U.S. patent application number 13/186708 was filed with the patent office on 2013-01-24 for methods and apparatus for providing secure logon to a gaming machine using a mobile device.
This patent application is currently assigned to IGT. The applicant listed for this patent is Joe Chavez, Dwayne A. Davis, Sean M. Gilliland. Invention is credited to Joe Chavez, Dwayne A. Davis, Sean M. Gilliland.
Application Number | 20130023339 13/186708 |
Document ID | / |
Family ID | 44772834 |
Filed Date | 2013-01-24 |
United States Patent
Application |
20130023339 |
Kind Code |
A1 |
Davis; Dwayne A. ; et
al. |
January 24, 2013 |
METHODS AND APPARATUS FOR PROVIDING SECURE LOGON TO A GAMING
MACHINE USING A MOBILE DEVICE
Abstract
Disclosed herein are techniques for communicating between an
electronic gaming machine and a mobile computing device. In some
implementations, a login code may be transmitted from an electronic
gaming machine to a mobile computing device via wireless
communication. An account authentication message transmitted from
the mobile computing via wireless communication may be received at
the electronic gaming machine. The account authentication message
may include (a) the login code, (b) an account identification
portion that identifies a user account, and (c) an account
authentication portion capable of being used to authenticate the
user account. Based on the account authentication message, the user
account may be authenticated at the electronic gaming machine.
Inventors: |
Davis; Dwayne A.; (Reno,
NV) ; Chavez; Joe; (Reno, NV) ; Gilliland;
Sean M.; (Reno, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Davis; Dwayne A.
Chavez; Joe
Gilliland; Sean M. |
Reno
Reno
Reno |
NV
NV
NV |
US
US
US |
|
|
Assignee: |
IGT
Reno
NV
|
Family ID: |
44772834 |
Appl. No.: |
13/186708 |
Filed: |
July 20, 2011 |
Current U.S.
Class: |
463/29 ;
463/42 |
Current CPC
Class: |
G06Q 20/3276 20130101;
G07F 17/3244 20130101; G07F 17/3206 20130101; G07F 17/3218
20130101 |
Class at
Publication: |
463/29 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An electronic gaming machine comprising: an input device
configured to receive an indication of value for play of a
wager-based game in which one or more game outcomes can be provided
responsive to a wager; an output device configured to output an
indication of value in association with play of the wager-based
game; a display screen configured to display video data associated
with the wager-based game; and one or more processors configured to
cause the electronic gaming machine to: transmit a login code from
the electronic gaming machine to a mobile computing device via
wireless communication; receive an account authentication message
transmitted from the mobile computing via wireless communication,
the account authentication message comprising: (a) the login code,
(b) an account identification portion that identifies a user
account, and (c) an account authentication portion capable of being
used to authenticate the user account; and based on the account
authentication message, authenticate the user account at the
electronic gaming machine.
2. The electronic gaming machine recited in claim 1, wherein
transmitting the login code from the electronic gaming machine to
the mobile computing device comprises: presenting indicia on a
display screen associated with the electronic gaming machine, the
indicia encoding the login code, the indicia capable of being read
by a camera at the mobile computing device.
3. The electronic gaming machine recited in claim 1, wherein the
indicia comprises a barcode.
4. The electronic gaming machine recited in claim 1, the one or
more processors further configured to cause the electronic gaming
machine to: determine whether the login code included in the
account authentication message matches the login code transmitted
from the electronic gaming machine to the mobile computing
device.
5. The electronic gaming machine recited in claim 1, the one or
more processors further configured to cause the electronic gaming
machine to: determine whether the account authentication portion
matches account authentication information associated with the user
account identified by the account identification portion.
6. The electronic gaming machine recited in claim 1, wherein the
login code comprises a gaming machine identification portion that
identifies the electronic gaming machine and a random portion that
is randomly generated.
7. The electronic gaming machine recited in claim 1, wherein the
login code includes the account identification portion.
8. The electronic gaming machine recited in claim 1, wherein
transmitting the login code from the electronic gaming machine to
the mobile device comprises: emitting near-field radio waves from
the electronic gaming machine.
9. A method comprising: transmitting a login code from an
electronic gaming machine to a mobile computing device via wireless
communication; receiving, at the electronic gaming machine, an
account authentication message transmitted from the mobile
computing via wireless communication, the account authentication
message comprising: (a) the login code, (b) an account
identification portion that identifies a user account, and (c) an
account authentication portion capable of being used to
authenticate the user account; and based on the account
authentication message, authenticating the user account at the
electronic gaming machine.
10. The method recited in claim 9, wherein transmitting the login
code from the electronic gaming machine to the mobile computing
device comprises: presenting indicia on a display screen associated
with the electronic gaming machine, the indicia encoding the login
code, the indicia capable of being read by a camera at the mobile
computing device.
11. The method recited in claim 9, wherein the indicia comprises a
barcode.
12. The method recited in claim 9, the method further comprising:
determining whether the login code included in the account
authentication message matches the login code transmitted from the
electronic gaming machine to the mobile computing device.
13. The method recited in claim 9, the method further comprising:
determining whether the account authentication portion matches
account authentication information associated with the user account
identified by the account identification portion.
14. The method recited in claim 9, wherein the login code comprises
a gaming machine identification portion that identifies the
electronic gaming machine and a random portion that is randomly
generated.
15. The method recited in claim 9, wherein the login code includes
the account identification portion.
16. The method recited in claim 9, wherein transmitting the login
code from the electronic gaming machine to the mobile device
comprises: emitting near-field radio waves from the electronic
gaming machine.
17. One or more computer readable media having instructions stored
thereon for performing a method, the method comprising:
transmitting a login code from an electronic gaming machine to a
mobile computing device via wireless communication; receiving, at
the electronic gaming machine, an account authentication message
transmitted from the mobile computing via wireless communication,
the account authentication message comprising: (a) the login code,
(b) an account identification portion that identifies a user
account, and (c) an account authentication portion capable of being
used to authenticate the user account; and based on the account
authentication message, authenticating the user account at the
electronic gaming machine.
18. The one or more computer readable media recited in claim 17,
wherein transmitting the login code from the electronic gaming
machine to the mobile computing device comprises: presenting
indicia on a display screen associated with the electronic gaming
machine, the indicia encoding the login code, the indicia capable
of being read by a camera at the mobile computing device.
19. The method recited in claim 17, wherein the indicia comprises a
barcode.
20. The method recited in claim 17, the method further comprising:
determining whether the login code included in the account
authentication message matches the login code transmitted from the
electronic gaming machine to the mobile computing device.
Description
TECHNICAL FIELD
[0001] The present disclosure relates generally to wager-based
gaming machines, and more specifically to communications between
gaming machines and mobile devices.
BACKGROUND
[0002] There are a wide variety of associated devices that can be
connected to a gaming machine such as a slot machine or video poker
machine. Some examples of these devices are lights, ticket
printers, card readers, speakers, bill validators, ticket readers,
coin acceptors, display panels, key pads, coin hoppers and button
pads. Many of these devices are built into the gaming machine or
components associated with the gaming machine such as a top box
which usually sits on top of the gaming machine.
[0003] Typically, utilizing a master gaming controller, the gaming
machine controls various combinations of devices that allow a
player to play a game on the gaming machine and also encourage game
play on the gaming machine. For example, a game played on a gaming
machine usually requires a player to input money or indicia of
credit into the gaming machine, indicate a wager amount, and
initiate a game play. These steps require the gaming machine to
control input devices, including bill validators and coin
acceptors, to accept money into the gaming machine and recognize
user inputs from devices, including key pads and button pads, to
determine the wager amount and initiate game play. After game play
has been initiated, the gaming machine determines a game outcome,
presents the game outcome to the player and may dispense an award
of some type depending on the outcome of the game.
SUMMARY
[0004] Various embodiments described or referenced herein are
directed to different devices, methods, systems, and computer
program products for conducting communications between a mobile
computing device and an electronic gaming machine. In some
embodiments, devices, methods, systems, and computer program
products may be configured or designed for use in a casino
environment.
[0005] In some implementations, an electronic gaming machine may be
provided. The electronic gaming machine may include an input device
configured to receive an indication of value for play of a
wager-based game in which one or more game outcomes can be provided
responsive to a wager. The electronic gaming machine may also
include an output device configured to output an indication of
value in association with play of the wager-based game. The
electronic gaming machine may also include a display screen
configured to display video data associated with the wager-based
game. The electronic gaming machine may also include one or more
processors.
[0006] In some implementations, a login code may be transmitted
from the electronic gaming machine to a mobile computing device via
wireless communication. An account authentication message
transmitted from the mobile computing via wireless communication
may be received at the electronic gaming machine. The account
authentication message may include (a) the login code, (b) an
account identification portion that identifies a user account, and
(c) an account authentication portion capable of being used to
authenticate the user account. Based on the account authentication
message, the user account may be authenticated at the electronic
gaming machine.
