U.S. patent application number 14/266388 was filed with the patent office on 2014-08-21 for dynamic paytable for interactive games.
This patent application is currently assigned to Bally Gaming, Inc.. The applicant listed for this patent is Bally Gaming, Inc.. Invention is credited to William K. Bertram, Robert A. Luciano.
Application Number | 20140235331 14/266388 |
Document ID | / |
Family ID | 32106456 |
Filed Date | 2014-08-21 |
United States Patent
Application |
20140235331 |
Kind Code |
A1 |
Luciano; Robert A. ; et
al. |
August 21, 2014 |
DYNAMIC PAYTABLE FOR INTERACTIVE GAMES
Abstract
Disclosed are an interactive game, gaming system and method that
include a dynamic paytable. The method operates by enabling a game
session that includes a plurality of game events. After each game
event, the player is given an opportunity to terminate or continue
the game session. The player can use skill to determine whether to
terminate or continue the game session. A paytable determines
whether a prize is awarded to said player after each game event. In
one embodiment, the dynamic paytable is displayed on a player
interface. During the game session, the player may terminate the
game session before the remaining game events are completed. The
player is provided with an opportunity to view the paytable and can
generate a strategy to maximize the prize awarded or minimize
losses generated during the game session.
Inventors: |
Luciano; Robert A.; (Reno,
NV) ; Bertram; William K.; (Reno, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Bally Gaming, Inc. |
Las Vegas |
NV |
US |
|
|
Assignee: |
Bally Gaming, Inc.
Las Vegas
NV
|
Family ID: |
32106456 |
Appl. No.: |
14/266388 |
Filed: |
April 30, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
12605090 |
Oct 23, 2009 |
8715064 |
|
|
14266388 |
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|
10273440 |
Oct 16, 2002 |
7628691 |
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12605090 |
|
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60348114 |
Oct 17, 2001 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/32 20130101; G07F 17/3262 20130101; G07F 17/3239
20130101 |
Class at
Publication: |
463/25 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A gaming method for operating an electronic game on a portable
gaming device, comprising: enabling a player to select one or more
triggering events that trigger the updating of at least one game
history counter, wherein the one or more triggering events are
selected at a beginning of a game session associated with the
gaming device; providing a dynamic paytable that describes a
plurality of prizes that may be awarded during the game session,
the dynamic paytable comprising, the at least one game history
counter, and a threshold event that is engaged after one or more
user selectable triggering events among the one or more triggering
events occur, the threshold event configured to use the game
history counter to determine if a particular user selectable
triggering event results in a player award; displaying the game
session on a display, wherein the game session includes a plurality
of game events performed on the gaming device, each of the game
events providing a player with an opportunity to be awarded one of
the plurality of prizes; identifying with a meter one or more
credits charged to the player for each game event; modifying the
dynamic paytable during game session after one or more game events,
wherein the dynamic paytable is configured to be calculated based
on the probability of each threshold event occurring during each
game event; modifying the dynamic paytable according to a graduated
weighting function that weighs probabilities in the player's favor
as more game events are played during the game session; and
allowing the player to continue the game session or to terminate
the game session after each game event via a termination
control.
2. The method of claim 1 further comprising charging the player at
least one credit for each game event except for game events in
which the one or more triggering events immediately follow a prior
triggering event.
3. The method of claim 1 further comprising permitting the player
to view the dynamic paytable before the player initiates of one the
game events.
4. The method of claim 1 further comprising generating the paytable
with a look-up table stored within the electronic game.
5. The method of claim 1 further comprising permitting the player
to apply player skill to terminate the game session.
6. The method of claim 1 wherein prior to permitting the player to
terminate the game session, the player has an opportunity to
evaluate a plurality of strategies to preserve winnings or to
reduce losses.
7. The method of claim 1 wherein the dynamic paytable further
comprises an overall payback percentage.
8. The method of claim 1 wherein the dynamic paytable includes a
pay allocation that determines a percentage of a total prize award
for each threshold event.
9. The method of claim 1 wherein the dynamic paytable includes pay
caps that determines a maximum award that can be paid to the
player.
10. The method of claim 1 wherein the paytable is modified
according to an equation: PAY(I)=ROI*ABET*WGT(I)*AL(IHIT)/PR(I)
where, ROI is an overall payback percentage; ABET is an average
bet; WGT(I) is a graduated weighting function that weights
probabilities in the player's favor for game events that occur at
the end of the the game session; AL(IHIT) is a pay allocation
weighting function; and PR(I) is a probability for the next game
event.
11. The method of claim 1 further comprising engaging a random
drawing by the game event for each game event.
12. The method of claim 1, wherein the portable gaming device
comprises a cell phone.
13. The method of claim 1, wherein the portable gaming device
comprises a computer further comprising interactive gaming
software.
14. An interactive game operating on a portable gaming device,
comprising: an input component configured to receive a selection of
one or more triggering events that trigger the updating of at least
one game history counter, wherein the one or more triggering events
are selected at a beginning of a game session on the gaming device;
a dynamic paytable that describes a plurality of prizes that may be
awarded during a game session, the dynamic paytable modified during
the game session and comprising, the at least one game history
counter, a threshold event that is engaged after one or more user
selectable triggering events among the one or more triggering
events occur, the threshold event configured to use the game
history counter to determine if a particular user selectable
triggering event results in awarding the player one of the prizes,
and a graduated weighting function that weighs probabilities
corresponding to the dynamic paytable in the player's favor as more
game events are played during the game session, wherein the dynamic
paytable is calculated after one or more game events among the
plurality of game events based on the probability of each threshold
event occurring during each game event; a display configured to
display the game session associated with the interactive game
wherein the game session comprises a plurality of game events
performed on the gaming device, each of the game events charged to
the player and providing an opportunity to award one of the
plurality of prizes; and a control that permits the player to
terminate the game session after each game event.
15. The interactive game of claim 14 wherein the meter charges the
player at least one credit for each game event except for game
event in which the one or more triggering event immediately follow
a prior triggering event.
16. The interactive game of claim 14 wherein the dynamic paytable
is viewed by the player before the player initiates one of the game
events.
17. The interactive game of claim 14 wherein the dynamic paytable
is a look-up table stored within the electronic game.
18. The interactive game of claim 14 wherein the dynamic paytable
further comprises an overall payback percentage.
