U.S. patent application number 15/641829 was filed with the patent office on 2017-10-19 for gaming interruption and reconnection management.
The applicant listed for this patent is Aristocrat Technologies Australia Pty Limited. Invention is credited to Ulf Abrink, Hakan Andersson, Henrik Kniberg, Ulf Larsson, Jens Nilsson, Jan Otterling, Thomas Rizos, Peter Vincent.
Application Number | 20170301174 15/641829 |
Document ID | / |
Family ID | 42241179 |
Filed Date | 2017-10-19 |
United States Patent
Application |
20170301174 |
Kind Code |
A1 |
Kniberg; Henrik ; et
al. |
October 19, 2017 |
GAMING INTERRUPTION AND RECONNECTION MANAGEMENT
Abstract
A method, system and computer program product for managing
interruption and reconnection of a game session in a computer based
gaming system having a computerized gaming machine devised for
executing a game and being communicatively connected to a remote
data storage, wherein: the execution of a game comprises at least
one instance of determining a set of associated game session data;
an identity code is reserved for identification of each execution
instance of a game; each determined set of associated game session
data is associated with said identity code and stored in the remote
data storage; and if an interruption occurs in the execution of a
game, then the identity code for the current game execution
instance is associated with a status indicator indicating that said
game execution has been interrupted.
Inventors: |
Kniberg; Henrik; (Ska,
SE) ; Abrink; Ulf; (Balsta, SE) ; Nilsson;
Jens; (Saltsjo-Boo, SE) ; Vincent; Peter;
(Magersten, SE) ; Rizos; Thomas; (Johannesher,
SE) ; Andersson; Hakan; (Sundbyberg, SE) ;
Otterling; Jan; (Vallingby, SE) ; Larsson; Ulf;
(Taby, SE) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Aristocrat Technologies Australia Pty Limited |
North Ryde |
|
AU |
|
|
Family ID: |
42241179 |
Appl. No.: |
15/641829 |
Filed: |
July 5, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12497330 |
Jul 2, 2009 |
9697673 |
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15641829 |
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12433615 |
Apr 30, 2009 |
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12497330 |
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11719059 |
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PCT/SE2005/000717 |
Nov 14, 2005 |
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12433615 |
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60522843 |
Nov 12, 2004 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3239 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32; G07F 17/32 20060101 G07F017/32 |
Claims
1-58. (canceled)
59. A method for managing a game session in a computer based gaming
system including a gaming machine configured to execute a game and
being communicatively connected to a gaming server including a
remote data storage, said method comprising: receiving, by a client
game module of the client gaming machine, a wager from a player to
initiate a gaming session, the wager received via a credit input
device of the client gaming machine; reserving, by the client
gaming machine, an identity code in the remote data storage for
identification of the gaming session and the client gaming machine;
transmitting, by the client game module, a request for a game
outcome to a server module of the gaming server for at least one
game phase of the gaming session, the server module communicatively
coupled to the client game module, the request including game rules
and the wager value associated with the gaming session;
determining, by a server module communicatively coupled to a client
gaming module of the client gaming machine, outcome information for
at least one game phase, wherein the outcome information is based
on the game parameters and a random number generated by a random
number generator associated with the gaming server; associating, by
the server module, game session data for the at least one game
phase with the identity code and storing the associated game
session data and identity code in the remote data storage, the game
session data including at least one of the wager value, the random
number, and the outcome information; associating, by a server
reconnect handler of the gaming server, a status indicator with the
identity code in the remote storage indicating an interruption of
the game execution when an interruption occurs before completion of
the at least one game phase; providing, by the server reconnect
handler, the identity code and the status indicator to the player;
retrieving, by the client game module, the stored game session data
associated with the identity code from the remote data storage;
reconstructing, by the client game module, the interrupted gaming
session using the at least one of the wager value, the random
number, and the outcome information to determine second outcome
information, wherein the second outcome information is based on the
same factors as in the interrupted gaming session before the
interruption occurred; and displaying, by the client game module,
the second outcome information to the player.
60. The method of claim 59, wherein providing, by the server
reconnect handler, the identity code further comprises
communicating, in response to a game interruption, the identity
code for an interrupted game execution instance via a voucher to
the player.
61. The method of claim 59, wherein determining second outcome
information comprises: determining the wager value, the random
number, and a second outcome dependent on the generated random
number; and determining a win value dependent on the second outcome
and the wager value.
62. The method of claim 61 wherein if the status indicator
indicates an interruption of a game execution, said method further
comprises reconstructing the interrupted game execution up to the
point of interruption based on the game session data associated
with the identify code.
63. The method of claim 62 further comprises: storing the identity
code; and communicating the identity code to a player.
64. The method of claim 63 communicating the identity code to a
player further comprises outputting the identity code to a player
in a machine readable form on a printable medium that is output as
a token of value in the shape of a voucher.
65. The method of claim 63, wherein storing the identity code
further comprises associating the identity code with a player
account information.
66. The method of claim 59 wherein associating, by a server
reconnect handler of the gaming server, a status indicator further
comprises determining whether the game session has been completed
or interrupted.
67. The method of claim 66 wherein the gaming machine is
communicatively coupled to a remote data storage, said method
further comprising triggering a game execution interruption if the
communicative connection between the gaming machine and a remote
data storage is interrupted.
