associated with a ticket generation value
or information from which a ticket generation value can be derived.
In another embodiment, the game itself is associated with a ticket
generation value. In one example, a game ticket generation value is
employed, and additional information is used in conjunction with
the ticket generation value. In another example, the additional
information is a unique terminal identifier.
Prize Matrix
[0138] In one embodiment, a prize matrix is generated for a
particular game according to criteria (compensation schedule)
provided by casino operator to a game operator. One should
appreciate the game operator may be the same entity and the
particular example discussed should not be read to limit the game
operator from also being the casino operator. In other examples,
other parties may wish to establish criteria for prize matrixes and
have a game operator provide prize opportunities to player
populations in order to incentivize particular actions, or increase
satisfaction. The system operates in association with games that
provide players with ticketed entries (whether physical tickets or
electronic) into a gaming event. In one example, a promotional game
that provides electronic or physically printed tickets to players
is adapted to provide on demand tickets when required.
[0139] The casino operator may specify a particular payout amount
for a particular game, a particular payout rate, maximum prize,
minimum prize, mean prize, overall odds of winning, and individual
odds of winning, amount other options. Other features that may be
specified by the casino operator can include number of
participants, distinguishing features between the participants,
different odds of winning based on a status of a participant, and a
number of chances of winning for each player, among other options.
The casino operator may choose to implement different values for
each of the preceding categories based on player status. In one
example, a casino operator may have a different maximum prize for
player that belongs to its highest level of player membership, and
a different (e.g. smaller) maximum prize for players that belong to
different player club levels. In one example, the different player
club levels may have their own offer and/or game, respectively.
[0140] Various games may include different values for max payout,
min payout, overall odds of winning, individual odds of winning,
for example. Player status may also include other information. In
one embodiment player status includes referral network
information--and player status is determined, at least in part, by
associations with other players. In another example, associations
with other recognized high value players can be included in the
player status. In one example, association with other high value
players entitles a player to participation in a promotional game
with a high value player prize matrix. A player status that may be
used to influence the determination of a prize matrix, may include
whether the player is a new player. In some embodiments, player
statuses include new player, referral player, affiliated player,
and high value player, among others. Other player statuses may also
include player club tier, for example.
[0141] Once the criteria for determining prizes for a particular
game are established, a prize matrix may be generated according to
the criteria. In one example, criteria for determining prizes
includes the probability of winning certain prizes for an entry
into the game (e.g. 10% chance for 0$ award, 50% chance for winning
5$, and 40% chance for winning $10). Prize results may be generated
for each player status as directed by, for example, the casino
operator, and in one embodiment, each status has a corresponding
prize matrix. The prize matrix may be stored in a computer system
for later access. In some examples, the prize matrix may be stored
as a database, a lookup table, xml file, or other readable file for
information storage.
[0142] In one embodiment, the computer system then calculates an
output value from a deterministic function, after inputting an
input value generated from a ticket generation value, and
optionally additional information. The output value is then used to
retrieve a ticket value specified by the prize matrix. Optionally,
additional information may be employed to guide selection of a
particular prize matrix. In one example, an output value is used as
an index into a selected prize matrix, and the index operation
returns a ticket value according to the compensation schedule
established for the game. In another example, the compensation
schedule is selected using the additional information provided.
[0143] Shown in FIG. 9 is an example process, 900, for providing
information to determine a game outcome as an entry into a game is
needed. At 902 an output value is accessed to use an input into a
function at 904. The output value accessed at 902 can be the result
of an operation to determined an input value, for example, the
result of process 700 can be used to generate an output accessed at
902. According to some embodiments, the function at 904, is
deterministic. An example deterministic function includes a PRNG,
that produces a randomized but predictable output for a given seed
value input into the pseudo random number generator. The output of
the deterministic function is calculated based on the input/seed
value at 906. The output of the deterministic function is used at
908 to retrieve information from a prize schedule. The information
retrieved from the prize schedule can be used at 910 to determine a
particular outcome for any given game. In some embodiments, the
function output at 908 generates a mapping into a prize matrix. The
prize matrix can be predetermined. In one alternative, the prize
matrix can be completed after the mapping has been generated. For
example a later drawing, a may be linked to specific records in the
prize matrix and the records filled with outcomes based on the
outcome of a later drawing.
[0144] According to some embodiments, each player record identifies
one unique player (auditing may be periodically performed to insure
that a player does get entered into the system multiple times, and
if multiple entries exist, deactivating or removing
them--optionally the player with duplicate entries may be entirely
disqualified) and an entry in the prize matrix. Once the ticket
generation value is created (e.g. random number generation, player
membership number, etc.) or the values used to derive a ticket
generation values are associated with a player, the value can be
used to retrieve a ticket for a particular game at any time. Other
criteria may be employed to prevent/enable a player from actually
redeeming the outcome. In one example, a promotional award is tied
to a promotional period, for example, a week in October. If the
promotional award is not redeemed in its valid period, the award
cannot be redeemed at all. Other criteria may require that the
player participate in a specified number of games before being able
to redeem, the specified number of game may also be associated with
its own time period in which to participate in the specified number
of games.
[0145] Eligibility
[0146] According to one embodiment, eligibility requirements may be
implemented. In one example, game eligibility requirements are
passed along with ticket generation values in a ticket request. If
the eligibility requirements are met an input values is generated
and an ultimately a ticket created. If the eligibility requirements
are not met, then a ticket will ultimately not be created.
Eligibility requirements may be imposed on a player, a game, and/or
a game machine.
[0147] In one embodiment, the eligibility requirements are tested
directly against a ticket generation value, whether the ticket
generation value is associated with a player, game, game machine,
or even a physical ticket. In another embodiment, the eligibility
requirements are tested against information transmitted in a ticket
request. In one example, a test for eligibility may be performed at
the location requesting a ticket.
[0148] In one example, a player logs onto a gaming system. At
logon, player eligibility is determined. Typically eligibility
requirements will include a time period in which redemption is
allowed. For example, a game may require that a player redeem any
award on any Monday of a given month. Only if the player enters the
game during the appropriate period will a ticket be generated for
the player. Other time periods may be used. In one example, a
player is directed to play a particular game during a slow period
during the day at a gaming establishment. In another the player is
asked to participate during a week long period, a month long
period, or some other time interval desired by a game operator.
[0149] Eligibility requirements can be changed during the course of
a game and players added or subtracted based on new requirements.
One should appreciate that additional players may be added to a
game by creating additional ticket generation values without
altering the nature of the awards already determinable for the
other players, indeed the simplification of adding additional
players into a game, game series, and/or promotion is one benefit
of some embodiments. Moreover, using ticket generation values, a
promotional game operator, for example, can readily absorb changes
to the criteria for determining prize matrixes. The maximum prize,
odds of winning, etc., can all be changed to generate a new prize
matrix--at the same time without requiring requalification of the
already entered players, without regeneration of ticket values for
them, without requiring creation of new ticket generation values,
and in cases where a predetermined outcomes is required, includes
not sacrificing the predetermined nature of the award.
[0150] In one embodiment, the ticket generation value is used as an
input into a PRNG to generate an output value that links a prize
matrix to the game outcome. In another embodiment, the ticket
generation value includes a seed value used in a deterministic
function. The seed can be generated using a random number
generator. The seed can then be fed into the PRNG to obtain an
output value. The output value is used as an index to a record in
the prize matrix, the process may be repeated for a number of seed
values for a number of players. Once a ticket value is determined,
the ticket may be returned to the system requesting the outcome. In
one embodiment, the ticket enables access to its corresponding
value only upon redemption of the ticket. The ticket may be
delivered electronically, over a computer network for example, and
in one example, the ticket is printed and sent to a player
requesting it. In another example, the ticket information is
delivered electronically to the game operator, and a printing
device is used to generate a physical ticket at the location of the
game operator.
[0151] One should appreciate that the ticket may be generated at
almost any time during the gaming process. According to one
embodiment, the system will determine if the player has redeemed
any tickets for the game. If the game is limited to one redemption,
and the player has already redeemed an award (winning or not) the
system will not generate additional tickets. In one embodiment, a
game is available for a number of redemptions, and as long as the
player has not exceeded the number of redemptions a new ticket will
be generated and the player may obtain the outcome associated with
it. The system will also reprint an unfinished ticket, where one
has been generated but not redeemed. In an example, where no ticket
exists, a new ticket will be generated.
[0152] According to one example, a ticket generation value is
generated for a promotional game and associated with a player
record. In one alternative, a ticket generation is derived as
needed from information associated with the player. Player records
may be generated in a number of ways including for example, entry
into a frequent player club program, entry into a referral network,
and/or participation at an affiliated location. In one embodiment,
the ticket generation value is derived using a randomly generated
seed. In some embodiments, a new seed is generated for each
promotion and/or promotion eligibility period and used as the
ticket generation value. In one alternative, promotional ticket
generation values may be created with seeds that are updated on a
periodic basis (e.g. daily, weekly, monthly, etc). In one
embodiment, a player record is associated with one seed for the
life of the player record.
[0153] In other embodiments, seed data may be gathered from a
player record and used to derived a seed/ticket generation value.
Seed data may be combined with additional information that permits
a promotion operator to tailor an input value to unique outputs,
and reuse the original seed data to generate other unique outputs.
For example, prize matrixes in other promotions may be accessed
using additional information in combination with a seed associated
with a player record. A name of a promotion could be used for the
additional information, where the name of the promotion is reduced
to a numerical representation and combined with the seed.
Optionally, a player record or the information associated with it,
could be used with multiple games, and in some examples, multiple
seed values may be associated with or derived from a player record
and the system could specify which seed to use with which game.
[0154] In one embodiment, a date is combined with a seed to provide
a unique input value. Employing a current date, an unique output
value can be obtained, for example on a daily basis. Although one
should appreciate by increasing the granularity of the date
information, to include hour, minute, second, as examples, unique
input and unique output values may be obtained on different
periods. In other embodiments, different games may be designated
differently, for example, by creating a unique name for each game.
The name of the game may be combined with seed data to generate
outputs unique to the game.
[0155] One example system for implementing ticket generation as
needed with predetermined outcomes includes the following
elements:
[0156] A player identification table for storing unique player ids
(the player identification table may be stored in any number of
forms, for example, in a database, as a database, as a lookup
table, as an index into other databases or tables, as a file, as
browser readable code, and as text, among other options, including
as an xml file, data record, for example); player criteria for
determining if a player is qualified to participate in a particular
promotion; a record for storing ticket generation values or the
information used to derive a ticket generation value; a prize
matrix identifying for possible rewards according to constraints
established on operation of the promotion; constraints for
determining a prize matrix including, but not limited to, for
example, probability distributions of awards, total prize targets,
time period, player status (e.g. player club tier, new player,
referral player, affiliated player, high value player); optional
qualification criteria for maintaining eligibility, for example,
minimum play, average play, maximum number of promotion
participations; ticker creation policies--at ticket creation
policies control whether a ticket will in fact be generated, single
redemption promotions will only generate a ticket if none have been
redeemed by the player before, multiple redemption promotions will
only generate a ticket if the number of allowed redemptions is
not/will not be exceeded, etc; a deterministic function for
generating an randomized and deterministic output value; a
retrieval function for retrieving a ticket value from a
compensation schedule for a game based on the output
value--including for example using the output value as an index
into a prize matrix, using an output value as a lookup value for a
prize matrix, using an output value to retrieve a row in a prize
matrix and including for example using the output value to retrieve
a database record, among other options); and a ticket generation
component for creating tickets as necessary encoding and/or
associating the particular generated ticket value to the
ticket.
[0157] In one embodiment, the prize matrix may include a listing of
multiple prizes that make up a ticket value, and the system may
randomly select from the multiple prizes, and in one alternative,
the multiple prizes are listed as they should be presented. In
other embodiments, the list of multiple prizes may be tailored to
provide indications of a winning outcome, or may be tailored to
increase anticipation of a player. In some embodiments, ticket
values may be segregated based on player status (e.g. player club
tier) and in some embodiments, be viewed as separate games.
According to one alternative, the system may include a prize
auditing mechanism adapted to verify that each player who
participated in a game did in fact receive opportunities in
accordance with the requirements of the game. For example, within a
given prize matrix each player should have received an opportunity
to win $300. The system may audit the opportunities the player was
presented with to determine compliance. In the event that, a player
was not provided the scheduled opportunity, a make good period may
be added to the game for any player who did not receive a compliant
opportunity.
[0158] According to one embodiment, a promotional game is provided
to target incentives to a large player population. The entity
funding the promotion, oftentimes a casino, establishes a
compensation schedule for the promotional game. The promotional
game schedule governs aspects of the promotional game, for example,
payouts to players, probability of earning a payout, size of
payout, maximum payout amount (e.g. per player payout, per
promotion payout, per time period payout, etc.). In one example, a
casino, as the entity funding the promotion also establishes other
parameters associated with the promotion, for example the
qualifications required to participate.
