Gaming at Cash Register
9 claims: 2 independent, 7 dependent
- 1モバイル装置であって、当該モバイル装置は、メモリと、少なくとも1つのプロセッサと、を含み、該少なくとも1つのプロセッサは、当該モバイル装置の所定の近接度内の複数のキャッシュレジスタを検出すること、該キャッシュレジスタのそれぞれに信号を送信すること、前記キャッシュレジスタのそれぞれから前記信号を受信すること、各信号の送信と各信号の受信との間の経過時間に基づいて、どのキャッシュレジスタが当該モバイル装置に最も近いかを識別すること、前記経過時間に基づいて、ゲームをプレイする機会のために当該モバイル装置に最も近い前記キャッシュレジスタを選択することであって、該選択することには、複数のキャッシュレジスタが前記キャッシュレジスタにおおよそ最も近いと判定されたことに応じて、均衡を破る方式を実行して、最も近い前記キャッシュレジスタのうちの1つを選択することが含まれる、選択すること、該選択した最も近いキャッシュレジスタに、品目が当該モバイル装置によって購入されているという指標を送信すること、及び前記選択した最も近いキャッシュレジスタから、前記ゲームの払出しには前記品目の購入価格の減額又は消去が含まれる前記ゲームをプレイする機会を示す情報を受信すること、を行うように構成さ れ、 前記ゲームをプレイする際に、前記選択した最も近いキャッシュレジスタは、当該モバイル装置が、前記選択した最も近いキャッシュレジスタの通信範囲内及びゲーム管轄区域内にいるかを判定する、 モバイル装置。
- 2前記所定の近接度は、約9メートル(約30フィート)である、請求項1に記載のモバイル装置。
- 3前記少なくとも1つのプロセッサは、前記ゲームを開始するための命令を前記選択した最も近いキャッシュレジスタに送信するようにさらに構成される、請求項1に記載のモバイル装置。
- 4前記均衡を破る方式を実行するために、前記少なくとも1つのプロセッサは、前記最も近いキャッシュレジスタのうちの1つをランダムに選択するように構成される、請求項1に記載のモバイル装置。
- 5前記均衡を破る方式を実行するために、前記少なくとも1つのプロセッサは、取引に現在関与していないキャッシュレジスタを選択するように構成される、請求項1に記載のモバイル装置。
- 6前記均衡を破る方式を実行するために、前記少なくとも1つのプロセッサは、所定の優先順位方式に基づいてキャッシュレジスタを選択するように構成される、請求項1に記載のモバイル装置。
- 7前記少なくとも1つのプロセッサは、前記選択した最も近いキャッシュレジスタとの専用通信チャネルを確立するように構成される、請求項1に記載のモバイル装置。
- 8前記少なくとも1つのプロセッサは、前記複数のキャッシュレジスタから発せられたビーコンを検出するように構成される、請求項1に記載のモバイル装置。
- 9方法であって、当該方法は、 少なくとも1つのプロセッサが、モバイル装置の所定の近接度内の複数のキャッシュレジスタを検出するステップと、 前記少なくとも1つのプロセッサが、前記キャッシュレジスタのそれぞれに信号を送信するステップと、 前記少なくとも1つのプロセッサが、前記キャッシュレジスタのそれぞれから前記信号を受信するステップと、 各信号の送信と各信号の受信との間の経過時間に基づいて、前記少なくとも1つのプロセッサが、どのキャッシュレジスタが前記モバイル装置に最も近いかを識別するステップと、 前記少なくとも1つのプロセッサが、ゲームをプレイする機会に関する前記経過時間に基づいて、前記モバイル装置に最も近い前記キャッシュレジスタを選択するステップであって、該選択するステップには、複数のキャッシュレジスタが前記キャッシュレジスタにおおよそ最も近いと判定されたことに応答して、前記少なくとも1つのプロセッサが、均衡を破る方式を実行して、前記最も近いキャッシュレジスタのうちの1つを選択するステップが含まれる、選択するステップと 、 前記少なくとも1つのプロセッサが、品目が前記モバイル装置によって購入されているという指標を前記選択した最も近いキャッシュレジスタに送信するステップと、 前記少なくとも1つのプロセッサが、前記ゲームをプレイする機会を示す情報を前記選択した最も近いキャッシュレジスタから受信するステップと、を含み、 前記ゲームの払出しには、前記品目の購入価格の減額又は消去が含まれ、 前記ゲームをプレイする際に、前記選択した最も近いキャッシュレジスタは、当該モバイル装置が、前記選択した最も近いキャッシュレジスタの通信範囲内及びゲーム管轄区域内にいるかを判定する、 方法。
Independent claims9
450 paragraphs, as filed
<technical-field></technical-field>
<p>As described herein, there are various ways in which one device may detect the presence of another device. In various embodiments, the distance between the two devices may be determined. The distance between the two devices may be determined in various ways.</p><p>In various embodiments, a first location of a first device and a second location of a second device may be determined, where the distance between the two devices may be determined via a mathematical formula, such as the Pythagorean theorem, or via other methods.</p><p>In various embodiments, a signal from a first device may be received at a second device. The signal may have known attenuation characteristics. For example, the signal strength may depend on the distance from the first device, according to established methods. The signal strength may then be measured at the second device to determine how far the first device is from the second device. As will be appreciated, other signal characteristics than signal strength may be used in the distance determination.</p><p>In various embodiments, a signal emitted from a first device may have a finite range (e.g., a range of 10 feet or less). Thus, if this signal is received at a second device, it may be determined that the second device is within 10 feet of the first device.</p><p>In various embodiments, it may be determined which of a set of devices is near a particular device. In various embodiments, it may be determined which POS terminals are near a mobile gaming device. This determination may be made, in various embodiments, as follows: A distance between a particular device and one or more of the sets of devices may be determined. The shortest of the determined distances may then be determined. The device of the set of devices corresponding to this shortest distance may then be determined to be the device of the set of devices that is closest to the particular device. In this manner, for example, it may be determined which POS terminal at a retail store is closest to a mobile gaming device.</p><p>In various embodiments, it may be determined whether the mobile gaming device is within a certain threshold range of the POS terminal. For example, it may be determined whether the mobile gaming device is within 20 feet (6 meters) of the POS terminal. To this end, in various embodiments, the distance between the mobile gaming device and the POS terminal may be determined. This distance may then be compared to a threshold. If the distance is less than the threshold, it may be determined that the mobile gaming device is within the threshold range of the POS terminal.