68. The method of claim 66, further comprising triggering a game
execution interruption in response to an electrical signal.
69. The method of claim 66, further comprising triggering a game
execution interruption in response to abnormal termination of a
player session.
70. A gaming system for operating a gaming application, said gaming
system comprising: a gaming server comprising a data storage, a
server module, and a server reconnect handler; and a client gaming
machine communicatively coupled to said gaming server, said client
gaming machine comprising a credit input device, a client reconnect
handler, and a client game controller module, said client gaming
machine configured to: receive, by said client game controller
module, player input signals and a wager from the player to
initiate a gaming session, the wager received via said credit input
device; reserve, by said client reconnect handler, an identity code
in said data storage for identification of the gaming session and
the client gaming machine; transmit, by said client game module, a
request for a game outcome to said server module for at least one
game phase of the gaming session, the request including game rules
and the wager value associated with the gaming session; determine,
by said server module, outcome information for the at least one
game phase, the outcome information based on the game parameters;
associate, by said server module, game session data for the at
least one game phase with the identity code, wherein the associated
game data includes the wager value and the outcome information;
associate, by said server reconnect handler, a status indicator
with the identity code in said data storage indicating an
interruption of the game execution when an interruption occurs
before completion of the at least one game phase; retrieve, by said
client game module, the stored game session data associated with
the identity code from said data storage; reconstruct, by said
client game module, the interrupted gaming session using the at
least one of the wager value and the outcome information to
determine second outcome information based on the same factors as
in the interrupted gaming session before the interruption occurred;
and display, by said client game module, the second outcome
information to the player.
71. The gaming system in accordance with claim 70 wherein said
server reconnect handler is configured to communicate the identity
code for an interrupted game execution, generated in response to a
game interruption, via a voucher to the player.
72. The gaming system in accordance with claim 70, wherein to
determine, second outcome information for the at least one game
phase, said client gaming machine further configured to: determine
the wager value and a second outcome dependent on the generated
random number; and determine a win value dependent on the second
outcome and the wager value.
73. The gaming system in accordance with claim 70 wherein if the
status indicator indicates an interruption of a game execution,
said client gaming machine further configured to reconstruct the
interrupted game execution up to the point of interruption based on
the game session data associated with the identify code.
74. The gaming system in accordance with claim 73 further
comprising a printer for communicating the identity code to a
player in a machine readable form on a printable medium that is
output as a token of value in the shape of a voucher.
75. The gaming system in accordance with claim 73, further
comprising a player tracking device, said gaming machine is further
configured to associate the identity code with a player account
information.
76. The gaming system in accordance with claim 70 wherein said
server reconnect handler is further configured to determine whether
the game session has been completed or interrupted.
77. The gaming system in accordance with claim 76 wherein said
gaming machine is further configured to trigger a game execution
interruption if the communicative connection between said gaming
machine and the data storage is interrupted.
78. The gaming system in accordance with claim 76, wherein said
gaming machine is further configured to trigger a game execution
interruption in response to at least one of an electrical signal
and an abnormal termination of a player session.
Description
RELATED APPLICATIONS
[0001] The application is a continuation-in-part of application
Ser. No. 12/433,615 filed Apr. 30, 2009, which is a continuation of
application Ser. No. 11/719,059, which is the National Stage (filed
on May 10, 2007) of International Application No. PCT/SE2005/01717
having an international filing date of Nov. 14, 2005, and claims
priority to U.S. Provisional Patent Application No. 60/522,843
filed Nov. 12, 2004, all of which are incorporated herein by
reference in their entirety.
TECHNICAL FIELD
[0002] The present invention relates in general to the management
of interruption and reconnection of a computerized game of chance
operated in a gaming system configured with a gaming machine
connected to remote data storage
BACKGROUND
[0003] In computerized gaming, a game session can be interrupted
for various reasons for example due to failure in electric power
supply or data communications, machine error, operating error or
intentional interruption by the player. In gaming, involving casino
game or lottery game types, there is usually a bet and a possible
winning prize payback at stake. A player may be about to win when
interruption occurs and thus may be deprived of his winning play or
his payout if the game is lost. Gaming systems are usually also
subject to strict control from authorities that require game record
keeping for audit purposes, and it is not acceptable for game
records to deviate from factual payouts. It is therefore important
for the credibility of the gaming operator to manage interruption
and game resumption in a secure and correct manner.
[0004] Traditionally, each game must handle its own interruption
and reconnection management. It is a current trend that gaming
systems run gaming software from different independent game
developers. Since reconnection is a complex and error prone
procedure there is a risk for instability in the gaming system if
reconnection is handled in a non-uniform way.
PRIOR ART
[0005] Examples of prior art is found in the following patent
publications.
[0006] U.S. Pat. No. 5,395,242 shows a computer simulation playback
method that includes the steps of recording commands entered during
use of a simulation, operating the simulation with the recorded
commands and allowing new commands to be entered at any point
during the step of operating the simulation with the recorded
commands. More specifically, the method runs a simulation on a
computer system that includes a user input device and a visual
display. Images are shown on the display and the person using the
simulation enters commands through the user input device. The
commands affect the images shown on the visual display and are
recorded in the sequence that they were entered. The method then
runs the simulation again and automatically enters the recorded
commands in the same sequence that they were recorded so that
substantially the same images that were produced when the commands
were initially entered are displayed again. During that step, new
commands can be entered. Once certain new commands are entered, the
recorded commands are pre-empted and the user can use the
simulation anew from the point where the new commands were
entered.