19. The interactive game of claim 14 wherein the dynamic paytable
includes a pay allocation that determines a percentage of a total
prize award for each threshold event.
20. The interactive game of claim 14 wherein the dynamic paytable
includes pay caps that determine a maximum award that can be paid
to the player.
21. The interactive game of claim 14, wherein the portable gaming
device comprises a cell phone.
Description
CROSS REFERENCE
[0001] This application is a continuation of U.S. patent
application Ser. No. 12/605,090 filed Oct. 23, 2009, which is a
continuation of U.S. application Ser. No. 10/273,440, filed Oct.
16, 2002, now U.S. Pat. No. 7,628,691, issued Dec. 8, 2009, which
claims the benefit of provisional patent application entitled
Dynamic Paytable Gaming Method and having Ser. No. 60/348,114,
filed Oct. 17, 2001; each of these applications incorporated by
reference in their entireties.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever.
FIELD
[0003] The present invention is related to a gaming system and
method for generating a paytable for a variety of different
interactive games.
BACKGROUND
[0004] With respect to gaming devices, dynamic paytables have been
used to attract players to games and to hold on to or keep players
wagering at the games. One such gaming device that has a dynamic
paytable is a slot machine. In operation, the slot machine selects
a paytable from a set of paytables based on the number of coins
inserted into the slot machine or selects a paytable based on the
state of the slot machine, i.e. bonus game. The slot machine's
dynamic paytable is designed to take advantage of the observation
that players are more apt to play gaming machines for longer
periods of time if the payout is increased as the player continues
to play the game.
[0005] Other slot machines change the paytable based on the amount
wagered by the player. For example, if a player only puts one coin
into a coin slot before pulling the handle then a first paytable is
selected. If the player inserts two coins, then a second paytable
is selected. If the player inserts three coins, then the player has
an opportunity to win a much larger prize such as a "progressive"
award. A progressive award is an award that is pooled from a number
of different networked machines.
[0006] Dynamic paytables are not confined to slot machines. Video
poker machines also use dynamic paytables as do conventional table
games such as blackjack, roulette or craps.
SUMMARY
[0007] A gaming system and method that includes a dynamic paytable
is described. The method operates by enabling a game session that
includes a plurality of game events. After each game event, the
player is given an opportunity to terminate or continue the game
session. The player can use skill to determine whether to terminate
or continue the game session. A paytable determines whether a prize
is awarded to said player after each game event. In one embodiment,
the dynamic paytable is displayed on a player interface. During the
game session, the player may terminate the game session before the
remaining game events are completed. The player is provided with an
opportunity to view the paytable and can generate a strategy to
maximize the prize awarded or minimize losses generated during the
game session.
[0008] The gaming system includes a processor, a memory and an
input component. The processor is configured to display the game
session which includes a plurality of events. The memory is
operatively coupled to the processor and includes a paytable
associated with each event. The input component operatively coupled
to the processor. The input component is configured to permit the
player to optimize the prize by terminating the game session before
completing the remaining game events.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Embodiments are shown in the accompanying drawings:
[0010] FIG. 1A is an illustrative stand-alone electronic device
configured to play a game.
[0011] FIG. 1B is an illustrative block diagram of the standalone
electronic device in FIG. 1A.
[0012] FIG. 2 is an illustrative network system having a plurality
of networked electronic devices.
[0013] FIG. 3A and FIG. 3B is a flowchart of a method for
conducting a game session.
[0014] FIG. 4 is a flowchart of one embodiment for generating a
paytable. FIG. 5 is an illustrative interface displaying the
setting of a graduated weighting function.
[0015] FIG. 6 is an illustrative interface displaying the setting
of pay allocations.
[0016] FIG. 7 is an illustrative interface displaying the setting
of pay caps.
[0017] FIG. 8 is an illustrative example of a look-up table for an
illustrative keno game.
[0018] FIG. 9 is an illustrative example of a player interface for
a modified keno game.
[0019] FIG. 10 is an illustrative chart that may be used to develop
a player strategy to reduce game losses.
[0020] FIG. 11 is an illustrative chart that may be used to develop
a player strategy to preserve game winnings.
DESCRIPTION
[0021] In the following detailed description of the preferred
embodiments, reference is made to the accompanying drawings, which
form a part of this application. The drawings show, by way of
illustration, specific embodiments may be practiced. It is to be
understood that other embodiments may be utilized and structural
changes may be made without departing from the scope of the present
claims.
[0022] Illustrative Gaining System
[0023] Referring to FIG. 1A there is shown an illustrative
stand-alone device 110 configured to provide a player with an
interactive gaming system and method. In the illustrative
embodiment, the stand-alone device 110 is an electronic device that
has a touch screen video display 112 which displays a player
interface. Other electronic devices that could be used to provide
an interactive gaming experience include a computer having
interactive gaming software, a personal digital assistant, a cell
phone, or any other such device or combination of devices that
displays the interactive game. As shown, the illustrative
standalone device 110 also includes a handle 114 that acts as a
player interface component. The function of handle 114 may be
similar to the function of a handle in a conventional slot
machine.
[0024] Additionally, the illustrative standalone device 110
includes a monetary input component that is configured to receive
money or transferable credits, respectively. The illustrative
monetary input component 116a is a device adapted to receive coins,
and the illustrative monetary input component 116b is a device
adapted to receive transferable credits. The transferable credits
may be provided by a coupon based system. Other monetary input
components may be configured to receive bills, credit cards, debits
cards, smart cards, electronic currency and other such means for
transferring money or credits.
[0025] A coin hopper 118 is used to distribute an award to the
player. It shall be appreciated by those skilled in the art that
any other components for distributing awards may also be used
instead of the coin hopper 118. These other components for
distributing awards include a paper coupon, a smart card, a mag
stripe card, or any other such means that can record the transfer
of money or credits to the player.
[0026] Referring to FIG. 1B there is shown an illustrative block
diagram of the standalone device 110. The system 130 for the
standalone 110 device includes a logic component that is
operatively coupled to internal components that manage the various
gaming systems and operations for the interactive game. In one
embodiment, the electronic device may be a computer in which the
logic component is a central processing unit (CPU) 132 and a memory
134 that stores the gaming operations and processes of the
interactive game. A fast memory cache 135 may also be employed by
the CPU 132 to more efficiently access data or software stored in
the memory 134. It shall be appreciated by those skilled in the art
that the memory cache is a memory that is resident on the CPU 132.