[0159] In one embodiment, the qualifications required to
participate in the promotion serve to target the promotions to a
particular player population, and/or target particular
characteristics of players that the casino has identified. The
qualifications are used to create a pool of players qualified to
participate in the promotion. In one example, the player pool may
be further limited by a maximum number of participants, or in
another example the pool itself may define the number of
participants for a promotion. Given the promotion schedule and the
number of participants, a prize matrix may be established. For each
eligible player a unique ticket generation value may be created, or
for players with existing ticket generation values the stored
values may be employed. The deterministic function will be defined,
typically, this occurs before the rules governing the promotion are
established, but may occur at any time up and until a ticket is
required.
[0160] Upon a participation request, a input value is derived from
the ticket generation value transmitted to the system, or the
information used to derive a ticket generation value. The ticket
generation value (or information to device) may be transmitted with
additional information, including player status, and a time, among
other options. In one example, the time information is combined
with the ticket generation value to determine the input for the
deterministic function. The function outputs a value based on the
input, and the output value is used to look up a ticket value
stored in the prize matrix. Once a ticket value is determined, the
system may generate a ticket, or ticket representation, back to the
requesting game. In one embodiment, the participation request
causes a ticket to be generated wherein the ticket is associated
with a ticket value, either directly or indirectly. The ticket
information may be transmitted in response to the participation
request and a ticket generated at the location from which the
request was received.
[0161] In one example, the player pool is comprised of a number of
known players, i.e. players with player records, and a number of
new players. In one embodiment, a system may create ticket
generation values for the known players and store the value as part
of the player record. For some new players a player record will be
created and a ticket generation value may be stored for those
players as well. According to another embodiment, conventional
tickets will be generated for new players who are qualified and do
not have player records. In one example, the conventional ticket
may encode an identifier that may be used to access a predetermined
game result at a later time.
[0162] Using tickets in conjunction with ticket generation values,
according to some embodiments, may simplify the process of
incorporating new players into a promotional game, where
information may not be verified, for example, or where the funding
entity for the promotion wishes to have information verified
through use of the promotion, as another example. One should
appreciate the combining of ticket generation values and
conventional ticketing processes can yield efficiencies--and in
particular where new players are concerned, incorporation of
conventional ticketing processes may improve efficiencies. In one
alternative, unique tickets may be printed with ticket generation
values. Only upon a participation request would an real ticket and
outcome be generated for the ticket.
[0163] When a participating player attempts to participate in, for
example, a promotional game, a player with a conventionally issued
ticket will be permitted to redeem the ticket for whatever outcome
is determined to be associated with the ticket (as long as all
qualifying events are met), and for a player with a record
identifying a ticket generation value, a ticket may be generated at
the time the player attempts to participate in the game. In another
example, the ticket may be generated when the player attempts to
redeem any promotional entry and/or award.
Game Machine Examples
[0164] In one embodiment, ticket generation values may be used in
conjunction with existing games, for example, at a casino. In one
example, a player who is a member of a frequent player club program
qualifies for participation in a promotional event. The
qualifications for participation may be established by the casino
operator or may be established by the promotion operator. In some
embodiments, qualification for participation may be the first step
in receiving a promotion award. In particular, the initial
qualification will trigger an opportunity to participate in a
promotional game, but additional qualification criteria may be
applied in order to receive an award (that is if the outcome is an
award). For example, the player may be qualified but still be
required to perform an action within the casino, for example. The
action may be a single action, or may be an ongoing one. In one
example, the player is a slot machine player. The player, upon
inserting his/her player card into the slot machine, receives a
message indicating the qualification for a promotion. In one
alternative, the player may receive notification of qualification
for a promotion in advance of beginning play at the slot machine.
For example, the player may receive an e-mail indicating
qualification based on previous play, or notification of
qualification as an incentive to prompt a visit to a gambling
location and/or affiliated location, among other options.
[0165] The notification of qualification may simply indicate the
player is qualified, for example in a promotion that does not
require further action. In such an example, the inserting of the
player card in the machine, triggers a request to a casino
management system that monitors information associated with the
player's game play and related activity. In one embodiment, the
request to the casino management system includes a request to
determine if the player is eligible for any promotion, in the event
an eligible promotion is detected, the notification regarding
qualification is returned. The determination of eligibility may
occur within the gaming location, e.g. casino, and may require
external systems and transmission of messages between the external
system and the gaming location, for example between the casino and
the promotion operator. Details associated with messaging
transactions are described, via illustrative examples, in greater
detail herein.
[0166] In some embodiments, information associated with the
promotion qualified for is also returned--for example maximum
prizes in the promotion and minimum prize in the promotion, among
other options. In another embodiment, a player may qualify for
multiple promotions, the notification provides information on each.
In one example, the qualified promotions are summarized to fit
within any display associated with the slot machine or other gaming
machine being used. In the event of multiple qualifications,
computer logic may be employed to select a promotion with the
greatest value for the player. In some embodiments, although a
player may qualify for multiple promotions there may be imposed a
restriction on a number of promotions per time period, for example,
day. In some embodiments, the player may be presented with a list
of qualified promotions and be given an opportunity to the select
the promotion the player wishes to participate in.
[0167] Once the request is made to the casino management system and
the player is determined to be eligible for a particular promotion,
the player's record is accessed to recover the ticket generation
value, or in one alternative, to access information associated with
the player to derive the ticket generation value. In some
embodiments, a ticket value is retrieved and displayed immediately
through use of an electronic ticket. In some other embodiments, a
ticket and its value are displayed at the conclusion of the game
being played (e.g. slot machine game, video poker game, video keno,
video bingo, video slots, video blackjack, etc.). In another
embodiment, only the ticket is displayed and the player must access
the ticket value through use of information contained on the
ticket.
[0168] In one embodiment, continuing activity is required to
maintain qualification, for example, a minimum number of wagers per
hour, minimum average wager per hour, and continued played over a
time period, among other options. The player record may be accessed
on entry by the player of their frequent player card and the ticket
generation value recovered to determine, for example, a
predetermined prize the player is eligible for should the
maintenance qualification be satisfied. Alternatively, a request to
recover the ticket generation value and corresponding ticket
generation may take place only upon completion of the maintenance
qualification. In one embodiment, initial qualifications may be
maintained at a gambling location, and initiation of a player of an
activity at the gambling location prompts a request to determine
player qualification for a promotion. The initial determination
that a player is qualified to participate is made at the gambling
location using equipment local to the gambling location. The
gambling location then passes a request to systems controlled by
the gaming operator. In one example the request includes a unique
identifier for the player, and the game operator uses the unique
identifier to recover the ticket generation value (for use as
input). Additional information may be incorporated with the unique
identifier to generate multiple unique outputs from a deterministic
function. In one example the additional information includes a
current date, in another current time (other examples include
gambling location name, and game name, among others).
[0169] In one embodiment, the ticket generation value is used to
generate not only the ticket and its value, but also to recover
additional requirements for redeeming any potential award. For
example, additional requirements may include a minimum rate of
play, a requirement to play a specific game, and a requirement
associated with timing of play, location of play among other
options. In response to recovering the ticket generation value for
the player, a game operator may send information to the gambling
location operator necessary to generate a ticket for the player.
The ticket may indicate a potential value of any outcome that the
player may be entitled to, or the ticket may provide an indicator
that allows access to the value of any outcome. In one example, the
ticket may include an access code that can be later used to access
the result. In one embodiment, the ticket is a coupon for
additional play of the gaming machine accessed to initiate the
promotional protocol. In another embodiment, ticket is a coupon for
play of another game.
Examples of Messaging Exchange
[0170] According to one aspect, an event triggers a request to
determine if player is qualified for a particular promotion. The
event may be a casino related event, initiation of gambling, for
example, and may be a simple as visiting the gambling
establishment. In one embodiment the event is logging into a gaming
system online. The request to determine eligibility includes an
identifier for the particular player, and in some examples, the
identifier is used as the ticket generation value for the player.
Other qualifying events can be used in conjunction with ticket
generation as discussed and incorporated herein.
[0171] In one embodiment, where the player plays video poker, the
entry of the player's frequent player card may be the triggering
event. In response to entering the frequent player card, a message
is sent to a CMS (casino management system) accessing that player's
record to, for example, track play. The message may trigger
additional access to that player's information, and in particular,
additional information may include qualification information. In
response to the initial player information access, a CMS system may
also send a request to a game management system, including a unique
identifier for the player in the request.
[0172] The game management system may determine eligibility, and
for eligible players, additional qualifications. If it is
determined the player is eligible and qualified, the game
management system returns a message to the CMS. The return message
may include information sufficient for the CMS to have a ticket
generated for the player. The ticket may have additional conditions
required to be performed in order receive any prize. In one example
the return message may encode the on demand result for the game. In
another example, the return message encodes information for
generation of a promotional ticket. In one embodiment, the return
message can include an electronic representation of the ticket for
subsequent printing and/or display.
OTHER EXAMPLES
Referral Networks
[0173] Various sources may be used to generate seed values and/or,
information from which to derive input values. Referral Network
methods and systems provide sources of information from which seed
values can be generated, as well as additional information that can
be advantageously incorporated into ticket generation.
[0174] According to one aspect of the disclosure, it is appreciated
that it may be desirable to create games that provide prizes that
provide people the opportunity to play games for free, a specific
fee or at a discounted fee at locations away from the casino in
order to win incentives that will encourage them to visit a casino
or other gambling location. These games can be used in conjunction
with the ticket generation functions discussed herein. Additionally
these games may be provided separately, but used as a source of
information for ticket generation processes. Furthermore the player
records associated with these games can provide a location in which
to store and/or associated seed values. Advantageously, as
discussed herein, these games can be provided with minimal
maintenance as entries into the game need not be created until the
player or person actually attempts to participate.
[0175] According to another aspect of the disclosure, it is also
desirable to invite qualified persons to either return to or
initially visit a gambling location based upon their projected
interest in gambling and their projected worth as a gambling
customer. It is further desirable to automate some or all of the
monitoring and fulfillment process using computer networks such as
those found within the Internet infrastructure and the gambling
location's player tracking infrastructure. The player records, the
game records and various game machines can either alone or in
combination be assigned values used for ticket generation.
[0176] In one example game format, a player participating in a
frequent player program is provided a prize to encourage the player
to return to the casino or other establishment. Frequent player
program information can be used to establish values used to
generate tickets upon entry requests. The ticket upon generation
can be associated with a prize. The prize may be in the form of,
for example, a non-cashable credit for playing additional games, a
complimentary offer, and/or promotional prizes. In this way, the
casino or other establishment generally can increase revenue as the
number of return players increases. Additionally, the casino or
other establishment can minimize the costs associated with players
who do not participate. In one example game format, the player is
presented the non-cashable credit, complimentary offer, and/or
promotional prize opportunity in an interface of a computer system.
For instance, the player may be revealed the awarded prize(s) in a
computer system coupled to the Internet that communicates with a
website of an operator.
[0177] According to yet another aspect, players may refer other
players or potential players that should also receive prizes, bonus
play awards, play incentives, and other promotional material. A
referral may be made by specifically providing another players
contact information. A referral typically includes contact
information, for example e-mail, to permit delivery of an
incentive, invitation, bonus play opportunity, or other advertising
and marketing material to the referred player. Referrals may also
occur in the course of trying to achieve/redeem multiparty bonus
play offers, multiparty incentives, multiparty awards, or
multiparty prizes. It is realized that encouraging return play of
groups not provides additional benefit the gambling and affiliated
location operators but also increases the ability to provide larger
incentives. In one example, a player receives an invitation to
participate in a multiparty bonus game. In order to qualify and/or
redeem the bonus, required is another 10 players who also agree to
participate. The referring player may forward the invitation to 10
or more people s/he knows to meet the requirements of the offer.
Referrals may be tracked, and the referrals themselves may identify
a group of potential/actual players whom the referring players has
some relationship, e.g. friend, peer, family, associate, etc.
Knowledge about a player tracked through player club membership,
for example, can be coupled with knowledge about his/her associates
and relationships to identify candidates likely to share similar
interests, and in the example of a valued player, candidates who
are also likely to be/become valued players. Each referral can
trigger creation of a player record that can be used to generate or
store information for subsequent ticket generation. Additionally, a
referral may be sent with information for subsequent ticket
generation. In one example, a seed value can be associated with a
referral.
[0178] According to another aspect, it is appreciated that a high
value player likely shares characteristics in common with her/her
associates, friends, family, and peers that would make that
player's associates, friend, family, and peers good candidates for
being high value players themselves. It is realized that any
increase in the likelihood of actual redemption of bonus play
offers, represents value to gambling locations, their affiliates,
and marketers of the same. It is realized that, utilizing the
relationship between an already identified valued players and
potential new players and/or players with the potential to become
high value players, many of the problems associated with marketing
to the general population, and even marketing to existing players
are overcome. It is further realized that valued players may be
analyzed to identify characteristics of valued players and then
target other person/potential players with similar characteristics
for receipt of awards, incentives, and/or other marketing
material.