[0007] This piece of prior art is directed to computer games, e.g.
an Airplane dogfight, and allows for recording player inputs,
replay and add new inputs. The system is configured to record all
user inputs to the game software during execution. The system is
further configured to simulate a first game software execution by
inputting said recorded non deterministic inputs to said game
software during a second execution. The purpose is to enable the
player to alter the action and outcome of the game at any desired
point.
[0008] U.S. Pat. No. 4,342,454 discloses a method and system
wherein instant replay for microprocessor-controlled video games is
provided by storing and retaining for a period of time in a random
access memory the results of microprocessor polling of each of the
player command entry devices. In a memory conserving embodiment
only newly entered player commands and the times when such commands
are entered need be stored and retained. It is further shown that
user inputs are recorded and sampled with a certain sampling
frequency. The disclosed system is configured to record
non-deterministic user inputs to the game software during
execution. Also in this piece of prior art the system is configured
to simulate a first game software execution by inputting said
recorded non-deterministic inputs to said game software during a
second execution. The purpose is to be enable replay of a game for
freeze frame and slow motion presentation.
OBJECT OF THE INVENTION
[0009] It is an object of the present invention to provide a system
for managing interruption and reconnection of game sessions in a
computer based gaming system with a computerized gaming machine
that is connected to remote data storage.
SUMMARY OF THE INVENTION
[0010] The object is achieved by providing a mechanism that enables
reconstruction of a game session up to the point of an
interruption. Each game session is assigned an identity code for
reconnection, in short called reconnect identity code, for the case
that an interruption occurs during execution of the game session.
Each reconnect identity code identifies a specific game session and
the reconnect identity code is stored in remote data storage that
is communicatively connected to the gaming machine. Game session
data is stored in a manner that is independent of the specific game
as well as of the specific gaming machine. More specifically,
critical game session data that is necessary for the reconstruction
of a game session is stored associated with the reconnect identity
code in the remote data storage. If a game session is interrupted,
an indication of this fact is stored with the associated reconnect
identity code. An interruption of a game session can in this
context occur in different ways. The interruption may be
intentional or unintentional as a result of a player action, may be
due to a system operation action in response to monitored
parameters or due to gaming machine failure, data communications
failure or other system failure.
[0011] In order to reconnect and resume the game session, the
reconnect identity code is identified in a suitable manner
dependent on the implementation and configuration of the gaming
system and the associated game session data is retrieved from the
remote data storage. The thus retrieved game session data is used
for reconstruction of the game session up to the point of
interruption and from there the game is continued in a normal
manner operated by a player on a gaming machine.
[0012] The reconnect identity code that is associated with a
specific game session is, as mentioned above, identified in a
manner that depends on the implementation and configuration of the
gaming system. This identification is based on the right of a
specific player to a specific interrupted game session, and
therefore the identification should preferably be possible to
couple to or to communicate to a specific player. In many gaming
systems the coupling to the person who is the player must be
indirect, since the player may be anonymous or player is identified
via an identified physical device or an identified user account.
Different aspects of this problem are addressed by different
embodiments of the invention.
[0013] In accordance with one aspect, an embodiment of the
invention is devised such that the reconnect identity code is
coupled to an identity of the specific gaming machine upon which
the gaming activity takes place. In this instance the gaming
machine identity is stored associated with the reconnect identity
code. This embodiment is useful in gaining systems in which the
player can reasonably prove that he or she played on a specific
gaming machine at the time when an interruption occurred. In a
further developed variety of this embodiment, the invention is
devised such that the reconnect identity code is stored in local
data storage on the gaming machine in addition to being stored in
the remote data storage. When a game session is interrupted,
indicia that represents the reconnect identity code is output from
the gaming machine via a suitable medium. In an advantageous
embodiment, the gaining machine prints the indicia that represent
the reconnect identity code on a voucher in the shape of for
example a piece of paper and outputs it to the player. This voucher
is a token of value and represents the right to an interrupted game
session and is used to reconnect the game session. Such a reconnect
voucher would preferably be printed with said indicia that
represents the reconnect identity code in a machine readable form,
e.g. a bar code, as well as with human readable information, e.g. a
text or an image. A player in possession of a reconnect voucher
would use this by inputting the reconnect identity code carried on
the reconnect voucher to the gaming system typically via a gaming
machine that is connected to the remote data storage, possibly but
not necessarily the same gaming machine that was interrupted and
produced the reconnect voucher. The information on the reconnect
voucher thus including the reconnect identity code is read by the
gaming machine, the game session data is retrieved from the remote
data storage dependent on the reconnect identity code and the game
is reconstructed up to the point where it was interrupted as
described above. From thereon the player continues his play as
before the interruption.
[0014] In an embodiment applied in a gaming system that operates
with player cards provided with portable storage means that is
accessible from the gaming machine, the indicia that represents the
reconnect identity code is stored on the portable storage means of
the player card and is otherwise used in a manner similar to the
reconnect voucher described above. In another embodiment applied in
a gaming system that operates with player accounts, the reconnect
identity code is stored associated with the player account. A
player then has his balance of reconnect rights on his player
account records, and inputs the reconnect identity code to the
gaming system and activates a reconnect procedure from the
account.