[0007] In some implementations, transmitting the login code from
the electronic gaming machine to the mobile computing device may
comprise presenting indicia on a display screen associated with the
electronic gaming machine. The indicia may encode the login code.
The indicia may be capable of being read by a camera at the mobile
computing device.
[0008] In some implementations, the one or more processors may be
configured to cause the electronic gaming machine to: determine
whether the login code included in the account authentication
message matches the login code transmitted from the electronic
gaming machine to the mobile computing device. In some
implementations, the one or more processors may be configured to
cause the electronic gaming machine to determine whether the
account authentication portion matches account authentication
information associated with the user account identified by the
account identification portion.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The included drawings are for illustrative purposes and
serve only to provide examples of possible structures and process
steps for the disclosed inventive systems and methods for
conducting communications between a mobile computing device and an
electronic gaming machine. These drawings in no way limit any
changes in form and detail that may be made to embodiments by one
skilled in the art without departing from the spirit and scope of
the disclosure.
[0010] FIG. 1 shows a flow diagram a method 100 of initiating a
communication session, performed in accordance with one
implementation.
[0011] FIG. 2 shows a flow diagram of a method 200 of terminating a
communication session, performed in accordance with one
implementation.
[0012] FIG. 3 shows a flow diagram of a method 300 for a method of
authenticating a player, performed in accordance with one
implementation.
[0013] FIG. 4 shows a system diagram 400 for conducting
communications in a gaming environment, configured in accordance
with one implementation.
[0014] FIGS. 5, 6A, and 6B shows perspective diagrams of a gaming
machine 2, configured in accordance with one implementation.
[0015] FIG. 7 shows a server-based (sb.TM.) gaming network,
configured in accordance with some implementations.
DETAILED DESCRIPTION
[0016] Applications of systems and methods according to one or more
embodiments are described in this section. These examples are being
provided solely to add context and aid in the understanding of the
present disclosure. It will thus be apparent to one skilled in the
art that the techniques described herein may be practiced without
some or all of these specific details. In other instances, well
known process steps have not been described in detail in order to
avoid unnecessarily obscuring the present disclosure. Other
applications are possible, such that the following examples should
not be taken as definitive or limiting either in scope or
setting.
[0017] In the following detailed description, references are made
to the accompanying drawings, which form a part of the description
and in which are shown, by way of illustration, specific
embodiments. Although these embodiments are described in sufficient
detail to enable one skilled in the art to practice the disclosure,
it is understood that these examples are not limiting, such that
other embodiments may be used and changes may be made without
departing from the spirit and scope of the disclosure.
[0018] In some implementations, a player may use a mobile computing
device to communicate with an electronic gaming machine. The player
may use the mobile computing device to perform various types of
operations related to gaming. For instance, the player may use the
mobile computing device to authenticate the player to the gaming
machine, to provide user input for playing a game at the gaming
machine, to view game outcomes or other game-related information
generated by the gaming machine, to interact with a player tracking
system, to provide information to social networking systems, to
receive information from social networking systems, to communicate
with friends or other players, or for any other purpose.
[0019] In some implementations, techniques described herein
facilitate establishing a secure wireless communication session
between the mobile computing device and the electronic gaming
machine. A gaming environment such as a casino may include many
different gaming machines. Some or all of the gaming machines may
act as wireless network endpoints for establishing communication
sessions with mobile computing devices. In this situation, a player
standing in front of one electronic gaming machine out of many may
not know how to connect to the particular electronic gaming machine
at which the player is located. One way to solve this problem would
be for the electronic gaming machine to display a network address
or other identifier associated with the electronic gaming machine
so that the player could enter this identifier on the mobile
computing device. Then, the mobile computing device could connect
wirelessly with the electronic gaming machine associated with the
identifier. However, this approach may require from the player a
level of technical sophistication that many players do not possess.
Also, this approach requires that the player manually enter an
identifier at the mobile computing device. Further, this approach
provides little or no assurance that the correct identifier is
entered at the mobile computing device or that the mobile computing
device is connected to the correct electronic gaming machine.
[0020] In some implementations, the player may initiate a secure
wireless communication session with the electronic gaming machine
by first initiating communication using a short-range communication
technique. The short-range communication technique may be used to
convey an identifier or other information for use in establishing a
longer-range wireless communication session. For example, a camera
on the mobile computing device may be used to scan a barcode
displayed on a display screen at the electronic gaming machine, and
the barcode may encode a Wi-Fi SSID associated with the electronic
gaming machine. As another example, a near-field radio wave reader
on the mobile computing device may be used to read a network
address emitted by the electronic gaming machine via near-field
radio waves. In this way, the mobile computing device and the
electronic gaming machine may be securely linked via a wireless
communication session without requiring unnecessary manual
operations by the player and with a level of assurance that the
mobile computing device is connecting to the correct electronic
gaming machine.
[0021] In some implementations, the identity of a player at an
electronic gaming machine may be determined. By identifying a
player at an electronic gaming machine, the owner or manufacturer
of the electronic gaming machine may gain useful information into
player habits, trends, and other information. Further, the player's
identity may be used to provide player tracking services. Also, the
player's identity may be used to facilitate digital communication
between the player and the player's friends and family.
[0022] In some implementations, a player may provide identification
and authentication information to an electronic gaming machine. For
example, the player may type a username and password into a
mechanical or touchscreen keyboard at the electronic gaming
machine. However, the placement of such keyboards and the number of
patrons in many gaming establishments makes securing the password
difficult. If another player sees the username and password entered
at the electronic gaming machine, then the account may be
compromised. As another example, the player may logon to an
electronic gaming machine by presenting a printed ticket with a
login code to the electronic gaming machine. However, a printed
ticket is generally not associated with a password. Thus, if the
ticket is lost, then the account may be compromised.
[0023] In some implementations, a player may log in to an
electronic gaming machine by using a mobile computing device. By
entering the login information at the mobile computing device, the
player can better prevent others from viewing the login information
as it is entered. Further, the player can easily provide a
username, a password, or any other information for securely
authenticating the player to the electronic gaming machine. Also,
by identifying a player via an application installed at a mobile
computing device, information regarding the player may be
transmitted directly to the manufacturer of the gaming machine
and/or the creator of the application, without requiring the
participation of an intermediary such as a casino operator.
[0024] In some implementations, the logon procedure may be
facilitated by an application running on the mobile computing
device. The electronic gaming machine may transmit a logon code to
the mobile computing device via near field radio waves, via a
barcode scanned by a camera at the electronic gaming machine, or
via any other wireless or wired communication technique. The logon
code may identify the electronic gaming machine to which the player
is logging on. Then, information identifying and authenticating a
user account may be determined at the mobile computing device. This
information may be provided to the electronic gaming machine,
directly to a remote server, or to a remote server via the mobile
computing device.
[0025] FIG. 1 shows a method 100 of initiating a communication
session, performed in accordance with one implementation. In some
implementations, the method 100 may be performed at an electronic
gaming machine in communication with a mobile computing device. By
use of the method 100, the mobile computing device and the
electronic gaming machine may be securely connected such that the
player at the electronic gaming machine can know that the player's
mobile computing device is communicating with the correct
electronic gaming machine. Likewise, if the player is authenticated
at the electronic gaming machine, then software running at the
electronic gaming machine may be able to determine that the
authenticated player is also the player controlling the mobile
computing device.
[0026] In some implementations, the method 100 may be used to
facilitate the creation of a secure connection between the mobile
computing device and the gaming machine without requiring that the
player manually enter a network endpoint identifier, manually pair
the mobile computing device and the gaming machine via Bluetooth,
or perform some other action that may require a relatively high
degree of technical sophistication.
[0027] In some implementations, the gaming machine may also
establish a connection between the mobile computing device and a
player's identity. Techniques for identifying a player are
discussed in additional detail with respect to FIG. 3.
[0028] In some implementations, the electronic gaming machine and
the mobile computing device may first communicate via a short-range
communication session that requires that the mobile computing
device be proximate the electronic gaming machine. Via this
short-range communication session, the electronic gaming machine
and the mobile computing device can share authentication
information, encrypted data, communication session information,
network address identifiers, and other information for securely
establishing a long-range communication session. Because this
information is shared via a short-range connection, software
running at the mobile computing device may know that a connection
has been established with the correct electronic gaming machine
when the long-range communication session is initiated. Likewise,
software running at the electronic gaming machine may know that a
connection has been established with the correct mobile computing
device when the long-range communication session is initiated. For
these reasons, a player at the electronic gaming machine can trust
that the player's mobile computing device is securely connected
with the correct electronic gaming machine.