</p><p>In various embodiments, one of the mobile gaming devices or the POS terminal may include a close range communication device, such as an RFID. If the close range communication device is detectable by the POS terminal or the mobile gaming device, then it may be determined that the two devices are within a threshold range of each other, as appropriate. In various embodiments, the close range communication device is separate from both the mobile gaming device and the POS terminal. For example, the device may be in the ceiling of a store. In this case, if the device is detectable by both the POS terminal and the mobile gaming device, then it may be determined that the POS terminal and the mobile gaming device are within a threshold range of each other. In various embodiments, if the close range communication device is detectable only by the mobile gaming device, then it may be determined that the mobile gaming device is within a threshold range of the POS terminal. For example, it may already be established how far the POS terminal is from the close range communication device.</p><p>In various embodiments, it may be desirable to determine which mobile gaming device should interact with which POS terminal. In various embodiments, it is desirable for the mobile gaming device to interact with the closest POS terminal, or with a POS terminal that is within some range of the mobile gaming device. However, there may be two or more POS terminals that are each about the same distance from the mobile gaming device, or each within range of the mobile gaming device. A tie-breaking scheme A specific POS terminal with which the mobile gaming device will communicate may be determined using a network-based priority scheme. In various embodiments, one of the POS terminals may be selected randomly. In various embodiments, the first POS terminal is selected over the second POS terminal for communication with the mobile gaming device if the first POS terminal is not currently engaged in business or some other activity. In various embodiments, the first POS terminal is selected over the second POS terminal if the first POS terminal is further away from other mobile gaming devices than the second POS terminal. In various embodiments, the first POS terminal is always selected over the second POS terminal. For example, there may be a predetermined priority scheme for selecting a POS terminal. In various embodiments, the first POS terminal is selected over the second POS terminal if it has an employee working at the first POS terminal and/or if a particular employee is working at the first POS terminal. Thus, a POS terminal may be selected based on which employee is working at the POS terminal.</p><p>In various embodiments, it may be desirable for the POS terminal to interact with the nearest mobile gaming device or with the mobile gaming device that is within a predetermined range of the POS terminal. However, two or more mobile gaming devices may be the same distance away from the POS terminal, or both may be within the predetermined range of the POS terminal. A tie-breaking scheme may then be used to select one of the two mobile gaming devices to communicate with the POS terminal. In various embodiments, the first mobile gaming device to come within a predetermined distance of the POS terminal may be selected. In various embodiments, the mobile gaming device with the highest credit balance may be selected. The credit balance may include a balance of gaming credits, a balance that can only be used for retail purchases, or a balance that has any other purpose. In various embodiments, the mobile gaming device may be selected based on the gaming history of the player who owns the mobile gaming device. For example, the mobile gaming device of the player who has played the most games at a casino may be selected. In various embodiments, the mobile gaming device may be selected based on the purchasing history of the people who own the mobile gaming device. For example, the mobile gaming device of the player who has previously made the most purchases at a store may be selected.