U.S. patent application number 13/269903 was filed with the patent office on 2013-04-11 for gaming systems and methods for eligibility rewards in group play.
This patent application is currently assigned to IGT. The applicant listed for this patent is Chris Brune, Meng Yang Oh, Jason Pawloski. Invention is credited to Chris Brune, Meng Yang Oh, Jason Pawloski.
Application Number | 20130090156 13/269903 |
Document ID | / |
Family ID | 48042413 |
Filed Date | 2013-04-11 |
United States Patent
Application |
20130090156 |
Kind Code |
A1 |
Oh; Meng Yang ; et
al. |
April 11, 2013 |
GAMING SYSTEMS AND METHODS FOR ELIGIBILITY REWARDS IN GROUP
PLAY
Abstract
Systems and methods for a gaming activity involving a plurality
of gaming devices and at least one server. Players each earn points
when they bet. But, points are deducted from each player over time,
to maintain the incentive to place bets quickly. Players who have
points are each eligible to play in a group bonus event, if one is
triggered. When a group bonus event is triggered, it results in a
player winning a prize. The amount of that prize is adjusted up or
down, depending on the number of points that particular player has
accumulated. Thus, faster betting is rewarded with eligibility to
win a larger prize.
Inventors: |
Oh; Meng Yang; (Reno,
NV) ; Brune; Chris; (Carson City, NV) ;
Pawloski; Jason; (Fountain Hills, AZ) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Oh; Meng Yang
Brune; Chris
Pawloski; Jason |
Reno
Carson City
Fountain Hills |
NV
NV
AZ |
US
US
US |
|
|
Assignee: |
IGT
|
Family ID: |
48042413 |
Appl. No.: |
13/269903 |
Filed: |
October 10, 2011 |
Current U.S.
Class: |
463/25 ;
463/42 |
Current CPC
Class: |
G07F 17/3267
20130101 |
Class at
Publication: |
463/25 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of operating a system for playing games, the system
involving multiple end-user computing devices, the method
comprising: maintaining, using a processor, an accounting of bonus
eligibility units, wherein a number of bonus eligibility units is
adjusted according to an occurrence of at least one particular
event; and crediting, using the processor, an amount of a prize
that was won as a result of a game or event between multiple
end-user computing devices, wherein the amount credited is based at
least in part on a base prize amount multiplied by the number of
bonus eligibility units or a fraction of a base prize amount
determined by the number of bonus eligibility units.
2. The method of claim 1, wherein the number of bonus eligibility
units is adjusted when a wager is placed.
3. The method of claim 1, wherein the number of bonus eligibility
units is adjusted at particular time intervals.
4. The method of claim 1, wherein the number of bonus eligibility
units is adjusted such that the amount credited is increased if
wagers are placed faster.
5. The method of claim 1, wherein the amount credited is based at
least in part on a base prize amount multiplied by the number of
bonus eligibility units.
6. The method of claim 1, wherein the number of bonus eligibility
units is limited to a maximum unit amount or a minimum unit
amount.
7. The method of claim 1, wherein a first end-user computing device
is eligible to play in the game between the multiple end-user
computing devices only if a number of bonus eligibility units
associated with the first end-user computing device is above a
particular minimum eligibility amount or below a particular maximum
eligibility amount.
8. The method of claim 1, further comprising: providing a game or
event that is not between multiple end-user computing devices.
9. The method of claim 1, wherein the prize is a progressive
jackpot.
10. The method of claim 1, wherein an amount of the prize that is
not credited is added to a future prize for a future game or event
between multiple end-user computing devices.
11. The method of claim 1, further comprising: outputting the
number of bonus eligibility units.
12. The method of claim 1, wherein at least one end-user computing
device interfaces with a server of the system through the
Internet
13. A gaming system for playing games, comprising a plurality of
gaming devices, each gaming device configured to: maintain an
accounting of bonus eligibility units, wherein a number of bonus
eligibility units is adjusted according to an occurrence of at
least one particular event; and credit an amount of a prize that
was won as a result of a game or event between multiple end-user
gaming devices, wherein the amount credited is based at least in
part on a base prize amount multiplied by the number of bonus
eligibility units or a fraction of a base prize amount determined
by the number of bonus eligibility units.
14. The gaming system of claim 13, wherein the number of bonus
eligibility units is adjusted when a wager is placed.
15. The gaming system of claim 13, wherein the number of bonus
eligibility units is adjusted at particular time intervals.
16. The gaming system of claim 13, wherein the number of bonus
eligibility units is adjusted such that the amount credited is
increased if wagers are placed faster.
17. The gaming system of claim 13, wherein the amount credited is
based at least in part on a base prize amount multiplied by the
number of bonus eligibility units.
18. The gaming system of claim 13, wherein the number of bonus
eligibility units is limited to a maximum unit amount or a minimum
unit amount.
19. The gaming system of claim 13, wherein a first gaming device is
eligible to play in the game between the multiple end-user gaming
devices only if a number of bonus eligibility units associated with
the first gaming device is above a particular minimum eligibility
amount or below a particular maximum eligibility amount.
20. The gaming system of claim 13, each of the plurality of gaming
devices further configured to: provide a game or event that is not
between multiple end-user gaming devices.
21. The gaming system of claim 13, wherein the prize is a
progressive jackpot.
22. The gaming system of claim 13, wherein an amount of the prize
that is not credited is added to a future prize for a future game
or event between multiple end-user gaming devices.
23. The gaming system of claim 13, each of the plurality of gaming
devices further configured to: output the number of bonus
eligibility units.
24. The gaming system of claim 13, wherein at least one end-user
gaming device interfaces with a server of the system through the
Internet.
25. A method of operating a system for playing games, the system
involving multiple end-user devices, the method comprising:
maintaining, using a processor, an accounting of units, wherein a
number of units is adjusted according to an occurrence of one or
more particular events, and wherein the one or more particular
events include passage of an amount of time; and crediting, using
the processor, an amount of a prize that was won as a result of a
game or event between multiple end-user devices, wherein the amount
credited is based at least in part on the number of units; wherein
a first end-user device participates in the game between the
multiple end-user devices only if a number of units associated with
the first end-user device is above a particular minimum eligibility
amount or below a particular maximum eligibility amount.