[0179] Moreover, a player who visits gambling establishments
regularly may serve as an additional incentive to players who would
be unlikely to visit a gambling establishment on their own. In
other words, a regular player may be incented to organize less
receptive players into performing actions at a gambling location.
Having the regular player organize and sometimes manage a trip to a
gambling location increases the likelihood that the reluctant
player will redeem in a bonus play award/incentive, because the
reluctant/new player is more likely to join the regular player in a
visit to a gambling location rather than visit on his/her own.
[0180] In yet another aspect, a player is able to create and
maintain a referral network. Additionally, in another example an
operator is responsible for maintaining a referral network based on
referrals entered by a particular player. The operator may be a
gambling location operator, an operator of an affiliated location,
or an independent bonus operator. In one example, the referral
network includes identifying information for each referral that
enables an operator to direct bonus play incentives/awards not only
to the player, but also to the members of the referral network.
Additionally, information associated with the player and the
members of the referral network can be used to generate values used
to create tickets when the player or any member of the referral
network attempts to participate in an offer. In another example,
unique seed values may be associated with the player and/or members
of the network. The seed values can be used to generate tickets
into bonus play games at later times, and obviating the need for
pregenerated entries. Bonus play incentives and awards may be
delivered directly to the referral network, for example, via e-mail
or other communication means. Additionally, bonus play
incentives/awards may be delivered indirectly.
[0181] According to another aspect, a referral network may be used
to qualify members of the referral network for participation in
bonus play games. In one example, when the hub of the network
qualifies for bonus play, as discussed herein, the entire referral
network may also be qualified for bonus play. In one embodiment,
the referral network may be used to define a friend play group.
Friend play groups may actually emphasize the relationship between
the members of the referral network and/or require a particular
relationship. In one embodiment, the information entered with
respect to referral requests a designation of the relationship
between the referrer and the referee. Friend groups may be
associated with a group seed value. The seed value may be combine
with additional information upon a ticket generation request to
uniquely identify the members of the group. In one group game
setting, a win by any member of the group can be a win for all the
members and individual identification is not necessary.
[0182] A bonus operator may use existing friend play groups to
target offers and awards to groups associated with valued players.
It is realized that players who engage in bonus play and visit
casinos are likely to associate with others who share the same or
similar interests. Making those associates/friends more likely to
participate in bonus games and visit casinos. Various criteria may
be identified as indicative of a propensity to play, game, and
gamble. Recognition of those criteria allows an operator to extend
and target marketing and promotional material into segments of
similar character. Segments of people who are associated with a
valued player are likely to share characteristics that make them
receptive to similar offers and incentives as the referrer.
[0183] According to another aspect, the friend play networks and
more generally referral networks can be used as a feedback
mechanism to hone in on characteristics that correlate with
receptiveness to incentive offers and awards. In one example,
incentive offers may be used to target a particular characteristic
within a referral network. Tracking the rate of participation
across referral networks yields information on the strength of the
correlation between that characteristic and
redemption/participation rates. Additional information may be
derived across multiple networks having similar characteristic(s).
Not only can specific characteristics be identified and tested, but
information collected on referrals and the referrers themselves can
provide insight into the profile of an ideal player. The ideal
player profile allows for identification of characteristics in
common of the players who make up the 5/50 group of players. These
profiles can be used to identify potential players who are more
likely to game, gamble, or participate in incentive offers. In
order to facilitate collection of information, each referral may be
required to contain at least some identifying information about the
referral, for example, relationship to referrer. Additional
incentives may be provided for any additional information provided.
Additional information may include, for example, information on
activities, hobbies, work information, etc. Referral network and/or
profile information can also be used to select a prize matrix from
among a group of prize matrixes as discussed above.
[0184] According to one aspect of the disclosure, a method to
provide incentive for a person to take an action in at least one
gambling location is provided. The method comprises acts of a)
inviting a qualified person to play an electronic game; b)
permitting, within a specified time period, the qualified person to
complete electronic game play which has a plurality of outcomes, at
least one of which is a winning outcome; and c) permitting the
qualified person to redeem an outcome, wherein the qualified person
must take an action within a specified time period. According to
one embodiment of the disclosure, the action must take place at
least one redemption location that may include the gambling
location. According to another embodiment, the method further
comprises an act of qualifying the person to play the electronic
game. According to another embodiment the method further comprises
acts of permitting the qualified person to refer an invitation to
at least one other person, wherein the invitation comprises an
opportunity to play the electronic game which can be located away
from the gambling location. According to another embodiment, the
act of permitting, within a specific time period, includes
permitting, within a specific time period, the at least one other
person to complete electronic game play which has a plurality of
outcomes, at least one of which is a winning outcome. According to
another embodiment, the act of permitting the qualified person to
redeem, includes permitting the at least one other person to redeem
an outcome, wherein the at least one other person must take an
action in at least one of a redemption location and gambling
location within a specified time period.
[0185] One aspect of the disclosure relates generally to inviting
qualified people to play an electronic game which has a plurality
of outcomes, at least one of which is a winning outcome. The act of
accepting an invitation can be a trigger for a request to generate
a ticket as discussed above. Additionally, an attempt to redeem an
outcome may be used to generate a ticket into a game. Outcomes or
winnings are redeemed by an entity, usually a person (referred to
as, for example, a player) that takes an action in at least one
specified gambling location or affiliated location. In at least
some examples, the action can trigger a request to generate a
ticket. Time limits may constrain when the game can be played, when
winnings are redeemable and when the specified task must be
completed.
[0186] According to another aspect of the disclosure, the
electronic game may be an online game that is offered over the
Internet, for example. In one instance, the game may be an online
game that provides one or more revealed outcomes to a player during
play of the online game. To this end, various aspects of the
disclosure may be facilitated using a reveal-based online game.
[0187] Another aspect of the disclosure relates to inviting a
qualified person, where there is a determination of the
qualification of that person. The term "qualified" as used herein
indicates that a person or persons are placed, based on a variety
of criteria, into specific categories and each qualified category
may be eligible for a different game, or combination of games,
different outcomes, different likelihoods of reaching a given
outcome, different award schedules, different visit requirements
for redemption and/or different task completion requirements for
redemption. For example, specific time limits may be imposed based
upon player categories, game types, winning outcome redemptions,
award size and task completion requirements.
[0188] Qualification is important because a relatively few people
are responsible for a disproportionately large amount of play. This
concept is sometimes referred to as the 5-50 rule because, in
approximation, 5% of players of casino games, for example, are
typically responsible for 50% of total revenues. According to one
aspect of the disclosure, a system and method is provided for
qualifying people according to their perceived worth. For example,
such qualification may be based upon criteria such as player
performance history, current play levels or even projected play
levels based upon the details of a potential player's occupation,
income level, age, gender, background, personal preferences,
location of residence, employment history and/or other such
criteria, including personal information such as birthday or
anniversary, either alone or in combination. Qualification
information can be used during a process for generating tickets.
For example, qualification information may be combined with other
information to generate input values for a deterministic function.
Additionally, qualification information can be used to select a
prize matrix from which the process retrieves an outcome.
[0189] Further, qualification may be based upon taking an action,
attending an event or visiting a location on a particular date. For
example, a verbal invitation could be extended to each person that
purchases a Cadillac. A printed invitation is given to all people
over the age of 21 that attended a concert or an invitation could
be extended to anyone that visits a particular website or physical
location. These qualifications may be made based solely upon the
individual or based in whole or in part, on criteria applied to the
spouse, family member, friend or peer group. In one embodiment,
qualification may require referral of the spouse, family member,
friend or peer group.
[0190] According to one aspect, players may refer other players or
potential players to receive invitations both for themselves and
for the referred player. Invitations may relate to bonus play
awards, play incentives, and other advertising and marketing
material. In one example, a player provides contact information for
another person. The other person may receive the same invitation
that the referring player received, or the other person may receive
an invitation tailored to that particular player. In addition to
contact information, a referring player may be permitted to input
personal information about a referee that enables more specific
tailoring of incentive offers/invitations. Incentive
offers/invitation may also be determined for a player based on
their location information as determined by one or more
location-based services.
[0191] A referral typically includes contact information, for
example e-mail, to permit delivery of an incentive, invitation,
bonus play opportunity, or other advertising and marketing material
to the referred player. Referrals may also occur in the course of
trying to qualify for, or as part of performing a required action
in order to redeem a multiparty bonus play offer, multiparty
incentive, or multiparty award. In one example, a player receives
an invitation to participate in a multiparty bonus game. In order
to qualify and/or redeem the bonus, at least 10 players must agree
to participate. The referring player may forward the invitation to
10 or more people s/he knows to meet the requirements of the offer.
One should appreciate that the number of additional participants
can vary across a number of embodiments. In some embodiments, the
number of additional players may exceed 100, 1000, or other
options, and in another may be as few as one additional player. The
specific examples provided (e.g. 10 players) should not be read as
limiting the disclosure to the example disclosed.
[0192] In another example, referrals may be automatically generated
by operators of gambling establishments, affiliated locations,
redemptions locations, or other locations. For example, play of an
online game may trigger an invitation to the online player, the
invitation may include incentives to provide additional
information, and/or information on other people who may be
interested in participating in the invitation. In another example,
a qualified player playing an online game may be associated with
other players of the online game. An invitation may be directed to
the online player, with the option of forwarding the invitation to
that player's associates.
[0193] According to one embodiment, parameters are established by
which persons are invited to play an electronic game at a website.
Parameters may include, but are not limited to, terms of
invitation, qualification, game play type, quantity and outcome
schedule, required actions, time periods and redemptions. All
invited persons may be grouped into a single category with shared
parameters or various classes of persons may be created with each
category given a specific set of parameters which may be different
from parameters assigned to other categories.
[0194] As discussed above, based on an event that occurs (e.g., an
action taken by the player, an occurrence with the gambling
location, amongst others), an invitation may be generated and
delivered to the user. As discussed further below, the invitation
may be generated in response to an action. According to another
embodiment, the person must first take an action or participate in
an activity at a gambling location or affiliated location in order
to receive an invitation to play the electronic game. The action or
activity can include, for example: wagering a proscribed amount of
money, winning or losing a proscribed amount of money, activating a
player club or frequent player account, reaching a bonus round on
an electronic gaming machine, being awarded a mystery bonus from an
electronic gaming machine, being present in the casino when another
event occurs, playing specific casino games or electronic gaming
machines, purchasing merchandise, attending an event, withdrawing
money from a casino ATM, redeeming winnings, or any other action by
a player. It should be appreciated that there is a wide range of
ways that a person may take an action or participate in an activity
at the gambling location or affiliated location, and such actions
are contemplated for use with various embodiments. An attempt to
accept an invitation can be the precipitating event that triggers a
request to generate a ticketed entry.
[0195] In another embodiment, a person may initiate play at a
specific website and win an outcome that may only be redeemed at a
different website or a virtual world such as within Linden Lab's
"Second Life" virtual world. A winning outcome there may require a
person to then visit a specific place of business which may be a
gambling site to redeem the outcome.
[0196] According to an alternative embodiment, player invitations
may also be awarded based of off location based criteria. The
location based criteria may be used with both web-site award and
gambling location activity as discussed herein. Location based
criteria may be determined using location based services, and in
one example using GPS systems to determine a location relative to a
gaming establishment.
[0197] Location Based Services
[0198] In one embodiment, LBS may be used to facilitate game play
of an incentive game, or other type of game. In one example, an
assassination game may be played where players use LBS to locate
and assassinate other players. Such a game may be confined to
gaming location, or may take place over a larger area. Typically,
the last player "alive" wins.
[0199] According to some embodiments, LBS may be integrated with
casino management systems to facilitate, for example, a Russian
roulette slot game. The casino management system may randomly
select locations and eliminates players within a certain distance
of, or who are within the randomly selected location, until only
the winning player(s) remain.
[0200] A player may also be qualified to receive an invitation
based upon data provided or actions taken in response to a separate
invitation. The player may first be invited to play games for
entertainment only (no redeemable outcomes). In order to play the
games, the player would be required to register and provide
personal information (name, address, date of birth, etc). From that
personal information, the system would qualify the player for an
invitation to play an electronic game which has a plurality of
outcomes that could be redeemed at the gambling location or
affiliated location.
[0201] The system could do this by comparing the personal
information provided with a database of similar information. The
database could include a correlation of demographic information
with categories of player value to the gambling location. As an
example, the system could utilize a database of median income by
address to determine the potential value of the player. The system
could also utilize algorithms to analyze the personal information
to determine categories of player value to the gambling location.
As an example, using an algorithm, the system could determine the
distance between the gambling location and the player's home
address. Players living closer to the gambling location may have a
higher likelihood to visit the gambling location.