[0015] In other varieties the reconnect identity code is
communicated between the player and the gaming system by means of
short range radio frequency communications such as via a Bluetooth
device or an RFID (radio frequency identification) device. There
are also combinations wherein the reconnect identity code is output
by a first type of communication means, such as via a reconnect
voucher, and input via a second type of communication means, for
example via a keyboard interface that e.g. may be realised on a
touch screen.
[0016] An advantageous embodiment of the invention is realised in a
gaming system concept based in client-server architecture. A game
application program comprises a game specific client module
executed in a client gaming machine provided with a game
application program interface and a game specific server module
executed in a gaming server also provided with a game application
program interface. The gaming machine as well as the gaming server
comprises general gaming functions that are available as services
for different games executed by the respective gaming specific
client and server modules. In the client gaming machine there are
general client gaining functions such as a graphical user
interface, a cashbox, sound presentation means, buttons and data
communications means typically devised for providing an interface
between the player and the specific game as well an interface
between the specific game and the server. In the gaming server
there are general server gaming functions in particular a random
number generator, a database and a gaming application program
interface via which the gaming specific server module calls the
general gaming functions upon a request from the client module. The
database in the server is thus the remote database from the point
of view of the client gaming machine.
[0017] The invention is based on the fact that, given the same
initial state, a certain sequence of input will always produce the
same sequence of output and the same resulting game state. In
accordance with the invention, the system is configured to record,
in the server database, non-deterministic inputs to the game
software during execution. More specifically, user inputs and all
random numbers that occur during the execution of a game are stored
in the server database with an associated game session identity
code and an associated reconnect identity code. In this context,
the stored user input should be understood to mean a selection of
the actual user input, the received user input signal, a
representation of the user input or the response by the game
application program on a user input.
[0018] After a game session has been interrupted, the game session
is reconnected and resumed by retrieving the game session
information from the server database in response to inputting the
reconnect identity code, e.g. by inserting a reconnect voucher into
the same or a different client gaming machine. The game session is
reconstructed, in one variety of the invention by initiating a new
execution of the game and executing the game with the stored series
of user inputs and random numbers from the retrieved game session
information. The game is thus re-played by means of a replay
mechanism up to the state where it was interrupted and the player
can continue from there with all stakes and game states preserved.
The invention enables a game to be resumed from any client gaming
machine in the gaming system.
[0019] In accordance with the inventive concept, the interruption,
reconnection and reconstruction of a game session is handled by
separate control units that are independent from the game
application program. This entails that the interruption and
reconnection management procedures are handled in a uniform manner
and therefore higher robustness is achieved in the gaming system.
This also has the effect that game development and system testing
is faster and less costly, due to lower complexity in game
development. Furthermore, games executed by the respective gaming
specific client and server modules. In the client gaming machine
there are general client gaming functions such as a graphical user
interface, a cashbox, sound presentation means, buttons and data
communications means typically devised for providing an interface
between the player and the specific game as well an interface
between the specific game and the server. In the gaming server
there are general server gaming functions in particular a random
number generator, a database and a gaming application program
interface via which the gaming specific server module calls the
general gaming functions upon a request from the client module. The
database in the server is thus the remote database from the point
of view of the client gaming machine.
[0020] The invention is based on the fact that, given the same
initial state, a certain sequence of input will always produce the
same sequence of output and the same resulting game state. In
accordance with the invention, the system is configured to record,
in the server database, non-deterministic inputs to the game
software during execution. More specifically, user inputs and all
random numbers that occur during the execution of a game are stored
in the server database with an associated game session identity
code and an associated reconnect identity code. In this context,
the stored user input should be understood to mean a selection of
the actual user input, the received user input signal, a
representation of the user input or the response by the game
application program on a user input.
[0021] After a game session has been interrupted, the game session
is reconnected and resumed by retrieving the game session
information from the server database in response to inputting the
reconnect identity code, e.g. by inserting a reconnect voucher into
the same or a different client gaming machine. The game session is
reconstructed, in one variety of the invention by initiating a new
execution of the game and executing the game with the stored series
of user inputs and random numbers from the retrieved game session
information. The game is thus re-played by means of a replay
mechanism up to the state where it was interrupted and the player
can continue from there with all stakes and game states preserved.
The invention enables a game to be resumed from any client gaming
machine in the gaming system.
[0022] In accordance with the inventive concept, the interruption,
reconnection and reconstruction of a game session is handled by
separate control units that are independent from the game
application program. This entails that the interruption and
reconnection management procedures are handled in a uniform manner
and therefore higher robustness is achieved in the gaming system.
This also has the effect that game development and system testing
is faster and less costly, due to lower complexity in game
development. Furthermore, the server 4 is provided with a game
application program interface, in short called server game API 6,
enabling communication between a server module of a specific game
application program 8 and general server gaming functions
10,12,14,16 installed on the server. The general server gaming
functions are provided to be available for any specific game
application program independently of the specific game content.
These general server gaming functions are typically critical
functions such as a database 10, a random number generator 12, an
account service function 14, a log service function 16, or other
functions that beneficially are shared and used by different
specific game application programs.