Additionally, it shall be appreciated by those skilled in the art
that logic component does not have to be a CPU and may include a
plurality of logic gates and switches that are either programmed,
e.g. a field programmable gate array, or may be an application
specific integrated circuit (ASIC).
[0027] Additionally, in the illustrative embodiment a player
interface 136 is operatively coupled to the CPU 132. As previously
described the player interface 136 may include a touch screen video
display 112 and a handle 114. Alternatively, the player interface
136 may also include a video display (not shown) having a plurality
of switches (not shown) that permit the player to interact with the
stand alone device 110. Another alternative player interface 136 is
a computer monitor (not shown) having a keyboard or mouse (not
shown). Preferably, the player interface includes a monetary input
component as described above. Thus, the player interface 136
includes any interface that permits the player to interact with the
stand alone system and input desired gaming parameters.
[0028] In an illustrative embodiment, a random number generator 138
is a software module used in the selection of at least one game
selected symbol from a set of game symbols during a game event. The
game event is defined as a period during which the at least one
game selected symbol is picked from the set of game symbols. A game
session is comprised of a plurality of game events. The set of game
symbols includes numbers, letters, geometric figures, animated
figures or any combination thereof. In the illustrative embodiment,
the random selection of a game selected symbol involves generating
a random number and using the random number as a basis for picking
at least one game selected symbol from within the set of game
symbols. It shall be appreciated by those skilled in the art that
the random number generator is typically a software program that is
stored in the memory 134 and processed by CPU 132.
[0029] Alternatively, the picking of at least one game selected
symbol from the set of game symbols may be simulated using systems
and methods that provide the appearance of a random selection. By
way of example and not of limitation, the appearance of random
selection can be created using well known "lottery" based systems
and methods.
[0030] In another embodiment, the stand alone device 110 may
include a network interface card (NIC) 140 that permits the stand
alone device 110 to communicate with a plurality of other devices
configured to play the interactive game. The NIC 140 uses well
known networking protocols to communicate with other networked
devices.
[0031] These well-known protocols include Ethernet type protocol,
TCP/IP protocols or other such network protocols. Additionally, the
stand alone devices maybe networked to provide access to a
progressive jackpot. The progressive jackpot is a shared jackpot
generated from the network of game devices.
[0032] Referring to FIG. 2 there is shown an illustrative network
system 150 having a plurality of networked devices 152a through
152d. In one embodiment, the networked devices 152a through 152d
are similar to the stand alone device 110. In the illustrative
network system 150, the networked devices 152a through 152b are
operatively coupled to a node 154 that communicates with a local
area network (LAN) server 156. Additionally, the networked devices
152c through 152d are also operatively coupled to a node 158 that
is communication with a LAN server 160. The nodes 154 and 168 may
be a hub, router, bridge, gateway or any combination thereof that
allows communications between the networked devices. It shall be
appreciated by those skilled in the art that each LAN may operate
independently of the other.
[0033] A wide area network (WAN) is created by linking the LANs
together. For illustrative purposes only, both LANs communicate
with a WAN server 162. For purposes of this disclosure, it can be
appreciated that the distinction between a LAN and WAN is primarily
geographic in nature. The LAN is geographically limited to a bank
of illustrative standalone devices that may be resident on the
casino floor. A WAN permits banks of networked devices from
different casino locations to be networked. A primary purpose for
networking the gaming devices is to generate a progressive jackpot.
Additional reasons for networking include accounting, diagnostics,
player tracking and loyalty programs.
[0034] An alternative embodiment to the illustrative network system
150 comprises having the game logic for the interactive game
resident on a central server. The central server may be either the
LAN server 156 or WAN server 162. During game play, the server then
communicates game outputs to the appropriate client, i.e. one of
the networked devices 152a through 152d. Yet another embodiment
includes having the central server pick the game selected symbols
and submit the game selected symbols to each of the clients on the
network.
[0035] Interactive Gaming Method
[0036] FIG. 3 is a flowchart of a method for playing an interactive
game. For illustrative purposes the interactive game is a modified
keno game. However, the interactive game may also be a modified
bingo game, slot machine game, or any other game that relies on the
appearance of random events to award a prize to the player. As
described below, the interactive game provides a player with the
opportunity to end the game session early, thereby adding a
knowledge based skill component that was not available to games
that rely solely on random events.
[0037] The method 200 for playing the interactive game is initiated
at decision diamond 202 in which the determination is made whether
the player has available credits. If the player does not have
sufficient credits, the method proceeds to process block 204 in
which a player transaction for additional credits is performed. The
transaction for additional credits includes the inserting of money
using coins or currency or the providing of transferable credits
derived from coupons, a smart card, a player account, a credit
account, or any other such accounts that receive credits or
currency. Available credits are needed to enable the new game
session for the interactive game as described in block 206.
[0038] When a new game session is initiated at process block 206,
the player identifies the game conditions for the game session. The
type of game condition or conditions depend on the particular type
of game. In an illustrative "modified" keno game which is also
referred to as an interactive keno game, a first game condition
requires a player's selection of a plurality of keno spots. As can
be appreciated by a player with ordinary skill in the art of
playing a keno game, a player selects integers, i.e. spots, from a
range of integers 1 through 80. These selected integers are
referred to as "spots". Thus, if a player selects five integers,
then the player has provided the game condition for a five-spot
keno game.
[0039] Another game condition is the number or amount of credits
the player is going to be "charged" for each game event as
identified in process block 212. For the illustrative modified keno
game, the game event includes having the interactive keno game draw
an integer or "ball" from the range of integers 1 through 80. For
example, the player may decide to be charged a nickel of $0.05
cents for each ball drawn during a game event. The process of
charging a player for each game event is referred to as a
"chargeable action".
[0040] Yet another game condition that can be input by the player
includes identifying whether to draw keno balls in "sets". The
drawing of keno balls or integers in sets refers to the drawing of
more than one ball at a time. For example, the player may elect to
draw three balls at one time. Thus, during an illustrative game
session, the interactive keno game draw three balls during each
game event.
[0041] A further game condition includes automating portions of the
decision making process of the method 200. By way of example and
not of limitation, the game is played in an automated mode which
can only be paused by the player. In another illustrative example,
the game can be played in a semi-automated mode in which the game
is only paused once the player is awarded a prize or when the
player decides to pause the game session. In yet another
illustrative example, the game is played in a manual type mode in
which the game session is paused after each game event.
