U.S. patent application number 13/420031 was filed with the patent office on 2012-12-06 for multiplayer system providing current cash value for wagering game indicia.
Invention is credited to James R. Scott.
Application Number | 20120309503 13/420031 |
Document ID | / |
Family ID | 47259720 |
Filed Date | 2012-12-06 |
United States Patent
Application |
20120309503 |
Kind Code |
A1 |
Scott; James R. |
December 6, 2012 |
MULTIPLAYER SYSTEM PROVIDING CURRENT CASH VALUE FOR WAGERING GAME
INDICIA
Abstract
A multiplayer gaming system for wagering games where non-final
sets of indicia may be associated with an offer price for sale to
other players. A non-final set of indicia may be created by a first
player playing a wagering game offered by the system. Prior to
receiving a final set of indicia, the first player may associate an
offer price to his or her non-final set of indicia. A second player
at a different gaming machine or other device may accept the offer
price and payment for the non-final set of indicia may then be
transferred from the second player to the first player. If the
non-final set of indicia results in a winning outcome, the second
player may be paid an associated award.
Inventors: |
Scott; James R.; (Las Vegas,
NV) |
Family ID: |
47259720 |
Appl. No.: |
13/420031 |
Filed: |
March 14, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13134299 |
Jun 3, 2011 |
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13420031 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/3293 20130101; G07F 17/34 20130101; G07F 17/3281
20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A multiplayer wagering game system comprising: a plurality of
gaming machines configured to present one or more wagering games,
the plurality of gaming machines each comprising: a display device
configured to present a plurality of game indicia according to
rules of the one or more wagering games; one or more input devices
configured to receive an offer price for a non-final set of game
indicia from a first player; and a communication device configured
to transmit the offer price from the gaming machine; a server
having one or more processors, memory devices, and communication
devices, the server configured to: receive the offer price through
the one or more communication devices; transmit the offer price to
a subset of the plurality of gaming machines according to
predefined distribution rules; receive an offer price acceptance
from a second player's gaming machine in the subset of the
plurality of gaming machines; and after the offer price acceptance
is received, transfer the non-final set of game indicia to the
second player's gaming machine, wherein the non-final set of game
indicia is presented on the display device of the second player's
gaming machine after the transfer.
2. The multiplayer gaming system of claim 1, wherein the offer
price is presented along with the non-final set of indicia on a
display device of the one or more gaming machines in the
subset.
3. The multiplayer gaming system of claim 1, wherein the server is
further configured to transfer payment from the second player's
gaming machine to the first player after receipt of the offer
acceptance.
4. The multiplayer gaming system of claim 1, wherein the server is
further configured to transmit a notification to one or more mobile
devices identified in the distribution rules after receiving the
offer price.
5. The multiplayer gaming system of claim 1 further comprising a
value engine configured to determine a current cash value for the
non-final set of game indicia, wherein the current cash value is
presented to the first player on the display device to aid the
player is setting the offer price.
6. The multiplayer gaming system of claim 1, wherein the second
player's gaming machine is configured to present a final set of
game indicia generated from the non-final set of game indicia on
its display device.
7. The multiplayer gaming system of claim 6, wherein the second
player's gaming machine pays an award if the final set of game
indicia matches a winning outcome defined by the rules of the one
or more wagering games.
8. The multiplayer gaming system of claim 1, wherein the server is
further configured to: receive a counter offer price from at least
one of the subset of the plurality of gaming machines; and transmit
the counter offer price to the first player's gaming machine.
9. A gaming machine comprising: a primary game display area
configured to present one or more non-final sets of primary game
indicia and one or more final sets of primary game indicia to a
player upon receipt of a wager from the player; a first input
device configured to receive an offer price from the player,
wherein the first input device is enabled if a non-final set of
primary game indicia is presented to the player, and is disabled if
a final set of primary game indicia is presented to the player; a
communication device configured to transmit the offer price to a
server; and a controller configured to: generate a new non-final
set of primary game indicia for presentation on the primary game
display area if the offer price is received from the player; and
generate a final set of primary game indicia if an offer price is
not received from the player.
10. The gaming machine of claim 9, wherein the controller is
configured to compare the final set of primary game indicia to one
or more predefined winning outcomes, and to reward the player if
the final set of primary game indicia is one of the predefined
winning outcomes.
11. The gaming machine of claim 9 further comprising a secondary
game display area configured to display one or more non-final sets
of secondary game indicia, each of the one or more non-final sets
of secondary game indicia having a predefined offer price
associated and presented therewith.
12. The gaming machine of claim 11, wherein the one or more
non-final sets of secondary game indicia are received from a remote
device.
13. The gaming machine of claim 11 further comprising a second
input device configured to receive a selection of at least one of
the one or more non-final sets of secondary game indicia from the
player, wherein the controller is configured to reward the player
if a final set of secondary game indicia generated from a selected
non-final set of secondary game indicia is a winning outcome.
14. The gaming machine of claim 9 wherein the gaming machine is a
mobile device.
15. A method for wagering game play at a multiplayer gaming system
comprising: generating a non-final set of game indicia at a gaming
machine; receiving an offer price for the non-final set of game
indicia via an input device of the gaming machine; transmitting the
offer price and the non-final set of game indicia to one or more
gaming devices; receiving an offer price acceptance for the
non-final set of game indicia from one of the one or more gaming
devices; generating a final set of game indicia from the non-final
set of indicia; presenting the final set of game indicia at the one
of the one or more gaming devices; and providing an award if the
final set of game indicia is a winning outcome.
16. The method of claim 15, wherein the non-final set of game
indicia are generated after receiving a wager from a player at the
gaming machine.
17. The method of claim 15 further comprising disabling play of the
non-final set of game indicia at the game machine once the offer
price is received.
18. The method of claim 15 further comprising generating a current
cash value for the non-final set of game indicia, and presenting
the current cash value at the gaming machine.
19. The method of claim 15 further comprising generating an alert
at the one or more gaming devices after the offer price and the
non-final set of game indicia are received.
20. The method of claim 15 further comprising selecting the one or
more gaming devices from a plurality of gaming devices based on
predefined distribution rules, wherein the offer price and the
non-final set of game indicia are transmitted only to selected
gaming devices.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is a continuation-in-part of U.S. patent
application Ser. No. 13/134,299, titled Value Engine Providing
Current Cash Value for Wagering Game Indicia, filed Jun. 3,
2011.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The invention relates to electronic wagering games and
systems, particularly to a gaming machine configured to provide
value for partial or incomplete game outcomes.
[0004] 2. Related Art
[0005] Traditional electronic wagering games and systems accept a
wager, present a wagering game to a player, evaluate the outcome of
the game, and then award the player if the outcome is a winning
outcome. For example, in video poker, a player may place his or her
wager to receive an initial draw of cards. The player may then
choose which cards to hold and which to discard. If, at the end of
the game, the player possesses cards which form a winning hand, the
player wins an award. If not, the player loses his or her
wager.
[0006] In the case of a slot game, the game proceeds in similar
fashion. For example, a player places a wager to obtain a spin of
one or more slot reels. If, at the end of the game, the reels stop
such that a winning outcome is displayed, the player wins. If not,
the player loses his or her wager.
[0007] The proliferation of gaming and wagering games has made
players very familiar with traditional games. Thus, new games are
continuously developed to attempt to renew the enticement and
excitement of wagering games to such players. Unfortunately, in
seeking newer and perhaps different players some games have become
extraordinarily complex. In some cases, the number of ways a
winning outcome can be obtained is so numerous and complex that a
player cannot readily determine if he or she has won, without
relying on the game to inform the player of the same. Though new
players may be enticed to play, the player's sense of control and
ability to actually play the game is lost since the correlation
between player actions, the resulting game outcomes, and actual
winning outcomes is not easily discernable.
[0008] From the discussion that follows, it will become apparent
that the present invention addresses the deficiencies associated
with the prior art while providing numerous additional advantages
and benefits not contemplated or possible with prior art
constructions.
SUMMARY OF THE INVENTION
[0009] A multiplayer gaming system for wagering games is disclosed
herein. The multiplayer gaming system allows non-final sets of
wagering game indicia to be associated with an offer price for sale
by one player to another player. The multiplayer system thus
generates a marketplace for sale of non-final sets of indicia. This
is highly advantageous in that the ability to sell non-final sets
of indicia provides another avenue for players to be rewarded for
playing a wagering game.