[0023] The client gaming machine 2 is also provided with a game
application program interface, in short called client game API 20,
enabling communication between a client game module 18 of the
specific game application program and general client gaming
functions 22,24,26,28 installed on the client gaming machine 2 and
used by different client game modules. The general client gaming
functions are designed for assisting in implementing and executing
a specific game on the client gaming machine 2 and are available
for the client game module 18. These general client gaming
functions are in different embodiments a selection of a graphical
user interface GUI 22, a cashbox function 24, a sound function 26,
user input interface function, for example buttons, 28, data
storage 29, a printer 3, a bar code reader 33 and other functions
that are related to the performance of a game. The client game
module 18 is communicatively coupled to the corresponding server
game module 8 for communicating requests 9 and responses 11 in
order to utilize the general gaming functions provided in the
server. For each game a message protocol for communication between
the client module and the server module is generated, the protocol
is for example based on XML and is shared by the client and the
server.
[0024] A specific game application program in accordance with the
invention thus comprises a server game module 8 and a client game
module 18 that communicate either directly or via an application
program interface on the client side and the server side
respectively as shown in FIG. 1 and FIG. 3. The client game module
18 uses a selection of general client gaming functions that are
available in the client gaming machine, whereas the server module 8
uses a selection of general server gaming functions 10,12,14,16
that are commonly used by different game applications and that are
provided and available centrally in the server 4.
[0025] FIG. 3 shows a more detailed view of the configuration of a
client and a server in a gaming system in accordance with an
embodiment of the invention and similar to that of FIG. 1. In the
gaming server 4 the server game module 8 is embedded behind an
application program interface called server game API 6 through
which all communication of the server game module 8 takes place.
The gaming server 4 further comprises a server application program
interface in short called server API 40 through which all
communication with the general server gaming functions 10,12,14,16
from the part of the server game API 6 as well as from the part of
other server functions and external communication takes place. The
server 4 is further provided with a server reconnect handler 32
that in a preferred embodiment is integrated with the server game
API 6. The server reconnect handler 32 comprises functional means
devised to manage game session information relating to a reconnect
identity code and devised to communicate inputs to and outputs from
the server game module 8 for the purpose of re-executing the game
session up to the point of interruption. This functionality
realises a replay function and substitutes the client functionality
during reconstruction of a game session.
[0026] The gaming server 4 is also provided with further server
function modules, in the exemplifying embodiment more specifically
comprising a client handler 36 that is communicatively coupled to
the server API 40. The client handler 36 manages, inter alia
handles and serves, communications and functions of the client 2
other than the specific game applications. As illustrated in the
drawing with a double arrow, communications with the client gaming
machine 2 takes place via the server API 40 and a similar client
API 38 provided in the client gaming machine 2.
[0027] In a manner similar to that described above, the
communication with the general client gaming functions is carried
out via the client API 38. The client gaming machine 2 comprises a
client control module 34 that controls communications and general
functions of the client gaming machine other than the specific game
applications and communicates via the client API 38. In the gaming
client 2 the client game module 18 is, similar to the configuration
of the server, embedded behind an application program interface
called client game API 20 through which all communication of the
client game module 18 takes place. The client 2 is further provided
with a client reconnect handler 30 that in a preferred embodiment
is integrated with the client game API 6. The client reconnect
handler 30 comprises functional means devised to manage game
session information relating to a reconnect identity code and
devised to communicate inputs to and outputs from the client game
module 8 for the purpose of re-executing the game session up to the
point of interruption. This functionality realises a replay
function and substitutes the client functionality during
reconstruction of a game session. In one embodiment, the replay is
executed in the server after having retrieved stored game session
information from the database to the server reconnect handler. In
another embodiment, the replay is executed in the client after
having retrieved the stored game session information from the
database and communicated said information to the client reconnect
handler. In yet another embodiment, a part of the replay is
executed in the server and a part is executed in the client. The
latter variety allows for replaying overlapping or entire parts of
the replay in the server and in the client, and to verify that the
respective replay execution is correct.
[0028] FIG. 2 shows schematically a simple example of a portion of
a gaming application in accordance with the invention, more
particularly a flip coin game of chance. The game is run by
executing the client game module 18 and the general client gaming
functions of the flip coin gaming application in a client gaming
machine in step 202. In step 204 the player is presented a message
asking the player to bet on heads or tails. The player places a bet
206 and a result is calculated in 208. Step 208 involves the client
game module 18 sending a request to the server game module 8 to
generate an outcome of the game. The server game module in its turn
calls the random number generator 12 and receives a random number
in return. The server game module calculates an outcome according
to predetermined rules for the game and dependent on the returned
random number. Thereafter, a response with the outcome Win or Lose
is communicated back to the client game module. If the outcome is
Lose 210 the player is presented a message showing that player lost
212, and the game is ended in 214. If, on the other hand the
outcome is Win 216 the player is presented a message asking player
to collect the prize or double a bet again 218. If the player
inputs a request to Double 224, a new result is calculated in 208
in the above manner. If on the other hand the player inputs a
request to Collect 219, the prize, usually in the than of cash or
credit money, is paid to the player and the game ends in 222. The
payout of a prize again preferably involves requesting services
from the server game module and for example utilizing the general
server gaming functions account function 16 and database function
10.