[0042] After initiating the game session, the method then proceeds
to process block 208 in which a paytable is provided. The prizes in
the paytable are typically dependent on the conditions input by the
player in process block 206. The paytable indicates the prizes
awarded to the player. In the illustrative keno embodiment, the
paytable is modified as a function of variables which include: the
number of player selected spots; the number of player spots
matching the keno balls drawn; the amount of player credits wagered
during each game event; and the number of game events performed. An
illustrative paytable is described in further detail in FIG. 4
below. Alternatively, the paytable may be static paytable that does
not change for each game event. The method then proceeds to block
208.
[0043] In one embodiment, the paytable can be displayed on the
player interface during the game session. In an alternative
embodiment, the paytable is stored in the illustrative electronic
gaming device 110 due to the limited viewing area provided by the
player interface. In the alternative embodiment, the player can
view the paytable at the player request. As described in further
detail below, the paytable is stored as a look-up table or can be
stored as an equation. The method then proceeds to decision diamond
210.
[0044] At decision diamond 210, the method calls for the player to
determine whether to continue the game session. The decision to
continue can be made based on analyzing the paytable provided in
process block 208, and a plurality of game history counters that
are specific to the interactive game. The game history counters
track various events that have occurred during the game session. By
way of example and not of limitation, an illustrative game history
counter includes an available credit counter which counts the
number of credits that are available during the game session.
[0045] The decision the player makes at decision diamond 210
requires the player to decide whether to conclude the game session
or continue the game session. The determination of whether to
conclude the game is based on the player's skill in analyzing the
paytable and any counters that monitor the game session. The
player's skill can be used to terminate the game session after an
optimal event has occurred or at an optimal time period. The player
has the opportunity to evaluate a plurality of strategies for
preserving winnings and/or reducing losses. If the player decides
to end the game session, then the player is provided with the
available credits and the game session is terminated.
[0046] If the player decides to continue the game session, the
method then proceeds to process block 212 in which the player is
charged before engaging the next game event. The player is charged
according to the game conditions identified when a new game session
was enabled in process block 206. The combination of charging the
player for performing the next game event and then proceeding with
the performance of the game event is the "chargeable action".
[0047] At process block 214, the game event is performed. Again the
type of game event performed is particular to the type of game
being played. For the illustrative interactive keno game, the game
event includes drawing a keno ball from the range of integers 1
through 80. Alternatively, more than one keno ball, i.e. a set, can
also be picked during each game event. For the interactive keno
game, the charging of the player and then the drawing of at least
one keno ball is the chargeable action. In one embodiment, each
keno ball is drawn only once during a game session.
[0048] The method then proceeds to decision diamond 216 in which
the determination is made whether a triggering event has occurred.
A triggering event is a game event that satisfies a predefined game
condition which "triggers" a game history counter. If a triggering
event does not occur at decision diamond 216, the method then
returns to process block 208 in which the paytable is provided that
identifies prizes for the next game event.
[0049] If a triggering event does occur then the method proceeds to
process block 218 in which at least one game history counter 218 is
updated. The game history counter is used to determine if a player
is owed an award according the paytable provided in process block
208. For the illustrative interactive keno game, assume that the
player has elected to play a five-spot keno game and has selected
"numbers" 24, 30, 35, 52 and 61. For this particular example, the
triggering event occurs when one of the balls drawn during a game
event matches one of the player spots. Therefore, if the first ball
drawn is a 54, the second ball drawn is a 71, and the third ball
drawn is a 35, then the triggering event occurs when the third ball
is drawn. As a result of the triggering event, a game history
counter is updated to show that 1 out of 5 matches has occurred.
After the game history counter is updated the method proceeds to
decision diamond 220.
[0050] At decision diamond 220 the determination is made whether a
threshold event identified by the paytable has occurred. The
threshold event determines whether a particular game event or
triggering event results in awarding the player a prize. If the
threshold event identified by the paytable determines that the
player is not entitled to a prize, the method returns to process
block 208 in which the paytable is provided and the player
determines whether to continue the game session. In the
illustrative example, the game history counter has been updated to
show that due to the third ball drawn matching one of the player
selected numbers, 1 out of 5 matches has occurred. If it is assumed
that for the five-spot game at least 3 out of 5 matches are needed
to award the player a prize, then the player having only 1 out of 5
matches is not entitled to a prize.
[0051] If at decision diamond 220 the determination is made that a
threshold event has occurred then the player is awarded a prize as
reflected by process block 222. The prize is defined by the
paytable provided in process block 208. For the illustrative
five-spot keno game, if the game history counter indicates that the
player has matched 5 out of 5 player selected numbers, then the
player is awarded a prize according to the paytable. After the
player is awarded a prize, the method then proceeds to decision
diamond 224.
[0052] At decision diamond 224, a determination of whether to
continue to the next game event is made. If the determination
results in continuing to the next game event, the method returns to
process block 208. If the decision results in not performing the
next game event, the method proceeds to decision block 228. The
determination of whether to continue with the next game event can
be made by the player or can be subject to the rules of the game
being played. For example if no more game events can be played
during a game session, then the game session is effectively
terminated. In the illustrative interactive keno example, if the
player has matched 5 out of 5 player selected numbers for a
five-spot keno, then the game session is effectively over and the
player must proceed to decision diamond 228. In another
illustrative interactive keno example, if the player has matched 4
out of 5 player selected number for a five-spot keno game, the
player must decide whether to continue to the next game event or to
terminate the game session.
[0053] The player decision at diamond 224 requires the player to
decide whether to continue the game session or end the game
session. As in process block 210, the determination of whether to
conclude the game is based on the player's skill in analyzing the
paytable and any counters that monitor the game session. The
player's skill can be used to terminate the game session after an
optimal event has occurred or at an optimal time period. The player
has the opportunity to evaluate a plurality of strategies for
preserving winnings and/or reduce losses. If the player decides to
end the game session, then the player is provided with any
available credits and the game session is terminated.
[0054] At decision diamond 228, the decision is made to play a new
game session or to end the game altogether. If the decision to
start a new game session is made, the method returns to process
block 206 and the player enters the conditions for the game
session. If the decision is made to end the game, then any
available credits are transferred to the player.