[0202] The qualification of the player may also be based on actions
taken while playing the games for entertainment only. As an
example, players choosing to play specific electronic games (i.e.
slot machines) may be considered more valuable to the gambling
location. For those players, a different invitation with different
possible outcomes may be provided. Qualifying actions could be
based on games played, game strategies employed, or duration of
play.
[0203] The first invitation is not limited to the play of
electronic games for entertainment only. The invitation to take an
action may be to sign up for a gambling location's frequent player
card or any activity that solicits player personal information that
could be used to estimate the player's value to the gambling
location. A qualification of the player may also be provided based
upon gathered data, without the need for a player action. For
instance, an invitation may be extended to the player based on
player demographics without having the player play a game for pure
entertainment. In one example, the player may be presented to
receive an award based on information collected about the player
such as location or income level.
[0204] According to one aspect, lists of referrals made by players
are tracked to generate groups of people believed to have, as a
group, a more likely affinity for gambling than the general
population. In one embodiment, a player enters referrals into an
interface for tracking and delivery of incentives to the referral
list. These tracked referrals are referred to as a referral
network. Typically, a referral network describes a network of
people with some tie to the referrer. It is realized that
associates of a player likely share similar interests and thus the
members of the referral network likely have characteristics in
common with the referring player. The identifying of a player of
value, as discussed herein, may be translated to the player's
network. Making the members of the network more likely to become/be
player's of value as well.
[0205] Historical tracking and analysis of referrals of invitations
may also be used to identify players of value within referral
networks. In one example, it is recognized that for a player who
always or often refers other high value players, their next
referral will also likely be a high value player, even if unknown.
Moreover, the referral of unknown players may be of particular
value, and in one example a premium is provided for such a
referral. The premium may be provided both to the referring player
and to the referred player.
[0206] Players with established referral networks may receive
reports on the "value" of their referral network. Often the
valuation of the network is provided to operators of gambling
locations, affiliated locations, and to the provider of the
referral network system. Valuation reports may indicate members of
the referral network that are reducing its value, prompting players
to police their own networks. According to one embodiment, your
referrals increase your value as a player. Additionally, referrals'
referrals may impact a player's standing. In one example, each
subsequent level of referrals may have an impact on a player's
valuation and/or standing.
[0207] Referral codes may also be used and need not be printed on a
coupon. Referral codes may be generated completely electronically.
Referral codes may be generated and forwarded directly by a
referral to interested individuals and/or groups. According to one
aspect, the ability to forward access codes directly incents active
involvement of referring entities into the referral process. The
referrer obtains a referral code(s), in one example through
gambling activity, and in one alternative from engaging in business
from which referrals are made. Referral codes may be generated for
gambling establishments to provide to new customers. In one
example, a player may sign up for a frequent rewards program, and
receive a package with bonus play incentives. It is realized that
by providing referral codes, that newly signed up player may choose
to remain anonymous, until he/she has won an award in the bonus
play, in which case in order to redeem the player must identify
him/herself. Referral codes may themselves be seed values, that can
be used when participation is desired to create a ticket for entry
into a game. The referral codes may also be combined with other
information to generate an input into a deterministic function that
permits generation of tickets.
[0208] According to another aspect, a player may track and maintain
a referral network through a referral network interface. The
interface permits a player to generate groups of other players with
whom the referrer has a relationship. Multiple groupings may be
entered by a player. In one example, a player may create a friends
group by entering in information about other players, considered
friends.
[0209] In one example, a player accesses the referral network
interface to input contact information for referred players. In one
example, where the referral network is automatically generated, the
player may review the status of the referral network, its impact on
that player's value, and/or maintain the referral network by adding
additional referrals, deleting referred players from the network,
among other options.
[0210] A referral may be made by specifically referring another
player. The referral typically including contact information, for
example e-mail, to permit delivery of an incentive, invitation,
bonus play opportunity, or other advertising and marketing material
to the referred player. In some examples, the referral network
system associates a seed value to any referral for later use in
generating tickets. In other examples, a values can be calculated
from the contact information for the referred player.
[0211] Referrals may also occur in the course of trying to
achieve/redeem multiparty bonus play offers, multiparty incentives,
or multiparty awards. In one example, a player receives an
invitation to participate in a multiparty bonus game. In order to
qualify and/or redeem the bonus, required is another 10 players who
also agree to participate. For example, the referring player may
forward the invitation to 10 or more people s/he knows to meet the
requirements of the offer. Referrals may be tracked, and the
referrals themselves may identify a group of potential/actual
players whom the referring players has some relationship, e.g.
friend, peer, family, associate, etc. Knowledge about a player
tracked through player club membership, for example, can be coupled
with knowledge about his/her associates and relationships to
identify candidates likely to share similar interests, and in the
example of a valued player, candidates who are also likely to
be/become valued players. One should appreciate that various
requirements may be used to qualify for incentive offers, also
various criteria may be used in order to redeem incentive offers.
The preceding example of 10 additional players should not be read
as limiting, and any number of additional players may be used as
qualification and/or redemption criteria.
[0212] According to another aspect, incentive offers to referrals
may be made directly to the members of a referral network, but also
incentive offers may be made indirectly. For direct offers, the
offer itself may reference the referring player, his/her identity,
or provide some indication that the incentive offer is being
provided as part of participation in a referral network. Incentive
offers may be delivered to the referral network hub and all the
members of his/her referral network. Additionally, certain offers
may be tailored to subsets of referral networks. For example,
members of a referral network who consistently play/ed table games
may receive incentive offers directed to table type games.
[0213] Indirect offers may include, for example, extending an
invitation to a referrer to incent the referrer to "pass along" the
offer to another party. In one example, an incentive offer is
extended to the hub of a referral network, the offer requires
participation of at least 10 other players in order to qualify and
redeem the offer. The incentive offer may be for free play, bonus
play, credit, points, prizes or other merchandise, for example.
Group prizes can be commensurately larger and thus the incentive on
the referrer and potential players he/she passes the offer along to
may be increased.
[0214] It is realized that offers/invitations may be extended to a
particular player to get additional players to act. Indirect
invitation may be specifically targeted to specific characteristics
that are thought to be common to players who are more likely to
game and/or gamble. The redemption rates of such indirect offers
provide real time feedback as to whether the particular
characteristic is in fact a good indicator of players who are more
likely to redeem incentive offers. By targeting different
characteristics of known high value players, a generic profile of a
high value player may be created and used to target future
incentives.
[0215] According to one aspect, characteristics of a valuable
player may be determined from existing valuable players, their
demographic information, and the associations and/or relationships
the player maintains. It is realized that providing incentive to a
player to provide information about him/herself is of value. In
addition, players are often reluctant to provide too much
information on themselves beyond name and contact information
sufficient to participate in player clubs. Enabling a player to
achieve additional and/or increased awards by establishing and
maintaining a referral network, provides additional information
with respect to the player, his/her associates, and possibly
activities outside gambling locations. It is realized that the more
information that can be generated on a particular player, the
better the ability to direct incentive offers, not only to that
player, but also to that player's associates, and also to segments
of the population that share, or have similar characteristics.
According one embodiment, incentives may be tailored to require
additional information in order to qualify and/or redeem awards. In
one example, invitations for specific offers may be tailored to
required information on other players. The value associated with
particular offers may increase as the detail and/or sensitivity of
the information provided increases.
[0216] Other systems and methods may be used to aggregate and
retrieve information on players, gaming establishments, gambling
establishments, and/or affiliated locations. These system and
methods can be used to establish static information associated with
a player, game, gaming establishment, gambling establishment, and
the static information used in a method for generating tickets on
demand. Additional information aggregation systems and methods can
be used to provide dynamic information that can be combined in a
predictable manner with static values and/or information and the
combination used to generate tickets on demand. The information
provided may also be used during the course of ticket generation,
to select from a group of compensation rules, and for example,
players with higher potential (or actual) value may be provided
larger potential compensation. In one example, static values are
combined with dynamic values to provide, predictably and
repeatably, an input to a deterministic function. In one example,
the static value(s) is associated with a player record. In another
example, static information associated with a player is converted
into the value. The output of the function is used to retrieve a
predetermined outcome. Thus, permitting on demand ticket generation
for predetermined outcomes without compromising the nature of the
game.
[0217] EcoSystem
[0218] Additional examples of information aggregation systems as
described in co-pending U.S. patent application Ser. No. 12/345,289
entitled "SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER
INFORMATION," filed Dec. 29, 2008, which claims priority under 35
U.S.C. .sctn.119(e) to U.S. Provisional Application Ser. No.
61/016,801 entitled "SYSTEM AND METHOD FOR COLLECTING AND USING
PLAYER INFORMATION," filed Dec. 26, 2007 both of which applications
are incorporated herein by reference. As discussed therein,
traditional methods of collecting player information include
information collected by player tracking systems, such as, for
example, International Game Technology's Advantage system, Bally
Technology's Slot Management System and Table Management System.
Player tracking systems are useful for automating some or all of
the tasks required to provide additional incentives for frequent or
loyal play. For example, points may be awarded for every unit of
wagers made and those points may be redeemed for prizes.
[0219] Player tracking systems utilize magnetic striped cards to
hold a unique identifier which is associated with a specific
person's account. Each gambling machine and/or table game position
is equipped with a compatible card reader. A person wishing to
allow their gambling activities to be monitored inserts their card
into the compatible card reader. Other identification techniques
are also useful with player tracking systems and include but are
not limited to biometric identification, smart cards and Hollerith
cards. In some cases, additional identity authentication is
required such as entering a PIN or password on a keypad or
touchscreen.
[0220] Most player tracking systems, include a display which
provides acknowledgment that the card was accurately read and
associated with an account. Typically, for so long as the person's
card remains inserted in the reader, all gambling activity that
occurs on the associated gambling game is recorded on the
identified account.
[0221] Such activity is monitored and tracked by casinos and other
gaming establishments to determine, among other things, a
classification of a particular player. Such activities are
monitored to determine comp packages, such as free hotel rooms,
casino credits and other incentives that may be used to retain the
player's business, or to encourage a return visit to the
casino.
[0222] Numerous organizations and companies have incentive programs
for customers. For example, airlines have frequent flyer programs
that allow a member passenger to take free trips or provide other
perks after the member has taken a minimum number of flights or has
flown a minimum number of miles. Numerous other types of
establishments, including hotel chains, chain stores, and movie
rental companies, have similar programs used to incentivize a
customer.
[0223] Casinos also often have similar frequent player programs
that provide incentives for continued customer patronage. For
instance, the Foxwoods Casino (Mashantucket, Conn.) offers a
program referred to as Wampum Rewards. A player participating in
the program receives a card which the player uses whenever he/she
comes to the casino. In one example implementation, the player
swipes the card at special kiosks located within the casino which
permit that player to have a chance to win prizes. A Wampum Rewards
member may also swipe his or her card whenever betting or spending
money within the casino and in the associated hotel, resort, or
shops. As the player bets or spends more money, the player becomes
eligible for free or reduced cost perks. Other examples of frequent
player programs used in the casino environment include the
well-known Harrah's Total Rewards, Wynn Casino's Red Card, and
Trump Casinos' Trump Card programs (e.g., Trump One Card).
[0224] As with frequent flyer programs and other types of incentive
programs, typical goals of the casino frequent player program
include increasing player loyalty, providing incentives to a player
to visit the associated casinos as often as possible, and
encouraging the player to spend as much money in the associated
establishments as possible. Integrating on demand ticket generation
into incentive systems minimizes the burden of implementing these
promotions and/or incentives. Minimizing the burden directly
implicates a reduced cost of operation, not only improving
efficiency for the operator but also permits pass through of the
savings to participants in the form of greater value prizes,
awards, and incentives. To further improve the effectiveness of
player loyalty programs, there is a present and recurring need for
new methods to provide incentives to frequent player program
members as well as attract new players.
[0225] Such conventional systems for collecting player information
are not sufficient for adequately determining player worth. For
instance, a new player who has never visited the gaming
establishment will be "unknown" to the gaming establishment, and
any data provided by the player will be insufficient for
determining their value as a gambler. However, that person may be
well-known to other gaming establishments, and may have, depending
on their behavior at such establishments, widely different player
ratings and profiles among the various establishments. That is, the
individual activities at each of the gaming establishments are
insufficient for determining the actual worth of the player, as the
actual worth of the player is determined by the overall assessment
of his/her activities. Such an assessment is difficult to be
determined, as each gaming establishment does not grant access to
each other's data, and thus a holistic view of the play cannot be
determined. In the case where there are multiple locations for a
casino to which a player may visit, and each of these locations may
have a separate view of activity that may be compiled into a total
view for the establishment, such a total view is still incomplete,
as there are player activities that are beyond the view of the
establishment.
[0226] It would be beneficial to have a system capable of
collecting and storing player performance data from multiple gaming
establishments. Such information may be used, for example, to
determine a value of a particular player to a gaming establishment.