26. The method of claim 25, wherein the number of units is adjusted
when a wager is placed.
27. The method of claim 25, wherein the number of units is adjusted
at particular time intervals.
28. The method of claim 25, wherein the number of units is adjusted
such that the amount credited is increased if wagers are placed
faster.
29. The method of claim 25, wherein the amount credited is based at
least in part on a base prize amount multiplied by the number of
units.
30. The method of claim 25, wherein the number of units is limited
to a maximum unit amount or a minimum unit amount.
31. The method of claim 25, further comprising: providing a game or
event that is not between multiple end-user devices.
32. The method of claim 25, wherein the prize is a progressive
jackpot.
33. The method of claim 25, wherein an amount of the prize that is
not credited is added to a future prize for a future game or event
between multiple end-user devices.
34. The method of claim 25, further comprising: outputting the
number of units.
35. The method of claim 25, wherein at least one end-user device
interfaces with a server of the system through the Internet.
36. A gaming system for a gaming activity, comprising: a plurality
of gaming devices; each gaming device configured to: monitor a
speed at which a player-user places bets, including maintain an
accounting of points; award at least one awarded point when a bet
is placed; deduct at least one deducted points at predetermined
intervals of time; determine whether to participate in a group play
event, wherein the gaming device participates in the group play
event only if a number of the points is above a particular minimum
eligibility amount or below a particular maximum eligibility
amount; and award a prize to the player-user of the gaming device
if the player-user is a winner of the group play event, wherein the
amount of the prize is adjusted up or down depending on the number
of the points, such that faster betting is rewarded with a larger
prize; and at least one server configured to provide the group play
event.
Description
BACKGROUND
[0001] 1. Field of the Described Embodiments
[0002] The described embodiments relate generally to gaming systems
and methods, such as, but not limited to, gaming systems and
methods deployed in a casino enterprise.
[0003] 2. Description of the Related Art
[0004] Gaming machines, such as slot machines, were originally
played by a single player-user. The player-user played against the
machine, and games played on the machine were not affected by play
on other machines. Over time, server-based slot machines have been
designed that allow for community play games. This allows for games
that link local or distant slot machines together to create a
potentially large progressive jackpot that can be won by a single
player-user. Alternatively, player-users of different machines in
the same bank of machines, playing the same game, can participate
in the same bonus event to share a potential jackpot.
SUMMARY
[0005] Various embodiments of the present disclosure provide a
method or gaming system for playing games. According to various
embodiments, a gaming system includes a plurality of end-user
devices. Each of the plurality of end-user devices may maintain an
accounting of units ("bonus eligibility units"), wherein a number
of bonus eligibility units may be adjusted according to an
occurrence of particular event(s). Each of a plurality of end-user
devices may further credit an amount of a prize that was won as a
result of a game or event between multiple end-user devices,
wherein the amount credited may be based at least in part on a
number of bonus eligibility units.
[0006] Some embodiments of the present disclosure include, among
particular event(s) that result in adjustment of eligibility units,
an event that a wager may be placed. Some embodiments include that
a particular event(s) include passage of a predetermined amount of
time. Some embodiments include that a particular event(s) include
an event that a particular time interval(s) has passed. In some
embodiments, the amount credited may be based at least in part on a
base prize amount multiplied by a number of bonus eligibility
units. According to some embodiments, a number of bonus eligibility
units may be adjusted such that an amount of a prize credited may
be increased if wagers are placed faster. According to some
embodiments, a number of bonus eligibility units may be limited to
a maximum unit amount or a minimum unit amount. In some
embodiments, a first end-user device may be eligible to play in a
game between multiple end-user devices only if a number of bonus
eligibility units associated with a first end-user device may be
above a particular minimum eligibility amount or below a particular
maximum eligibility amount. For some embodiments of the present
disclosure, each of a plurality of end-user devices may further
output a number of bonus eligibility units.
[0007] According to some embodiments of the present disclosure,
each of the plurality of end-user devices may further provide a
game or event that may not be between multiple end-user
devices.
[0008] In some embodiments of the present disclosure, a prize may
be a progressive jackpot. According to some embodiments, an amount
of a prize that is not credited may be added to a future prize for
a future game or event between multiple end-user devices.
[0009] For some embodiments of the present disclosure, at least one
end-user device may interface with a server of a system through the
Internet.
[0010] Some embodiments of the present disclosure provide a method
or gaming system for a gaming activity. According to various
embodiments, the gaming system includes a plurality of gaming
devices. Each device may monitor a speed at which a player-user
places bets, and may maintain an accounting of points, award
point(s) when a bet may be placed, may deduct point(s) at
predetermined intervals of time, may determine whether to
participate in a group play event, and may award a prize to a
player-user of a gaming device if a player-user is a winner of a
group play event. A gaming device may participate in a group play
event only if a number of points may be above a particular minimum
eligibility amount or below a particular maximum eligibility
amount. An amount of the prize may be adjusted up or down depending
on ae number of points, such that faster betting may be rewarded
with a larger prize. According to various embodiments, a gaming
system further may include at least one server which may provide a
group play event.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1A is a perspective drawing of a gaming device in
accordance with an embodiment of the present disclosure;
[0012] FIG. 1B is a block diagram of a gaming device in accordance
with an embodiment of the present disclosure;
[0013] FIG. 2 is a block diagram of a gaming system according to an
embodiment of the present disclosure;
[0014] FIG. 3 is a flow diagram of a process according to an
embodiment of the present disclosure, wherein gaming devices may be
thick clients;
[0015] FIG. 4 is a flow diagram of a process according to an
embodiment of the present disclosure implemented by a server,
wherein gaming devices may be thin clients;
[0016] FIG. 5A is a chart illustrating an example of how
eligibility points may be increased in response to events and
decreased over time, according to an embodiment of the present
disclosure;
[0017] FIG. 5B is a chart illustrating an example of how
eligibility points may be capped, according to an embodiment of the
present disclosure; and
[0018] FIG. 6 is a chart illustrating an example of how much of a
jackpot a player-user could win, depending on the player-user's
eligibility points, according to an embodiment of the present
disclosure.