[0010] The multiplayer wagering game system may have various
configurations. For example, in one embodiment, the system may
comprise a plurality of gaming machines configured to present one
or more wagering games and at least one server. The plurality of
gaming machines may themselves comprise a display device configured
to present a plurality of game indicia according to rules of the
one or more wagering games, one or more input devices configured to
receive an offer price for a non-final set of game indicia from a
first player, and a communication device may be used to transmit
the offer price from the gaming machine;
[0011] The server may have one or more processors, memory devices,
and communication devices. In operation the server may receive the
offer price from the gaming machines through the one or more
communication devices, and transmit the offer price to a subset of
the plurality of gaming machines according to predefined
distribution rules. This distributes the offer price to players at
these gaming machines. It is noted that the offer price may be
presented along with the non-final set of indicia on a display
device of the one or more gaming machines in the subset.
[0012] The server may also be configured to receive an offer price
acceptance from one or more second players via any gaming machine
in the subset of the plurality of gaming machines. If an offer
price acceptance is received, the non-final set of game indicia may
be transferred to the second player gaming machine in the subset
that transmitted the offer price acceptance. The non-final set of
game indicia may then be presented on the display device of the
second player's gaming machine after the transfer.
[0013] The second player's gaming machine may also be configured to
present a final set of game indicia generated from the non-final
set of game indicia on its display device. In addition, the second
player's gaming machine may pay an award if the final set of game
indicia matches a winning outcome defined by the rules of the one
or more wagering games.
[0014] The server may be further configured to transfer payment
from the second player's gaming machine to the first player after
receipt of the offer acceptance. In addition, the server may be
configured to transmit a notification to one or more mobile devices
identified in the distribution rules after receiving the offer
price. It is contemplated that the server may also be configured to
receive a counter offer price from at least one of the subset of
the plurality of gaming machines, and to transmit the counter offer
price to the first player's gaming machine. This permits players to
make and accept or decline counter offers for the non-final set of
game indicia.
[0015] It is contemplated that a value engine configured to
determine a current cash value for the non-final set of game
indicia may be included in the system. The current cash value may
be presented to the first player on the display device to aid the
player is setting the offer price.
[0016] In another exemplary embodiment, the multiplayer system may
comprise a gaming machine. Such gaming machine may by specially
configured to include a primary game display area configured to
present one or more non-final sets of primary game indicia and one
or more final sets of primary game indicia to a player upon receipt
of a wager from the player, and a first input device configured to
receive an offer price from the player. The first input device may
be enabled if a non-final set of primary game indicia is presented
to the player, and may be disabled if a final set of primary game
indicia is presented to the player. It is noted that the gaming
machine may be various electronic devices, including desktop or
mobile devices.
[0017] The gaming machine may also include a communication device
configured to transmit the offer price to a server, and a
controller. The controller may be configured to generate a new
non-final set of primary game indicia for presentation on the
primary game display area if the offer price is received from the
player, and generate a final set of primary game indicia if an
offer price is not received from the player. The controller may
also or alternatively be configured to compare the final set of
primary game indicia to one or more predefined winning outcomes,
and to reward the player if the final set of primary game indicia
is one of the predefined winning outcomes.
[0018] It is contemplated that a secondary game display area
configured to display one or more non-final sets of secondary game
indicia may be part of the gaming machine. The one or more
non-final sets of secondary game indicia may have a predefined
offer price associated and presented therewith. It is noted that
the one or more non-final sets of secondary game indicia are
received from a remote device.
[0019] A second input device may be included to receive a selection
of at least one of the one or more non-final sets of secondary game
indicia from the player. In such case, the controller may be
configured to reward the player if a final set of secondary game
indicia generated from a selected non-final set of secondary game
indicia is a winning outcome.
[0020] Various methods of facilitating wagering game play are also
disclosed herein. In one exemplary embodiment for example, a method
for wagering game play at a multiplayer gaming system is provided.
Such method may comprise generating a non-final set of game indicia
at a gaming machine, receiving an offer price for the non-final set
of game indicia via an input device of the gaming machine, and
transmitting the offer price and the non-final set of game indicia
to one or more gaming devices.
[0021] It is noted that the non-final set of game indicia may be
generated after receiving a wager from a player at the gaming
machine. In addition, the one or more gaming devices may be
selected from a plurality of gaming devices based on predefined
distribution rules, and in such case, the offer price and the
non-final set of game indicia may be transmitted only to these
selected gaming devices.
[0022] The method may also comprise receiving an offer price
acceptance for the non-final set of game indicia from one of the
one or more gaming devices, generating a final set of game indicia
from the non-final set of indicia, presenting the final set of game
indicia at the one of the one or more gaming devices, and providing
an award if the final set of game indicia is a winning outcome.
Play of the non-final set of game indicia at the game machine may
be disabled once the offer price is received.
[0023] In the method, a current cash value for the non-final set of
game indicia may be generated and presented at the gaming machine.
In addition, an alert may be generated at the one or more gaming
devices after the offer price and the non-final set of game indicia
are received. This notifies the player that a new set of non-final
indicia and offer price therefor have been received.
[0024] Other systems, methods, features and advantages of the
invention will be or will become apparent to one with skill in the
art upon examination of the following figures and detailed
description. It is intended that all such additional systems,
methods, features and advantages be included within this
description, be within the scope of the invention, and be protected
by the accompanying claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] The components in the figures are not necessarily to scale,
emphasis instead being placed upon illustrating the principles of
the invention. In the figures, like reference numerals designate
corresponding parts throughout the different views.
[0026] FIG. 1A illustrates a gaming environment where a value
engine may be used;
[0027] FIG. 1B is a block diagram of an exemplary gaming machine
having the value engine;
[0028] FIG. 2 is a block diagram illustrating an exemplary
arrangement of gaming machine components;
[0029] FIG. 3A illustrates a display showing a current cash value
at an exemplary poker game;
[0030] FIG. 3B illustrates a display presenting a current cash
value at an exemplary poker game;
[0031] FIG. 3C illustrates a display presenting a current cash
value at an exemplary slot game;
[0032] FIG. 4 is a flow diagram illustrating operation of an
exemplary value engine;
[0033] FIG. 5 is a flow diagram illustrating determination of
current cash value by an exemplary value engine;
[0034] FIG. 6 illustrates a display presenting a secondary current
cash value game;
[0035] FIG. 7 is a block diagram illustrating an exemplary current
cash value game system;
[0036] FIG. 8 is a block diagram illustrating an exemplary
multiplayer system; and
[0037] FIG. 9 is a flow diagram illustrating operation of an
exemplary multiplayer system.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0038] In the following description, numerous specific details are
set forth in order to provide a more thorough description of the
present invention. It will be apparent, however, to one skilled in
the art, that the present invention may be practiced without these
specific details. In other instances, well-known features have not
been described in detail so as not to obscure the invention.
[0039] In general, the value engine herein is configured to
evaluate game outcomes at various stages of a game. The value
engine can then determine a monetary or cash value for the current
game outcome and present this value to a player. In one or more
embodiments, the cash value may be offered to the player in
exchange for something.
[0040] For example, the player may forgo an opportunity for a large
award so that he or she may take the current cash value being
offered.
[0041] The value engine is advantageous in that it adds a new
element to wagering games that is compatible with a wide variety of
wagering games. It is contemplated that the value engine may be
used with any wagering game where game symbols or indicia (e.g.,
playing card symbols, slot symbols, keno numbers, bingo numbers,
etc. . . . ) are revealed in subsequent stages or steps of a game.
For example, in a keno type game, the value engine may generate a
cash value for a player's keno card based on the numbers the player
currently has marked. The value engine may reevaluate the keno card
as additional numbers are marked to determine a cash value as each
keno number is revealed and/or as individual numbers are marked on
the keno card.
[0042] It can be seen from the above example, that determination of
a current cash value can be triggered by various events. This is
advantageous in that some events that occur during a wagering game
may change the odds or other characteristics of a game without
changing the game symbols or indicia. For example, in the keno
example, the odds of a player winning may be altered when each
subsequent number is revealed, even though each number is not
marked on the player's keno card (i.e., the player's keno card
remains unchanged).
[0043] Since the value engine may be used with a variety of
wagering games, it is also advantageous in that it can be used to
enhance traditional games, such as to encourage new players to play
or to entice existing players to continue playing. In addition, the
value engine provides feedback in the form of a current cash value
for the player's current set of game symbols or indicia. This
allows players to make a connection between their actions and the
cash value presented by the value engine. Thus, players are able to
actively play and participate in a game having the value engine.
This gives players a sense of control which makes the game
challenging and more entertaining.
[0044] The value engine may also attract new players who are
attracted to games where they can easily see the results of their
actions. It is noted that, in some embodiments, the value engine
also provides the benefit of offering but not requiring players to
act upon a cash value presented by the value engine. In this
manner, players may play a wagering game as they desire. This
reduces, if not eliminates, the risk that players of particular
games will be alienated by the value engine.