According to one aspect, a system is provided that collects player
information from multiple sources such as gaming establishments,
and creates a rating for a player that is more indicative of player
value than information collected from a single source. For
instance, player information such as ratings, demographics, play
history and other player information may be collected and stored by
a player tracking or other type of system. The information may be
stored in any type of storage (e.g., in a file system, in a
database, in memory, etc.). Such a system establishes a holistic
rating for player that is more clearly indicative of player worth,
as a result of collecting information from multiple gaming
establishments.
[0227] Such a system that collects player rating information from
multiple gaming establishments is better than conventional rating
systems, as gaming establishments are limited to only the
information that they have collected on a player. Thus, gaming
establishments have a limited view on a player, and thus do not
make decisions regarding the player optimally. For instance, for a
player that plays very little at establishment X, but plays at
establishment Y, the estimated worth of the player by establishment
X will be lower than that of Y, and establishment X may be losing
opportunities based on their limited view of the player. Thus, the
system can identify opportunities to consolidate play of the
player.
[0228] Such a system increases accuracy in knowing number of visits
per player, visit frequency, amount spent per visit, which is used
to compute worth. For instance, the recency (when was the last time
the player visited?), frequency (how frequent does a player
visit?), and intensity (how much does the player spend?) or RFI may
be used to determine value of a player. However, these parameters
are affected substantially if a portion of a player's behavior is
unknown. By knowing activity at other gaming establishments which
may be different than the "limited" view of a particular gaming
establishment, the gaming establishment may more accurately rate
the player, and perform actions accordingly (e.g., make an offer to
the player that is better suited to his/her player rating).
[0229] Such a system may track player behavior among multiple
establishments, establish a better view of the player, and make
better marketing decisions accordingly. For instance, the player
plays craps at establishment X, but does not play poker. However,
the player plays poker at establishment Y at a particular level.
Now, because a system is provided that tracks behavior from
multiple gaming establishments, establishment X may make an offer
regarding poker based on behavior of the player at establishment Y,
and that offer may interest the player.
[0230] With some conventional information that could be obtained by
gaming establishments, access to player performance information may
be limited to the frequent player info, but info could not be tied
to the player. That is, in some forms of information provided by
casinos, the only information available to gaming establishments is
the frequent player identifier information, but not the actual
player identity, which is necessary to contact the player, make
offers, etc. In one aspect, players are enticed to provide their
frequent player information and its association to their identity
that permits their identities to be identified with more than one
frequent player accounts and their associated performance
information.
[0231] Also, because this information is collected and stored, the
system may have the capability of functioning as a data clearing
house for proprietary performance information from multiple gaming
establishments. This information may be traded, sold, auctioned,
and/or offered to multiple entities to perform various functions
such as direct marketing, financial analysis, player rating and/or
monitoring functions, or other functions.
[0232] Further, a system may collect other information regarding
the player, and may provide the player information to other
organizations. Not only would such information be useful for
casinos, but other organizations as well. Further, because the
system is capable of providing a more accurate assessment of
gamblers, the system may successfully correlate other types of
information with player gambling tendencies. For example, upon
analyzing the player database and holistic view of the players, it
may be determined (e.g., by survey or other methods) that Vodka
drinkers consistently make up the highest tiers of gamblers. Such
information may be used by the system to attract more and better
gamblers, but this information may also be sold to casinos for
their own advertising and marketing purposes.
[0233] The system may also function as a frequent player points
clearing house where player's credits or other points may be
traded, sold, auctioned, or otherwise transferred between entities.
Players may be provided access and accounts to the system, and in
exchange to access to their proprietary data, the system may
provide other functions that encourage player return, such as
providing a capability to trade, sell, or otherwise transfer
frequent player points with other players, manage their frequent
player accounts, receive offers from casinos and other
establishments, solicit offers from establishments, and other
functions. In one embodiment, a player grants access to their
player account information, and the system is configured to obtain
and store such information. Further, the system may be capable of
collecting other identifying information for the player, such as
where the player lives, his/her occupation, other demographic
information which could be used as data points by gaming
establishments (or other entities) to extend offers to players.
[0234] The system may also provide access to data for players that
have no or limited contact to the gaming establishment, increasing
opportunity to market to potential new players, using players info
identifying players that have propensity to gamble, along with
their rating as gambler, and other information. The system also
provides a more focused avenue for determining potential players,
thus optimizing their marketing investment. For example, a more
structured mailing list of potential gamblers can be created,
rather than relying on other less-indicative forms of data.
[0235] According to one embodiment, data could be obtained by the
system by either the gaming establishment providing the information
(in exchange for access to services provided by the system) and/or
by "logging on" to frequent player program tracking systems as the
player, with the player's identity, password. It is appreciated
that player "owns" their personal information, and for gaming
establishments that do not wish to share their proprietary
information, the player can grant access to their personal
information for the system. Data may be collected in real time, and
real-time decisions may be made regarding the player (e.g., the
player was playing at Foxwoods today, won/spent/played this much,
send him/her a text message of an offer to come over to Mohegan
Sun). According to one embodiment, a monitoring system may be
provided that permits the real-time monitoring of the player so
that actions regarding the player may be performed.
[0236] In some cases, gaming establishments may not permit access
to player performance information (as it is proprietary
information), and it may be beneficial to infer the player's
performance. According to one embodiment, it is realized that the
player's rate of spending in a particular gaming establishment may
be inferred through a player's frequent player points. More
particularly, as the rate of the player's frequent player points
increases (or decreases as they are used by the player), the
activity of the player can be inferred. For instance, if the
player's frequent player points are increasing at a high rate, that
play of that player may be correlated to a high spend rate. In this
manner, the system need not have access to proprietary performance
information to infer a player's spend rate.
[0237] In another implementation, entities may be encouraged to
provide their proprietary data. In one embodiment, access to raw
performance information from a particular gaming establishment may
be prohibited, allaying privacy/competition concerns among those
entities that own the information. More specifically, the holder of
the player rating information may be, according to one embodiment,
a neutral entity that does not provide unfettered access to the
data, thus encouraging gaming establishments to share their
proprietary data. In one embodiment more fully discussed below, one
or more rules may be used to determine access to data.
[0238] Another aspect relates to a network that enables casino
patrons to solicit complimentary offers. In one embodiment, gaming
establishments (among other entities) may subscribe to player
rating information (e.g., as provided by a player data collection
system) and may use rating information to determine an offer that
is extended to player. Such a method for determining an appropriate
offer is better than conventional rating systems, as gaming
establishments are limited to only the information that they have
collected on a player. According to one embodiment, an offer could
be based either on info provided by player, by offers created by
gaming establishment, or combination of the information.
[0239] According to one embodiment, the system may permit more
accurate offers to be extended to players, as the system could
track offers accepted by player (e.g., what will it take to get
this player to accept an offer?). By storing a historical record of
packages taken/not taken, more informed decisions may be made with
regard to what offers should be made to the player.
[0240] Offers extended to players are better, especially for those
who have not established a play history at a particular gaming
establishment. This provides more options for the gambler, as
gaming establishments that did not have prior histories on players
can now compete for their business. According to one aspect, it is
appreciated that reaching the previously unknown player is one of
the most valuable opportunities for gaming establishments. Thus,
gaming establishments may more effectively target players that have
not established a history.
[0241] According to another aspect, an online method is provided
for players to track frequent player information from multiple
gaming establishments (or other entities). Players are enticed by
tracking feature to provide their information that permits their
identities to be identified with frequent player accounts and its
associated performance information. In one embodiment, a player is
permitted to trade points between establishments, operating as
clearing house for player points. Point programs may be any type
(e.g., casino, hotel, airline, etc.) and may allow the player to
trade between programs. Also, point programs may be created for
gaming machine vendors, software program vendors, etc., thus
permitting the view of the player and the functions that can be
performed by the player with point programs to be more
complete.
[0242] In another embodiment, gaming establishments are permitted
to advertise on the system, enticing them to have more focused
advertising access to players that have propensity and capability
of gambling, and further encouragement to share proprietary
information. Advertising displayed to play may be based at least in
part on the identity of the player. Also, player is encouraged to
"check their points" and see promotions that are available,
increasing the likelihood that the advertising reach is
increased.
[0243] EcoSystem Data/System Coordination
[0244] Various embodiments address the mechanisms, rules and
interactions of a set of interdependent systems related to casino
loyalty programs and customers. According to one embodiment, a
collection of systems interact in an ecosystem. The collection of
systems may include, for example, a casino loyalty system (e.g., a
"CasinoLoyalty" system as discussed more fully below), an
advertising network (e.g., an "Ad Network" system), a consumer
website for attracting potential casino patrons (e.g., a
"CasinoBonus" system), and a network that enables casino patrons to
solicit complimentary offers (e.g., a "CompOffer" system). Such
systems are shown by way of example in FIG. 10, although it should
be appreciated that systems having other structures may be used to
implement various aspects as described herein.
[0245] FIG. 10 shows a distributed computer system 1000 capable of
collecting, storing, and analyzing player information in accordance
with various embodiments of the present disclosure. As shown, a
collection of systems interact in a distributed computer system
referred to herein as an "ecosystem." The collection of systems may
include, for example, a casino loyalty system (e.g., a
"CasinoLoyalty" system as discussed more fully below), an
advertising network (e.g., an "AdNetwork" system), a consumer
website for attracting potential casino patrons (e.g., a
"CasinoBonus" system), and a network that enables casino patrons to
solicit complimentary offers (e.g., a "CompOffer" system). Such
systems are shown by way of example in FIG. 1, although it should
be appreciated that systems having other structures may be used to
implement various aspects as described herein.
[0246] As distinct and separate systems, these systems provide
significant value to their independent users and organizations
(e.g., a casino operator). However, when integrated into an overall
environment (e.g., an EcoSystem) that provides the interfaces,
rules, security, communications, data integration and analysis,
additional features and benefits are realized.
[0247] System Roles within an Ecosystem
[0248] One primary role of a consumer website for attracting
potential casino patrons (e.g., a CasinoBonus system) is to attract
patrons into an overall EcoSystem. At that point, the patron may be
shown, for example, advertising (e.g., provided by an Ad Network
system), provided offers (e.g., via the CompOffer system) and/or
provided an opportunity to participate in a specific casino's
program (e.g., a CasinoLoyalty program).
[0249] While a casino loyalty system (e.g., a CasinoLoyalty system)
may be primarily a destination for casino patrons within the
EcoSystem, the casino loyalty system may also provide valuable
access to casinos and players for the other systems. Similar to how
a consumer website (e.g., as presented by a CasinoBonus system) may
attract patrons into the EcoSystem and provides a value proposition
whereby the patron provides personal information, a casino loyalty
system may perform the same functions with casino operators. By
providing a strong value proposition to casino operators, a casino
loyalty system may attract casinos into the EcoSystem and may
solicit them to provide comprehensive information on their casino
and player card members.
[0250] A purpose of both an advertising system (e.g., a gaming
advertisement network as provided by an Ad Network system) and a
complimentary offer system (e.g., a casino-player auction system as
provided by a CompOffer system) within the EcoSystem includes
performing revenue-generating destinations/functions. By leveraging
the patrons, casinos and detailed information provided by the other
EcoSystem components, these systems may be able to provide more
compelling and targeted offers to patrons. The EcoSystem further
permits the parties (e.g., patrons/players, casinos, advertisers,
etc.) to interact with each other through communication within the
EcoSystem and for the collective system to determine what
relationships will be defined between the parties.
[0251] Mechanisms for Integrating Systems
[0252] For the operation of the EcoSystem according to one
embodiment, there may be two primary mechanisms by which the
independent systems are able to communicate and share
information--a database (e.g., centralized database, distributed
database, etc.) and/or shared application programming interfaces
(APIs). Such methods may be used to exchange information between
communication providers and communication consumers. Various
parties may function within the EcoSystem as a consumer or provider
at various points, and may derive benefit through the sharing of
information.
[0253] Shared APIs and tools may allow the systems to communicate
and according to one embodiment, may execute the following
functions: [0254] Exchange patron information among system
components, entities, roles, etc. [0255] Exchange casino
information [0256] Exchange third-party promotional information
[0257] Enter ad campaign information (content and pricing/bid data)
[0258] Report ad campaign results [0259] Report ad inventory levels
[0260] Enter promotional offer information and assignment rules
[0261] Determine promotional offers in real time [0262] Assign
promotional offers to patrons [0263] Game sponsorship, awards and
results [0264] Transfer/purchase/auction of points [0265] Merging
of patron/player information
[0266] According to one embodiment, the database structure may
receive and store information from the various systems in a
compartmentalized fashion so that proprietary data can only be
retrieved and utilized per data security and use rules. At the same
time, data from all sources may be merged to develop a holistic
view of the patrons, casino operators, ad campaigns and operation
of the overall system. The data may be then summarized or sanitized
into a form that maintains data security while still providing
valuable information to the various systems. By sharing this data
between the systems: a CasinoLoyalty system may be able to provide
more valuable patrons to casinos; a CompOffer system may be able to
provide a more comprehensive patron profile to third parties; an Ad
Network system can target ads more directly to patrons, casinos,
etc.; and a CasinoBonus system can improve customer
experiences.