DETAILED DESCRIPTION
[0019] Numerous specific details may be set forth below to provide
a thorough understanding of concepts underlying the described
embodiments. It may be apparent, however, to one skilled in the art
that the described embodiments may be practiced without some or all
of these specific details. In other instances, some process steps
have not been described in detail in order to avoid unnecessarily
obscuring the underlying concepts.
[0020] Gaming systems and methods are described regarding community
play games, such as, but not limited to, community slot machine
games. A wagering incentive arrangement is described that may
provide player-users with an interesting motivation to bet again
quickly, while also being elegant and simple enough for casual
player-users to understand. As described in more detail below,
according to various embodiments, the shorter a time between a
player-user's bets, the larger a fraction of a prize the
player-user may be eligible to win during a group-play bonus
event.
[0021] FIG. 1A shows a perspective drawing of a gaming device 1 in
accordance with an embodiment. A gaming device 1 may be, but may
not be limited to, a slot-type gaming device, electronic gaming
device, table gaming device, or the like. The gaming device 1 may
be capable of handling cash or gaming credits, or may allow
player-users to play for free. The gaming device 1 may communicate
with one or more servers or devices or may be standalone. Thus,
features of gaming device 1 may be described for the purposes of
illustration only and may not be meant to be limiting.
[0022] FIG. 1B is a block diagram of a gaming device 1 in
accordance with an embodiment. A gaming device 1 may include a
player interface 9, a game controller 8, a network interface 10,
mobile device interface(s) 11, value input devices 12, value output
devices 13, secondary controllers 14, mass storage 15, security
circuitry 16, and metering 17.
[0023] In various embodiments, gaming device 1 may include a player
interface 9 that may allow input from a player-user, such as a
wager amount, associated with a wager-based game, to be made. The
player interface 9 may facilitate communication of an outcome of a
game or other information related to a game to a player-user. An
outcome of a game may be displayed, shown, described, transmitted,
or otherwise communicated to a player-user or another device
through an output device 9.
[0024] The output device 9 may include, but may not be limited to,
one or more electro-mechanical reels, video displays, any visible
or audible devices that may disclose or describe an outcome of a
game, network devices that may communicate an outcome of a game to
another device, or the like.
[0025] In various embodiments, the gaming device 1 may include a
game controller 8 that may control a wager-based game played on a
gaming device 1. In some embodiments, a game controller 8 includes
one or more processors 2, memory 3 for holding, among other things,
software executed by one or more processors 2, power-hit tolerant
memory 4, trusted memory 5, one or more random or pseudo-random
number generator(s) (RNG) 6, and software application(s) 7. One or
more of the components of a game controller 8 and/or one or more of
the components of the player interface 9 may be coupled, directly
or indirectly, by a system bus.
[0026] In various embodiments, the gaming device 1 utilizes a
"state" machine architecture. In a state machine architecture,
critical information in each state is identified and queued for
storage to persistent memory. The architecture does not advance to
the next state from a current state until all of the critical
information that is queued for storage for the current state is
stored to persistent memory. Thus, if an error condition occurs
between two states, such as a power failure, the gaming device 1
implementing the state machine can likely be restored to its last
state prior to the occurrence of the error condition using the
critical information associated with its last state stored in
persistent memory. This feature is often called a "roll back" of
the gaming device. Examples of critical information can include,
but are not limited to, an outcome determined for a game, a wager
amount made on the wager-based game, an award amount associated
with the outcome, credits available, and/or the amount of credits
deposited to the gaming device 1.
[0027] The processing unit 2 may include one or more electronic
processors (by hardware, software, or both) which may perform
functions described herein. In various embodiments, a processing
unit 2 (processor) may output information to an output device 9.
Some embodiments may use just one processor 2 in a gaming device 1,
while others may use multiple processors 2. In some embodiments
involving multiple processors 2, processors 2 may be in the same
gaming device 1, while in others, processors 2 may be distributed
among a network of gaming device(s) 1, server(s), and/or other
devices.
[0028] In various embodiments, memory 3 may be any non-transient
data-storage device that can store data which may thereafter be
read by a system that may execute software 7. Examples of memory 3
may include, but are not limited to, read-only memory (ROM),
random-access memory (RAM), CD-ROMs, DVDs, electrically erasable
programmable read-only memory (EEPROM), field programmable gate
array (FPGA), flash memory, compact disk, magnetic tape, magnetic
disk, and other magnetic storage devices, and optical data-storage
devices, or the like. The memory 3 may be distributed over
network-coupled systems so that software 7 may be stored and
executed in a distributed fashion. A non-transient memory 3 may
include volatile memory, non-volatile memory, and/or combinations
of volatile and non-volatile memory.
[0029] According to various embodiments, power-hit tolerant memory
4 may be used as persistent memory for critical data, such as
critical data associated with maintaining a state machine on a
gaming device 1. One characteristic of a power-hit tolerant memory
4 may be a fast data transfer time. Thus, in the event of a
power-failure, which might be indicated by a sudden power
fluctuation, critical data may be quickly loaded from volatile
memory, such as RAM associated with a processor 2, into a power-hit
tolerant memory 4 and saved.
[0030] In some embodiments, a gaming device 1 may detect power
fluctuations and in response, may trigger a transfer of critical
data from RAM to a power-hit tolerant memory 4. One example of a
power-hit tolerant memory 4 may be a battery-backed RAM. A battery
supplies power to a normally volatile RAM so that, in the event of
a power failure, data may not be lost. Thus, a battery-backed RAM
may also be referred to as a nonvolatile RAM or NV-RAM. An
advantage of a battery-backed RAM may be that fast data transfer
times associated with a volatile RAM may be obtained.
[0031] In various embodiments, a trusted memory 5 may be ROM of
some type that may be designed to be unalterable. An EPROM or
EEPROM are two types of memory that may be used as a trusted memory
5, but it may not be limited to those types. Other types of
memories, such as Flash memory, may be utilized as an unalterable
memory. In various embodiments, a gaming device 1 may include one
or more trusted memories.
[0032] Prior to installation, contents of a trusted memory 5 may be
verified. For instance, a unique identifier, such as a hash value,
may be generated on the contents of a memory and then may be
compared to an accepted hash value for the contents of the memory.