[0045] FIGS. 1A-1B illustrate an exemplary gaming machine 100 at
which the value engine 122 may be implemented or used. In one
embodiment, the gaming machine 100 is a wager-based gaming machine
configured to present one or more games to a player, which games
offer the possibility of an award of winnings Of course, the gaming
machine 100 could be configured to present games or amusing
activities based upon payment and either not award winnings or
offer the opportunity for points, tickets, prizes or the like.
[0046] In one embodiment, the gaming machine 100 defines a
generally enclosed interior space for housing one or more
components. As illustrated, the gaming machine 100 generally
comprises a housing or cabinet 102 for supporting and/or enclosing
various components required for operation of the gaming machine. In
the embodiment illustrated, the housing 102 may include a door 106
located at a front thereof, the door capable of being moved between
an open position which allows access to the interior and a closed
position in which access to the interior is generally prevented.
The configuration of the gaming machine 100 may vary. In the
embodiment illustrated, the gaming machine 100 has an "upright"
configuration. However, the gaming machine 100 could have other
configurations, shapes or dimensions (such as being of a
"slant"-type or other configuration as is well known to those of
skill in the art). It is noted that the configuration of the door
106 may vary, such as dependent upon the configuration of the
gaming machine 100.
[0047] The gaming machine 100 preferably includes at least one
display device 104 configured to display game information. The
display device 104 may be a mechanical, electro-mechanical or
electronic display, such as one or more rotating reels, a video
display or the like. When the display device 104 is an electronic
video display, it may comprise a cathode ray tube (CRT), high
resolution flat panel liquid crystal display (LCD), projection LCD,
plasma display, field emission display, digital micro-mirror
display (DMD), digital light processing display (DLP), LCD touch
screen, a light emitting display (LED) or other suitable displays
now known or later developed, in a variety of resolutions, sizes
and formats (e.g. 4:3, widescreen or the like). The display 104 may
be capable of projecting or displaying a wide variety of
information, including images, symbols and other indicia or
information associated with game play, game promotion or other
events. In one embodiment, the display 104 may be used to present
one or more paytables associated with the opportunity for increased
awards.
[0048] It is contemplated that if more than one display 104 is
provided in the gaming machine 100, each display 104 may present
different information. For example, one display 104 may be used to
present one or more paytables while another display is used to
present a game. Alternatively or in addition, one display 104 may
be used to display current cash values determined by the value
engine 122. The current cash value could also or alternatively be
displayed on a main display 104 or a single display of a gaming
machine 100.
[0049] The gaming machine 100 may be configured to present various
styles or configurations of games having the inventive features
described herein. These may include games in Class III, such as
video poker games, keno, slot-type games, and blackjack or other
card, dice or various other games now known or later developed, as
well as games in Class II, including central determinant games such
a video lottery, bingo and bingo-based games, and other games now
known or later developed. The games may also be skill based or
include one or more skill components. In one embodiment, certain
game outcomes may be designated as winning outcomes. Awards may be
provided for winning outcomes, such as monetary payments (or
representations thereof, such as award of credits), prizes or the
like. As is well known in the art, the number of winning outcomes
may vary dependent upon the desired payout or winning percentage
offered to the players as compared to wagers that are retained by
the gaming establishment.
[0050] The gaming machine 100 may include one or more player input
devices 108 (such as input buttons, a touch-screen display,
joystick, touch-pad or the like) that may be utilized by the player
to facilitate game play. For example, the gaming machine 100 may
include a "bet credit" button 118, "cash out" button 116 or the
like, such as to permit a player to wager monetary credits credited
to the machine. It is contemplated that the player input devices
108 may be physical buttons or touch buttons on a display 104 in
one or more embodiments. The player input devices 108 may also or
alternatively be other controls, such as sliders, switches, scroll
bars, etc. . . . , implemented by physical structures or on a
display 104.
[0051] The gaming machine 100 may also include one or more
peripherals 110, such as a currency accepting mechanism 112 for
accepting coins and/or a currency or card reader 114 for reading
player tracking cards, credit cards, ATM cards, or the like. Some
other exemplary peripherals 110 include speakers, voucher/payout
ticket printers, voucher/payout ticket scanners, coin or currency
dispensers, and the like.
[0052] The gaming machine 100 may include a means for paying a
player any winnings accumulated during game play. For example, as
stated above, a "cash out" button 116 may be provided. The "cash
out" button 116 may permit a player to be paid the winnings or
redeeming any credits initially paid into the gaming machine 100.
The term "cash out" is used herein to define an event initiated by
the player wherein the player receives a number of coins or
currency that is equivalent to the value of the player's accrued
credit base. Typically when a player cashes out, the player
receives either a paper currency voucher or currency in the form of
a coin disbursement. If the player decides to receive a coin
disbursement, the gaming machine 100 may activate a coin
hopper/dispenser or coin handling device (not shown) which
physically counts and delivers the proper number of coins to the
player. The coin handling device is commonly configured to
transport coins from a supply source (hopper or bin filled with
coins) to a coin tray or payout receptacle where the player
physically receives the coins. The player might also elect to cash
out by having a ticket or other media dispensed, such as via a
printer, or electronically such as by transferring credits or
currency to the player's bank account or player tracking
account.
[0053] In one preferred embodiment, the gaming machine 100 includes
one or more controllers or processors 128 for controlling the
gaming machine, including receiving player input and sending output
signals for controlling the various components of the machine 100
(such as generating game information for display by the display
104). A processor 128 may be a microprocessor, chip, electronic
circuit, or the like in one or more embodiments.
[0054] The processor 128 may be arranged to send signals for
determining winning combinations and to cause the display 104 to
display winning amount information. The processor 128 may
communicate with input devices 108, peripherals 110, and one or
more displays 104 (or other output devices) to allow a player to
interact with and play a wagering game at the gaming machine 100.
In addition, the processor 128 may determine if a round of game
play has resulted in a win, and if so, the amount to be paid to the
player for that win. Also, one or more processors 128 may provide
the value engine 122 and functionality thereof, as described
herein, such as by being hardwired to form the value engine or by
executing machine readable code that implements the value engine.
For instance, as shown, the value engine 122 is provided by the
processor 128 of FIG. 1B. It is noted that the value engine 122 may
be a separate component, comprising for example a separate
processor 128, in some embodiments.
[0055] A processor 128 may access one or more memory devices 130. A
memory device 130 may be configured to store the machine readable
code to implement and/or operate one or more wagering games. It is
contemplated that a memory device 130 may also or alternatively be
configured to store information to implement and/or operate the
value engine 122. For example, information related to the play or
execution of a game and the value engine 122 such as but not
limited to credits, amounts wagered, paytables, paylines, odds for
a winning outcome, cards/symbols dealt, jackpot amounts, bonuses,
and randomly generated numbers may be stored in a memory device
130. This and other information may be stored in the memory device
130 for a period of time to the information to be used by a value
engine 122 in determining a current cash value.
[0056] As stated, a memory device 130 may store machine readable
code to implement a value engine 122. For example, a processor 128
may retrieve and execute machine readable code to provide the value
engine 122, its features, or its functionality as disclosed
herein.
[0057] Though shown external to the processor 128, it is
contemplated that one or more memory devices 130 may be internal to
the processor. A memory device 130 may utilize various storage
technologies to accomplish data storage and retrieval. For example,
a memory device may be optical or magnetic media, a hard drive,
flash drive, optical drive, RAM, ROM, or the like.
[0058] The gaming machine 100 may include one or more random number
generators 126 in some embodiments. In general, the random number
generator 126 will be used to provide random game outcomes. For
example, the random number generator 126 may be used to deal or
present random game symbols or indicia to a player during a game.
The random number generator 126 may be external to the processor
128 or may be integrated or be part of the processor in some
embodiments.
[0059] The gaming machine 100 may be configured as a stand-alone
device or be in communication with one or more external devices at
one or more times, such as through one or more communication
devices 124. For example, the gaming machine 100 may be configured
as a client-type device and obtain game code or game outcome
information from a remote server 120 through network or other
communications. These one or more gaming servers 120 may be
configured to perform accounting, player tracking, bonusing, game
generation, random number generation, or other functions. To
illustrate, in some embodiments, the gaming machine 100 need not
have a random number generator 126 since such functionality may be
provided by a gaming server 120.
[0060] The value engine 122 will typically utilize and/or be
implemented by various elements of the gaming machine 100. For
example, one or more player input devices 108 may be used to
interact with the value engine 122. In one embodiment for example,
a player input device 108 in the form of an "accept" button may be
provided to allow a player to accept a current cash value presented
on a display 104 by the value engine. One or more peripherals 110
may be used by the value engine 122 as well. For example, the value
engine 122 may utilize a ticket printer or coin dispenser to award
a current cash value to a player.
[0061] FIG. 2 is a block diagram illustrating the value engine 122
in communication with various other components of a gaming machine.