[0267] Data Security and Use Rules
[0268] According to one embodiment, it is appreciated that it may
be important for various implementations to provide security of
player data and other data (e.g., casino-owned proprietary data).
In one example, of importance to an EcoSystem are the concepts of
data security and rules for use of the data collected by the four
systems. Casino-owned, proprietary information regarding patrons,
promotions, and player club metrics is integral to the operation of
a CasinoLoyalty system. On the other hand, one implementation of a
CasinoBonus system may solicit users to provide their casino
loyalty club information along with authorization to retrieve their
individual data from the casino system. This data is clearly owned
by the patron and, according to one embodiment, the CasinoBonus
system may be provided access to the patron-owned data per a data
use policy. In addition, the patron's use of all four systems
(e.g., games played in a CasinoLoyalty system, content searched by
a CasinoBonus system, advertisements viewed in an Ad Network
system, offers solicited/auctioned in a CompOffer system) adds to
the information gathered on the patron. That is, the patron/player
behavior and interaction within the EcoSystem may be used as
information that can affect future interactions.
[0269] To maintain the integrity of the EcoSystem such that casino
operators, patrons, advertisers and other third parties are willing
to provide the required data, data security and use rules may be
established. According to one embodiment, conventional data
security mechanisms within communication systems and databases may
be used. One implementation of an EcoSystem may use a combination
of restricted access, encryption, data sanitization and
summarization to maintain data security.
[0270] However, in addition to the fundamental data security
mechanisms, one example EcoSystem may implement rules for use of
the data. These rules may include, for example, the level of data
shared between the systems at the discretion of the casino
operators, patrons or third parties. As an example, a casino
participating in the CompOffer system might allow patron
information to be shared with non-competitors in different markets.
Conversely, a casino operator that operates in multiple gaming
jurisdictions might only allow sharing patron information with
sister properties. As another example, patrons of the CasinoBonus
system may provide selective access to their information for
receiving offers from the CompOffer system.
[0271] Similarly, the EcoSystem may establish terms of use and
regulations that enhance and protect the integrity of the entire
system. Terms of use and regulations may allow, for example: [0272]
advertisers and third parties equal access to patrons [0273]
casinos to share and access information on equal terms [0274]
patrons to provide and receive verified information [0275]
unauthorized and/or harmful use to be identified and eliminated
[0276] Aggregation of Data
[0277] According to one embodiment, a system and method may be
provided for aggregating gaming related compensation offers,
loyalty point balances and win/loss statements over an electronic
medium or network of qualified casino patrons who choose to
participate in one or more gambling loyalty programs. Aspects may
include one or more of the following, either alone or in
combination with other features.
[0278] A qualified person (e.g., a patron who is a member of a
gambling loyalty program) may be either invited to join the system
or may find the system by other methods. Compensation offers may
also be targeted to people that do not participate in loyalty
programs or other type of membership program. The qualified person
may be required to pay the system a one-time entry fee, monthly
subscription or usage fee for access to the system.
[0279] To utilize the system (e.g., view aggregate compensation
offers, loyalty point balances and win/loss statements), the
qualified person may be permitted to complete a registration form
whereby he/she is required to identify the gambling loyalty club(s)
to which they belong and then input a unique key into a
registration form to each gambling loyalty club that he/she is a
member of. The unique key may be different for each unique casino,
lottery or other lawful gambling establishment.
[0280] On behalf of the qualified person, the system accesses
periodically (e.g., hourly, daily, weekly, etc.) each specified
account with the corresponding key and aggregates all available
compensation offers, loyalty point balances and win/loss statements
and displays the aggregated information in a user interface or
series of user interfaces. The data may be collected from multiple
accounts for a single player, and a more holistic view of the
player's performance may be constructed as a result. By tracking
the changing loyalty point balance and win/loss statement over
time, the system can infer the relative worth of the qualified
person to each disclosed gambling loyalty membership account as
well as the total value of the qualified person based on all their
accounts.
[0281] In one embodiment, the system makes offer redemption
recommendations which include additional point purchase options,
point exchange and redemption planning strategies and may combine
them with other non-gambling loyalty programs (e.g., airline, car
rental, credit card, etc. . . . ) to the qualified person based the
available aggregated loyalty program offers.
[0282] Through a series of application interfaces between the
system and the various gambling player tracking or patron
management systems or other third-party loyalty systems, the system
allows a qualified person to trade their loyalty points with other
qualified persons, auction their points to the highest bidder or
exchange loyalty points between the person's various loyalty
accounts.
[0283] Also, according to another aspect, it is appreciated that
most gambling venues, such as casinos, find it expensive and
difficult to recruit new players to the extent desired and
therefore focus a majority their attention and marketing resources
on retaining existing players. In short, it is easier and cheaper
to keep existing players happy than have to recruit new ones.
[0284] Therefore, in conjunction with player tracking systems and
an instant bonusing option as described above, casino gaming
operators have found it desirable to offer their patrons extensive
loyalty programs that allow patrons to accumulate loyalty points
based on how much they wager. The more the patron wagers, the more
points a patron can accumulate. The accumulation rate, aside from
the gross amount wagered, is determined by such factors as the odds
of the game and any promotional programs (e.g., double point days)
that are running in conjunction with the loyalty program. These
accumulated points are typically converted or redeemed by the
patron for goods, services or cash, or a combination of all three.
These redemption options are generally known as the redemption
catalog.
[0285] Hallmarks of a good loyalty program are the clarity and
transparency of the loyalty program. For the loyalty program to
achieve its purpose (e.g., foster a sense of ownership in the
loyalty account and establish the parameters by which points are
accumulated and redeemed), the program has to be easy to
understand, the accumulation of points should be attainable, the
point balance must be accessible, the redemption catalog should
contain items that the participants value and the redemption
process should have few, if any, encumbrances. According to one
aspect, it is appreciated that it would be beneficial to have an
independent system that allows players to aggregate their various
point balances as well as their win/lose statements into one easy
to access, easy understand system and user interface. From the
players' point of view, they can easily access their point balances
(even if they have accounts at multiple establishments) and they
can easily understand what redemption options are available at any
given moment. From the gaming establishments point of view, the
simpler and more transparent their loyalty program is the better
the loyalty program will perform.
[0286] By tracking the changing point balances and win/loss
statement over time, the system can infer the relative worth (e.g.,
visit frequency and spend per visit) of the player to each
disclosed gambling loyalty membership account as well as the total
value of the qualified person based on all their accounts. One
knowledgeable about the gambling industry will appreciate that
there is great value in knowing this information and utilizing this
information to entice the patron to joining another gambling
establishment's player club. In by doing so, the system could most
likely provide a sign up bonus or inducement to player that is of
commensurate value to worth of the player.
[0287] According to another embodiment, it is appreciated that it
may be useful to rate a player relative to other people in the same
(or similar) player club(s). For instance, if a particular player
has X points more than the average number of points for all
participants at that casino, that player may be determined to be
more valuable. Comparison to other players may provide insight into
how the player club values people. Also, because a more accurate
value of players may be determined, a more accurate relative
comparison between players may be determined to permit
organizations to more effectively target valuable players.
[0288] Additionally, there is great value in allowing a third party
to aggregate point balances while providing application interface
software/tools (APIs) that allow the player to trade, auction or
exchange points between system providers and other participants so
that they may optimize their redemption options. Furthermore, it
would be highly desirable to expand the scope of the system to
allow other non-gaming loyalty clubs to participate so that the
player would have the widest possible set of redemption
opportunities. For example, a player may be permitted to exchange
rental car points for gaming points so the player could redeem the
rental car points for a hotel room at the gaming establishment and
vice versa. Also, it is appreciated that non-gaming loyalty club
information may be used in addition to the gaming loyalty club
information to obtain a view of the player. Thus, a wider view of
the player (in areas other than gaming) can be used to determine
player value.
[0289] In one embodiment, the EcoSystem (among other system
components) may provide an environment that serves as a clearing
house for points. According to one embodiment, not only can the
EcoSystem manage points obtained via gambling-related activities,
but can manage and track other point programs (e.g., airline
frequent flyer programs, hotel loyalty programs, etc.) as well.
According to one embodiment, players/patrons may be permitted to
exchange different types of points for one another, bid on/purchase
points, convert points between programs, among other transactions
and functions. To this end, the EcoSystem may provide interfaces
and/or other types of tools that permit the players to perform such
functions. For instance, the EcoSystem (e.g., through a CompOffer
system interface) may provide tools to match up potential trades
between players/patrons (e.g., player X needs 50 points to reach a
target point goal in a particular program A, player Y has 50 unused
points in program A, but needs 100 points in program B, which
player X has). Interfaces may be provided that permit
players/patrons to view performance of others with respect to
points (e.g., a leader board for points).
[0290] Other tools may be provided that permit players/patrons to
communicate with one another. For instance, social networking tools
or other types of communication tools may be provided (e.g., chat
functions, tagging, ticketing, voting) to enhance the experience of
the player/patron, and to facilitate their use of point-based
systems.
[0291] Advertising Network
[0292] Typical Internet advertising is based on search terms, site
content, general demographics for website visitors, geolocation
based on the IP address of the browsing computer and visitor
activity within the site. All of these approaches may be based on
the concept that the website displaying the advertising infers
knowledge of the individual and their interests due to the
anonymous nature of the website visit.
[0293] Some websites have overcome the anonymous nature of the
Internet by providing access to content such as games only after
the website visitor has provided personally identifiable
information about themselves. The level of personally identifiable
information required may vary among websites, but there is the
added challenge of confirming the validity of the information
provided. Many website visitors simply enter erroneous data or use
pseudonyms and alternate information. Websites endeavor to make the
content compelling and the value proposition strong enough so that
visitors will enter the correct information, but in most cases
short of entering credit card information to purchase goods or
services, there is no validation of the information.
[0294] Aspects of the disclosure may address these issues and
expand the knowledge of the individual website visitor without
requesting information such as credit card data that the individual
might be reticent to give.
[0295] Most casino operators have implemented frequent player cards
that are used to track individuals' play in the casino and to award
complimentary offers for continued play. As an added feature of the
player club, the members are provided electronic access to their
point balances, win/loss statements, complimentary offers and other
personalized data about their casino activity. This set of data
provides a wealth of information about the player's activity that
may not even be apparent to the player himself.
[0296] Additionally, because casinos continue to expand as
entertainment venues that include wagering and non-wagering
activities, the information gained from the player club information
is ever expanding and includes data of value beyond the casino
industry.
[0297] Furthermore, due to the ubiquitous nature of casinos, most
casino patrons are members of multiple player clubs. Combining the
player club information from various casino operators for an
individual gives a holistic view of the patron that contains
valuable information and insight into the patron's gaming
activities, finances, entertainment choices, travel plans, big
ticket purchases, etc.
[0298] Aspects of the disclosure relate to soliciting individuals
to provide their player card details for all casinos for which they
are members of the player club. From that information, the system
can automatically query the casino's player club database, either
directly or through web services that are provided via the casino's
website. Algorithms may be then used to correlate the information
across the various casino operators and to develop an overall view
of the patron.
[0299] Information that can be retrieved from the player/patron may
include one or more of the following information relating to:
[0300] demographic information [0301] point balances [0302]
available offers [0303] win/loss statements [0304] casino visit
recency and frequency [0305] average casino win per visit (known as
Average Daily Theoretical) [0306] casino dining choices [0307]
casino entertainment choices [0308] accepted/declined offers [0309]
large wins [0310] casino play preferences [0311] play stop limits
[0312] casino credit line [0313] links to other player club members
[0314] behavioral data, such as website visits (e.g., to various
interfaces to the [0315] EcoSystem, other websites), games played
(e.g., games offered in a free play setting), and other behavioral
data
[0316] Using such information across multiple casinos coupled with
public data sources (e.g., using demographic info) and/or private
data sources (e.g., Experian credit rating information), algorithms
can be used to validate other user-provided data and develop
holistic information about the patron such as: [0317] travel
plans/affinities [0318] entertainment affinities [0319] financial
status and median income [0320] value to other local casinos [0321]
value to destination casinos [0322] overall gaming budgets,
recency, frequency, intensity [0323] comparison to other patrons
[0324] other aspects of the player/patron that would be of interest
to other establishments such as financial institutions, automobile
retailers, consumer goods providers, and other entities.
[0325] Interfaces and/or data may be provided to such entities to
permit these entities to reach and/or target advertising to these
player/patrons.