[0029] In some implementations, when the electronic gaming machine
and the mobile computing device are communicating, one or both of
the two ends may communicate with a backend server to authenticate
one or both ends. The backend server may coordinate communications
between the electronic gaming machine and the mobile computing
device. The backend server may also push updates to the electronic
gaming machine, the mobile computing device, or both. The mobile
computing device may communicate with the backend server via, for
example, 3G wireless communications, 4G wireless communications, or
a wireless communication technique such as internal Wi-Fi at the
gaming establishment. The electronic gaming machine may communicate
with the backend server via any one of various wired and wireless
communication techniques.
[0030] At 102, a short-range communication session between the
mobile computing device and the electronic gaming machine is
initiated. In some implementations, the short-range communication
session may be conducted via a communication mechanism that
requires that the mobile computing device be proximate to the
electronic gaming machine. By requiring that the mobile computing
device be proximate to the electronic gaming machine, the player
may be able to know that the mobile computing device is being
linked with the electronic gaming machine at which the player is
playing rather than another nearby electronic gaming machine.
Further, the proximity of the mobile computing device and the
electronic gaming machine when the short-range communication
session is established may prevent an attacker from hijacking the
player's session by connecting the hijacker's mobile computing
device, rather than the player's mobile computing device, to the
electronic gaming machine.
[0031] In some implementations, various communication techniques
may be used to securely conduct short-range communications between
the mobile computing device and the electronic gaming machine. In a
first example, the electronic gaming machine and the mobile
computing device may communicate via infrared lights. In a second
example, the electronic gaming machine and the mobile computing
device may communicate via sound. In this example, the electronic
gaming machine and/or the mobile computing device may generate
unique sounds that are detectable by the other device. In a third
example, the electronic gaming machine and the mobile computing
device may communicate via scanner codes such as barcode,
DataMatrix codes, or QR codes. These codes may be generated at the
electronic gaming machine and scanned by the mobile computing
device, or generated at the mobile computing device and scanned by
the electronic gaming machine. In a fourth example, the gaming
machine and the mobile computing device may communicate via active
or passive near-field radio. The gaming machine, the mobile
computing device, or both may be equipped with a near-field radio
emitter or receiver.
[0032] At 104, a determination is made as to whether a
communication application is installed on the mobile computing
device. In some implementations, communications between the
electronic gaming machine and the mobile computing device may be
conducted via a communication application installed at the mobile
computing device. The application may provide the mobile computing
device with the capabilities to conduct short-range and/or
long-range communication sessions with the electronic gaming
machine. The application may also provide the mobile computing
device with the capability to communicate with a remote server
associated with the electronic gaming machine. Additionally, the
application may provide the mobile computing device with the
capability to perform gaming-related operations such as making bets
and altering bet denominations. For instance, the mobile device may
act as a virtual control mechanism (e.g. a joystick, a driving
wheel, a pistol) for some games. Using the virtual control
mechanism, a bonus game utilizing such a control mechanism may be
provided at an electronic gaming machine that possess a hardware
mechanism for exercising such control.
[0033] In some implementations, the application may be associated
with a manufacturer of the gaming machine or of a component of the
gaming machine. Alternately, or additionally, the application may
be associated with a gaming establishment such as a casino.
[0034] In some implementations, the application may be configured
to facilitate social networking functions. For example, the
application may store a username and password associated with the
player's social networking account. This information may be
communicated to the gaming machine and used by the gaming machine
or the mobile computing device to update the player's social
networking account.
[0035] In some implementations, the application may be configured
to facilitate cashless gaming or player tracking operations.
Accordingly, the application may store identification,
authentication, or permission information for performing such
functions. For example, the application may store bank account or
credit card access information for transferring funds to the gaming
machine. As another example, the application may store a username
and password associated with the player's player tracking
account.
[0036] In some implementations, the determination made at 104 may
be made at least in part by determining whether the electronic
gaming machine receives a response from a request transmitted by
the electronic gaming machine. If the correct response is received,
then the electronic gaming machine may assume that the mobile
computing device has the communication application installed. If no
response or an incorrect response is received, then the electronic
gaming machine may assume that the mobile computing device does not
have the communication application installed.
[0037] In some implementations, the determination made at 104 may
be made at least in part at the mobile computing device. For
example, the electronic gaming machine may transmit an identifier
at 102 directing the mobile computing device to visit a network
address such as a webpage. Then, the mobile computing device may
determine in communication with the webpage whether the application
is installed at the mobile computing device.
[0038] In some implementations, the determination made at 104 may
be made at least in part by the player. For example, the gaming
machine may present a question to the player asking whether the
player's mobile computing device has a mobile gaming application
installed. The gaming machine may also present a barcode or other
insignia that the player could scan to direct the player's mobile
computing device to a network location for installing the
application. The insignia may be generated dynamically on the
gaming machine's display screen or may be printed on the
machine.
[0039] At 106, the mobile computing device is directed to install
the communication application. In some implementations, the
electronic gaming machine may transmit a message to the mobile
computing device. The message may include any information
indicating that the application should be installed at the mobile
computing device. For example, the message may include an
identifier associated with a network address such as a webpage. The
mobile computing device may then visit the webpage to install the
communication application.
[0040] At 108, authentication information is received at the
electronic gaming machine. In some implementations, the
authentication information may include any information identifying
the player and/or the mobile computing device to the electronic
gaming machine. For example, the authentication information may
include a mobile computing device identifier, a player tracking
number, a randomly generated code, or any other identifying
information.
[0041] In some implementations, by transmitting authentication
information from the mobile computing device to the electronic
gaming machine, the long-range communication session established
between the electronic gaming machine and the mobile computing
device initiated at operation 112 may be made more secure. For
example, the electronic gaming machine may again receive
authentication information at operation 112. Then, the
previously-sent authentication information may be compared against
the more recently-sent authentication information. If the two sets
of information match, then the mobile computing device
communicating with the electronic gaming machine at operation 112
is known to be the same mobile computing device that was
communicating with the electronic gaming machine at operation
102.
[0042] In some implementations, the authentication information
received at the gaming machine at operation 108 may identify a
capability of the mobile computing device. For example, the
authentication information may identity the a device type, device
manufacturer, wireless carrier, battery life, application version,
application type, communication capability, or other information
associated with the mobile computing device. The gaming machine may
use this information to select a particular long-range
communication protocol if more than one is available. For example,
the gaming machine and the mobile computing device may both be
capable of communicating via Bluetooth and Wi-Fi, and the gaming
machine may select the communication that is likely to be the most
secure and likely to function best.
[0043] In some implementations, the player may be presented with a
list of features, such as cashless gaming or particular
communication protocols, at the gaming machine that are supported
by both the gaming machine and the mobile computing device. The
player may then activate or deactivate these features as desired.
The selected features may then be associated with the mobile
computing device or the player's account for later retrieval.
[0044] At 110, long-range communication information is transmitted
from the electronic gaming machine to the mobile computing device.
In some implementations, the long-range communication information
may include any information capable of being used for initiating a
long-range communication session between the electronic gaming
machine and the mobile computing device.
[0045] In some implementations, the long-range communication
information may include an identifier that identifies a wireless
network endpoint associated with the electronic gaming machine. In
a first example, the electronic gaming machine may be associated
with an endpoint in a Wi-Fi network, and the long-range
communication information may include an SSID associated with the
network endpoint. In a second example, the electronic gaming
machine may be associated with a particular frequency or frequency
range for conducting radio communications, and the long-range
communication information may identify the frequency or frequency
range to the mobile computing device. In a third example, the
electronic gaming machine may appear to the mobile computing device
as a Bluetooth device, and the gaming machine may transmit a
Bluetooth channel and associated connection information to the
mobile computing device. In a fourth example, the electronic gaming
machine may transmit an IP address to the mobile computing device.
In a fifth example, the gaming machine may transmit a list of
supported communication protocols and connection information. Then,
the mobile computing device or the player may select the
communication protocol to use. In a sixth example, the gaming
machine may transmit a cryptographic key to the mobile computing
device. This shared secret key may be used to securely encrypt
future communications between the mobile computing device and the
gaming machine. In a seventh example, the gaming machine may
transmit information for the mobile computing device to use in
initiating a cellular connection with the gaming system.
[0046] In some implementations, the long-range communication
information may include authentication information for verifying
the long-range communication session initiated at operation 112.
For example, the long-range communication information may include a
unique identifier, such as a random string of characters, that is
generated by the electronic gaming machine or at a server in
communication with the electronic gaming machine. When the mobile
computing device initiates a communication session with the
electronic gaming machine, the mobile computing device can include
the unique identifier in the initial communication messages. Then,
the electronic gaming machine can compare the received identifier
to the identifier as transmitted to ensure that the mobile
computing device requesting to establish a long-range communication
session is the same mobile computing device with which the
electronic gaming machine communicated at operation 102.
[0047] At 112, a long-range communication session is initiated
between the mobile computing device and the electronic gaming
machine. In some implementations, the long-range communication
session may be initiated via any wireless communication technique
that allows a wider range of communication than the short-range
communication session initiated at operation 102. For example, the
long-range communication session may be initiated via a Wi-Fi
connection.