For example, as can be seen, the value engine 122 may be in
communication with one or more displays 104, input devices 108,
random number generators 126, memory devices 130, or various
subsets/combinations thereof.
[0062] In operation, the value engine 122 may evaluate game
information to determine a current cash value. For example, in one
embodiment, the value engine 122 may receive game information
identifying the game symbols or indicia the player currently has,
the odds the player will win (or lose), the amount the player has
wagered, or various combinations thereof. As shown in FIG. 2, the
value engine 122 may obtain or be provided this information from
another element of the gaming machine. For example, the value
engine 122 may retrieve game information from a memory device 130
of the gaming machine.
[0063] The value engine 122 may process the game information to
produce a current cash value for presentation to the player. In
general, the value engine 122 will provide a current cash value
based on the likelihood that a player will win an award and/or the
amount of that award. For example, as will be described further
below, a player of a poker game may be given a current cash value
for his or her partial hand based on the likelihood (i.e., odds)
that the partial (or non-final) hand will become one or more
particular winning hands as the poker game progresses. The current
cash value may take into account the amount the player may win. For
example, the current cash value will typically be lower than the
amount the player would win if he or she achieved one of the
winning hands. In this manner, the current cash value is an
enticing amount, but is less than the amount the player could
possibly win. It is noted that the current cash value may also take
into account the player's wager so that the current cash value may
be set above or below the player's wager amount. This allows a
challenging and engaging choice to be presented to the player by
the value engine 122. Namely, the player may choose between taking
the current cash value of his or her hand or forgoing this value to
attempt to win a larger award for the hand.
[0064] As can be seen, the value engine 122 may communicate the
current cash value to a display 104 to present the current cash
value to the player for evaluation. An input device 108, such as an
"accept" button, may be provided to allow a player to indicate
whether or not the player wishes to accept or take the current cash
value. It is contemplated that a random number generator 126 may
optionally provided/used in one or more embodiments. For example, a
random number generator may be used to increase or decrease the
current cash value a random amount at random or predetermined
times. In this manner, players will not be able to easily predict
the current cash value and thus will continue to be engaged by the
value engine 122.
[0065] FIGS. 3A-3B illustrate an exemplary display 104 showing the
presentation of a current cash value at a poker-type game. As can
be seen, the display 104 shows a set of dealt cards 304, a
plurality of "hold" buttons 108A, a "bet" button 108B, and a "deal"
button 108C. The "hold" buttons 108A may be used to hold one or
more of the cards, while the "deal" button 108C is used to deal
and/or replace one or more cards 304. The "bet" button 108B may be
used to wager a desired amount of credits or currency. A paytable
308 may also be shown on the display 104 (or elsewhere) to allow a
player to determine the winning hands or outcomes and their
associated award.
[0066] As can also be seen, the display 104 also presents the
number of credits a player has, and the amount the player has
wagered. In addition, the current cash value of the player's
current hand is shown as well. As described above, the current cash
value may be determined and presented by the value engine. In the
poker example of FIG. 3A, the value engine has evaluated the
player's cards 304 in light of the paytable 308 and determined a
current cash value for the cards of 100 credits. This amount is
higher than the player's wager of 5 credits and so is enticing to
the player. However, the current cash value of 100 credits is less
than the 4,000 credits the player could win if he or she obtains
the one card 304 needed to complete a royal flush.
[0067] Therefore, the player has a choice to accept the current
cash value or to forgo this value and continue playing the game. As
can be seen, one or more input devices 108 may be provided to allow
the player to make his or her choice known. For example, FIG. 3A
illustrates an "accept value" button 108D which, when engaged,
would award the player the current cash value, such as by crediting
the current cash value to the player's credits or by otherwise
paying out the current cash value. In the example of FIG. 3A, this
would be the amount of the current cash value of 30 credits.
[0068] It is noted that a "decline" button could be provided in
some embodiments. In such embodiments, the player may be required
to accept or decline the current cash value before the game will
continue. This brings attention to the current cash value. However,
this is optional. In typical embodiments, the value engine will
present current cash values and the game may proceed according to
its rules, unless the player engages an "accept" button 108D or the
like to indicate that he or she wishes to take the current cash
value offered by the value engine.
[0069] FIGS. 3A-3B illustrate that the current cash value is
dynamic and may be based on the current situation of the game being
played. To illustrate, in FIG. 3A the player has four cards to a
royal flush and thus is close to achieving the royal flush. As
such, the value engine has determined a current cash value for this
set of cards 304 as 30 credits. In FIG. 3B, the player requires two
cards to achieve a royal flush. Because of the lower odds that a
winning outcome will be achieved, the value engine has determined a
lower current cash value of 15 credits for this set of cards 304.
Both these current cash values are lower than the award of 100
credits that could be won if the player achieves a royal flush.
Thus, the player is challenged to make a choice between the current
cash value and the larger winning amount.
[0070] It is contemplated that the current cash value may be
presented at stages of the game. For example, current cash value
may be determined and presented after each card or other game
symbol is dealt to a player. This may occur in real time or in
substantially real time. For example, as each individual playing
card or slot symbol is revealed, a new current cash value may be
calculated. This provides an animated presentation which may be
engaging to players. Alternatively, current cash value may be
determined and presented at the end of each dealing stage of a
game. For example, in a video poker game, current cash value may be
presented after the initial deal, or after one or more replacement
cards are dealt (assuming the game is not over after the
replacement cards are dealt).
[0071] Similarly, in a slot type game, current cash value may be
calculated for newly revealed slot symbols, held symbols, and/or
replacement symbols (assuming the game is not over as a result of
revealing such symbol(s)). For example, FIG. 3C illustrates a slot
game where one or more reels 312 may be respun. This feature can be
used to replace individual game symbols, such as slot symbols along
a payline 316. In this manner, a player may attempt to obtain a
winning outcome while retaining or holding one or more of his or
her current slot symbols.
[0072] FIG. 3C illustrates an embodiment where the player is close
to achieving a 777 jackpot of 1000 credits. As can be seen, the
gaming machine offers the player a current cash value of 30 credits
and an "accept" button 108D to allow the player to accept the
current cash value. Alternatively, the player may forgo the current
cash value and attempt to win the jackpot, such as by engaging the
"spin" button 108C.
[0073] FIG. 4 is a flow diagram illustrating operation of an
exemplary gaming machine having the value engine. FIG. 4 provides a
high level illustration of the operation of the value engine that
may be used with a variety of wagering games, such as slot type
games, poker type games, keno games, bingo games, or other
games.
[0074] At a step 404, a wager may be received or accepted to begin
a wagering game. The wager may be in the form of credits or
currency and may be physically or electronically received by a
payment acceptor of the gaming machine. At a step 408, one or more
game symbols or indicia may be presented, such as on a display of
the gaming machine. This may occur in various ways. For example, in
one embodiment, one or more slot symbols may be presented such as
by spinning and then stopping one or more reels. Alternatively or
in addition, one or more playing cards may be dealt. In a keno
embodiment, one or more numbers may be presented so that those that
match the player's keno card may be identified.
[0075] At a decision step 412, it may be determined if the game is
over or has concluded. At this stage, the game is most likely not
over since the wager was just placed and the first game symbol(s)
were just displayed. However, in the event the game is over at
decision step 412, it may then be determined if the player is a
winner at a decision step 416. For example, the player's game
symbol(s) may be compared to a paytable or otherwise evaluated to
determine if they meet the requirements to be deemed a winning
combination or winning outcome. If not, the game ends at a step 420
where the player's wager may be retained by the gaming
establishment. If the player is a winner, then at a step 424, the
player may be paid an award associated with the winning outcome he
or she has achieved. A paytable may be consulted to determine this
amount.
[0076] At the decision step 412, if the game is not over, at a step
428, a current cash value for the player's current game symbols may
be generated and presented by the value engine of the gaming
machine. It is noted that the player's game symbols may be the slot
symbols or playing cards that are revealed to the player. Though a
number of game indicia may be revealed it is contemplated that only
some of them may be considered for purposes of determining current
cash value. For example, only indicia along one or more active
paylines or at one or more particular positions/locations on the
gaming machine's display may be considered. In a keno (or bingo)
embodiment, the numbers marked and their position relative to one
another may be considered for purposes of determining current cash
value. Alternatively, the unmarked numbers needed to win the keno
game and their positions may be considered.
[0077] As stated above, the determination of current cash value
occurs in various ways. In one embodiment, the odds of achieving a
particular winning outcome and the award amount for this outcome
may be used to determine current cash value. The award amount is
typically determined based on the amount the player has wagered. In
one or more embodiments, the goal of the value engine may be to
provide an interesting or challenging choice to the player with the
current cash value. Further details regarding the determination of
current cash value will be described below.
[0078] Once presented, it may be determined at a decision step 432
whether or not the current cash value is accepted by the player.