PREFERRED EMBODIMENT OF INTERRUPTION AND RECONNECT MANAGEMENT
[0029] In accordance with the inventive concept, interruption or
abnormal termination of a player session during playing a game is
handled by means of a reconnect function. The reconnect function is
managed by storing the previous game configuration in the server
database at the beginning of each game round. All user interactions
and inputs that occur during the game round as well as the random
numbers that were generated are stored in the server database. When
a player session is terminated due to an interruption a reconnect
voucher is created by the client gaming machine and output to the
user. The voucher comprises a reconnect identity code used to
identify the interrupted game and preferably also account balance
information. The player can thereafter request a reconnect by
inputting the voucher to the same or to another gaming machine. The
game is initialised with the game session properties that were
stored at the beginning of the round and retrieved from the
database by means of the voucher identity code, and is brought up
to and presented to the player at the point of interruption. Thus
the reconnect function enables the player to continue the game at
the same stage as when interrupted.
[0030] FIG. 4 illustrates schematically the lifecycle of a game in
accordance with an embodiment of the invention drawn in relation to
a timeline 424. A player session 401 is initiated by a player by
inputting start commands via a user interface of the gaming
machine. The player initiates a game and inputs a bet in terms of a
monetary value by means of some kind of payment method such as
coins or an account transaction and thereby starts a first game
session 402. The game session progresses in discrete steps herein
called game rounds and exemplified with a first round 404 and a
second round 410. Each round in turn progresses in discrete steps
called game phases. So for example, round 404 comprises three game
phases 406,407 and 408. The transition between game phases is
driven by game round events which in different embodiments may have
different content and different triggering mechanisms.
[0031] A game round event is triggered by an input that starts the
generation of a set of associated elements of critical game session
data that defines a game result preferably comprising the current
bet value, a current generated random number and a current win
value. The game round event would usually be triggered by a player
making an input through an I/O interface such as a push button that
conveys game commands like "Deal cards!" in. a poker game.
[0032] In a simple embodiment of the invention the game session
data that defines a game result is generated in a gaming machine
and this game session data is stored in remote data storage. The
game round event is triggered whereupon the generation of this set
of game session data is executed and the data set is completed and
stored in the remote data storage. A confirmation of successful
storage is generated, a presentation of the game result is output
to the player and the game phase is ended. In another embodiment
based on the client-server architecture described above, the client
game module contacts the server game module with a request in
response to the triggering of a game round event. The server game
module executes the request and creates game result defining game
session data for the current game phase. This data is stored in the
server database and a response comprising the game result defining
data is transmitted to the client whereupon a presentation of the
game result is output to the player and the game phase is ended.
The presentation of the game result to the player typically
comprises updating a screen display of the gaming machine.
[0033] At the beginning of each game phase, in FIG. 4 illustrated
with time indicators A, B, C, D, the gaming machine, e.g. the
client game module, is set in a waiting mode waiting for input from
the player. When a game round event is triggered by the player, the
gaming machine, e.g. the client game module and the server game
module executes the game rules, moves the game process to the
beginning of the next phase, stops and again goes into the waiting
mode to wait for player input. From a gaming system macro
perspective the execution of a game progresses in discrete steps
where the game phases are the smallest units of execution.
[0034] An interruption of a game session can, as mentioned above,
occur or is triggered in different ways and in different
situations. The interruption can occur or be triggered at any point
in time and may be intentional or unintentional as a result of a
player action, may be due to a system operation action in response
to monitored parameters or due to gaming machine failure, data
communications failure or other system failure. An interruption can
be defined as the event that the gaming machine looses contact with
the remote data storage, or as the case may be in a client-server
gaming system with the server, for a predetermined amount of time
during a game session. The predetermined amount of time may depend
on a configuration parameter that is selected for example based on
a time delay in game response that is assumed to be acceptable or
convenient for the player. Other monitored parameters used to
trigger an interruption can be selected based for example on total
player session time, total value of bets or total value of prize or
other statistics parameter. Monitored parameters can also relate to
hardware or software properties such as temperature or execution
delay time.
[0035] FIG. 5 shows a schematic sequence diagram that illustrates
communications between a client game module 502 of a gaming machine
and a remote data storage and server game module 504, as well as
executed steps occurring during a game phase depicted in relation
to time lines 520. The current game phase starts at 506 Time A and
a waiting mode is entered and lasts until there is a game round
event 512 comprising transmitting a request 512 from the gaming
machine/client game module 502. The request is received at the
remote data storage/server game module 504 whereupon in step 514
the request is executed and resulting game session data is stored
in a database residing in the data storage. In the simpler
embodiment not involving a client-server configuration, a procedure
call to generate the game result defining data would correspond to
the request. The execute and storage step 514 is completed at 508
Time A1 and thereafter in step 516 a response comprising resulting
game session data is transmitted from the remote data
storage/server game module 504 to the gaming machine/client game
module 502. After receipt of the response the gaming machine/client
game module 502 presents an output, e.g. an animation of a game
outcome via the display screen dependent on the result of the
execution in the game round event, which is terminated at 510 Time
B with a transition into the next game phase. The execution and
storage step 514 is treated to be atomic in the sense that either
it is completed or it is entirely failed. A game phase is
considered to be complete when the execution and storage step 514
has been completed, i.e. at 508 Time A1, whether or not the
following steps 516,518 up to 510 Time B have been completed when
an interruption occurs.