[0048] In some implementations, by initiating a wider range
communication session, the mobile computing device may be moved to
a location less proximate to the electronic gaming machine without
terminating the communication. For example, the mobile computing
device may be moved to a location such as the player's pocket, bag,
or hand while the player is seated or standing near the electronic
gaming machine.
[0049] In some implementations, the long-range communication
session may be initiated in accordance with the long-range
communication information transmitted at operation 110. As
discussed with respect to operation 110, the electronic gaming
machine may communicate information such as a network endpoint
address or a unique identifier to the mobile computing device. The
mobile computing device may then use this information to establish
an authenticated long-range communications session.
[0050] In some implementations, the gaming machine may provide an
indication as to the connection that is established. For instance,
the gaming machine may receive an indication of an avatar or other
indicia from the mobile computing device. Then, this information
may be used to display a personalized indicator on the gaming
machine to show the player that the player's mobile computing
device is communicating with the gaming machine. As another
example, the gaming machine may display an indicator of the type of
connection that is established with the mobile computing
device.
[0051] In some implementations, different types of communications
may affect the feature set offered by the gaming machine. For
example, if only a low-security long-range protocol is created, for
instance due to a limited set of long range protocols shared by the
gaming machine and the mobile computing device, then the gaming
machine may not allow cashless gaming or other high security
operations to be conducted via the wireless connection.
[0052] FIG. 2 shows a method 200 of terminating a communication
session, performed in accordance with one implementation. In some
implementations, the method 200 may be used to terminate a
long-range or short-range communication session established via the
method 100 shown in FIG. 1. The method 200 may be performed at an
electronic gaming machine, such as the gaming machine 2 shown in
FIGS. 5, 6A, and 6B. Additionally, or alternately, the method 200
may be performed at a mobile computing device configured to
communicate with an electronic gaming machine.
[0053] In some implementations, the method 200 may be used to
ensure that a communication session does not remain in the event
that a player explicitly indicates a desire to terminate the
communication session, such as by pressing a "disconnect" button.
As well, the method 200 may be used to ensure that a communication
session does not remain in effect in the event that a player
implicitly indicates a desire to terminate the communication
session, such as by walking away from the electronic gaming
machine.
[0054] In some implementations, the method 200 may be run
continuously at an electronic gaming machine or a mobile computing
device. For example, the method 200 may continuously monitor a
status of a communication session at a device.
[0055] In some implementations, the method 200 may be initiated
when an event is detected. For example, the method 200 may be
initiated when a request to terminate a communication session is
received. As another example, the method 200 may be initiated when
movement of the mobile computing device is detected.
[0056] At 202, a determination is made as to whether an explicit
request to terminate the communication session has been received.
In some implementations, the explicit request to terminate the
communication session may include an indication by the player that
the communication session should be terminated. The explicit
request may be received at either the electronic gaming machine or
the mobile computing device. For example, the player may activate a
"disconnect" button at the electronic gaming machine or at the
mobile computing device.
[0057] In some implementations, the explicit request to terminate
the communication session may include an indication by the
electronic gaming machine or a server that the communication
session should be terminated. For example, the electronic gaming
machine may determine that the mobile computing device should be
de-authorized for security reasons. In this case, the electronic
gaming machine may transmit an indication that the communication
session should be terminated.
[0058] At 204, a determination is made as to whether an implicit
request to terminate the communication session has been received.
In some implementations, an implicit request to terminate the
communication session may be based on any information that
indicates that continuing the communication session is no longer
desirable and/or possible. The implicit request may be received at
either the electronic gaming machine or the mobile computing
device.
[0059] In some implementations, the implicit request to terminate
the communication session may be based on proximity of the mobile
computing device to the electronic gaming machine. Various
techniques may be used to determine a distance of the mobile
computing device to the electronic gaming machine. For example, a
GPS sensor on the mobile computing device may be used to convey a
location to the electronic gaming machine. As another example, a
measure of strength of radio waves or wireless network signal may
be determined at either the mobile computing device or the
electronic gaming machine.
[0060] In some implementations, the implicit request to terminate
the communication session may be based on the communication session
being interrupted for some reason. For example, the communication
session may be interrupted due to interference. In this case, the
mobile computing device and the gaming machine may perform any
additional steps for terminating the communication session.
[0061] In some implementations, the implicit request to terminate
the communications session may be based on behavior by the player.
For example, the player may request to cash out at the gaming
machine. Such a cash out request may be treated as a request to
terminate the communication session. As another example, the player
may have no credit balance remaining on the gaming machine.
[0062] At 206, the communication session is terminated. In some
implementations, terminating the communication session may involve
any operations for ending the communications between the electronic
gaming machine and the mobile computing device. For example, a
message indicating the termination of communications may be sent
from the electronic gaming machine to the mobile computing device,
from the mobile computing device to the electronic gaming machine,
or from either the mobile computing device or the electronic gaming
machine to a remote server. As another example, the login code may
be deleted or marked as used. As yet another example, the player
may be logged out of an authenticated session at the electronic
gaming machine. If the player was engaged in game play, the game
play may be terminated and the player may be cashed out.
[0063] FIG. 3 shows a flowchart of a method 300 for authenticating
a player, performed in accordance with one implementation. In some
implementations, the method 300 may be performed at a gaming
machine in communication with a mobile computing device. The gaming
machine and the mobile computing device may communicate via a
wireless communication session. For example, the gaming machine and
mobile computing device may communicate via a wireless
communication session initiated as described with respect to FIGS.
1 and 2.
[0064] In some implementations, the method 300 may be used to
facilitate the secure transmission of authentication information
for the player to the gaming machine or a server. If a player
enters authentication information at the gaming machine, then the
positioning of the input device at the gaming machine may mean that
other players could observe the authentication information as the
player is entering it. In order to avoid this problem, the
authentication information may be provided via the mobile computing
device.
[0065] In the method 300, a secure logon code is generated. The
logon code is transmitted from the mobile computing device when the
mobile computing device is used to provide authentication
information authenticating the user. By verifying this logon code,
the gaming system can ensure that the mobile computing device used
to log in to the gaming machine is controlled by the correct
player. Also, the gaming system can ensure that the player has
logged on to the gaming machine at which the player is playing
rather than a different gaming machine in the vicinity.
[0066] At 302, a request to logon to a gaming machine using a
mobile computing device is received. In some implementations, the
request may be received at the gaming machine. Alternately, or
additionally, the request may be received at a mobile computing
device already connected with the gaming machine. In this case, the
mobile computing device may transmit a request to logon to the
gaming machine.
[0067] In some implementations, the request may be received at a
mobile computing device that is not yet communicating with the
electronic gaming machine. In this case, the mobile computing
device may initiate communications with the gaming machine or with
a server in the gaming environment.
[0068] At 304, a logon code is generated. In some implementations,
the logon code may include any identifier that can be shared
between the gaming machine and the mobile computing device so that
a secure communication between the two devices can be established.
The logon code may include information that uniquely identifies the
gaming machine or the mobile computing device. In some
implementations, a single logon code may include various types of
information, such as random characters, cryptographically generated
characters, an identifier associated with the player, and/or an
identifier associated with the gaming machine.
[0069] In some implementations, the logon code may be valid for
only a single authentication. For subsequent authentications, a new
logon code may be required. To accomplish this, the logon code may
include characters generated randomly and/or characters generated
according to a cryptographic sequence. In this way, a unique logon
code may be established for the communication session between the
gaming machine and the mobile computing device. The logon code may
also expire if a designated period of time has passed without the
logon code being used. By limiting the effective lifetime of a
logon code, the gaming establishment may thwart the ability to
compromise a player's account by collecting photos of barcodes on
the casino floor as well as attempts to generate counterfeit
barcodes for use in hacking accounts.
[0070] In some implementations, the logon code may be generated
within the gaming system. For example, the logon code may be
generated at the gaming machine or at a server in communication
with the gaming machine. The logon code may include an identifier
associated with the gaming machine. Then, when the logon code is
later received at the gaming machine from the mobile computing
device, the gaming system can verify that the mobile computing
device is authenticating with the correct gaming machine. Thus,
when the logon code is generated, the logon code may be stored for
later retrieval at the gaming machine or at the server.
[0071] In some implementations, the logon code may be generated at
the mobile computing device. For example, an application running at
the mobile computing device may be configured to generate a new
logon code for each gaming session. The application running at the
mobile computing device may cryptographically generate the logon
code using a cryptographic seed value known to the gaming system.
Then, each successive logon code may be predictable by the gaming
system so that when the mobile computing device attempts to connect
with the gaming system, the gaming system can identify the mobile
computing device.