The memory may not be installed if generated and accepted hash
values do not match. After installation, a gaming device 1 may
check contents of a trusted memory 5. For instance, a unique
identifier, such as a hash value, may be generated on contents of a
trusted memory 5 and may be compared to an expected value for a
unique identifier. If a generated value of a unique identifier and
an expected value of a unique identifier do not match, then an
error condition may be generated on a gaming device 1. In some
embodiments, an error condition may result in a gaming device 1
which may enter a "tilt" state in which game play may be
temporarily disabled on a gaming device 1.
[0033] Sometimes, verification of software executed on a gaming
device 1 may be performed by a regulatory body, such as a
government agency. Often software used by a game controller 8 may
be highly regulated, where only software approved by a regulatory
body may be allowed to be executed by a game controller 8. A
trusted memory 5 may store authentication programs and/or
authentication data for authenticating the contents of various
memories on a gaming device 1. For instance, a trusted memory 5 may
store an authentication program that may be used to verify contents
of a mass storage device, which may include software which may be
executed by a game controller 8.
[0034] According to various embodiments, RNG 6 may be used to
generate random or pseudo-random numbers for use in determining
outcomes for a game of chance played on a gaming device 1. In one
exemplary embodiment of a mechanical or video slot reel type of
game, an RNG 6, in conjunction with a paytable that may list
possible outcomes for a game of chance and associated awards for
each outcome, may be used to generate random or pseudo-random
numbers for determining reel positions that may display randomly
determined outcomes to a game. Typically, as described above,
outcomes generated on a gaming device 1 may be considered critical
data. Thus, generated outcomes may be stored to a power-hit
tolerant memory 4.
[0035] Not all gaming devices 1 may be "thick" clients. They may
not all generate their own game outcomes and thus may not use RNG 6
for this purpose. Game outcomes may be generated on a remote
device, such as server, and then may be transmitted to a gaming
device 1 where an outcome and an associated award may be displayed
to a player via a player interface 9.
[0036] In other embodiments, a gaming device 1 may be used to play
central-determination games. In a central-determination game, a
pool of game outcomes may be generated and then particular game
outcomes may be selected as needed (e.g., in response to a player
requesting to play a central-determination game) from a pool of
possibly previously-generated outcomes. A pool of game outcomes for
a central-determination game may be generated and stored on a
server. In response to a request to play a central-determination
game on gaming device 1, one outcome from a pool may be downloaded
to a gaming device 1. A game presentation that may include a
downloaded outcome may be displayed on a gaming device 1.
[0037] In other embodiments, a thin-client type gaming device 1,
such as a mobile gaming device, may receive at least game outcomes
from a remote device and not use a RNG 6 to generate game outcomes
locally. The game outcomes may be generated remotely in response to
inputs made on a mobile device, such as, but not limited to, an
input indicating a wager amount and/or an input to initiate a game.
This information may be sent from a mobile device to a remote
device. After receiving a game outcome from a remote device, a game
presentation for game outcomes generated remotely may be generated
and displayed on a mobile device. The game presentation may also be
generated remotely and streamed for display to a mobile device.
[0038] A game controller 8 may utilize and execute many different
types of software applications 7. Typically, software applications
7 utilized by a game controller 8 may be highly regulated and may
undergo a lengthy approval process before a regulatory body allows
software applications 7 to be utilized on a gaming device 1 that
may be deployed in the field, such as in a casino. One type of
software application 7 a game controller may utilize is an
Operating System (OS). An OS may allow various programs to be
loaded for execution by a processor 2, such as programs for
implementing a state machine on a gaming device 1. Further, an OS
may be used to monitor resource utilization on a gaming device 1.
For instance, certain applications, such as applications associated
with game outcome generation and game presentation that may be
executed by the OS, may be given higher priority to resources, such
as a processor 2 and memory 3, than other applications that may be
executing simultaneously on a gaming device.
[0039] As previously described, a gaming device 1 may execute
software 7 for determining an outcome of a game and generating a
presentation of a determined game outcome that may include
displaying an award for a game. As part of a game outcome
presentation, one or more of 1) electro-mechanical devices, such as
reels or wheels, may be actuated, 2) video content may be output to
video displays, 3) sounds may be output to audio devices, 4) haptic
responses may be actuated on haptic devices or 5) combinations
thereof, may be generated under control of a game controller 8.
Peripheral devices used to generate components of a game outcome
presentation may be associated with a player interface 9 where
types of devices that may be utilized for a player interface 9 may
vary from device to device.
[0040] With reference to FIGS. 1B and 2, in various embodiments, a
gaming device 1 may communicate with one or more remote devices via
one or more network interfaces 10. Via network interfaces 10 and a
network 31, a gaming device 1 may communicate with other gaming
devices 1. Network interfaces 10 may provide wired or wireless
communications pathways for a gaming device 1. Gaming devices 1 may
not include a network interface 10 or may operate in a stand-alone
mode where a network interface 10 may not be connected to a network
31.
[0041] In other embodiments, a mobile device interface or
interfaces 11 may be provided for communicating with a mobile
device, such as, but not limited to, a cell phone, smartphone, PDA,
tablet computer, laptop, or the like, that may be carried by
player-users or casino personnel at least temporarily in the
vicinity of a gaming device 1. A wireless communication protocol,
such as Bluetooth.TM., IrDA, ultrasonic multitone, FSK or PSK, a
Wi-Fi compatible standard, or other protocol may be used for
communicating with mobile devices via mobile device interface(s)
11. The mobile device interface(s) 11 may implement a short-range
communication protocol, such as, but not limited to, a near-field
communication (NFC) protocol used for mobile wallet applications. A
wired communication interface, such as a docking station, may be
integrated into a gaming device 1. A wired communication interface
may provide communications between a gaming device 1 and a mobile
device, and/or to provide power to a mobile device.
[0042] With reference to FIG. 1B, according to some embodiments, a
gaming device 1 may include one or more value input devices 12
and/or one or more value output devices 13. Value input devices 12
may be used to deposit cash or indicia of credit onto a gaming
device. Cash or indicia of credit may be used to make wagers on
games played on a gaming device 12. Examples of value input devices
12 include, but are not limited to, a magnetic-striped card, smart
card reader, USB memory device, bill and/or ticket acceptor,
network interface for downloading credits from a remote source,
wireless communication interface for reading credit data from
nearby devices, and a coin or token acceptor.