[0326] Taking all this information into consideration, a profile of
the individual patrons can be established, and website advertising,
email marketing, direct marketing and telemarketing campaigns may
be set up based on these profiles, the holistic data and the basic
information. The campaigns may then be run by the website that
solicits the player card information. Alternatively, the profile
may be sold to the individual casinos (where the patron is a
current or potential customer) for use on their website and
marketing plans.
[0327] Although the holistic information on the patron could be
used by all types of business and industries that utilize online
and offline marketing campaigns, this information would be
particularly valuable to the following industries: [0328] casino
[0329] travel agencies [0330] luxury goods [0331] hotel [0332]
airlines [0333] junket operators
[0334] Game-Based Play
[0335] According to another aspect, a method and system may be
provided that allows qualified players in a game system to play
games (e.g., play various single and multiplayer games of chance
with real-time outcome determination or pre-determined outcome
determination and single and multiplayer games of skill with
real-time outcome determination), to win loyalty points and/or
other gambling offers and/or alternate currencies to participating
gambling establishments (e.g., casino, lottery or other lawful
gambling establishments), and non-gambling establishments (e.g.,
airline, car rental, credit card, etc. . . . ) over an electronic
medium or network where the end user apparatus is an electronic
device (e.g., Computer, Mobile phone/PDA, Game Consoles, Digital
Set-top box/Interactive TV, Handhelds). Such capabilities may be
provided, for example, by a casino loyalty system (e.g., a
CasinoLoyalty system as discussed above), a consumer website for
attracting potential casino patrons (e.g., a CasinoBonus system) or
any other component of an EcoSystem.
[0336] A qualified person (e.g., a gambling patron who is of age)
may be either invited to join the system or finds the system by
other methods. A qualified person, according to one embodiment, may
be a person who is of age to participate in lawful games of skill
and or chance and is a person who is or intends to be a member of a
gambling establishment's (e.g., casino, lottery or other lawful
gambling establishments) player loyalty club. A qualified player
could be invited to join the system via a multitude of different
methods including but not limited to an online ad, online search
engine link, mobile device ad, direct mail solicitation, a
commercial (e.g., as shown on television, radio, satellite
radio/TV, movie theater commercial, elevator video message, etc.),
an in gambling establishment message or sign, a billboard/outdoor
signage, word of mouth, or by happenstance. Also, a qualified
person may be, for instance, a person who is already a member of a
player loyalty club, or has the requisite qualifications to become
a member.
[0337] A qualified person may be allowed to access the system for
free or required to pay a fee to access to the system or a
combination of both. In the case where the player is required to
pay to access the system, there may be many methods or business
models that are commonly used. It should also be noted that the
business models listed below are not necessarily the only ones
possible. That said, the business methods or revenue models may
include a "Try and Buy" model, a "Free Web Trial" model,
subscription models, among other approaches.
[0338] The "Try and Buy" model may be the simplest model to
understand, and is also the model historically associated with the
internet game industry. This model is also most similar to the
shareware model that has been around for many years. Under this
model, players may play a trial version of a game. Trials games are
limited in some way, most commonly by time (a one-hour free trial
is typical), but trials may also be limited by features, by number
of plays allowed, or by not allowing this game to be used to win
something or by some other mechanism. Throughout play, the player
is typically encouraged to purchase the full version of the game
("up-sell"). In some variants of this model, the player may
continue playing the feature limited version indefinitely, in
others the player must sit through increasingly intrusive reminder
notices that encourage the qualified person to purchase the
game.
[0339] The Free Web Trial model includes variants on the "try and
buy" model which includes offering a free web version of the game
which can be played within a web browser. Web games can generally
played over and over again, however they are typically very limited
compared to the "deluxe" downloadable versions, with fewer
features, less content, lower quality sounds & graphics,
etc.
[0340] There are several types of subscription models in
wide-spread use. For example, in the "All you can eat" model, the
player pays a fixed amount per month in return for unlimited play
of all games in the program. In one version of this model, the user
must maintain the subscription in order to continue playing games.
When the subscription ends the player's access to the games also
ends.
[0341] Another subscription model includes the "Book of the month"
model, in which the player pays a fixed amount each month in return
for getting one (or more) games free. Additional games can
generally be purchased at a discount.
[0342] In the "VIP membership" model, the player pays a fixed
amount each month in return for special privileges. There may also
be a "Pay-for-play/Ad Sponsored" hybrid model whereby a player
inserts currency (cash or cash equivalents), tokens or sweepstakes
entries into the game or the game system for each game play. One
variant of this model is where advertisers, participating gambling
establishments (e.g., casino, lottery or other lawful gambling
establishments), and non-gambling establishments (e.g., airline,
car rental, credit card, etc.) can buy the coins, tokens or
sweepstakes entries and sponsor a game session that is then free
for the players.
[0343] A "Tournament/skill-based" model involves qualified players
paying a cash entry fee to enter a tournament and play a game. The
tournament can be a small as two players, or as large as thousands
of players. A player's score is posted on a leader board, and the
winner (or, in larger tournaments, winners) receives currency (cash
or cash equivalents like free slot play or chance to play for free
in the gambling establishment), tokens, sweepstakes entries and or
loyalty points to the various clubs to which they belong. In order
to be legal in the locations where such tournaments are offered,
the games must be substantially skill-based, rather than relying on
luck or chance; thus the name "skill-based" to refer to this
economic model.
[0344] An "Item-Buy (micro transactions)" model is a model where
players purchase items within the system. The items are typically
electronic creations like badges, lucky charms and avatars.
[0345] According to one embodiment, to qualify as a player, the
qualified person completes a registration form whereby he/she is
requested to identify the gambling and non-gambling loyalty club(s)
to which they belong and then input a unique key into a
registration form for each loyalty club that he/she is a member. If
they are not a member of a loyalty program and have the desire to
be eligible to collect winnings, they can join the loyalty club(s)
at that time.
[0346] For games that are chance based and require the player to
initiate the wager, the system may only allow the player to wager
currencies that are lawful (e.g., sweepstakes entries). For games
that are substantially skill based, the system may allow the player
to wager any of the lawful currencies that they have banked in
their account.
[0347] On behalf of the qualified person, the system confirms their
membership in their declared loyalty clubs by accessing their
declared account(s) or, if they are not a member but they wish to
join a particular club, the system creates an account on their
behalf.
[0348] Players can compete in various games and win currency (cash
or cash equivalents like free slot play) and or loyalty points to
the various clubs to which they belong. Some games may require an
initial wager to gain entrance (see above) while others are free to
access. Players can participate in non-gaming activities to earn
currency (cash or cash equivalents like free slot play) and or
loyalty points to the various clubs to which they belong. Examples
of how to earn currencies may include the following: [0349] to
Filling out player surveys [0350] Viewing advertisements from third
party advertisers or participating in gambling establishments
(e.g., casino, lottery or other lawful gambling establishments),
and non-gambling establishments activities either on property or
over a network [0351] Agree to receive emails or other
communications from third party advertisers or participating
gambling establishments (e.g., casino, lottery or other lawful
gambling establishments), and non-gambling establishments [0352]
Customizing the player's user interface [0353] Creating a home
page/social networking page [0354] Recruiting other qualified
players to the system [0355] Earning badges or other designations
of success within the game system
[0356] Through a set of application interfaces, participating
gambling establishments (e.g., casino, lottery or other lawful
gambling establishments), and non-gambling establishments can offer
or stake prizes (e.g., sponsor the game or contest) for each game
where the value of the prize is based on the qualified player's
worth or perceived worth to the sponsor.
[0357] The qualified player may redeem prizes either online or at a
physical establishment or they may barter, exchange, auction or
give away their points. Through a set of application interfaces,
participating gambling establishments (e.g., casino, lottery or
other lawful gambling establishments) in the system can credit or
deduct points, offers and or currencies based on how the player
chooses to treat their prize.
[0358] The qualified player may set up a web page in a social
networking environment and host their own gaming system whereby
other qualified players can compete in the same manner as the
larger game system. One difference in such a system is that the
player who owns the page is staking the prizes or using the system
tools to allow sponsors to stake the prizes.
[0359] Through a series of tools or application interfaces, the
system can also allow the qualified player to group other willing
qualified players together to diversify risk in a game in exchange
for a share of any and all winnings from that game.
[0360] The system may also permit advertisers to reach the
qualified or potential players of a casino, or display any other
content. For instance, the system may have a website through which
qualified players access, and ads may be displayed to such players
(e.g., responsive to information collected regarding the players,
their performance, their determined value, etc.). Other information
displayed to players may include frequent player points leader
boards that display top players that have earned frequent player
points, and any other gameplay aspects. The system may also be
adapted to display non-gameplay aspects related to the casino, such
as locator information for gaming locations, player
experiences/stories, chat with other players, and other content
that enhances player experiences.
[0361] Further, multiplayer games could be provided that allow
different advertisements to be displayed based on player location.
For instance, a multiplayer game may have multiple sponsors based
on geography, or other parameter (e.g., the player's profile). In
another example, players countrywide are permitted to play a Bingo
game, but winners in the Northeast region (or other location) are
permitted to play slots at Mohegan Sun (a sponsor) while winners in
the Las Vegas area are permitted to play slots at Harrah's Las
Vegas.
[0362] Complimentary Offer System
[0363] As discussed, a system (e.g., a CompOffer system) may be
provided that permits a player to receive complimentary offers. In
one embodiment, these offers may be offers to the player to travel
to or otherwise visit a gaming establishment. To this end, a
website or other computer-based interface may be provided that may
permit the player to solicit offers from multiple gaming
establishments.
[0364] According to another aspect, an online system in which
multiple gaming establishments compete for providing an
entertainment package to the player based on rating information. In
one example, package could involve other providers, such as
airlines, hotels, restaurants, etc. A package that is determined
for a particular player could be based on rating of the player,
either alone or in combination with other information collected on
by the system. The value of the package may be determined based on
one or more parameters of the player information.
[0365] According to one embodiment, the package offered to a player
is a better package (e.g., of higher value) as establishments are
competing for customer (and may have knowledge of each other, and
the packages being offered). Also, the package offered is more
accurate, as it could be based on more accurate rating information
of the player as discussed above.
[0366] Further, the accuracy of the package offered is additionally
increased, as it could be based at least in part on information
provided by the player, including characteristics of desired
destination, location, etc. (e.g., I am traveling to Las Vegas on
Month, Day, and I like these types of games, etc.). Also, because
the package is based on information provided by player, the package
is more tailored to player desires, as conventional complimentary
packages are typically determined based only on what establishment
determines as the package, not what player wants. This contrasts to
conventional promotions, which are determined based on what excess
capacity the provider might have, rather than the parameters
supplied by a person/player. Thus, according to one embodiment, a
system may be provided that includes an interface that accepts
player preferences, and based on those preferences, determines one
or more complimentary offers to be presented.
[0367] Offers extended to players may also be rule-based, and may
be determined by particular parameters (e.g., Extend offer to a
listing of players traveling on these dates to location, of average
rating greater than Y). Rules may be implemented by the system that
can determine under what conditions offers are made on behalf of a
gaming establishment or other organization. Further, the system may
make available (e.g., through an interface, an API, or other
method) certain searches/queries to gaming establishment. Such
rule-based or search-related functions performed by the gaming
establishment (instead of a potential player) may permit more
effective marketing promotions (e.g., to raise business levels
during slow periods, to move perishable inventory).
[0368] A set of interfaces may be provided that present to the user
complimentary offers that can be accepted. Such offers may be
determined automatically based upon the player information, what
inventory is available, or a combination of both. There may be an
associated set of interfaces for the organization(s) that
provide(s) the offers, which may permit them to perform functions
associated with managing offers. For instance, interface functions
may permit the organizations to monitor, create, and modify offers
provided to players. Organizations may also be provided tools that
permit them to create unsolicited offers to the player, which can
be presented in an interface of the complimentary offer system.
Such unsolicited offers may be presented in various ways, including
during a particular period of time when the offer is available,
when the player viewing the complimentary offer system interface
meets particular criteria, among other ways.
[0369] Further, the system may permit marketing to potential
players in real-time. For instance, ads may be displayed to a
player in a computer interface (e.g., in the display of a browser
program) and may be based, at least in part, on information
relating to the player. For instance, parameters collected from the
player based on a complimentary offer that he/she wishes to receive
may be used to determine one or more advertisements to be displayed
to the player in the interface. Other information collected on the
player (e.g., demographics information, behavioral data, etc.) may
also be used to determine what advertisements should be displayed.
Such advertisements may also serve as financial support for such a
website, and revenue may be generated based on the advertising
performance. Advertisers (e.g., through an advertising network as
discussed above) may choose to target particular players (or
classes of players) via a complimentary offer system and its
associated interfaces.
[0370] The information aggregation system can serve as source of
seed value information, from which ticket generation processes can
create ticket information as needed. The information aggregation
systems can also serve as location for seed values stored with
unique player records, games records, etc. Additionally valuation
determinations and/or the underlying information supporting them
can be used as additional information in a ticket generation
process.