For instance, the player may engage an "accept" button or the like
to indicate the current cash value has been accepted. It is
contemplated that the player may decline current cash value for his
or her game symbols by simply continuing to play the game without
accepting, or by engaging a "decline" button or the like.
[0079] If the player accepts the current cash value for his or her
game symbols at decision step 432, the current cash value may be
paid to the player at step 424. The game may then end. It is noted
that the player may make one or more additional wagers, such as at
step 404 to play one or more additional games.
[0080] In some embodiments, if the current cash value is not
accepted, at a step 436, the player may optionally be provided an
option to split his or her potential winnings into multiple
opportunities to obtain a winning outcome. For example, a player
with four cards to a Royal Flush may decline the cash value and
indicate a number of opportunities he or she wishes to have to win.
This may be indicated via a button or other input device of a
gaming machine. The award for a winning outcome may be divided by
the number of opportunities. For example, for three opportunities,
each winning outcome may pay an equal third of the total winning
award. The cards or other indicia dealt or otherwise provided
during each opportunity may be recycled into the deck so as to
preserve the odds of the game. Also, in this manner, the player has
a chance to achieve and thus be paid for the same winning outcome
more than one time.
[0081] It is contemplated that in one embodiment the opportunities
may only apply to particular winning outcomes. For example, a
player with four (or other number of cards) to a particular winning
outcome may indicate and subsequently receive a set number of
opportunities to win that particular winning outcome. In such case,
the player may not be paid if a winning outcome other than the
particular winning outcome is achieved.
[0082] In addition or alternatively, if the current cash value is
not accepted at decision step 432, the player may optionally
manipulate one or more of his or her game symbols at a step 440.
Such manipulation is optional and is generally to allow the player
to further or attempt to further his or her progress towards a game
outcome that is hopefully a winning game outcome. For example, in a
poker type game, the player may hold one or more or none of the
cards he or she currently holds at the symbol manipulation step
440. In a slot type game the player may hold or retain one or more
or no slot symbols at step 440. In some games, the symbol
manipulation step 440 may not be provided. For example, in a keno
type game where players have already marked certain numbers, no
symbol or number manipulation may be permitted.
[0083] Once the optional symbol manipulation at step 440 is
completed, and/or the optional step of accepting a number of
opportunities is completed at step 436, the game may continue, such
as by presenting one or more additional game symbols at step 408.
To illustrate, in a poker type game, the player may hit a "deal"
button to indicate that symbol manipulation is complete and the
unheld cards should be replaced by newly presented cards at step
408. In a slot type game, the player may engage a "spin" button or
the like to continue to step 408 where one or more new slot symbols
may be presented. If a number of opportunities has been identified
at step 436, it is contemplated that the subsequently presented
symbol or symbols may be recycled into the deck prior to
presentation of each opportunity to preserve the odds of the
game.
[0084] It is noted that the process of presenting current cash
value for a player's game symbols may continue with newly presented
game symbols until the game is over at decision step 412 or until
the player accepts a current cash value for his or her set of
symbols at decision step 432.
[0085] FIG. 5 is a flow diagram illustrating how current cash value
may be determined by an exemplary value engine. In general, the
process may begin by the value engine receiving various game
information from which it may generate a current cash value. At a
step 504, one or more game symbols or indicia belonging to a player
may be received by the value engine. For example, a player's hand
of cards, slot symbols, keno numbers, or bingo numbers may be
received or retrieved by the value engine. It is contemplated that
only the symbol's available to the player may be considered the
player's symbols. For example, only held cards in a poker game,
marked numbers in a keno game, or slot symbols along one or more
active paylines may be considered the player's symbols. The other
symbols may be considered unavailable since they would not be
usable to form a winning hand/outcome according to the rules of the
underlying wagering game. In one exemplary embodiment, a processor
of the gaming machine may provide the player symbols to the value
engine. In addition or alternatively, as described above, the
player's symbols may be retrieved from a memory device.
[0086] At a step 508, additional information may be received or
retrieved by the value engine. For example, the amount wagered,
cards or symbols remaining to be dealt, and other information
related to a wagering game may be collected at the value engine.
This information may be used in determining a current cash value.
For example, since a winning award may vary based on the amount
wagered, the current cash value may also vary based on the amount
wagered. In one or more embodiments, the current cash value may be
greater for larger wagers and smaller for smaller wagers.
[0087] Once the desired or necessary information is received, the
value engine may evaluate the player's symbols. For example, at a
step 516, the player's symbols may be compared to one or more
paytables (defining winning outcomes and their associated awards).
In general, a paytable would include one or more sets of game
symbols or indicia associated with an award. A player would have a
winning outcome if his or her outcome matches one of these sets of
game symbols.
[0088] At a decision step 516, it may be determined if the player's
symbols form a winning outcome. If yes, then in one or more
embodiments there may not be a need to determine a current cash
value per say. The "current cash value" for player symbols forming
a winning outcome may be that defined by the paytable for instance.
Alternatively, the current cash value could be determined. For
instance, if a better outcome could be formed from the current
winning outcome a current cash value higher than the award for the
winning outcome may be provided. To illustrate, a player having a
three of a kind that would ordinarily pay 15 credits, may be
offered a current cash value of 17 credits, since it is possible
for a four of a kind outcome that pays 100 credits (in this
example) to be achieved from the three of a kind. If the player
possesses the best possible winning outcome (i.e., the highest
paying winning outcome), then it is contemplated that no current
cash value may be provided. For instance, in a poker embodiment, no
current cash value may be provided to a player having a royal
flush, or five wild cards.
[0089] In the embodiment of FIG. 5, this current cash value is
reported by the value engine at a step 536 if the player symbols
are a winning outcome. It is contemplated that the value engine may
notify the processor (or other element(s) of the gaming machine)
that the player's symbols are a winning outcome as well. It is
noted that decision step 516 and the subsequent
reporting/notification step 536 may not be in all embodiments,
since the gaming machine may not run or activate the value engine
if the player has a winning outcome.
[0090] If at decision step 516, the player's symbols do not form a
winning outcome, the likelihood or odds that the player will
achieve a winning outcome from his or her current symbols may be
determined at a step 520. For example, the player's symbols may be
compared to each winning outcome in a paytable to determine odds on
whether the winning outcome will be achieved from the players'
current symbols. For example, in a poker type game, the players'
current hand may be compared to winning poker hands to determine
how likely it is for the player to achieve each of these hands with
his or her current hand. The percentage determined at this step for
the winning outcomes may be stored on a memory device.
[0091] At a decision step 524, it may be determined if more than
one of the winning outcomes is likely given the player's current
symbols. This may occur in various ways. For example, a winning
outcome may be deemed likely if the odds of it occurring from the
player's current symbols are above a particular threshold. The
value engine may compare the odds of one or more of the winning
outcomes to this threshold to identify winning outcomes that are
likely. The threshold may be various values and may be changed. For
example in one embodiment, the threshold may be 30% while in other
embodiments a higher or lower threshold may be selected.
[0092] At decision step 524, if more than one winning outcome is
likely, the value engine may take this into account at step 528.
Typically, the current cash value will be based at least in part on
the potential award amount that a player could win. Since a single
current cash value is typically desired, it may be beneficial to
combine award amounts, odds, and other information from the
multiple winning outcomes in generating the single current cash
value. For example, the awards for all possible winning outcomes
that may arise from a player's current cards (or other gaming
indicia) may be used to determine a current cash value.
[0093] The current cash value may be generated at a step 532. For
example, in one embodiment, the total amount of awards from all
likely winning outcomes may be averaged and this average value may
be used to set the current cash value for the winning outcome.
Alternatively, the median of the winning amounts may be used to set
the current cash value. In another embodiment, only the highest
winning amount may be used to determine the current cash value. In
another embodiment, only the most likely winning outcome's award
amount may be used to determine current cash value. In one
embodiment, the current cash value may be a percentage of a likely
winning outcome's award amounts or a combination of more than one
likely winning outcome's award amount.
[0094] The current cash value may then be presented to the player,
such as via a display of the gaming machine. As described above,
the player may then choose whether or not to accept the current
cash value for his or her symbols. If the player accepts, the
player will typically be paid the current cash value, and the game
may subsequently end. If the player declines, the underlying
wagering game will typically continue according to its rules.
[0095] As stated, the determination of a current cash value for a
player's symbols may occur at various stages of a game. This is
advantageous for the reasons stated above. In addition, the
determination of a current cash value can be used for other
advantageous purposes. For example, it is contemplated that current
cash value can itself be the basis of a wagering game. In one
embodiment for example, a player of a current cash value wagering
game may be presented with one or more sets of one or more game
symbols or indicia and be provided a paytable. The paytable is
provided to allow the player to determine the winning outcomes for
the game. For example, list of winning poker hands may form the
paytable in some embodiments.