[0043] Value output device(s) 13 may dispense cash, indicia of
credit, or the like from a gaming device 1. Examples of value
output devices 13 include, but are not limited to, a network
interface for transferring credits into a remote account, wireless
communication interface that may be used with a mobile device
implementing mobile wallet application(s), coin hopper for
dispensing coins or tokens, bill dispenser, smart card writer,
magnetic-striped card writer, USB memory device, and printer for
printing tickets or cards redeemable for cash or credits. Another
type of value output device 13 may be a merchandise dispenser,
which may dispense merchandise with a tangible value from a gaming
device 1.
[0044] In some embodiments, a gaming device 1 may not include a
value input device 12 or a value output device 13. For instance, a
thin-client gaming device may be used in a mobile gaming
application that may not include a value input device 12 or a value
output device 13. Instead, a remote account may be used to maintain
credits or amounts won or lost. An account may be accessed directly
or indirectly by a gaming device 1 such that an account balance may
be adjusted as a result of game play on a gaming device 1. In other
embodiments, there may be no value input device 12 or a value
output device 13 because a gaming device 1 may be meant for free
play and not wagering.
[0045] According to some embodiments, a gaming device 1 may include
one or more secondary controllers 14. Secondary controller(s) 14
may be associated with various peripheral devices coupled to a
gaming device 1, such as value input device(s) 12 and value output
device(s) 13. Secondary controller(s) 14 may be associated with
peripheral devices associated with a player interface 9, such as,
but not limited to, input devices, video displays,
electro-mechanical displays and/or a player tracking unit. In some
embodiments, a secondary controller(s) 14 may receive instructions
and/or data from, and may provide responses to, a game controller
8. Secondary controller(s) 14 may interpret instructions and/or
data from a game controller 8 and may control a particular device
according to received instructions and/or data. For instance, a
print controller may receive a print command with a number of
parameters, such as a credit amount and, in response, print a
ticket redeemable for a credit amount. In another example, a touch
screen controller may detect touch inputs and send information to a
game controller 8 that may characterize a touch input.
[0046] According to some embodiments, a secondary controller 14 may
control a number of peripheral devices independently of a game
controller 8. For instance, a player tracking unit may include one
or more of a video display, a touch screen, card reader, network
interface, or input buttons. A player tracking controller may
control these devices to provide player tracking services and
bonusing on a gaming device 1. In some alternate embodiments, a
game controller 8 may control these devices to perform player
tracking functions.
[0047] In various embodiments, functions of a gaming device 1 that
may not be subject to as much regulatory scrutiny as game play
functions may be decoupled from a game controller 8 and implemented
on a secondary controller 14 instead. An advantage of this approach
is that software approval process for software which may be
executed by a secondary controller 14 may be less intensive than a
process needed to get software approved for a game controller
8.
[0048] According to some embodiments, one or more mass storage
unit(s) 15, such as, but not limited to, a device including a hard
drive, optical disk drive, flash memory, or some other memory
storage technology may be used to store applications and data used
and/or generated by a gaming device 1. For instance, in some
embodiments, a mass storage unit 15 may be used to store gaming
applications that may be executed by a game controller 8 that may
have been downloaded from remote device(s), such as a server 30. A
game controller 8 may include its own dedicated mass storage unit
15. In other embodiments, critical data, such as game history data
that may have been stored in a power-hit tolerant memory 4, may be
moved from a power-hit tolerant memory 4 to a mass storage unit 15
at periodic intervals for archival purposes and/or to free up space
in a power-hit tolerant memory 4.
[0049] In various embodiments, a gaming device 1 may include
security circuitry 16, such as, but not limited to, security
sensors and circuitry for monitoring sensors. Security circuitry 16
may operate while a gaming device 1 may be receiving direct power
and may be operational to provide game play, as well as when a
gaming device 1 may be uncoupled from direct power, such as during
shipping or in an event of a power failure. A gaming device 1 may
be equipped with one or more secure enclosures, which may or may
not include locks for limiting access to enclosures. One or more
sensors may be located within secure enclosures or coupled to
locks. Sensors may generate signals that may be used to determine
whether secure enclosures have been accessed, locks have been
actuated or a gaming device 1 has been moved to an unauthorized
area. Security monitoring circuitry may generate, store, and/or
transmit error events when security events, such as, but not
limited to, accessing an interior of a gaming device, have
occurred. In some further embodiments, an error event may cause a
game controller 8 to place itself in a "safe" mode such that no
game play may be allowed until an error event may be cleared.
[0050] According to various embodiments, a gaming device 1 may
include a metering function 17. Metering function 17 keeps track of
information relating to operation of a gaming device 1. Information
metered may include, but is not limited to, betting frequency,
betting patterns, and/or betting amount(s) of a player-user or the
player-users of a gaming device 1. Metering function 17 may
increment a game play meter as each game is played. A recent play
meter may be incremented for each recent game played. A recent play
meter may reset for a new session, new time period, or the like. An
accumulated wager meter may track an amount wagered during recent
play.
[0051] FIG. 2 illustrates a block diagram of a gaming system 20 in
accordance with an embodiment. In various embodiments, a gaming
system 20 may include one or more servers 30 and one or more gaming
devices 1. Gaming devices 1 may be located in publicly accessible
areas, such as a casino floor, and a server(s) 30 may be located in
publicly inaccessible areas, such as in a back-room of a casino or
in a location separate from a casino.
[0052] Gaming device(s) 1 and server(s) 30 communicate with one
another via a network 31, using network interfaces 10. A network 31
may include wired, wireless, or a combination of wired and wireless
communication connections and associated communication routers. In
some embodiments, method(s) and/or system(s) discussed throughout
may be operated in a networked environment using logical
connections to one or more remote devices or computers having
processors. Logical connections may include a local area network
(LAN) and a wide area network (WAN) that may be presented here by
way of example and not limitation. Such networking environments may
be commonplace in office-wide or enterprise-wide networks, intra
nets, and the Internet. Those skilled in the art may appreciate
that such network computing environments may typically encompass
many types of computing configurations, including personal
computers, hand-held devices, multi-processor systems,
microprocessor-based or programmable consumer electronics, network
PCs, minicomputers, mainframe computers, and the like.