[0055] It shall be appreciated by those having ordinary skill in
the art that during a game session, a determination of whether the
player has sufficient credits to continue playing the interactive
game is constantly made. If the player has insufficient credits,
the player is permitted to transfer credits to the game to continue
the game session. However, if the player has no available credits
then the game session is terminated.
[0056] Referring to FIG. 4 there is shown a flow chart of a first
embodiment for generating a paytable. In this first paytable
embodiment, the paytable usually changes for each game event. For
the illustrative interactive keno game, the paytable can be
modified as a function of variables that include: the number of
player selected numbers, i.e. spots; the quantity of integers, i.e.
balls, drawn from range of integers 1 through 80; the amount of
player credits charged for each game event; the total quantity of
chargeable actions performed; the total number of game events; and
the contribution or allocation for each award level to the overall
payback.
[0057] In the first paytable embodiment, one variable used to
generate the paytable from process block 208 is the overall payback
percentage. The overall "payback" percentage for the game is set at
process block 230. In the first paytable embodiment, the overall
payback percentage remains constant. By way of example and not of
limitation, the paytable may be programmed to provide a constant
90% payback to the player. Generally, the payback percentage for
the interactive game is determined by the operator, e.g. a casino.
For purposes of this disclosure, the payback percentage is referred
to as ROI which stands for Return On Investment.
[0058] At process block 231, the average bet is determined based on
the structure of the game. The average bet is the average of the
total amount wagered for a plurality of game sessions. For the
average bet determination, each game session is taken to completion
without player interruption. Recall the player can terminate the
game session after each game event as described above. The average
bet may be determined empirically or theoretically. For the
interactive keno game, the average bet is a function of the number
of "spots" picked by the player, thus the average bet for a
five-spot game will be different than the average bet for a
four-spot game. For purposes of this disclosure the average bet is
referred to as ABET. The method then proceeds to block 232.
[0059] At process block 232 the average bet is determined based on
the structure of the game. The average bet is the average of the
total amount wagered for a plurality of game sessions. For the
average bet determination, each game session is taken to completion
without player interruption. Recall the player can terminate the
game session after each game event as described above. The average
bet may be determined empirically or theoretically. For the
interactive keno game, the average bet is a function of the number
of "spots" picked by the player, thus the average bet for a
five-spot game will be different than the average bet for a
four-spot game. For purposes of this disclosure the average bet is
referred to as ABET. The method then proceeds to block 232.
[0060] At process block 232 the graduated weighting function is set
for the first paytable embodiment. The graduated weighting
functions is used to more heavily weight the probabilities in the
player's favor for game events that occur at the end of the game
session. For the illustrative interactive keno example, an
illustrative graduated weighting function may be a formula as shown
below:
WGT(I)=(I+39)/80
[0061] The variable "I" in the weighting function refers to the
number of game events that have been played. Thus, if only one game
event has occurred then the graduated weighting function is 0.50,
and if sixty-one numbers are picked by the game then the graduated
weighting function is 1.25.
[0062] Another illustrative graduated weighting table is shown in
FIG. 5. The graduated weighting table 240 of FIG. 5 has a start
percentage and a stop percentage associated with the number of
spots played. The start percentage is lower than the stop
percentage so that the player will have a greater incentive to play
the interactive keno game longer. The actual graduated percentage
for each game event increases in a linear fashion from the start
percentage to the stop percentage.
[0063] In process block 234, a pay allocation is set. In the
illustrative keno game, the pay allocation determines the
percentage of the total prize awarded for each threshold event. By
way of example and not of limitation, the pay allocation for a
five-spot keno game may not distribute a prize for having one drawn
ball match one out of five player selected numbers. If there are
two drawn balls that match two out of five of the player selected
numbers, then the player is awarded 20% of the total prize. If
there are three drawn balls that match three out five of the player
selected numbers, the player is also awarded 20% of the total
prize. If four of the drawn balls match four out of five of the
player numbers, the player is awarded 30% of the total prize. For a
complete five spot match, the player is awarded the remaining 30%
of the total prize. It shall be appreciated by those skilled in the
art that the pay allocation weighting function is used because of
the dependent nature of the game events in the interactive keno
game. For purposes of this disclosure, the allocation weighting
function is referred to as AL(IHIT).
[0064] Referring to FIG. 6 there is shown a more detailed table 242
in which the pay allocation weighting is set for the interactive
keno game. The set pay allocations table 242 includes hits columns
243 and a spots marked rows 244. The spots marked rows 244 refer to
the different interactive keno games that can be played based on
the total player selected numbers. The hits columns 243 identifies
the number of "hits" or matches associated with each of the spots
marked. The percentage of the prizes awarded are identified by the
appropriate cells. For example for the five-spot game shown in FIG.
6, the player is awarded a prize for hitting 3, 4, and 5 of the
spots marked. The percentage of the total prize increases from 19%
for hitting 3 out 5 spots, to 20% for hitting 4 out of 5 spots, and
finally 60% for hitting 5 out of 5 spots.
[0065] At block 236, the probability for the next game event is
calculated. It shall be appreciated by those of ordinary skill in
the art having the benefit of this disclosure that the probability
of a next game event is the product of probabilities of prior game
events multiplied by the probability associated with the next game
event. In an illustrative one-spot game, the probabilities are
calculated by determining the probability of not hitting a spot
multiplied by the probability that the spot will be hit. For an
illustrative five-spot game, the probability of hitting the fifth
spot is determined by calculating the probability of hitting four
out of five spots times the probability of hitting the fifth spot
in the next game event. For purposes of this disclosure, the
probability for the next game event is referred to as PR(I).
[0066] At block 237, the award for the each game event is
determined The prize awarded is given by the equation provided
below:
PAY (I)=ROI*ABET*WGT(I)*AL(IHIT)/PR (I)
For purposes of the equation, the prize awarded is referred to as
PAY (I).
[0067] The amount of the prize awarded can also be capped.
Referring to FIG. 7 there is shown a table 246 in which pay caps
have been set. The table includes a column heading titled Maximum
Cap Amount. The purpose of the pay cap is to ensure that the prize
awarded does not exceed the maximum cap amount. The method then
proceeds to block 238.