[0036] The problem of proving the right of a player to a certain
interrupted game session is in one embodiment of the invention
handled by issuing a reconnect voucher when a game session is
interrupted. Each new player session, i.e. each execution instance
of a game, is given a reserved reconnect identity code when it is
initiated and, as previously mentioned, the stored
non-deterministic inputs and execution results and outcomes make up
game session data that are associated with the reconnect identity
code. The reconnect identity code is preferably stored in a local
data storage comprised in the client gaming machine as well as in a
remote data storage comprised in the server or provided at the
server side. When a game session is interrupted the client gaming
machine retrieves the reserved and stored the reconnect identity
code preferably from the local data storage but possibly from the
remote data storage, and then prints out a reconnect voucher with
machine readable and/or human readable indicia that represent the
reconnect identification code that identifies this specific
interrupted game session. This reconnect voucher is a value token
representing the right of a player to the interrupted game session
and is also the key for identifying and retrieving the stored game
session data. A game session is reconnected and resumed by
inputting the indicia via a reconnect voucher interface provided on
the client gaming machine. For the case that the client gaming
machine is incapable of printing out a reconnect voucher, for
example due to a hardware or software breakdown, the invention
provides for the possibility to print out a reconnect voucher on a
separate gaming administration machine connected to the gaining
system. In this case the proper reconnect identity code is found in
the server database by means of the client identification and point
in time for the interruption. The indicia are in one embodiment
printed and read in a bar code format, but other indicia formats
are of course conceivable. The printed reconnect voucher is useful
when the players are anonymous. In other embodiments where the
identity of the player is known, for example using player card or
player accounts it is convenient to store the reconnect identity
code associated to the player together with account information in
a database or on a writable data storage means on a player
card.
[0037] An interruption can occur in different stages or states of a
player session and a game. Therefore, the voucher or the
corresponding carrier of information is preferably, in addition to
the reconnect identity code provided with a machine readable status
indicator. The client control module 34 monitors the client gaming
machine and handles this kind of information. The status indicator
indicates the following states: [0038] 1. Monetary credit only.
This indicates the state that the player has an outstanding credit
but there is no game result that belongs to the player. In this
case there is no un-responded request registered by the client
control module. [0039] 2. There is an unsynchronized monetary
credit. This indicates that the player has entered money to the
gaming machine or the game but they have not been registered with
the server database in a request and response cycle. [0040] 3.
There may be an interrupted game. In this case there is an
un-responded request registered by the client control module.
However, on the server side the execution and storage step may have
been completed, and may have resulted in two different cases. 2A.
There is an outcome that means that there a monetary credit only,
or 2B. There is an outcome that is intermediate and entails the
right to continue the game with some monetary credit.
[0041] The communication between the gaming machine and the remote
data storage as well as other steps that are performed for
realising the invention are described in the following exemplifying
embodiment based on the client-server configuration. Reference is
made to FIG. 1-4. The numbered list below is merely for reference
purpose and does not necessarily mean that the steps are performed
in a sequence corresponding to the indicated numerical order.
[0042] 1. A player initiates a player session 401 on the client
gaming machine 2 by inputting a start command to the client game
module 18 via an 110-interface (22,24,28) which may be a
traditional button or a button field on a touch screen. The
initiation of a player session would preferably also comprise a
monetary transaction for bets in the game, for example by the
player adding a coin to a cash box 24 or by means of an account
transaction.
[0043] 2. The client reconnect handler 30 comprised in the client
gaming machine 2 transmits a request for the reservation of a
reconnect identity code together with a client identification code
for identification of the specific gaming machine to the server.
This request is received by the server reconnect handler 32
similarly comprised in the gaming server 4.
[0044] 3. The request is executed by the server reconnect handler
32 whereby a reconnect identity code is generated and stored
associated with the client identification code in a database
10.
[0045] 4. A player session identity code is generated and
associated with the reconnect identity code in the database 10, and
a player session 402 is established.
[0046] 5. The reconnect identity code is transmitted to the client
reconnect handler 30 and is stored in local data storage 29 in the
client gaming machine 2 for the purpose of enabling communication
of the reconnect identity code to the player.
[0047] 6. A selected game is started by the player inputting a game
start command to the game client module 18 via the game application
program interface 20 of the client gaming machine 2, and a request
to start a game session is transmitted to the gaming server 4.
[0048] 7. A game session identity code is generated and stored
associated with the player session identity code, a game session
402 is established and a game phase 406 of a game round 404 is
entered.
[0049] 8. The player triggers a game round event by giving a game
related input to the client game module 18 whereupon a request for
a service is transmitted to the server game module 8.
[0050] 9. The request is executed by the server game module 8 with
the aid of the service functions of the server. The execution of
this request would typically comprise the generation of a random
number RNG and the determination of an outcome dependent on the
RNG.
[0051] 10. Execution steps that are performed by the server game
module 8 for each request as well as results and outcomes of the
execution make up game session data, i.e. information that applies
to the currently ongoing game session. A subset of the game session
data is the result of a game round event and applies to the current
game phase. A selection of these game session data are compiled and
cashed, i.e. temporarily stored in data storage of the server 8.
The selection may vary in different execution cases and
embodiments, and would preferably comprise: the bet value, the
random number and the win value that are valid for the current game
phase. The selection of game session data may also comprise
optional pieces of information regarding the sequence of events
called event history, each request and response, a pot at stake,
the request, the response to the client gaming machine, game
configuration information and a status indicator devised to
indicate whether the game session has been completed or interrupted
e.g. indicating last event=true/false.