[0053] In various embodiments, server 30 may provide one or more
functions to gaming devices 1 or other server(s) 30 in a gaming
system 20. Functions may be divided among multiple servers 30 with
a result that each server 30 may communicate with a different
combination of gaming device(s) 1. For instance, player interface
support 22 and gaming device software 23 may be provided on a first
server 30, progressives 24 may be provided on a second server 30,
loyalty program functions 25 and accounting 28 may be provided on a
third server 30, linked gaming 26 may be provided on a fourth
server 30, cashless functions 27 may be provided on a fifth server
30, and security functions 29 may be provided on a sixth server 30.
Each server 30 may communicate with a different combination of
gaming devices 1 if each of the functions provided by a servers 30
may not be provided to every gaming device 1 in a gaming system 20.
Thus, a server 30 implementing progressive functions 24 may not
communicate with a certain mobile gaming device 1 if progressive
functions are not enabled on a mobile gaming device 1 at a
particular time.
[0054] In various embodiments, a server(s) 30 may include a game
controller 8 with one or more components of a game controller 8 of
a gaming device 1, such as, but not limited to, a processor(s) 2,
memory 3, power-hit tolerant memory 4, trusted memory 5, RNG 6,
and/or software 7.
[0055] According to various embodiments, server 30 may include an
administrator interface 21 that allows functions associated with a
server 30 to be initialized, adjusted, and/or maintained.
[0056] In some embodiments, a player interface support 22 may serve
content to gaming devices 1. The content may include video and/or
audio content to be output through a player interface(s) 9 of one
or more gaming devices 1. Content may utilize unique features of a
particular player interface 9, such as video displays, wheels or
reels, if a particular player interface 9 is so equipped.
[0057] In some embodiments, via a player interface support 22,
content may be output to all or a portion of a primary video
display that may be used to output game outcomes on a player
interface 9 that may be associated with a gaming device 1. For
instance, a portion of a primary display may be allocated to
provide a "service window" on a primary video display such that
content in a service window may be provided from a server 30 remote
to a gaming device 1. Content delivered from a server 30 to a
gaming device 1 as part of a player interface support 22 may be
affected by inputs made through a player interface 9 of a gaming
device 1. For instance, a service window may be generated on a
touch screen display where inputs may be received via a service
window may be sent to server 30 through a network interface 10. In
response to received inputs, a server 30 may adjust content that
may be displayed on a gaming device 1.
[0058] According to various embodiments, if a player's identity is
known, a player interface support 22 may be used to provide custom
content to a gaming device 1. For instance, a player-user may
provide identification information, such as information indicating
membership in a loyalty program, during their utilization of a
gaming device 1. Custom content may then be selected to meet an
identified player-user's interests. A player-user's identity and
interests may be managed via a loyalty program account associated
with loyalty function 25. Custom content may include notifications,
advertising, specific offers, or the like, that may be determined
to be likely of interest to a player-user.
[0059] In various embodiments, a gaming device software function 23
may be used to provide downloads of software for a game controller
8 and/or second controllers 14 may be associated with peripheral
devices on a gaming device 1. For instance, gaming device software
23 may allow an operator and/or a player-user to select a new game
for play on a gaming device 1. In response to a game selection,
gaming device software function 23 may cause game software to be
downloaded that may allow a game controller 8 to generate a
selected game. In response to determining that a new counterfeit
bill has been submitted to bill acceptors 12 in a gaming system 20,
a gaming device software function 23 may cause a new detection
algorithm to be downloaded to a gaming device 1 that allows a
counterfeit bill to be detected.
[0060] According to some embodiments, a progressive gaming function
24 may implement progressive game play on one or more gaming
devices 1. A portion of wagers associated with play of a
progressive game may be allocated to one or more progressive
jackpot(s). A group of gaming devices 1 may support play of a
progressive game and contribute to one or more progressive
jackpot(s). Gaming devices 1 contributing to progressive jackpot(s)
may be a group of gaming devices 1 located near one another, such
as a bank of gaming machines on a casino floor, a group of gaming
devices 1 distributed throughout a single casino, group of gaming
devices 1 distributed throughout multiple casinos (e.g., a
wide-area progressive), or a group of mobile devices connected via
the Internet. A progressive gaming function 24 may keep track of
jackpot contributions from each of the gaming devices 1
participating in a progressive game, determine current jackpot(s),
and/or notify participating gaming devices 1 of current progressive
jackpot amount(s), which may be displayed on participating gaming
devices 1.
[0061] In some embodiments, a loyalty function 25 may implement a
loyalty program, for example, within a context of a casino
enterprise. A loyalty function 25 may receive information regarding
activities such as gaming and non-gaming activities and may
associate activities with particular player-users. player-users may
be known, or they may be anonymous. A loyalty function 25 may store
a record of activities associated with particular individuals
and/or preferences of individuals. Based upon information stored
with a loyalty function 25, "comps" (e.g., free or discounted
services, such as a free game), promotions, and/or custom contents
may be served to particular player-users.
[0062] According to some embodiments, a linked gaming function 26
may provide game play activities involving player-users
participating as a group via multiple gaming devices. For example,
a group of player-users may be competing against one another as
part of a slot tournament. For another example, a group of
player-users may be working together in attempt to win a bonus that
may be shared among a group.
[0063] In some embodiments, a cashless function 27 may enable
redemption and/or dispensation of cashless instruments on a gaming
device 1. For instance, via cashless function 27, printed tickets
may be used to transfer credits from one gaming device 1 to another
gaming device 1. A cashless function 27 may generate identifying
information that may be stored to a cashless instrument, that may
allow an instrument to later be authenticated. After
authentication, a cashless instrument may be used for additional
game play, redeemed for cash or other credits at another gaming
machine 1, or the like.