[0072] In some implementations, the logon code may include an
identifier associated with the player. When logon code is
transmitted, it may be possible for an attacker to intercept the
logon code. The attacker may then attempt to logon with different
credentials from a remote location, such from behind the player. In
this case, other players could potentially attempt to hijack the
player's session on the gaming machine by logging in and having the
player play on their account. Thus, the logon code may include a
player tracking number or username. The user may enter this
information manually at the gaming machine or provide the
information automatically in some way. Typically, the user must
provide additional authentication information, such as a PIN or a
password, to establish an authenticated session. However, including
identification information within the logon code may thwart an
attacker's attempt to logon to the player's gaming machine with the
hacker's mobile computing device by intercepting the logon code,
since the hacker will not know the player's authentication
information.
[0073] At 306, the logon code is transmitted between the mobile
computing device and the gaming machine. In some implementations,
transmitting the logon code between the mobile computing device and
the gaming machine ensures that the player sends the player's
authentication information to the correct gaming machine, and that
the gaming machine is receiving authentication information from the
correct player. If the logon code is generated at the gaming
machine, then the logon code may be transmitted to the mobile
computing device. If instead the logon code is generated at the
mobile computing device, then the logon code may be transmitted to
the gaming machine or to a server within the gaming system.
[0074] In some implementations, various techniques may be used to
transmit the logon code. For example, the logon code may be encoded
as a 2D barcode, displayed on a display screen, and scanned by a
camera within the mobile computing device or the gaming machine. As
another example, the logon code may be transmitted via a near field
radio frequency generator at the mobile computing device or the
gaming machine. As yet another example, the logon code may be
transmitted via a Wi-Fi connection that exists between the mobile
computing device and the gaming machine.
[0075] In some implementations, operation 306 may be omitted. For
example, the mobile computing device and the gaming machine may
already be in communication via an established communication
session, and the mobile computing device may be configured to
generate the logon code via a cryptographic seed value without
input from the gaming machine.
[0076] At 308, authentication information for the player is
identified at the mobile device. In some implementations, the
authentication information may include any information sufficient
to identify and authenticate the player to the gaming system. For
instance, the authentication information may include a username, a
password, a PIN, an account number, or some combination
thereof.
[0077] In some implementations, the authentication information may
be provided manually by the player. For example, the player may
enter a password on a user interface component at the mobile
computing device. By entering the authentication information at the
mobile computing device, the authentication information may be
shielded from the view of other people in proximity to the
player.
[0078] In some implementations, the authentication information may
be provided automatically at the mobile computing device. For
instance, when the player downloads and installs the gaming
communication application, the player may provide authentication
information. This authentication information may be stored at the
mobile computing device for later retrieval so that the player need
not enter the information with each new session.
[0079] At 310, the authentication information and the logon code
are transmitted from the mobile device to a device within the
gaming system. In some implementations, the information may be
transmitted directly to the gaming machine. For instance, the
gaming machine and the mobile computing device may be in
communication via an established communication session.
Alternately, or additionally, the information may be transmitted to
a server. For instance, the mobile computing device may be in
communication with the server, bypassing the gaming machine, via a
cellular network such as 3G.
[0080] In some implementations, various techniques may be used to
transmit the information to the gaming system. For example, the
mobile computing device may communicate with the server or the
gaming machine via a long-range connection, such as EDGE, 3G, or
4G. As another example, the mobile computing device may communicate
via a medium-range wireless communication mechanism, such as Wi-Fi
or Bluetooth. As yet another example, the mobile computing device
may communicate via a short-range communication mechanism, such as
near-field radio communication, optical sensors, or infrared
sensors. In this example, the mobile computing device may emit near
field radio waves or display a barcode on a display screen that is
readable by a camera at the gaming machine. The barcode may be one
dimensional, two dimensional, or three dimensional.
[0081] In some implementations, additional information may be
transmitted from the mobile computing device at operation 310. For
example, after the player has authenticated themselves with their
mobile device, the system sends a random authentication barcode to
the mobile device, which displays the code on the device screen.
The player then shows this code to the gaming machine, which may be
equipped with a camera. The camera may use the code to verify the
logon. As a different example, a similar authentication step may be
accomplished via a different communication protocol, such as
near-field radio.
[0082] In some implementations, the authentication information
transmitted at operation 310 may include a cryptographic value that
can be verified within the gaming system. The cryptographic value
may be generated based on a timestamp at the mobile computing
device so that the cryptographic value is only valid within a
limited time window. The cryptographic value may be generated based
on a seed value received from the gaming system such that the
cryptographic value changes with each successive logon attempt.
[0083] In some implementations, the authentication information
transmitted at operation 310 may include location information. For
instance, the mobile device may transmit location coordinates so
that the gaming system knows that the mobile device is located
proximate to the gaming machine. As another example, sensors within
the gaming environment may detect a location of the mobile
computing device by using techniques such as radio
triangulation.
[0084] At 312, a determination is made as to whether the received
logon code matches the logon code generated within the gaming
system. In some implementations, the determination made at 312 may
compare the logon code as a whole. Alternately, the determination
made at 312 may compare various identifiers or values included
within the logon code.
[0085] In some implementations, the determination made at 312 may
be made at the gaming machine. For example, the gaming machine may
determine whether the logon code received at 310 matches the most
recently generated logon code at the gaming machine. If the two
values match, then software running at the gaming machine knows
that the authentication information was sent by the correct mobile
computing device. If instead the two values do not match, then the
gaming machine denies the attempt to authenticate the user because
even if the authentication information identifies an existing
account, the gaming machine cannot verify that the account is
associated with the mobile computing device to which the original
logon code was transmitted.
[0086] In some implementations, the determination made at 312 may
be made at a server. For example, the server may compare the
received logon code to a database of previously stored logon code.
As another example, the server may identify player identification
information transmitted from the mobile computing device and use a
cryptographic seed value associated with the player to generate a
valid login code. If the logon code sent by the mobile computing
device matches the logon code generated or retrieved at the server,
then the server will determine whether the player's authentication
information is correct.
[0087] At 314, a determination is made as to whether the
authentication information identifies an existing account. In some
implementations, the determination made at 314 may attempt to
authenticate the user in the same way as would have occurred had
the user entered the identification and authentication information
directly into the gaming machine. Additionally, or alternately, the
gaming system may retrieve player identification information from
the logon code and attempt to authenticate the identified user with
the authentication information.
[0088] In some implementations, if the user is not associated with
an existing account, the user may be able to set up a new account.
For example, a user may establish a username and password. In some
instances, performing monetary transactions with such an account
may require authentication with casino personnel. However, the new
user may be able to perform lower security operations such as
sharing a game status with friends on a social networking website
such as Facebook.
[0089] In some implementations, a user may be able to utilize one
or more identification platform technologies to provide
identification information. For example, a player may register
using OpenID, WS-Federation, or other such identification
platforms. Using such technologies, the player may register with a
trusted entity such as a bank, a network service provider such as
Yahoo!, or an authentication service such as Verisign. Then, the
player may provide registration information or an authentication
certificate (e.g., X.509) issued by such an entity to the gaming
system or electronic gaming machine. In some instances, the
authenticating service or entity may be able to provide or verify
player information such as age, citizenship, biometric
characteristics, or address. In this way, some or all of the
authentication process may be performed automatically and securely
at the electronic gaming machine.
[0090] At 316, an authenticated session is initiated based on the
authentication information. In some implementations, if the
authentication is performed at a server, then the server may
transmit a message to the gaming machine indicating that the player
has logged in. The message may include identification information
about the player. Some or all of the identification information may
be displayed by the gaming machine.
[0091] In some implementations, the method shown in FIG. 3 may
include usage of bump technologies to further secure the login
process. When bump technologies are used, data are coordinate from
accelerometers within the mobile computing device and the gaming
machine. Then, when the mobile computing device is lightly tapped
or bumped against a designated area of the gaming machine, the
proximity of the two devices can be verified. For example, the
player may initiate the login process on the gaming machine, which
waits for the bump on the accelerometer. The player may then start
the login process on their mobile device, entering their username
and password. At this point, the mobile device may wait for the
bump. The mobile device may, for instance, display a "bump" icon or
message. When the player bumps the mobile device against the gaming
machine, both the mobile device and the gaming machine send the
bump information through the network to the bump service, which
associates them. Then the bump service then allows the mobile
device to communicate with the system to finish the login
process.
[0092] FIG. 4 shows a system diagram 400 for conducting
communications in a gaming environment, configured in accordance
with one implementation. In some implementations, the system 400
may be used to perform one or more of the techniques discussed with
respect to FIGS. 1-3. The system 400 includes a gaming system 402,
a mobile computing device 404, an electronic gaming machine 406,
and communication links 408, 410, 412, and 414.
[0093] In some implementations, the gaming system 402 may include
various types of servers and computing devices for controlling
gaming machines. The gaming system 402 may include servers
controlled by the gaming property at which the gaming machine 406
is located. Alternately, or additionally, the gaming system 402 may
include servers controlled by another entity, such as the gaming
machine manufacturer, the gaming machine software developer, or the
player tracking system developer. Additional details regarding
gaming systems provided in accordance with one implementation are
discussed with respect to FIG. 7.