[0052] 11. The selection of game session data is stored in the
database 10 and is transmitted with a response to the client gaming
machine 2. The received selection of game session data is cashed,
i.e. temporarily stored in data storage of the client gaming
machine 2.
[0053] 12. The outcome of the game round event is presented to the
player for example via image output on a presentation screen of the
client gaming machine 2.
[0054] 13. The steps 8-12 are normally repeated until a game round
is ended for example by the fact that a bet monetary balance has
been consumed, or the player selects a new game to play.
[0055] 14. If an interruption occurs, for example triggered when
the client looses contact with the server, then the reconnect
identity code for the current game execution instance is in the
server database associated with a status indicator indicating that
the game execution has been interrupted. The reserved reconnect
identity code that is temporarily stored in the storage 29 of the
client gaming machine 2 is printed out on a piece of paper or other
suitable carrier to make up a reconnect voucher output to the
player. The reconnect voucher is in a currently preferred
embodiment printed with a bar code comprising the reconnect
identity code and a status indicator for the interrupted game, and
some text information for example about the gaming venue.
[0056] For the purpose of reconnecting the game and resume the game
session the interrupted game is found by means of the reconnect
identity code as a key input to the gaming system. The reconnect
procedure is here explained by way of example with the reconnect
voucher embodiment in which the player enters a reconnect voucher
in a bar code reader of a client gaming machine of the gaming
system. It should be understood that also other means of conveying
the reconnect identity code to the gaming system are within the
inventive concept. The reconnect voucher can for example be
inserted in the same gaming machine in which the game was
interrupted, a different gaming machine or in an administrative
client terminal. The administrative client terminal is preferably
devised only to be able to refund money or issue a monetary
credit.
[0057] The procedure for reconnection comprises in one embodiment a
selection of the following steps.
[0058] 1. If the client gaming machine in which the game was
interrupted logins with the gaming server and a new player session
is initiated, the client handler 36 of the gaming server detects in
a check procedure that this particular client gaming machine has
had an interrupted game. The client identification code is
associated with the previous reconnect voucher for that specific
client and the stored game session data, and a new reconnect
identification code is reserved and transmitted to the client
gaming machine to replace the previous and activated reconnect
identity code.
[0059] 2. If a player starts a player session in a different client
gaming machine, a new reconnect identification code is reserved in
the normal manner.
[0060] 3. The player inputs a reconnect voucher into the bar code
reader of the client gaming machine, and the information on the
reconnect voucher is read and treated under the control of the
client control module 34 and the client reconnect handler 30. The
information on the reconnect voucher is transmitted with a request
to the gaming server.
[0061] 4. The gaming server checks the status of the reconnect
voucher and determines by means of the status indicator and
information stored in the server database whether there is an
interrupted game session.
[0062] 5. If there is a monetary credit only, the money is credited
to the player for a new game or as a refund.
[0063] 6. If there is un-synchronized money, a synchronization
procedure is executed.
[0064] 7. If there is an interrupted game, the game is
reconstructed and presented to the player in the state in which it
was interrupted.
[0065] The reconstruction of an interrupted game can be implemented
in various manners. One embodiment comprises of the following
steps.
[0066] 1. With the reconnect identity code as a key, the associated
game session data is retrieved from the server database under the
control of the server reconnect handler 30.
[0067] 2. The server reconnect handler 30 uses the retrieved game
session data as input to the server game module 8 and generates the
last response from the server game module that should have been
transmitted to the client gaining machine unless the interruption
had occurred. In different embodiments
[0068] 3. Reconnect information comprising game session data is
compiled and transmitted to the client reconnect handler 30 of the
client gaming machine. In one embodiment this reconnect information
comprises the game identifications for the server game module and
the client game module, game session data including an initial
monetary balance, all requests and all responses of the event
history.
[0069] 4. In the client gaining machine, the client game module is
initiated and the game is executed by the client reconnect handler
30 using the game session data as input up to the last completed
game phase before the point of interruption, called the reconnect
target point. In contrast with the normal execution of a game, the
requests that are generated in the reconnect execution are
discarded and after each request the game is presented with the
corresponding response from the game session data. Since the client
reconnect handler 30 has access to all the requests as well as the
responses to the requests it is enabled that a check of a proper
reconstruction of the game session can be performed. Preferably,
the game is executed up to the reconnect target point without
presenting the intermediate results to the player in order to speed
up the execution and avoid confusing the player.
[0070] 5. After the last event and thereby the last completed game
phase has been executed, the corresponding result and state of the
game is presented to the player via the graphical user interface
and the game enters a waiting mode waiting for the next input from
the player.
[0071] 6. The game continues in a normal manner.
[0072] The invention has the effect that the game application
program and its developers do not have to deal with the problem of
reconnect or reconstruction of a game. Instead the framework around
the game application program controls its execution and the input
for reconstruction of a game. The invention has been described by
way of exemplifying embodiments, but naturally there a various
manners of realising the invention within the scope of the
claims.
BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS
[0073] FIG. 1 shows a client and a server in a gaming system.
[0074] FIG. 2 shows an example of a portion of a gaming
application.
[0075] FIG. 3 shows a client and a server in a gaming system.
[0076] FIG. 4 shows the life cycle of a game.
[0077] FIG. 5 shows a schematic sequence diagram.
* * * * *