[0064] According to some embodiments, an accounting function 28 may
receive transactional information from various gaming devices 1
within a gaming system 20. Transactional information may relate to
value deposited on each gaming device, value dispensed from each
gaming device, or the like. Transactional information, which may be
received in real-time, may be used to assess performance of each
gaming device 1, to assess an overall performance of a gaming
system 20, and/or for tax and auditing purposes.
[0065] In some embodiments, a security function 29 may combat fraud
and crime. Security function 29 may receive notification(s) of a
security event that may have occurred on a gaming device 1, such as
an attempt at illegal access. Security function 29 may receive
transactional data that may be used to identify if gaming devices 1
may be being utilized in a fraudulent or unauthorized manner.
Security function 29 may receive, store and analyze data from
multiple sources, including, but not limited to, detection device
located on a gaming device 1 and/or detection device, such as
cameras, distributed separately from gaming device(s) 1. In
response to detecting a security event, security function 29 may
notify security personnel of an event.
[0066] While a gaming device has been described in connection with
FIGS. 1A, 1B, and 2, it will be appreciated that a wagering
incentive arrangement described herein may be used in a context of
games played on other computing devices, such as computing devices
interacting with a server via a global communication network (e.g.,
the Internet). A computing device may be any general-purpose or
special-purpose computerized device such as, but not limited to, a
desktop computer, laptop computer, PDA, smartphone, cell phone,
tablet computer, thin client device, thick client device, or the
like.
[0067] A generalized example of a process 100 carried out by a
gaming system 20 is described with reference to FIG. 3. In the
process 100, one or more player-user(s) may play a game on a gaming
device 1 of a gaming system 20.
[0068] In step 101, a gaming device 1 may determine whether a point
accumulation event has occurred. The term "point" or "points" may
be used herein to denote a unit or units of any type. In various
embodiments, a point accumulation event may occur when a
player-user performs desired behavior, such as, but not limited to,
placing a bet, betting an amount that may be equal to or larger
than a predetermined amount, or the like. Once a point accumulation
event has occurred, then in step 102, points may be added to the
player-user's eligibility meter.
[0069] If no point accumulation event has occurred, then in step
108, a gaming device 1 may deduct points from a player-user's
eligibility meter based on a number of point reduction events that
may have occurred. There may be no reduction of points if there has
been no point reduction event. A point reduction event may be that
a predetermined amount of time has passed. For example, a point
reduction event may occur at every second or half second. Point
deductions may occur at any time that a point reduction event
occurs, and may not be dependent on a state of the process 100. In
some embodiments, point deductions may not occur if a player-user
does not have any points. In some embodiments, point deductions may
not occur during game play.
[0070] According to various embodiments, point accumulation and
deduction may be performed by a metering function 17 of a gaming
device 1 and saved in memory 3 or power-hit tolerant memory 4. In
other embodiments, point accumulation and deduction may be
performed by server(s) 30 and may be saved in a server's memory. An
eligibility meter may be maintained for each player-user and/or
each gaming device 1. An amount of eligibility points for each
player-user (or gaming device 1) may be output through a player
interface 9 of a corresponding gaming device 1. For example, an
amount of eligibility points may be shown on a display of a gaming
device 1. This may provide an encouragement to a player-user to bet
faster, so that eligibility points may be positively affected.
[0071] FIG. 5A illustrates an exemplary embodiment that portrays
how eligibility points may be increased in response to point
accumulation events (betting) and may be decreased over time, in
response to point deduction events (passage of time). Before a
player-user begins using a gaming device 1, an eligibility meter
may be set to zero eligibility points, as shown in the first row of
the chart. For each bet, a player-user may be awarded 200
additional eligibility points. For each second that passes, 30
points may be deducted from a total. If a result is less than zero,
a total may be set to zero. Thus, one second after a player-user
has placed a first bet, a point total may be set to 170 (which is
200 minus 30). After a bet is placed, a player-user may play a game
individually, which may take four seconds. As shown on the chart, a
player-user immediately may place another bet after completion of a
first game, but may not after completion of a second game. During
play of the games, points may continue to be deducted every second.
Then, if a bonus event is triggered, because a player-user has more
than zero eligibility points, a player-user may be allowed to
participate in a group bonus event along with other player-users
who may be playing on different gaming devices 1.
[0072] According to various embodiments, points in a player-user's
eligibility meter may be limited to a predetermined maximum or
minimum. A player-user may receive no benefit for points above an
amount of a cap. In other embodiments, a player-user may receive a
benefit in that an amount above a cap may be deducted from as point
reduction events occur, but points above the cap may not otherwise
benefit a player-user. FIG. 5B illustrates an exemplary embodiment
in which eligibility points may be capped. In FIG. 5B, a game
described above in regard to FIG. 5A has already been played by a
player-user for 200 seconds. In this embodiment, eligibility points
available to benefit a player-user may be limited to a maximum of
2000 points. If a player reaches a cap at time 204 seconds, a
player-user has only 2000 points available, even though a
player-user had earned 2060 points. However, at time 205 seconds,
the player-user still has 2000 points available (instead of 1970).
This may be because the amount of points earned may be tracked, and
points may be deducted from (or added to) points earned instead of
from points available.
[0073] Returning to FIG. 3, in step 103, a gaming device 1 may
determine whether a group bonus event has been triggered. Group
bonus event triggers may include, but are not limited to,
particular symbol(s) being displayed on reel(s) after reel(s) have
completed their "spin", a predetermined amount of time has passed,
a predetermined amount has been wagered (in one bet or over
multiple bets), or the like. In various embodiments, if no group
bonus event has been triggered, then individual play of a game
continues.
[0074] If a group bonus event has been triggered, then in step 104,
a gaming device 1 determines whether a player-user may be eligible
for a group bonus event. A player-user may be eligible if an
eligibility meter corresponding with a player-user (and/or a
player-user's gaming device 1) has at least a predetermined number
of points. In some embodiments, an eligibility meter may have more
than zero points for a player-user to be eligible for a group bonus
event. In some other embodiments, all players may be eligible for a
group bonus event. If a player-user may not be eligible for a group
bonus event, then individual play of a game may continue.
[0075] If a player-user may be eligible for a group bonus event,
then in step 105, a group bonus event may be executed. Player-users
(through one or more different gaming devices 1), may compete
against each other for one or more prizes or for a larger share of
a prize pool. For example, a prize may be a progressive jackpot. In
a further example, only one of the player-users participating in a
group bonus event may win a progressive jackpot.