[0094] In some implementations, the mobile computing device 404 may
be any computing device capable of being used to perform
gaming-related functions such as authentication, cashless gaming,
or user input. The types of mobile computing devices that may be
used may include, but are not limited to, mobile phones, smart
phones, tablet computers, laptop computers, and personal digital
assistances.
[0095] In some implementations, the electronic gaming machine 406
may be any gaming machine configured to provide a wager-based game
to a player. Additional details regarding an electronic gaming
machine provided in accordance with one implementation are
discussed with respect to FIGS. 5A and 5B.
[0096] In some implementations, the communication links 408, 410,
412, and 414 may be used to facilitate communication between the
gaming machine 406, the gaming system 402, and the mobile computing
device 404. In some implementations, not all of these communication
links may be present. Also, any one of the communication links may
be unidirectional in either direction or bidirectional.
[0097] In some implementations, the communication link 408 may be a
secure communication link for conducting server-based gaming. For
example, the communication link 408 may utilize the Gaming
Standards Association's G2S Message Protocol. Other implementations
may use IGT's open, Ethernet-based SuperSAS.RTM. protocol. Still
other protocols, including but not limited to Best of Breed
("BOB"), may be used to implement various embodiments of the
disclosure.
[0098] In some implementations, the communication link 408 may be
used to transmit various types of information between the gaming
system 402 and the gaming machine 406. For instance, the
communication link 408 may be used to transmit player
identification information, player authentication information,
logon codes, and other such information as described with respect
to FIGS. 1-3.
[0099] In some implementations, the communication link 410 may
facilitate communication between the gaming system 402 and the
mobile computing device 404. Various types of communication
techniques may be used to establish the communication link 410.
These communication techniques may include, but are not limited to,
mobile phone communication technologies, cellular data
communication technologies (e.g., 3G, 4G, EDGE), and wireless
networking technologies (e.g., Wi-Fi, Bluetooth).
[0100] In some implementations, the mobile computing device 410 and
the gaming system 402 may communicate via message passing or other
direct communication techniques. Alternately, or additionally, the
mobile computing device 410 and the gaming system 402 may
communicate via a Web-based interface. For instance, the gaming
system 402 may provide a webpage that may be accessed by the mobile
computing device 410 to download software, receive security tokens,
provide authentication information, or perform other functions.
[0101] In some implementations, the communication link 410 may be
used to transmit various types of information between the mobile
computing device 404 and the gaming system 402. For example, the
mobile computing device 404 may download a gaming application from
a digital store not shown in the system 400. Alternately, the
mobile device 404 may download the gaming application the gaming
system 402. The mobile computing device 404 may periodically check
with the gaming system 402 or the digital store to download updates
to the application.
[0102] In some implementations, the mobile computing device 404 may
communicate with the gaming system 402 to link the mobile computing
device 404 with the player's account. The player may provide
identification and authentication information to the gaming system
402 via the mobile computing device 410. Then, the gaming system
may store the received information so that when the mobile
computing device 404 later communicates with the gaming system 402
or the gaming machine 406, the gaming system may be capable of
identifying the player. In some instances, the gaming system 402
may provide a token or other identifier to the mobile computing
device. The token may be used to facilitate subsequent logons at a
gaming machine such as the gaming machine 406. The token may need
to be periodically renewed by further communication between the
mobile computing device 404 and the gaming system 402.
[0103] In some implementations, the mobile computing device 404 may
communicate with the gaming system 402 when the player is
attempting to use the mobile computing device 404 to communicate
with the gaming machine 406. In this case, the mobile computing
device 404 may communicate with the gaming system 402 in order to
provide additional security or to transmit authentication
information for analysis at a server. Alternately, such
communications may be conducted at least in part via the gaming
machine 406.
[0104] In some implementations, the short-range communication link
412 may be used to conduct short-range communications between the
mobile computing device 404 and the gaming machine 406. The
short-range communication link 412 may be used in order to verify
that the mobile computing device 404 is communicating with the
gaming machine at which the player is playing rather than with a
different, nearby gaming machine. Likewise, the short-range
communication link 412 may be used in order to verify that the
gaming machine 406 is communicating with the player's mobile
computing device rather than a different, nearby mobile computing
device, such as a mobile computing device being used by a malicious
attacker trying to hijack the player's session or steal the
player's information.
[0105] In some implementations, various types of information may be
transmitted via the short-range communication link 412. For
example, long-range communication session information for
establishing a long-range communication session may be transmitted.
By transmitting this information via the short-range communication
link, the integrity of the long-range communication session may be
verified. As another example, information identifying the player,
such as a username or player tracking number, may be transmitted.
By transmitting such information via the short-range communication
link 412, the devices and systems shown in FIG. 4 may be better
able to verify that subsequent communications are transmitted from
a mobile device associated with the player rather than with a
different mobile device. As yet another example, information
authentication the player, such as a password, may be transmitted.
By transmitting authentication information via a short-range
communication link, the chances that the communication will be
intercepted may be reduced.
[0106] In some implementations, various types of communication
techniques may be used to conduct the short-range communications.
For example, the mobile computing device 404 and the gaming machine
406 may communicate via active or passive near-field radio. As
another example, one device may display a one, two, or three
dimensional barcode that may be read by a camera at the other
device. As yet another example, the mobile computing device 404 and
the gaming machine 406 may communicate via a protocol based on
infrared lights, visible lights, sounds, or any other technique for
transmitting information.
[0107] In some implementations, the long-range communication link
414 may be used to conduct long-range communications between the
mobile computing device 404 and the gaming machine 406. The
long-range communication link 414 may be used in order to allow the
mobile computing device 404 to communicate with the gaming machine
406 while the mobile computing device 404 is less proximate to the
gaming machine than is the case when the gaming machine 406 and the
mobile computing device 404 are communicating via the short-range
communication link 412. For example, the player may hold the mobile
computing device while the player is standing or sitting in front
of the gaming machine. As another example, the player may carry the
mobile computing device while the player visits a restroom, a bar,
a gaming kiosk, or other location at a gaming property.
[0108] In some implementations, the long-range communication link
414 may be established based on information shared via the
short-range communication link 412. In this way, the integrity of
the long-range communication link 414 may be verified. Various
types of information may be transmitted via the long-range
communication link 414. This information may include, but is not
limited to: user input for the gaming machine 406, player
identification information, player authentication information,
cashless gaming information, player tracking information, and
player biometric information.
[0109] In some implementations, various types of communication
techniques may be used to conduct the long-range communications.
These communication techniques may include, but are not limited to,
mobile phone communication technologies, cellular data
communication technologies (e.g., 3G, 4G, EDGE), and wireless
networking technologies (e.g., Wi-Fi, Bluetooth).
[0110] FIGS. 5, 6A, and 6B show perspective diagrams of a gaming
machine 2, configured in accordance with one implementation. As
illustrated in FIGS. 5, 6A, and 6B, gaming machine 2 includes a
main cabinet 4, which generally surrounds the machine interior and
is viewable by users. The main cabinet includes a main door 8 on
the front of the machine, which opens to provide access to the
interior of the machine.
[0111] In some implementations, the electronic gaming machine may
include any of a plurality of devices. For example, the electronic
gaming machine may include a ticket printer that prints bar-coded
tickets, a key pad for entering player tracking information, a
display (e.g., a video display screen) for displaying player
tracking information, a card reader for entering a magnetic striped
card containing player tracking information, and any other devices.
The ticket printer may be used to print tickets for a cashless
ticketing system. In FIGS. 5, 6A, and 6B, attached to the main door
is a payment acceptor 28, a bill validator 30, and a coin tray 38.
The payment acceptor may include a coin slot and/or a payment,
note, or bill acceptor, where the player inserts money, coins,
tokens, or other types of payments.
[0112] In some implementations, devices such as readers or
validators for credit cards, debit cards, smart cards, or credit
slips may facilitate payment. For example, a player may insert an
identification card into a card reader of the gaming machine. The
identification card may be a smart card coded with a player's
identification, credit totals (or related data) and other relevant
information. As another example, a player may carry a portable
device, such as a cell phone, a radio frequency identification tag
or any other suitable wireless device. The portable device may
communicates a player's identification, credit totals (or related
data), and/or any other relevant information to the gaming machine.
As yet another example, money may be transferred to a gaming
machine through electronic funds transfer. When a player funds the
gaming machine, a logic device coupled to the gaming machine may
determine the amount of funds entered and display the corresponding
amount on a display device.
[0113] In some implementations, attached to the main door is a
plurality of player-input switches or buttons 32. The input
switches can include any suitable devices which enables the player
to produce an input signal which is received by the processor. The
input switches may include a game activation device that may be
used by the player to start any primary game or sequence of events
in the gaming machine. The game activation device can be any
suitable play activator such as a "bet one" button, a "max bet"
button, or a "repeat the bet" button. In some instances, upon
appropriate funding, the gaming machine may begin the game play
automatically. Alternately, the gaming machine may automatically
activate game play after detecting user input via the game
activation device.