[0371] The processes described above are merely illustrative
embodiments of a method for providing generation of tickets on
request. Such illustrative embodiments are not intended to limit
the scope of the invention, as any of numerous other
implementations for performing the invention. None of the claims
set forth below are intended to be limited to any particular
implementation of a method of providing player incentives, unless
such claim includes a limitation explicitly reciting a particular
implementation.
[0372] Processes and methods associated with various embodiments,
acts thereof and various embodiments and variations of these
methods and acts, individually or in combination, may be defined by
computer-readable instructions tangibly embodied on a
computer-readable medium, for example, a non-volatile recording
medium, an integrated circuit memory element, or a combination
thereof. The instructions, as a result of being executed by a
computer, cause the computer to perform one or more of the methods
or acts described herein, and/or various embodiments, variations
and combinations thereof. Such function include retrieving seed
data from any one or more of a player record, a game record, a game
machine record, a membership record, or an account; calculating a
numeric seed value for use in ticket generation; executing a pseudo
random number generation process; implementing a PRNG; calculating
numeric representations of non-numeric data; merging numeric data
to achieve input values for deterministic functions; merging data
in a predictable manner to achieve input values; generating a
mapping from seed data to a predetermined outcome as needed;
generation a mapping from seed data to a predetermined outcome
predictably and repeatably; generating ticket creation information;
generating representations of ticket entries; transmitting and/or
receiving seed information or values; transmitting and/or
communication ticket creation information; and printing and/or
displaying created tickets among other examples. Such instructions
may be written in any of a plurality of programming languages, for
example, Java, Visual Basic, C, C#, or C++, Fortran, Pascal,
Eiffel, Basic, COBOL, etc., or any of a variety of combinations
thereof. The computer-readable medium on which such instructions
are stored may reside on one or more of the components of a
general-purpose computer described above, and may be distributed
across one or more of such components.
[0373] The computer-readable medium may be transportable such that
the instructions stored thereon can be loaded onto any computer
system resource to implement the aspects of the present disclosure
discussed herein. In addition, it should be appreciated that the
instructions stored on the computer-readable medium, described
above, are not limited to instructions embodied as part of an
application program running on a host computer. Rather, the
instructions may be embodied as any type of computer code (e.g.,
software or microcode) that can be employed to program a processor
to implement the above-discussed aspects of the present
disclosure.
[0374] It should be appreciated that any single component or
collection of multiple components of a computer system, for
example, the computer system described below in relation to FIG.
11, that perform the functions described with respect to or
reference the method can be generically considered as one or more
controllers and/or components that control the discussed functions.
The one or more controllers can be implemented in numerous ways,
such as with dedicated hardware, or using a processor that is
specially programmed using microcode or software to perform the
functions recited above.
[0375] The above is merely an illustrative embodiment of a ticket
generation system. Such an illustrative embodiment is not intended
to limit the scope of the invention, as any of numerous other
implementations of a ticket generation system, for example,
variations of network topology, host server messaging, distributed
computing, are possible and are intended to fall within the scope
of the invention. Placement of various functions can occur on one
or more computer systems, designated servers, hosts or other
configurations. None of the claims set forth below are intended to
be limited to any particular implementation of a ticket generation
system unless such claim includes a limitation explicitly reciting
a particular implementation.
[0376] Various embodiments according to the disclosure may be
implemented on one or more computer systems (e.g. 1100, FIG. 11).
These computer systems may be, for example, general-purpose
computers specially programmed as discussed herein such as those
based on Intel PENTIUM-type processor, Motorola PowerPC, Sun
UltraSPARC, Hewlett-Packard PA-RISC processors, or any other type
of processor. It should be appreciated that one or more of any type
computer system may be used to partially or fully automate
generation of ticketed entries according to various aspects of the
disclosure.
[0377] For example, various aspects of the disclosure may be
implemented as specialized software executing in a general-purpose
computer system 1100 such as that shown in FIG. 11. The computer
system 1100 may include a processor 1106 connected to one or more
memory devices 1404, such as a disk drive, memory, or other device
for storing data. Memory 1110 is typically used for storing
programs and data during operation of the computer system 1100.
Components of computer system 1100 may be coupled by an
interconnection mechanism 1108, which may include one or more
busses (e.g., between components that are integrated within a same
machine) and/or a network (e.g., between components that reside on
separate discrete machines). The interconnection mechanism 1108
enables communications (e.g., data, instructions, seed values,
player information, game information, etc.) to be exchanged between
system components of system 1100. Computer system 1100 also
includes one or more input devices 1104, for example, a keyboard,
mouse, trackball, microphone, touch screen, and one or more output
devices 1102, for example, a printing device, display screen,
and/or speaker. In addition, computer system 1100 may contain one
or more interfaces (not shown) that connect computer system 1100 to
a communication network (in addition or as an alternative to the
interconnection mechanism 1408.
[0378] The storage system 1112, shown in greater detail in FIG. 12,
typically includes a computer readable and writeable nonvolatile
recording medium 1202 in which instructions are stored that define
a program to be executed by the processor or information stored on
or in the medium 1202 to be processed by the program. The medium
may, for example, be a disk or flash memory. Typically, in
operation, the processor causes data to be read from the
nonvolatile recording medium 1202 into another memory 1204 that
allows for faster access to the information by the processor than
does the medium 1202. This memory 1204 is typically a volatile,
random access memory such as a dynamic random access memory (DRAM)
or static memory (SRAM). It may be located in storage system 1110,
as shown, or in memory system 1204. The processor 1106 generally
manipulates the data within the integrated circuit memory 1110,
1204 and then copies the data to the medium 1202 after processing
is completed. A variety of mechanisms are known for managing data
movement between the medium 1202 and the integrated circuit memory
element 1110, 1204, and the invention is not limited thereto. The
invention is not limited to a particular memory system 1110 or
storage system 1112.
[0379] The computer system may include specially-programmed,
special-purpose hardware, for example, an application-specific
integrated circuit (ASIC). Aspects of the disclosure may be
implemented in software, hardware or firmware, or any combination
thereof. Further, such methods, acts, systems, system elements and
components thereof may be implemented as part of the computer
system described above or as an independent component.
[0380] Although computer system 1100 is shown by way of example as
one type of computer system upon which various aspects of the
disclosure may be practiced, it should be appreciated that aspects
of the disclosure are not limited to being implemented on the
computer system as shown in FIG. 11. Various aspects of the
disclosure may be practiced on one or more computers having a
different architecture or components that that shown in FIG.
11.
[0381] Computer system 1100 may be a general-purpose computer
system that is programmable using a high-level computer programming
language. Computer system 1100 may be also implemented using
specially programmed, special purpose hardware. In computer system
1100, processor 1106 is typically a commercially available
processor such as the well-known Pentium class processor available
from the Intel Corporation. Many other processors are available.
Such a processor usually executes an operating system which may be,
for example, the Windows 95, Windows 98, Windows NT, Windows 2000
(Windows ME), Windows XP, or Windows Visa operating systems
available from the Microsoft Corporation, MAC OS System X available
from Apple Computer, the Solaris Operating System available from
Sun Microsystems, or UNIX available from various sources. Many
other operating systems may be used.
[0382] The processor and operating system together define a
computer platform for which application programs in high-level
programming languages are written. It should be understood that the
invention is not limited to a particular computer system platform,
processor, operating system, or network. Also, it should be
apparent to those skilled in the art that the present invention is
not limited to a specific programming language or computer system.
Further, it should be appreciated that other appropriate
programming languages and other appropriate computer systems could
also be used.
[0383] One or more portions of the computer system may be
distributed across one or more computer systems 1304-1308, FIG. 13,
coupled to a communications network 1302. These computer systems
also may be general-purpose computer systems. For example, various
aspects of the invention may be distributed among one or more
computer systems configured to provide a service (e.g., servers) to
one or more client computers, or to perform an overall task as part
of a distributed system (e.g. 1300). For example, various aspects
of the invention may be performed on a client-server system that
includes components distributed among one or more server systems
that perform various functions according to various embodiments of
the invention. These components may be executable, intermediate
(e.g., IL) or interpreted (e.g., Java) code which communicate over
a communication network (e.g., the Internet) using a communication
protocol (e.g., TCP/IP).
[0384] One example distributed installation can include a central
ticket generation server, and distributed systems that are
configured to perform various functions of a ticket generation
operation and transmit the result to the central ticket server. For
example, the ticket generation server can receive a ticket
generation request, and pass received ticket generation information
to a seed value component. The seed value component can be
configured to accept a seed value directly, and/or configured to
accept information used to generate a seed value. The seed value
component can also be configured to combined multiple received
values to generate the seed value. In some implementations, the
values are combined in a known fashion, so that the result of the
combination is knowable and repeatable, and in some example
knowable even before the request is made. For instance, it can be
determined for a player with a static seed value, that the player
may participated once on any day of a given week, the system can
identify in advance the resulting combination of that player's seed
and any of the day values to be combined. The output of the
combination is then knowable, and can be used for auditing and
compliance testing as examples. The seed component can also be
configured to translate non-numeric information into numeric for
subsequent use. The translation can occur before, during, of after
the combination operation.
[0385] A deterministic component can be employed to generate a
random value from the output of the combination, and/or any seed
value delivered directly. In one embodiment, the result of the
deterministic operation although random is deterministic. The
output of the deterministic operation can be known as can the
output of the seed component. A mapping component can be employed
to resolve a mapping to a an outcome for a game using the output of
the deterministic function. The mapping component can also be
configured to receive additional information to perform resolution
of the mapping. The mapping can also be configured to an outcome
record, that can be populated with an outcome, and in one example
can be populated with a placeholder. The placeholder can also lead
to another record, from which an outcome can be obtained. In some
examples, the other record can store an outcome, permitting the
outcome to be associated after ticket creation information is
generated, through for example another game. Additionally the other
record can store a predetermined outcome, the can be resolved after
ticket creation information is generated, while still maintaining
the predetermined nature of the outcome. A ticket creation
component can received the results of the operations of any of or
all of the other components to generate ticket creation
information. The ticket creation information can include a
representation of a ticket itself. In some examples, the
representation can be printed or displayed to a player directly. In
some embodiments, the ticket creation component generates
information that enables another system to create an actual ticket.
For example a game system in communication with a network connected
to the ticket creation component can received an process ticket
creation information to generate a ticket representation that can
be printed or displayed.
[0386] It should be appreciated that the invention is not limited
to executing on any particular system or group of systems. Also, it
should be appreciated that the invention is not limited to any
particular distributed architecture, network, or communication
protocol. The components discussed above can reside on one system,
on multiple systems to provide examples.
[0387] Various embodiments of the present invention may be
programmed using an object-oriented programming language, such as
SmallTalk, Java, C++, Ada, or C# (C-Sharp). Other object-oriented
programming languages may also be used. Alternatively, functional,
scripting, and/or logical programming languages may be used.
Various aspects of the invention may be implemented in a
non-programmed environment (e.g., documents created in HTML, XML or
other format that, when viewed in a window of a browser program,
render aspects of a graphical-user interface (GUI) or perform other
functions). Various aspects of the invention may be implemented as
programmed or non-programmed elements, or any combination
thereof.
[0388] Having now described some illustrative embodiments of the
invention, it should be apparent to those skilled in the art that
the foregoing is merely illustrative and not limiting, having been
presented by way of example only. Numerous modifications and other
illustrative embodiments are within the scope of one of ordinary
skill in the art and are contemplated as falling within the scope
of the invention. In particular, although many of the examples
presented herein involve specific combinations of method acts or
system elements, it should be understood that those acts and those
elements may be combined in other ways to accomplish the same
objectives. Acts, elements and features discussed only in
connection with one embodiment are not intended to be excluded from
a similar role in other embodiments. Further, for the one or more
means-plus-function limitations recited in the following claims,
the means are not intended to be limited to the means disclosed
herein for performing the recited function, but are intended to
cover in scope any means, known now or later developed, for
performing the recited function.
[0389] As used herein, whether in the written description or the
claims, the terms "comprising", "including", "containing",
"characterized by" and the like are to be understood to be
open-ended, i.e., to mean including but not limited to. Only the
transitional phrases "consisting of" and "consisting essentially
of" respectively, shall be closed or semi-closed transitional
phrases, as set forth, with respect to claims, in the United States
Patent Office Manual of Patent Examining Procedures (Eighth Edition
2.sup.nd Revision, May 2004), Section 2111.03.
[0390] Use of ordinal terms such as "first", "second", "third",
"a", "b" "c" etc., in the claims to modify or otherwise identify a
claim element does not by itself connote any priority, precedence,
or order of one claim element over another or the temporal order in
which acts of a method are performed, but are used merely as labels
to distinguish one claim element having a certain name from another
element having a same name (but for use of the ordinal term) to
distinguish the claim elements.
* * * * *