[0096] The player may evaluate the sets of game symbols and select
one or more of them to play. Each set may have a current cash value
associated therewith. To illustrate, one or more non-final poker
hands with associated current cash values may be presented to the
player for evaluation. The current cash value may be determined
based on the symbols in the set and a paytable (among other things)
such as described above. It is contemplated that the player may
need to purchase the selected set(s) of symbols before he or she
may play them to completion. For example, a set may be purchased by
placing a wager on the selected set of symbols. The purchase price
may be based on or equal to the current cash value associated with
the set of symbols. It is noted that the purchase price may, in
some embodiments, be expressed in terms of credits to allow the
player to quickly determine how much he or she must wager to
purchase a particular set of symbols.
[0097] Alternatively, the player may be provided an opportunity to
select one or more sets upon the occurrence of a triggering event.
For example, a player achieving a bonus at a base game may be
allowed to select one or more sets for free as a result of
obtaining the bonus. In such embodiments, the current cash value
game functions as a bonus game.
[0098] It is noted that the current cash value game could be
periodically or constantly displayed as a secondary game on a
gaming machine's display. For example, list of sets of symbols
having associated current cash values may be presented to a player
while the player is playing a different game. In this way, if a
particular set of symbols catches the player's eye, he or she may
purchase the set to attempt to win from it. Since the player can
see the symbols and the current cash value, the player can attempt
to find sets of symbols that are a bargain, purchase these sets,
and attempt to form a winning outcome therefrom. The goal would be
to form a winning outcome that has a larger award than the player's
purchase/wager amount.
[0099] In a similar vein, it is contemplated that a player may sell
his or her symbols in one or more embodiments. For example, a
player having achieved a particular set of symbols (e.g., playing
card or slot symbols) may decide that he or she is better off
selling the hand to another player than to take the current cash
value or to attempt to achieve a winning outcome from the symbols.
It is contemplated that the player may engage a "sell" button or
the like to suspend the current game and solicit wagers or credits
from other players who may purchase the symbols from the player.
The player's symbols may then enter an electronic marketplace for
sets of symbols. The player may play a new game at this point,
while awaiting the sale of the symbols. Alternatively, the player
could simply wait for the symbols to be sold before playing again.
With a number of players electronically connected, it can be seen
that a substantial marketplace for non-final sets of game symbols
may be constructed. It is noted that sets of symbols may not be
resold in one or more embodiments. This ensures that the sets are
played to completion rather than repeatedly bought and sold. The
marketplace for non-final sets of symbols may be displayed as a
secondary or bonus game, such as described above with regard to the
current cash value game.
[0100] FIG. 6 illustrates an exemplary game display device 104 or
screen having a secondary game in the form of a current cash value
game. In one or more embodiments, the secondary current cash value
game can be presented in a predefined area of the game display, or
via a separate display or screen. For instance, as shown in FIG. 6,
the secondary current cash value game is presented in a separate
secondary game area 608, while a base game or primary game may be
presented in a primary game area 604. In this manner, a player may
play the primary game and/or the secondary current cash game
independently of one another. It is noted that the primary game may
itself offer current cash value, or may be a traditional game
without current cash value offers.
[0101] The secondary current cash value game may operate in various
ways. As discussed, the secondary current cash value game may
display different sets of game indicia to a player along with an
associated current cash value for each set of indicia. The player
may then be given the option to purchase any set of game indicia
for its stated current cash value. The game indicia will typically
be a partial or incomplete "hand", so that it may be played out to
a winning or losing outcome. If a winning outcome is achieved, the
player is paid an award according to the paytable. If not, the
current cash value that the player paid to purchase the set of game
indicia is retained by the gaming establishment providing the
secondary current cash value game.
[0102] Referring to FIG. 6 for example, the secondary current cash
value game presents a number of sets of game indicia in the form of
partial or incomplete poker hands 612. For example, FIG. 6
illustrates partial hands 612 each comprising a set of game
indicia, with at least one of the indicia being visible or
revealed.
[0103] As can be seen, each partial hand 612 may have a current
cash value 616. As shown, the current cash value is represented in
terms of odds 616. In FIG. 6, exemplary odds of 15,000 to 1 has
been provided. This means that a winning outcome from this would
pay the player 15,000 times his or her purchase price or wager for
the partial hand. As described above, the current cash value can
also be represented by a value, such as a monetary or credit value.
For example, if the award for a winning outcome is $1,000, the
current cash value may be shown as $0.01. (The current cash value
of $0.01 in this example could be shown as equivalent odds of
100,000 to 1). In this manner, a player purchasing the partial hand
612 for $0.01 would be paid $1,000 if a winning outcome is
achieved.
[0104] As stated, current cash value, such as odds 616, may be
generated based on one or more winning outcomes, their odds of
occurring, and their associated payouts/awards. In one or more
embodiments, this is true for the secondary current cash value game
as well. To illustrate, the odds 616, such as shown in FIG. 6, may
be for a royal flush (because of their relatively high payout).
Alternatively, the odds 616 may be determined based on the
combination of odds/awards for multiple winning outcomes.
[0105] A button 108D or other input may be provided to allow
players to select one or more partial hands 612 for purchase. The
partial hands 612 may themselves be selectable, thus allowing a
player to purchase a partial hand by touching or tapping the
desired partial hand. It is noted that embodiments showing current
cash value as odds 616 may allow partial hands 612 to be purchased
for various amounts. The payout for achieving a winning outcome
would thus be based on the purchase price. In one or more
embodiments, the purchase price may function as a multiplier. For
example, at 15,000 to 1, a winning player would be paid 15,000
credits if he or she purchased the partial hand 612 for 1 credit.
The same player would be paid 30,000 credits if he or she purchased
the partial hand 612 for 2 credits however. In some embodiments, a
predefined range of acceptable purchase prices may be set to
prevent players from purchasing partial hands 612 at too low or too
high of a price.
[0106] In one or more embodiments, the partial hands 612 may change
periodically or continuously in an automated fashion. For example,
different partial hands 612 may scroll past the player in various
directions. In FIG. 6 for example, the partial hands 612 may
continuously scroll in a vertical direction within the secondary
game area 608. The partial hands 612 need not scroll continuously
in all embodiments. For example, in some embodiments some or all
the partial hands 612 currently being displayed may be replaced or
changed at predefined periods. The replacement of partial hands 612
may occur according to a predefined sequence (e.g., top to bottom,
bottom to top, left to right, right to left) or may occur by
randomly selecting one or more partial hands for replacement. It is
contemplated that a countdown timer or the like may be presented on
the display device 104 in some embodiments to inform players when
one or more partial hands 612 will be replaced.
[0107] The limited time of availability created by automatically
replacing/moving the partial hands 612 creates excitement and
entices players to purchase partial hands they desire before they
are no longer available (i.e., disappear from the screen). Once a
partial hand 612 becomes unavailable it may not appear again for
some time. It is contemplated however that, in some embodiments,
the player may be permitted to recall partial hands 612, such as by
scrolling or moving them back into view.
[0108] The partial hands 612 may also be changed manually. For
example, in some embodiments, one or more buttons 108E or other
inputs may be provided to allow the player to replace one or more
of the partial hands 612. As shown in FIG. 6 for instance, "Up" and
"Down" buttons 108E have been provided to allow the player to move
the partial hands 612 up or down, thus revealing new partial hands
as the player desires. It is noted that, in addition or instead of
buttons, the gaming machine may recognize touch gestures such as
"swiping" to move and reveal the partial hands 612.
[0109] A player may purchase a partial hand 612 with currency,
credits, or the like. For example, the player may insert coins,
tokens, or other forms of currency via a currency acceptor or the
like. The player may also use his or her credits that are already
in a gaming machine to purchase a partial hand 612. After a partial
hand 612 has been purchased, the partial hand may be played to a
conclusion to determine if it is a winning or losing hand. For
example, in a poker embodiment, additional cards (or other gaming
indicia) may be dealt to complete the partial hand 612,
transforming it into a final hand.
[0110] In a draw poker embodiment, individual cards may be held or
replaced to create a final hand that will be evaluated to determine
winners and losers.
[0111] It is noted that the final hand, the process of replacing,
removing, and/or adding indicia to form the final hand, or both may
be presented to the user on the display device 104. This
presentation may occur in the primary game area 604 or the
secondary game area 608. In some embodiments, the secondary current
cash game may temporarily occupy a larger section or all of the
display device's screen when a partial hand 612 is being
played.