[0114] In some implementations, one input switch is a cash-out
button. The player may push the cash-out button and cash out to
receive a cash payment or other suitable form of payment
corresponding to the number of remaining credits. For example, when
the player cashes out, the player may receive the coins or tokens
in a coin payout tray. As another example, the player may receive
other payout mechanisms such as tickets or credit slips redeemable
by a cashier (or other suitable redemption system) or funding to
the player's electronically recordable identification card. As yet
another example, funds may be transferred from the gaming machine
to the player's smart card.
[0115] In some implementations, one input switch is a touch-screen
coupled with a touch-screen controller, or some other
touch-sensitive display overlay to enable for player interaction
with the images on the display. The touch-screen and the
touch-screen controller may be connected to a video controller. A
player may make decisions and input signals into the gaming machine
by touching the touch-screen at the appropriate places. One such
input switch is a touch-screen button panel.
[0116] In some implementations, the gaming machine may include
communication ports for enabling communication of the gaming
machine processor with external peripherals, such as external video
sources, expansion buses, game or other displays, a SATA port, a
key pad, or a network interface for communicating via a
network.
[0117] In some implementations, the electronic gaming machine may
include one or more display devices. For example, the electronic
gaming machine 2 includes a display device 34 and an information
panel 36. The display device 34 and the information panel 36 may
each include any of a cathode ray tube, an LCD, a light emitting
diode (LED) based display, an organic light emitting diode (OLED)
based display, a polymer light emitting diode (PLED) based display,
an SED based-display, an E-ink display, a plasma display, a
television display, a display including a projected and/or
reflected image, or any other suitable electronic display
device.
[0118] In some implementations, the display devices at the gaming
machine may include one or more electromechanical devices such as
one or more rotatable wheels, reels, or dice. The display device
may include an electromechanical device adjacent to a video
display, such as a video display positioned in front of a
mechanical reel. The display devices may include dual-layered or
multi-layered electromechanical and/or video displays that
cooperate to generate one or more images. The display devices may
include a mobile display device, such as a smart phone or tablet
computer, that allows play of at least a portion of the primary or
secondary game at a location remote from the gaming machine. The
display devices may be of any suitable size and configuration, such
as a square, a rectangle or an elongated rectangle.
[0119] In some implementations, the display devices of the gaming
machine are configured to display game images or other suitable
images. The images may include symbols, game indicia, people,
characters, places, things, faces of cards, dice, and any other
images. The images may include a visual representation or
exhibition of the movement of objects such as mechanical, virtual,
or video reels and wheel. The images may include a visual
representation or exhibition of dynamic lighting, video images, or
any other images.
[0120] In some implementations, the electronic gaming machine may
include a top box. For example, the gaming machine 2 includes a top
box 6, which sits on top of the main cabinet 4. The top box 6 may
house any of a number of devices, which may be used to add features
to a game being played on the gaming machine 2. These devices may
include speakers 10 and 12, display device 45, and any other
devices. Further, the top box 6 may house different or additional
devices not illustrated in FIGS. 5, 6A, and 6B. For example, the
top box may include a bonus wheel or a back-lit silk screened panel
which may be used to add bonus features to the game being played on
the gaming machine. As another example, the top box may include a
display for a progressive jackpot offered on the gaming machine. As
yet another example, the top box may include a smart card
interaction device. During a game, these devices are controlled and
powered, at least in part, by circuitry (e.g. a master gaming
controller) housed within the main cabinet 4 of the machine 2.
[0121] In some implementations, speakers may be mounted and
situated in the cabinet with an angled orientation toward the
player. For instance, the speakers 10 and 12 located in top box
area 6 of the upper region of gaming machine 2 may be mounted and
situated in the cabinet with an angled orientation down towards the
player and the floor. In one example, the angle is 45 degrees with
respect to the vertical, longitudinal axis of machine 2. In another
example, the angle is in a range of 30-60 degrees. In another
example, the angle is any angle between 0 and 90 degrees. In some
implementations, the angle of speakers in the gaming machine may be
adjustable. For instance, speakers may be adjusted to face in a
direction more closely approximating an estimated position of a
player's head or facial features.
[0122] The bill validator 30, player-input switches 32, display
screen 34, and other gaming devices may be used to present a game
on the game machine 2. The devices may be controlled by code
executed by a master gaming controller housed inside the main
cabinet 4 of the machine 2. The master gaming controller may
include one or more processors including general purpose and
specialized processors, such as graphics cards, and one or more
memory devices including volatile and non-volatile memory. The
master gaming controller may periodically configure and/or
authenticate the code executed on the gaming machine.
[0123] In some implementations, the gaming machine may include a
sound generating device coupled to one or more sounds cards. The
sound generating device may include one or more speakers or other
sound generating hardware and/or software for generating sounds,
such as playing music for the primary and/or secondary game or for
other modes of the gaming machine, such as an attract mode. The
gaming machine may provide dynamic sounds coupled with attractive
multimedia images displayed on one or more of the display devices
to provide an audio-visual representation or to otherwise display
full-motion video with sound to attract players to the gaming
machine. During idle periods, the gaming machine may display a
sequence of audio and/or visual attraction messages to attract
potential players to the gaming machine. The videos may also be
customized for or to provide any appropriate information.
[0124] In some implementations, the gaming machine may include a
sensor, such as a camera that is selectively positioned to acquire
an image of a player actively using the gaming machine and/or the
surrounding area of the gaming machine. The sensor may be
configured to capture biometric data about a player in proximity to
the gaming machine. The biometric data may be used to implement
mechanical and/or digital adjustments to the gaming machine.
Alternately, or additionally, the sensor may be configured to
selectively acquire still or moving (e.g., video) images. The
display devices may be configured to display the image acquired by
the camera as well as display the visible manifestation of the game
in split screen or picture-in-picture fashion. For example, the
camera may acquire an image of the player and the processor may
incorporate that image into the primary and/or secondary game as a
game image, symbol, animated avatar, or game indicia.
[0125] Gaming machine 2 is but one example from a wide range of
gaming machine designs on which the techniques described herein may
be implemented. For example, not all suitable gaming machines have
top boxes or player tracking features. Further, some gaming
machines have only a single game display--mechanical or video,
while others may have multiple displays.
[0126] FIG. 7 shows a server-based (sb.TM.) gaming network,
configured in accordance with some implementations. Those of skill
in the art will realize that this architecture and the related
functionality are merely examples and that the present disclosure
encompasses many other such embodiments and methods.
[0127] Here, casino computer room 720 and networked devices of a
gaming establishment 705 are illustrated. Gaming establishment 705
is configured for communication with central system 763 via gateway
750. Gaming establishments 793 and 795 are also configured for
communication with central system 763.
[0128] In some implementations, gaming establishments may be
configured for communication with one another. In this example,
gaming establishments 793 and 795 are configured for communication
with casino computer room 720. Such a configuration may allow
devices and/or operators in casino 705 to communicate with and/or
control devices in other casinos. In some such implementations, a
server in computer room 720 may control devices in casino 705 and
devices in other gaming establishments. Conversely, devices and/or
operators in another gaming establishment may communicate with
and/or control devices in casino 705.
[0129] For example, a server of casino 705 or central system 763
may be provisioned with relatively more advanced software (e.g.,
3-D facial recognition software) for patron identification than
servers of other networked locations. Such a server may process
patron identification requests from devices in casino 705 as well
as patron identification requests from devices in gaming
establishments 793 and 795.
[0130] Here, gaming establishment 797 is configured for
communication with central system 763, but is not configured for
communication with other gaming establishments. Some gaming
establishments (not shown) may not be in communication with other
gaming establishments or with a central system. Gaming
establishment 705 includes multiple gaming machines 721, each of
which is part of a bank 710 of gaming machines 721. In this
example, gaming establishment 705 also includes a bank of networked
gaming tables 753. However, the present disclosure may be
implemented in gaming establishments having any number of gaming
machines, gaming tables, etc. It will be appreciated that many
gaming establishments include hundreds or even thousands of gaming
machines 721 and/or gaming tables 753, not all of which are
necessarily included in a bank and some of which may not be
connected to a network. At least some of gaming machines 721 and/or
mobile devices 770 may be "thin clients" that are configured to
perform client-side methods as described elsewhere herein.
[0131] Some configurations can provide automated, multi-player
roulette, blackjack, baccarat, and other table games. The table
games may be conducted by a dealer and/or by using some form of
automation, which may include an automated roulette wheel, an
electronic representation of a dealer, etc. In some such
implementations, devices such as cameras, radio frequency
identification devices, etc., may be used to identify and/or track
playing cards, chips, etc. Some of gaming tables 753 may be
configured for communication with individual player terminals (not
shown), which may be configured to accept bets, present an
electronic representation of a dealer, indicate game outcomes,
etc.