[0068] At block 238, a plurality of look-up tables are generated
for each game event. The look-up tables determine the prize awarded
for each game event. The look up table is generated using the
formula from process block 237. Referring to FIG. 8, there is shown
three illustrative look-up paytables that are generated using the
method described in FIG. 4. An illustrative look-up table 248 is
associated with the drawing of the first keno ball. The table 248
includes a column that identifies the type of game being played,
e.g. one-spot, two-spot, etc. As previously mentioned, the one-spot
game is an interactive keno game in which the player has chosen
only one number. Table 248 also includes a row that identifies the
number of hits. As previously mentioned a "hit" occurs when there
is a match between the drawn ball and one of the player selected
numbers. Table 248 indicates that for a 1-spot game, if the first
ball drawn matches the player selected number, then the player is
entitled to an award of 20 credits. The table 249 is an
illustrative look-up paytable associated with the second game drawn
ball. The table 250 is an illustrative look-up paytable associated
with the third drawn ball. Note, that the illustrative look-up
tables provide an upper limit for number of spots a player can
elect to play, namely, only up to eight spots may be chosen by the
player during the game session.
[0069] Interactive Keno
[0070] Referring to FIG. 9, there is shown the illustrative player
interface for the interactive keno game described above. The
interactive keno game is described in further detail in patent
application Ser. No. 10/214,862, titled Interactive Keno Gaming
System and Method, filed Aug. 7, 2002, which is hereby incorporated
by reference. The illustrative keno embodiment includes a player
interface 252.
[0071] The illustrative player interface 252 operates on the
illustrative touch screen display 112 of FIG. 1. The touch screen
112 displays the interactive keno game that is configurable by the
player. Preferably, the interactive keno game displays one game
session at a time. During each game session the player selects the
"spots" to play. The game session requires the picking of at least
one integer from the range of integers 1 through 80. Each game
session is made up of at least two game events. During each game
event at least one integer, i.e. ball, is drawn from the range of
integers 1 through 80. A chargeable action is performed during each
game event.
[0072] In the illustrative embodiment, a game session is initiated
when the player provides money or transferable credits as described
above. Once player credits are received by the interactive gaming
system, the game session is initiated and a card component 254 is
displayed. The player then proceeds to select numbers or spots from
the card component 254. By way of example and not of limitation,
the five numbers selected are 24, 30, 35, 52 and 61. Each of these
numbers are identified with a check mark on card component 254.
[0073] After the card component 254 is displayed and the player
credits are displayed by the credit meter 256, the player
identifies the credits that will be applied towards each
"chargeable action" with a "Bet Per Ball" meter 258. In the prior
art keno game, a player places a wager and selects his numbers, and
the game randomly selects 20 numbers. In the present embodiment,
the player is charged a predefined number of credits for at least
one ball that is picked during the game event. The "Bet Per Ball"
meter 256 identifies the condition that determines the predefined
number of credits that will be charged to draw at least one
ball.
[0074] During the game session, a total bet meter 260 provides a
summary of the total number of credits wagered by the player during
the game session. Thus, the credits that are applied for each
chargeable action during the game session are monitored with the
total bet meter 260. A total win meter 262 is also provided. The
total win meter 262 informs the player of the number of credits
that player has been awarded during the game session. Thus,
illustrative player interface 252 includes a plurality of meters
that monitor each interactive keno game session.
[0075] A paytable 264 to the right of card component 254 indicates
the possible prizes that may be awarded to the player. The paytable
may be a dynamic paytable or a static paytable. The dynamic
paytable is a paytable that is modified during the game session as
described above. The static paytable is a paytable that does not
change during a game session.
[0076] In the illustrative embodiment of FIG. 9, the paytable 264
is configured to provide a payout for a five-spot keno game.
Additionally, it is preferable that the paytable 264 is comprised
of a hits column 266 and a payout column 268. The hits column 266
describes the number of hits needed to receive the payout shown in
payout column 268. Furthermore, a balls drawn meter 270 captures an
output of the quantity of balls drawn during a game session.
[0077] Before initiating a game session, the player must have
available credits in the credit meter 256. Credits are transferred
to the credit meter using the coin-in button 272. Additionally,
before initiating the game session the player must transfer credits
from the credit meter 256 to the bet per ball meter 258.
[0078] The player transfers credits from the credit meter 256 using
the increase bet per ball button 274 or the decrease bet per ball
button 276. The increase bet per ball button 276 increases the
number of credits that are shown by the bet per ball meter 258 and
the decrease bet per ball button 276 decreases the number of
credits that are shown by the bet per ball meter 258.
[0079] After the game session conditions of having the player
select at least one game number, and having the player provide the
wager for each game event, the game event process of drawing keno
balls is initiated. In the interactive keno game, a chargeable
action occurs when either the next ball button 278 or the autodraw
button 280 is activated. The next ball button 278 engages the
drawing of keno balls. The player may also initiate the game
session using the autodraw button 280. The autodraw button 280 is
configured to automatically pick at least one ball during each game
event until the at least one ball matches at least one player
selected number. In one embodiment, the autodraw sequence is paused
if there is a match between the player selected number and the game
picked number. Additionally, the game session may be paused
manually by the player after each game event.
[0080] Before activating the next ball button 278 or the autodraw
button 280, the player has an opportunity to view the paytable 264.
In one embodiment, the paytable 264 is revised during the game
session. The displayed paytable provides the player with an
opportunity to determine if the player payout is satisfactory to
the player. The ability to view the dynamic paytable permits the
player to use the player's skill to decide whether to continue the
game session or terminate the game session. Additionally, the
player can view the number of balls drawn meter 270, the total bet
meter 260 and the total win meter 262 to determine whether to
continue the game session.
[0081] By providing the player with a decision making process
during the game session, the player can use the player's skill to
preserve winnings and minimize losses. By preserving winnings and
minimizing losses, the player can enjoy playing the interactive
keno game for a much longer period of time. If the player did not
possess knowledge based skill to preserve winnings and minimize
losses, the novice player would spend his available credits much
faster than a knowledgeable player.
[0082] Additionally, the player may reset the game using the erase
button 282. The erase button 282 begins a new game session.
Finally, should the player decide that they want to conclude the
game, the cash-out button 284 button is activated. The cash-out
button 284 transfers credits or money to the player using
well-known techniques that include depositing coins in a coin
hopper or transferring credits or money to a coupon that is
redeemable at other machines or kiosks.