[0112] It is noted that though described as a "hand", the "partial
hand" could be a non-final set or collection of various gaming
indicia that may be played according to different game rules. For
example, a non-final set of indicia 612 could be slot or other
symbols in a slot type embodiment. In such an embodiment, the
non-final sets of indicia 612 (e.g., slot symbols) may be combined
with new symbols to form a final set of indicia. The final set of
indicia may be evaluated to determine a winner or loser. As an
example of use of different game rules, a non-final set of indicia
comprising playing card symbols could be played (once purchased)
according to various poker and blackjack, or other card game rules.
Some other examples of indicia and games that could be implemented
are keno and bingo. In such embodiments, the non-final sets of
indicia may be incomplete keno or bingo cards.
[0113] FIG. 7 illustrates an exemplary secondary current cash value
game system 704 for generating and providing the non-final sets of
indicia. As can be seen, non-final sets of indicia may be generated
using a random number generator 126. The partial hands may be
processed by the value engine 122 to determine a current cash value
(in terms of odds or a value) for each hand. This current cash
value can then be used as the "price" at which the hand may be
purchased as discussed above. A memory device 130 accessible to the
value engine 122 may store one or more winning outcomes and/or
available cards (or other gaming indicia) so that the odds of a
winning outcome may be determined.
[0114] In some embodiments, a communication device 124 may transmit
the non-final sets of indicia along with their current cash value
to one or more gaming machines 100 for display, purchase, and play.
The gaming machines 100 may present the non-final sets of indicia
as a secondary game, such as shown in FIG. 6. Alternatively, in
some embodiments, the "secondary" game may be the only game or
available on a particular gaming machine.
[0115] It is noted that the secondary game system 704 may be a
standalone gaming device. For example, the secondary game system
704 may optionally comprise a display 104, one or more inputs
devices 108, and/or peripherals 110 to allow the non-final sets of
indicia to be played directly via the secondary game system 704. It
is noted that the secondary game system 704 may be configured
similar to a gaming machine in such embodiments. Thus, the
secondary game system 704 may include currency acceptors, ticket or
coin dispensers and other elements of a gaming machine.
[0116] As stated, players may offer non-final sets of indicia for
sale as well. FIG. 8 illustrates a multiplayer system 804 where
non-final sets of indicia may be sold by players to buyers (other
players). As can be seen, the multiplayer system 804 may comprise
one or more servers 120 in communication with one or more gaming
machines 100. Though described in the following with reference to
gaming machines 100, it is noted that other client devices (such as
computers, mobile devices, handhelds, and the like), upon which one
or more wagering games may be played, can be used in the
multiplayer system 804. In general, non-final sets of indicia may
be formed at the gaming machines 100 and then offered for sale at
the players' discretion. For example, a player playing a poker game
at a gaming machine 100 may sell his or her partial hand through
the multiplayer system 804.
[0117] It is noted that the multiplayer system 804 may offer its
own games in some embodiments. For example, the multiplayer system
804 may provide various bonus or secondary games that multiple
players may play. To illustrate, in one embodiment, the multiplayer
system 804 may provide a collection game where a player that
collects a particular group of final sets of indicia (e.g., all
possible Royal Flush draws in a poker embodiment) may win a bonus
or other award. The necessary final sets of indicia may be deemed
collected when they are achieved during game play at one of the
multiplayer system's gaming machines 100. Alternatively, a player
may purchase or transfer a non-final set of indicia to his or her
gaming machine. A necessary final set of indicia may also result
from one of these purchased or transferred non-final sets of
indicia. One benefit of such a bonus or secondary game is that it
generates a desire to purchase non-final sets of indicia, since
these non-final sets of indicia can turn into a final set of
indicia that the player is looking to achieve to complete a
collection (and thus win a bonus).
[0118] The multiplayer system 804 may utilize various communication
mediums in its operation. For example, the multiplayer system 804
may communicate via wireless and/or wired communications. The
multiplayer system 804 may communicate via one or more
communication networks 808 and/or communication links 812. For
example, in one or more embodiments, the multiplayer system 804 may
utilize or include a local area, wide area network, or both. Such
network may be a closed or private system such as a private LAN or
WAN. Alternatively or in addition, the network may include or
utilize a public network such as the Internet.
[0119] In these ways, the multiplayer system 804 can span large
distances, thus allowing large numbers of players to use the
multiplayer system. In addition, a variety of different devices may
be used to access or communicate with the multiplayer system 804,
including gaming machines 100 and other computing devices (such as
desktop, mobile, and handheld computing devices). It is
contemplated that these devices may execute machine readable code
or the like to access the multiplayer system 804. In one or more
embodiments, the machine readable code may be downloaded or
otherwise transmitted to the devices from a server 120.
[0120] Players may utilize the gaming machines 100 to signup or
establish a user account at the server 120 to access the server.
This process may include collecting and sending payment, address,
and/or personal identification information form a player to the
server. Typically, a player will not be able to access the
multiplayer system until he or she creates an account. Once
created, the player may log in to the account by entering in
authenticating information, such as a username and password or the
like.
[0121] Logging in allows the multiplayer system to determine that a
particular player is at a particular gaming machine. In this
manner, notifications for that player may reach such player by
being transmitted to the gaming machine the player is using. It is
noted that other ways of associating a gaming machine to a
particular player could also be used. For example, with mobile or
other handheld device, a login may be used. Alternatively, it could
be assumed that such devices are being used by a particular player
since these are personal devices.
[0122] Operation of an exemplary multiplayer system will now be
described with reference to the flow diagram of FIG. 9. For the
purpose of explanation, the steps of FIG. 9 have been grouped
according to the element of the multiplayer system that may perform
such steps. For instance, steps within box 100A may be performed by
a first gaming machine, steps within box 120 may be performed by a
server, and steps within box 100B may be performed by a second
gaming machine. Again, though referred to as gaming machines, a
variety of client computing devices configured to communicate with
the server may be used. It is noted that the groupings of steps
herein are exemplary, and that various elements of the multiplayer
system may perform various operations of the multiplayer system. In
FIG. 9 for example, some of the boxed groupings may encompass the
same steps indicating that a step may be performed at one or more
elements of the multiplayer system.
[0123] At a step 904, a wager may be received at a first gaming
machine 100A to initiate play of a wagering game where a non-final
set of indicia may be generated. As can be seen, at a step 908,
wagering indicia may be provided/presented to a first player via
the first gaming machine 100A once the wager has been received. For
example, in a slot game embodiment, one or more reels may be spun
to reveal slot symbols. In a poker embodiment, one or more cards
may be dealt to the player. It is noted that placement of a wager
may but need not be a prerequisite to obtaining the indicia in the
multiplayer system.
[0124] During step 908, a wagering game or portions/stages thereof
may be presented to the player. Therefore, in step 908 one or more
rounds of a game may occur where one or more indicia may be added,
removed, and/or replaced. For example, in a poker game step 908 may
comprise dealing playing cards in stages according to the rules of
the poker game.
[0125] The current cash value of the indicia may be optionally
determined and provided, such as by a value engine of the first
gaming machine 100A, at optional step 912. The current cash value
provided by the multiplayer system may be used to aid the player in
valuing his or her indicia if the first player decides to sell the
indicia. However, this is not required as players may independently
set a value or price for their indicia, as will be described
further below.
[0126] As long as the first player has a non-final set of indicia,
an option for the player to sell the indicia may be made available.
For example, the first gaming machine 100A may have a button or
other input, such as a "Sell" button, that may be engaged or
activated to sell the player's non-final set of indicia. If the
first player continues to play the wagering game such that a final
set of indicia is generated, the option to sell will be disabled.
At a decision step 916, if the first player decides not to sell,
the final set of indicia may be compared to a paytable or other
predefined winning outcome(s) of the wagering game at a step 920,
to determine if the player has won or lost. The process may then
return to step 904 where another wager may be received, such as to
start a new game.
[0127] If the first player decides to sell, then an offer price
(i.e., purchase price) may be requested from the first player. For
example, the first gaming machine 100A may prompt the user to input
an offer price for his or her non-final set of indicia. The offer
price is received by the first gaming machine 100A at a step 924.
The offer price may then be transmitted by the first gaming machine
100A to the server 120. This receipt by the server 120 is also
shown by step 924 in FIG. 9. It is noted that the non-final set of
indicia may also be transmitted to the server 120 so that it may be
associated with the offer price. Alternatively, an identifier of
the non-final set of indicia may need to be transmitted to the
server 120, such as in server-based gaming systems.
[0128] Typically, the offer price will be set to the player's
desire, however, it is noted that the offer price may be limited to
a predefined range in some embodiments. As stated, the current cash
value of the player's non-final set of indicia (in the form of odds
or a monetary or other value) may be provided, such as on the
display device of his or her gaming machine, to aid the player in
setting an offer price. However, the player is free to ignore this
value in setting his or her offer price.