[0076] In step 106, a gaming device 1 may determine whether a
player-user(s) using a gaming device 1 may have won a prize (or any
portion of a prize) as a result of a group bonus event. If a
player-user may not have won, then individual play of a game may
continue.
[0077] If a player-user(s) using a gaming device 1 has won as a
result of a group bonus event, then in step 107, a gaming device 1
credits a player-user an amount won. According to various
embodiments, an amount won may be added to a number of credits,
currency, or the like associated with a player's account. An amount
won may be cashed out to a player-user, such as, but not limited
to, on a ticket or credit slip, as a credit on a card, in cash or
currency, or the like.
[0078] According to various embodiments, an amount credited to a
player-user may be based, at least in part, on a number of points
in a player-user's eligibility meter. In various further
embodiments, the more points in the eligibility meter, the higher
the amount credited may be. An amount credited may be based, at
least in part, on a base prize amount multiplied by a number of
points.
[0079] FIG. 6 is a chart illustrating an example of how much of a
jackpot a player-user might win, depending on a player-user's
eligibility points. According to an exemplary embodiment of FIG. 6,
if a base prize amount won is $100, and a number of points is 2000,
then an amount credited may be $100 multiplied by 2000, divided by
1000, or $200. Similarly, if a number of points may be 1000, then
an amount credited may be $100 (which is $100 multiplied by 1000,
divided by 1000). If a number of points may be 20, then an amount
credited may be $2 (which is $100 multiplied by 20, divided by
1000), and so on.
[0080] In some embodiments, an amount of a prize not awarded might
be added to a future prize. For example, according to an exemplary
embodiment in regard to FIG. 6, consider a case in which a
player-user wins $2 of a $100 jackpot (because the player-user had
only 20 eligibility points, as discussed above). A remaining $98 of
a jackpot might be rolled over into the next jackpot. If a base
jackpot amount may be $100, for example, a new amount might be $198
(which is $100 plus $98). In other embodiments, an amount of a
prize not awarded might not be added to a future prize.
[0081] According to various embodiments, a winner(s) of a group
bonus event prize may not have their eligibility points reset after
a win. In some further embodiments, a winner(s) may keep all
eligibility points after a group bonus event (subject to usual
point reduction events). All players who did not win may have their
points reset to a default amount. For example, players who did not
win during a group bonus event may have their eligibility points
set to zero. In other embodiments, all players keep all eligibility
points after a group bonus event (subject to the usual point
reduction events).
[0082] A generalized example of a process 120 that may be carried
out by a gaming system 20 is described with reference to FIG. 4.
Various features of process 120 may be the same or similar to
process 100 of FIG. 3, except process 120 of FIG. 4 may be carried
out by server(s) interacting with thin client(s) while process 100
of FIG. 3 may be carried out by thick client(s) interacting with
server(s).
[0083] In step 121 of FIG. 4, a server 30 may add or deduct points
from eligibility meters, based on any accumulation and/or reduction
events. Point accumulation and reduction events are discussed above
with reference to FIGS. 3, 5A, and 5B. Gaming device(s) 1 may
notify a server(s) of point accumulation events and/or point
reduction events, if any. Once a point accumulation event has
occurred, points may be added to eligibility meter associated with
an appropriate gaming device 1. Once a point reduction event has
occurred, points may be deducted from an eligibility meter
associated with an appropriate gaming device 1. Eligibility meters
may be located on server(s) 30 of gaming device(s) 1.
[0084] In step 123 of FIG. 4, a server 30 determines whether a
group bonus event has been triggered. If a group bonus event has
been triggered, then in step 124, a gaming device 1 may determine a
player-user(s) (or a gaming device(s) 1) that may be eligible for a
group bonus event. Group bonus event triggers and eligibility for
those events are discussed above with reference to FIG. 3.
[0085] If a predetermined number of player-user(s) may be eligible
for a group bonus event, then in step 125, a group bonus event may
be executed. Group bonus events are discussed above with reference
to FIG. 3. A server 30 may generate outcome(s) of a group bonus
event and may notify gaming device(s) 1 of outcome(s). In step 126
of FIG. 4, a server 30 may determine whether a player-user(s) using
participating gaming device(s) 1 may have won a prize (or any
portion of a prize) as a result of a group bonus event.
[0086] If player-user(s) using participating gaming device(s) 1
have won as a result of a group bonus event, then in step 127, a
server 30 may credit a winning player-user(s) an amount won or may
notify a player-user(s)'s gaming device 1 of an amount won. As
discussed above with reference to FIGS. 3 and 6, in various
embodiments, an amount credited to a player-user may be based, at
least in part, on a number of points in a player-user's eligibility
meter.
[0087] The various aspects, embodiments, implementations or
features of the described embodiments can be used separately or in
any combination. Various aspects of the described embodiments can
be implemented by software, hardware, or a combination of hardware
and software.
[0088] The foregoing description, for purposes of explanation, used
specific nomenclature to provide a thorough understanding of the
disclosure. However, it will be apparent to one skilled in the art
that the specific details are not required in order to practice the
disclosure. Thus, the foregoing descriptions of specific
embodiments of the present disclosure are presented for purposes of
illustration and description. They are not intended to be
exhaustive or to limit the disclosure to the precise forms
disclosed. It will be apparent to one of ordinary skill in the art
that many modifications and variations are possible in view of the
above teachings.
[0089] The embodiments were chosen and described in order to best
explain the principles of the disclosure and its practical
applications, to thereby enable others skilled in the art to best
utilize the disclosure and various embodiments with various
modifications as are suited to the particular use contemplated. It
is intended that the scope of the disclosure be defined by the
following claims and their equivalents.
[0090] While the embodiments have been described in terms of
several particular embodiments, there are alterations,
permutations, and equivalents, which fall within the scope of these
general concepts. It should also be noted that there are many
alternative ways of implementing the methods and devices of the
present embodiments. It is therefore intended that the following
appended claims be interpreted as including all such alterations,
permutations, and equivalents as fall within the true spirit and
scope of the described embodiments.
* * * * *