[0083] During the game session, the player may also be awarded an
intermediary prize after a game event. The intermediary award is
then transferred to the credit meter 256 so that the player may
apply the newly awarded credits towards continuing the game
session. In the autodraw embodiment, the game session is paused
after the intermediary prize is awarded and the player is provided
with an opportunity to determine whether to continue the game
session. The awarding of an intermediary prize adds a heightened
level of player interactivity because the player may decide to end
the game session after the intermediary prize is awarded.
[0084] The card component 254 displayed in FIG. 6 provides an
illustrative example of the effects associated with having enabled
the autodraw 280 function. In the illustrative example, the game
was paused because there was a match between one of the drawn keno
balls and one of the player selected numbers. The drawn keno balls
are 71, 54 and 35 and the number 71 was drawn first, the number 54
was drawn second, and the number 35 was drawn third. The drawn keno
balls are identified with markings 286, 288, and 290 for numbers
71, 54, and 35, respectively.
[0085] During each game event of this game session, the chargeable
action of picking one game selected symbol required withdrawing 10
player credits from the credit meter 256. On the first drawing the
game picked number was 71. Since there was no match with the player
selected numbers, the player lost the credits and the total bet
credit meter was revised to show that 10 player credits had been
played. For the dynamic paytable embodiment, the dynamic paytable
was then revised. On the second drawing, the player wagered another
10 credits for the chargeable action of drawing the next keno ball.
The next keno ball was 54 and again there was no match with the
player selected numbers. Again the player credits were lost and the
total credit meter was revised to 20. Preferably, the paytable was
again revised and generated the paytable output shown in paytable
264.
[0086] Since the player was in "autodraw" mode, 10 more player
credits were charged to the player for the next drawn keno ball.
During this game event, the drawn keno ball is 35 which results in
a match with the player selected number. Since a match has been
made, the player may be entitled to a payout. The occurrence of
this match is also referred to as a "triggering event" as described
above. The paytable 264 indicates with the highlighted vernacular
that the game history counter is at "Hit 1 of 5" and the player is
entitled to a payout of 0. Regretfully, the player was unable to be
awarded a prize because the paytable required more matching
numbers. Should the next two game picked numbers match two of the
four remaining player selected numbers, the player shall be
entitled to an award of 640 credits according to paytable 156.
Should the next three game picked numbers match three of the four
player selected number, is the player is entitled to an award of
11,430 credits. Finally, should the next four game picked numbers
match the remaining four player selected numbers, the player is
entitled to an award of 10,000,000 credits where the 10,000,000
represents a pay cap.
[0087] In operation, the game session continues until the player
decides to end the game, or there are no more credits available in
the credit meter 256, or the game session is completed according to
the game rules. Should the player decide to end the game session,
the player cashes out his remaining credits by using the cash-out
key 284. It shall be appreciated by those skilled in the art that
the game may include additional functions such as accounting
functions, player tracking functions, loyalty functions and the
awarding of a progressive jackpot. By way of example and not of
limitation, the progressive jackpot may be awarded by matching all
player selected numbers with the randomly selected numbers
according to a paytable formula for progressive jackpots.
[0088] Illustrative Skill Strategy for Interactive Keno
[0089] Games distinguish themselves based on the types and levels
of player skill. According to Merriam-Webster, one definition of
skill includes the ability to use one's knowledge effectively and
readily in execution or performance. Another definition of skill
includes dexterity or coordination especially in the execution of
learned physical tasks.
[0090] For purposes of this patent, "player skill" includes three
components: minimal skill, dexterity skill, and knowledge skill.
Generally, all games include these components, however, the degree
of skill varies for each game. Minimal skill refers to the player
having a minimal understanding of the rules of the game and minimal
dexterity needed to apply the rules of the game. To play any game
according to the game rules, the player must possess minimal skill.
However, minimal skill is not required since the player can always
completely ignore the game rules.
[0091] By way of example and not of limitation, a lottery game is a
game that in principle only requires minimal skill. The minimal
skill required is the selection of numbers from a card having a
plurality of numbers. The correct amount of numbers must be
identified before the lottery drawing. The game outcome is
theoretically random so little or no dexterity skill or knowledge
skill is used. Other games that theoretically rely on purely random
events include traditional keno, bingo and stand-alone slot
machines.
[0092] Dexterity skill is based on the player's reflexes or
coordination. Most games require a degree of dexterity to establish
game play. Certain games such as arcade video games or pinball
machines are primarily dexterity based skill games. For example, in
the well-known "Pong" video game, the player removes bricks from a
wall by causing a ball to "hit" the brick with a player controlled
paddle. Dexterity skill is needed to ensure that the ball strikes
the paddle so that the player may continue playing the game. The
objective during game play is to generate as many points as
possible, and this objective is generally achieved by playing the
game as long as possible.
[0093] Knowledge skill is based on the player's experience and
analytical abilities. Most games require a degree of knowledge
skill during game play. For example, the Pong game described above
requires a certain amount of knowledge skill in anticipating the
various game levels. However, this level of knowledge is minimal
when compared to the level of dexterity skill applied in Pong.
[0094] An illustrative example of a game that uses knowledge skill
is a standard video poker game of Jack or Better. In this video
poker game a player is provided with a choice of which cards to
hold and which cards to discard in exchange for newer cards. The
optimum choice made by the player is dependent on the paytable for
the video poker game. For illustrative purposes, with a paytable
that pays a Royal Flush 800, a Straight Flush 50, Four of a Kind
25, a Full House 9, a Flush 6, a Straight 4, Three of a Kind 3, Two
Pair 2 and a Pair of Jacks or Better 1, the player has a
theoretical optimum return of 99.5%. Thus, if a player starts with
a $20 bill, and wagers $1 at a rate of six games per minute, the
loss rate is $1.80 per hour and on average the player could play
for 11 hours before consuming all the playing funds.
[0095] In the illustrative example of the standard video poker
machine, the knowledge skill used by the player is dependent on the
amount wagered, the cards initially dealt to the player, the cards
discarded by the player, the new cards provided to the player and
the paytable for compensating the player. During the game session,
the player attempts to optimize his/her award according to the
paytable. Since the optimal player outcome is dependent on the
paytable, a "knowledgeable" player's decision will be highly
dependent on the paytable. The paytable provided in the
illustrative standard video poker machine is a static paytable. A
static paytable does not change is during the game session.