[0129] It is contemplated that players will set their offer price
based on the amount of a possible winning award that is attainable
from the non-final set of indicia. For instance, a player in a
poker embodiment that is four cards to a royal may set his or her
offer price relative to the winning award for the royal flush. It
is predicted that this amount will typically be lower than the
winning award for the royal flush, and in many cases significantly
lower. To illustrate, the first player may set an offer price of
500 when the royal flush pays 10,000. In this manner, the first
player can obtain payment for his or her four cards (the non-final
set of indicia), while the buyer of these cards obtains the
opportunity to achieve a net gain should the four cards result in a
royal flush.
[0130] The first player's game may be suspended or paused if he or
she has decided to sell the non-final set of indicia. For example,
the first gaming machine 100A, may prevent further manipulation of
the non-final set of indicia once the indicia have been offered for
sale. In some embodiments, the first player may begin a new game
while waiting for his or her non-final set of indicia to be sold.
In other embodiments, the first gaming machine 100A may require the
player to wait until the indicia are sold. It is contemplated that
if the indicia do not sell within a predetermined time period, the
indicia may be withdrawn from sale in some embodiments, thus
requiring the player to continue playing the indicia to a final set
of indicia.
[0131] In yet other embodiments, the multiplayer system may allow
the player to leave once the non-final set of indicia have been
offered for sale. In such embodiments, the non-final set of indicia
will typically be associated with the player, such as with the
player's player tracking or other account. Alternatively, a ticket
or other media having a unique identifier of the non-final set of
indicia may be dispensed to the player. This identifier could also
be provided electronically, such as via email, SMS, or the like.
The player may then use his or her account or ticket to later claim
the sale proceeds if/when the non-final set of indicia sells. Sale
proceeds may be automatically credited to a player tracking or
other account as well.
[0132] At a step 928 the server 120 may distribute the offer price
to a pool of potential buyers by transmitting the offer price to
one or more second gaming machines 100B of one or more second
players. In one embodiment, the server 120 may simply relay the
offer price for the non-final set of indicia to these second
players. In other embodiments, the server 120 may store various
distribution rules for distributing the offer price. These
distribution rules may for example define which buyers receive the
offer price. For example, some players may only wish to see offers
for particular non-final sets of indicia or within a predefined
price range. The server 120 may receive these definitions from the
buyers.
[0133] In one or more embodiments, the location of the first and/or
second players may determine where the offer price is distributed.
For example, if the first and second players are not within
jurisdictions where such offer is legally permitted, then the offer
price may not be distributed. The gaming machines of the players
may report their location, such as via a GPS device or the like, to
the server 120 so that distribution may occur accordingly. In some
embodiments, the server 120 may be configured to determine a gaming
machine's location, such as via the network address or
communication link the gaming machine is utilizing to communicate
with the server.
[0134] At a step 932 the offer price may be received at the one or
more second gaming machines 100B of the one or more second players
(i.e., buying players). A second player may optionally be notified
of such receipt at a step 936. For instance, a second gaming
machine 100B may generate an alert notifying the player that an
offer price has been received. The alert may be audible, visual,
tactile or various combinations thereof.
[0135] At a step 940, the offer price may be presented to the
second player, such as via a display device of the second gaming
machine 100B. The offer price will typically be shown along with
its associated non-final set of indicia. This way, the second
player can evaluate the indicia along with the offer price and make
a purchasing decision thereafter at a decision step 944.
[0136] It is contemplated that the offer price may be displayed in
a secondary area of the second gaming machine's display device,
such as in cases where the second player is currently playing his
or her own game. It is contemplated that the offer price and
associated non-final set of indicia could be displayed in a
secondary game area, as illustrated in and described with regard to
FIG. 6. In some embodiments, player non-final sets of indicia may
be displayed along with non-final sets of indicia offered by a
gaming establishment in the secondary game area for purchase.
[0137] In embodiments where the second player is currently not
playing a game, the offer price (and associated non-final set of
indicia) may be displayed more prominently. For example, the player
may receive a notification on his or her mobile device or other
computing device regardless of what the player is currently doing.
The player may then review the offer price and associated non-final
set of indicia and then decide whether or not to accept. It is
contemplated that if a number of offers have been received, all
such offers may be saved for later review and possible acceptance
on the second gaming machine.
[0138] The second player may decline to purchase the non-final set
of indicia. If so, the second player may go about his or her
business until another offer price is received at step 932. For
instance, the second player may continue playing any game he or she
was already playing on the second gaming machine 100B. This may be
accomplished by entering corresponding input into his or her second
gaming machine 100B. For instance, the second player may press or
engage a "Decline" button or the like. Likewise, the second player
may accept an offer price (i.e., purchase the non-final set of
indicia) by entering corresponding input indicating that he or she
will pay the offer price for the non-final set of indicia. For
example, an "Accept" button or the like may be engaged by the
second player to accept the offer price. The second player may be
required to insert tokens, currency or make other payment as well
to accept the offer price.
[0139] It is contemplated that the second player may counter the
offer price in some embodiments. In one embodiment for example,
rather than accepting an offer price, the second player may propose
his or her own different price or counter offer. The first player
may be notified or alerted to this counter offer, and be provided
an option to accept or decline the counter offer. In some
embodiments, the first player may be permitted to propose his or
her own counter offer, and counter offers may continue to be made
between the players until a counter offer is accepted or declined.
The server 120 may be configured to facilitate transmission of
counter offers as well as the acceptance or rejection of the
counter offers. Once a counter offer is accepted, the process may
continue as described in the following.
[0140] The second player's acceptance of an offer price may be
received at a step 948 by the second gaming machine 100B. The
acceptance may then be transmitted to the server 120 by the second
gaming machine 100B. The receipt of the acceptance indicator by the
server 120 is also shown by step 948. The server may then transfer
the non-final set of indicia from the first player to the second
player at a step 952. In addition, the tokens, credits, funds or
other consideration used to purchase the non-final set of indicia
may be transferred from the second player to the first player. A
transaction fee may be collected by the gaming establishment
providing the multiplayer system as well. A message or notification
may be transmitted to the first gaming machine 100A to notify the
first player that his or her non-final set of indicia has been
purchased. As described above, the first player will no longer be
able to play the non-final set of indicia, and the server 120 will
transfer the indicia to the second player's gaming machine 100B.
For example, the non-final set of indicia may be marked as disabled
or removed from view on the first gaming machine 100A, and then
shown on the second gaming machine 100B.
[0141] Once the non-final set of indicia is transferred, it may be
played to a conclusion or final set of indicia on the second gaming
machine 100B at a step 956. For instance one or more indicia may be
removed, replaced, or added to form a final set of indicia. This
final set of indicia may then be compared to a paytable or other
winning outcomes to determine if it is a winner or a loser. This
paytable may be the same as the paytable at the first gaming
machine 100A in one or more embodiments. The second player is then
paid at a step 960 if the final set of indicia is a winning
outcome. This may occur by paying the player electronically or by
dispensing physical tokens, tickets, currency or the like. If the
final set of indicia is not a winning outcome, the offer price is
retained by the first player minus the transaction fee collected by
the gaming establishment (if the establishment wished to collect
such fee). It is noted that the transaction fee may be a predefined
percentage of the offer price, a fixed fee, or other amount.
[0142] The multiplayer system has been described above with
reference to first and second gaming machines, which are
respectively used to create and purchase non-final sets of indicia.
It is intended that, in one or more embodiments, both the first and
second gaming machines may be configured to allow players to
create, sell, purchase, and play the non-final sets of indicia. It
is also intended that the multiplayer system be configured to
support a substantial number of players to allow a marketplace for
non-final sets of indicia to be established. In this manner, the
indicia can be more quickly bought and sold and a wider variety of
indicia may be generated by and provided to players.
[0143] The multiplayer system may have various aspects that may
affect the current cash value and/or player's mindset in setting
offer prices. For instance, in some embodiments, the multiplayer
system may include bonus awards. Therefore, if a non-final set of
indicia could trigger such bonus it's value and/or offer price may
be higher. For example, one embodiment of the multiplayer system
may offer a bonus jackpot for player's that collect a particular
set of final sets of indicia. For example, a player having
collected a number of distinct royal flushes in a poker embodiment
may be paid a bonus award of a substantial sum. In such case,
players may set higher offer prices for a non-final set of indicia
that could result in a royal flush since these indicia could
trigger the bonus award for one of the players in the multiplayer
system. It is noted that players looking for a royal or other final
set of indicia may request to be alerted of non-final sets of
indicia that might result in a royal. The server would then notify
this player (via the player's gaming machine) when such a non-final
set of indicia is received.
[0144] While various embodiments of the invention have been
described, it will be apparent to those of ordinary skill in the
art that many more embodiments and implementations are possible
that are within the scope of this invention. In addition, the
various features, elements, and embodiments described herein may be
claimed or combined in any combination or arrangement.
* * * * *