[0132] Gaming establishment 705 also includes networked kiosks 777.
Depending on the implementation, kiosks 777 may be used for various
purposes, including but not limited to cashing out, prize
redemption, redeeming points from a player loyalty program,
redeeming "cashless" indicia such as bonus tickets, smart cards,
etc. In some implementations, kiosks 777 may be used for obtaining
information about the gaming establishment, e.g., regarding
scheduled events (such as tournaments, entertainment, etc.),
regarding a patron's location, etc. Software related to such
features may be provided and/or controlled, and related data may be
obtained and/or provided, according to the present disclosure. For
example, in some implementations of the disclosure, kiosks 777 may
be configured to receive information from a patron, e.g., by
presenting graphical user interfaces.
[0133] In this example, each bank 710 has a corresponding switch
715, which may be a conventional bank switch in some
implementations. Each switch 715 is configured for communication
with one or more devices in computer room 720 via main network
device 725, which combines switching and routing functionality in
this example. Although various communication protocols may be used,
some preferred implementations use the Gaming Standards
Association's G2S Message Protocol. Other implementations may use
the open, Ethernet-based SuperSAS.RTM. protocol, which is available
from IGT. Still other protocols, including but not limited to Best
of Breed ("BOB"), may be used to implement various embodiments of
the disclosure. IGT has also developed a gaming-industry-specific
transport layer called CASH that rides on top of TCP/IP and offers
additional functionality and security.
[0134] Here, gaming establishment 705 also includes an RFID
network, implemented in part by RFID switches 719 and multiple RFID
readers 717. An RFID network may be used, for example, to track
objects (such as mobile gaming devices 770, which include RFID tags
727 in this example), patrons, etc., in the vicinity of gaming
establishment 705.
[0135] As noted elsewhere herein, some implementations of the
disclosure may involve "smart" player loyalty instruments, such as
player tracking cards, which include an RFID tag. Accordingly, the
location of such RFID-enabled player loyalty instruments may be
tracked via the RFID network. In this example, at least some of
mobile devices 770 may include an RFID tag 727, which includes
encoded identification information for the mobile device 770.
Accordingly, the locations of such tagged mobile devices 770 may be
tracked via the RFID network in gaming establishment 705. Other
location-detection devices and systems, such as the global
positioning system ("GPS"), may be used to monitor the location of
people and/or devices in the vicinity of gaming establishment 705
or elsewhere.
[0136] Various alternative network topologies can be used to
implement different embodiments of the disclosure and/or to
accommodate varying numbers of networked devices. For example,
gaming establishments with large numbers of gaming machines 721 may
require multiple instances of some network devices (e.g., of main
network device 725, which combines switching and routing
functionality in this example) and/or the inclusion of other
network devices not shown in FIG. 7. Some implementations of the
disclosure may include one or more middleware servers disposed
between kiosks 777, RFID switches 719 and/or bank switches 715 and
one or more devices in computer room 720 (e.g., a corresponding
server). Such middleware servers can provide various useful
functions, including but not limited to the filtering and/or
aggregation of data received from switches, from individual gaming
machines and from other devices. Some implementations of the
disclosure include load-balancing methods and devices for managing
network traffic.
[0137] Storage devices 711, sb.TM. server 730, License Manager 731,
Arbiter 733, servers 732, 734, 736 and 738, host device(s) 760 and
main network device 725 are disposed within computer room 720 of
gaming establishment 705. In practice, more or fewer devices may be
used. Depending on the implementation, some such devices may reside
in gaming establishment 705 or elsewhere.
[0138] One or more devices in central system 763 may also be
configured to perform, at least in part, tasks specific to the
present disclosure. For example, one or more servers 762, arbiter
733, storage devices 764 and/or host devices 760 of central system
763 may be configured to implement the functions described in
detail elsewhere herein. These functions may include, but are not
limited to, providing functionality for devices such as wager
gaming machines 721, mobile devices 770, etc.
[0139] One or more of the servers of computer room 720 may be
configured with software for receiving a player's wager gaming
notification parameters, determining when a wagering condition
corresponds with the wager gaming notification parameters and/or
providing a notification to the player when the wagering condition
corresponds with the wager gaming notification parameters.
Moreover, one or more of the servers may be configured to receive,
process and/or provide image data from cameras 709, to provide
navigation data to patrons (e.g., to indicate the location of
and/or directions to a gaming table, a wager gaming machine, etc.,
associated with a wager gaming notification), etc.
[0140] For example, navigation data (which may include map data,
casino layout data, camera image data, etc.) may be provided by one
or more of the servers of computer room 720 to mobile devices 770.
Some implementations of the present disclosure include a plurality
of networked cameras 709, which may be video cameras, smart
cameras, digital still cameras, etc. In some such implementations,
such cameras may provide, at least in part, real-time
navigation.
[0141] Other devices that may be deployed in network 705 do not
appear in FIG. 7. For example, some gaming networks may include not
only various radio frequency identification ("RFID") readers 717,
but also RFID switches, middleware servers, etc., some of which are
not depicted in FIG. 7. These features may provide various
functions. For example, a server (or another device) may determine
a location of a mobile device 770 according to the location of an
RFID reader that reads an RFID tag 727.
[0142] The servers and other devices indicated in FIG. 7 may be
configured for communication with other devices in or outside of
gaming establishment 705, such as host devices 760, kiosks 777
and/or mobile devices 770, for implementing some methods described
elsewhere herein. Servers (or the like) may facilitate
communications with such devices, receive and store patron data,
provide appropriate responses, etc., as described elsewhere
herein.
[0143] Some of these servers may be configured to perform tasks
relating to accounting, player loyalty, bonusing/progressives,
configuration of gaming machines, etc. One or more such devices may
be used to implement a casino management system, such as the IGT
Advantage.TM. Casino System suite of applications, which provides
instantaneous information that may be used for decision-making by
casino managers. A Radius server and/or a DHCP server may also be
configured for communication with the gaming network. Some
implementations of the disclosure provide one or more of these
servers in the form of blade servers.
[0144] Some embodiments of sb.TM. server 730 and the other servers
shown in FIG. 7 include (or are at least in communication with)
clustered CPUs, redundant storage devices, including backup storage
devices, switches, etc. Such storage devices may include a "RAID"
(originally redundant array of inexpensive disks, now also known as
redundant array of independent disks) array, back-up hard drives
and/or tape drives, etc.
[0145] In some implementations of the disclosure, many of these
devices (including but not limited to License Manager 731, servers
732, 734, 736, and 738, and main network device 725) are mounted in
a single rack with sb.TM. server 730. Accordingly, many or all such
devices will sometimes be referenced in the aggregate as an "sb.TM.
server." However, in alternative implementations, one or more of
these devices is in communication with sb.TM. server 730 and/or
other devices of the network but located elsewhere. For example,
some of the devices could be mounted in separate racks within
computer room 720 or located elsewhere on the network. Moreover, it
can be advantageous to store large volumes of data elsewhere via a
storage area network ("SAN").
[0146] Computer room 720 may include one or more operator consoles
or other host devices that are configured for communication with
other devices within and outside of computer room 720. Such host
devices may be provided with software, hardware and/or firmware for
implementing various embodiments of the disclosure. However, such
host devices need not be located within computer room 720. Wired
host devices 760 (which are desktop and laptop computers in this
example) and wireless devices 770 (which are mobile computing
devices in this example) may be located elsewhere in gaming
establishment 705 or at a remote location.
[0147] These and other aspects of the disclosure may be implemented
by various types of hardware, software, firmware, etc. For example,
some features of the disclosure may be implemented, at least in
part, by machine-readable media that include program instructions,
state information, etc., for performing various operations
described herein. Examples of program instructions include both
machine code, such as produced by a compiler, and files containing
higher-level code that may be executed by the computer using an
interpreter. Examples of machine-readable media include, but are
not limited to, magnetic media such as hard disks, floppy disks,
and magnetic tape; optical media such as CD-ROM disks;
magneto-optical media; and hardware devices that are specially
configured to store and perform program instructions, such as
read-only memory devices ("ROM") and random access memory
("RAM").
[0148] Any of the above embodiments may be used alone or together
with one another in any combination. Although various embodiments
may have been motivated by various deficiencies with the prior art,
which may be discussed or alluded to in one or more places in the
specification, the embodiments do not necessarily address any of
these deficiencies. In other words, different embodiments may
address different deficiencies that may be discussed in the
specification. Some embodiments may only partially address some
deficiencies or just one deficiency that may be discussed in the
specification, and some embodiments may not address any of these
deficiencies.
[0149] While various embodiments have been described herein, it
should be understood that they have been presented by way of
example only, and not limitation. Thus, the breadth and scope of
the present application should not be limited by any of the
embodiments described herein, but should be defined only in
accordance with the following and later-submitted claims and their
equivalents.
* * * * *