[0096] As described above, a gaming system and method that includes
a dynamic paytable is described. The illustrative example for the
dynamic paytable includes an interactive keno game in which the
player is charged for each game event. Each game event includes the
drawing of at least one ball.
[0097] As described above, the interactive keno game displays the
dynamic paytable to the player after each game event. Additionally,
the keno game provides the player with an opportunity to terminate
or continue the game session after each game event. In operation,
the dynamic paytable may be used to help the player select a
strategy that preserves the player's winnings or a strategy that
will minimize the player's losses. The player strategy also
includes a theoretical optimal strategy in which the player
maximizes his/her winnings or minimizes his/her losses during the
game session.
[0098] Referring to FIG. 10 there is shown an illustrative chart
that may be used to develop a player strategy to reduce game
losses. A first line 302 represents a cumulative wager amount. The
cumulative wager amount line 302 tracks the total amount wagered by
the player after each game event. For the charts in FIG. 10 and
FIG. 11, the illustrative wager amount is $0.05 per game event.
[0099] The minimal payback line 304 is a cumulative payback that is
made to the player, and is based on the payback percentage for
playing the interactive keno game. The payback percentage is based
on the use of minimal skill. For illustrative purposes, the payback
percentage is 90% for the charts in FIG. 10 and FIG. 11. Thus, the
minimal payback for each $0.05 game event is $0.045. The minimal
payback line 304 assumes that the payback percentage is fixed for
each game event. It shall be appreciated by those skilled in the
art, that the minimal payback percentage is developed over the
course of playing many game sessions rather than just a single game
event.
[0100] The current well-known keno games are purely random games
that require minimal skill. The minimal payback line 304 is based
on the player using minimal skill to play the interactive keno
game. For illustrative purposes only, minimal skill play occurs
when the player hits the "Autoplay" key until the end of the game
session. Knowledge based skill is used to determine when to
terminate the interactive keno to either preserve winnings or
reduce player losses during a game session.
[0101] The interactive keno game is unique because it provides the
player with an opportunity to use knowledge based skill to
terminate the game session early to preserve winnings or reduce
player losses. An illustrative strategy is described below that
permits the player to exceed the 90% payback associated with
minimal skill.
[0102] The game payback line 306 identifies the prize that was
awarded to the player during the illustrative 5-spot keno game
session. As shown by game payback line 306, the player was awarded
a prize at game event 18, 20, 25, and 64 because the player "hit" a
number. The terminology of "hitting" a number refers to drawing a
keno ball that matches a player selected number. The $0.15 prize at
game event 18 represents the award for a 5-spot keno game in which
the player hits 2 of 5 player selected numbers. Note, that there is
no prize awarded for the player hitting 1 of 5 is player selected
numbers. The $0.50 prize at game event 20 represents the award for
the player hitting the 3 of 5 player selected numbers. The $1.20
prize at game event 25 represents the award for the player hitting
4 of 5 player selected numbers. Finally, the $0.35 prize at game
event 64 represents the prize awarded for hitting 5 of 5 player
selected numbers.
[0103] The cumulative award line 308 is the game payback values
represented by game payback line 306 subtracted from the cumulative
wager values represented by the cumulative wager line 302. Thus,
the cumulative award line 308 represents the total prizes awarded
to the player minus the amount charged to the player for each game
event. The cumulative award line 308 includes a plurality of spikes
generated when the player is awarded the prizes at game event 18,
20, 25, and 64. The cumulative award line 308 shows that the player
should have terminated the game session after hitting 4 of 5 player
selected numbers.
[0104] Based on the pattern generated during the game session
displayed in FIG. 10, the player may devise a simple strategy that
if the game hits a 4 of 5 player selected numbers in a 5-spot keno
game within 30 game events, then the player should terminate the
game session. Although, this strategy is not optimal it is a simple
strategy that can be readily implemented by the player to minimize
his losses and increase the payback percentage. This strategy is a
simple knowledge based skill strategy.
[0105] Referring to FIG. 10 there is shown an illustrative chart
that may be used to develop a player strategy to preserve game
winnings. The cumulative award line 310 reflects that the player
won prizes at game events 15, 17, 22 and 48. The prize at game
event 15 represents the award for the hitting 2 of 5 player
selected numbers. Note, that there is no prize awarded for hitting
1 of 5 player selected numbers. The prize at game event 17
represents the award for hitting 3 of 5 player selected numbers.
The prize at game event 22 represents the award for hitting 4 of 5
player selected numbers. Finally, the prize at game event 48
represents the prize awarded for hitting 5 of 5 player selected
numbers.
[0106] The cumulative award line 310 shows that the player should
have terminated the game session after game event 22. However, had
the player terminated the game session after game event 22, the
player would have been foregoing the additional prize associated
with hitting five player selected numbers. The risk of pursuing the
final 5-spot prize would depend on the payout associated with
hitting the fifth player selected number, and the probabilities of
hitting the fifth player selected number.
[0107] One simple illustrate strategy to conserve the player's
prize winnings that would permit the player to have the opportunity
to hit the fifth player selected number would be to terminate the
game session after 30 game events. This strategy would be limited
to occasions where the player hits 4 of the 5 player selected
numbers in a 5-spot keno game in the first 30 game events. Recall
that this is the same strategy adopted for the chart in FIG.
10.
[0108] If this simple skill based strategy results in a small
increase of 1% for the base payback percentage of 90%, then the
increased payback percentage results in the player achieving an 11%
improvement in the amount of playing time. If the skill based
strategy results in an increase of 2% for the base payback
percentage of 90%, then the player achieves a 25% improvement in
the amount of playing time. Thus, the heightened level of
interactivity benefits the player substantially and is a
substantial departure from the prior art keno games.
[0109] It shall be appreciated by those skilled in the art having
the benefit of this disclosure that the skill based strategy
provided above is an illustrative strategy. A plurality of
different strategies may be adopted by the player during the game
session. Each strategy is going to be dependent on the paytable and
the probabilities of the subsequent game event. The player strategy
is used to achieve an improved payback percentage that exceeds the
payback percentages for a minimal skill based strategy.
[0110] Although the description above contains many embodiments,
these should not be construed as limiting the scope of the claims
but as merely providing illustrations of some of the presently
preferred embodiments. Thus, the scope of the invention should be
determined by the appended claims and their legal equivalents
rather than by the illustrative examples given.
* * * * *