</p><p>In various embodiments, multiple mobile gaming devices may be within a predetermined range of multiple POS terminals. For example, three mobile gaming devices may each be within 30 feet of two POS terminals. As another example, two mobile gaming devices may each be within 30 feet of three POS terminals. In such cases, various criteria (as described above) may be used to determine which POS terminals should communicate with which mobile gaming devices. Various combinations of POS terminals in communication with the mobile gaming devices may be simulated. For each combination, each pair of mobile gaming device and POS terminal may be evaluated according to the criteria. For example, each pair may be scored against the criteria and the scores may be added to calculate an overall score for the combination.</p><p>In various embodiments, a POS-mobile gaming device pair may be identified if the POS terminal and the mobile gaming device are matched (i.e., selected for communication). The mobile gaming device may receive a signal indicating the POS terminal with which it will (or is in communication). The POS terminal may receive a signal indicating the mobile gaming device with which it will (or is in communication). The selection of which POS terminal and which mobile gaming device will communicate may come from the casino server, the POS terminal (e.g., the selected POS terminal), the mobile gaming device (e.g., the selected mobile gaming device), the retail server, or some other device. The device making the selection may notify the selected POS terminal, the selected mobile gaming device, the casino server, and/or the retail server. The POS terminal and the mobile gaming device may have some human perceptible indicator when selected. For example, lights on both the POS terminal and the mobile gaming device may flash the same color. In this way, a player of a mobile gaming device can know which POS terminal he is communicating with by checking which POS terminal has a colored light that matches the colored light on his mobile gaming device.</p><p>In various embodiments, once the POS terminal and the mobile gaming device have been matched, a communication channel may be opened between them. For example, one or both devices may be equipped with a set of protocols for communicating. For example, such protocols may dictate a particular bit sequence or a particular encryption technique to use in the communication. In various embodiments, the communication channel may be established simply by rotating an antenna (e.g., an antenna on the POS terminal) to point at the matched mobile gaming device. As should be appreciated, there are many other ways in which a communication channel may be opened between a mobile gaming device and a POS terminal.</p><p>In various embodiments, a communication channel may be dedicated to a mobile gaming device, a POS terminal, or both. For example, once a mobile gaming device has initiated communication with a POS terminal, the mobile gaming device may be prohibited from communicating with other POS terminals. Similarly, a POS terminal may be prohibited from communicating with other mobile gaming devices.</p><p>In various embodiments, a mobile gaming device may communicate with one or more POS terminals and/or a POS terminal may communicate with one or more mobile gaming devices, but an actual transaction (e.g., a purchase) with one must be completed before a transaction with another can be initiated.</p><p>In various embodiments, the mobile gaming device and the POS terminal can detect each other directly. For example, a receiver on the POS terminal may directly receive signals emitted from the mobile gaming device. However, further information about the device may be received via the devices' respective networks. For example, the mobile gaming device may communicate a player's current credit balance with another device in the casino network (e.g., a casino server). The casino server may then communicate this credit balance to a retail store server, which may then communicate this credit balance to the POS terminal. Similarly, the mobile gaming device may receive data about the POS terminal (or the retail store to which the POS terminal belongs) via the casino network. The POS terminal may communicate data, such as the price of an item, to the retail store server. The retail store server may communicate the data to the casino network. The casino server may then communicate the data to the mobile gaming device. The mobile gaming device may then display the data for the player to view, for example.</p><p>A POS point of sale (POS) terminal (similarly, a "cash register") may include a device for managing transactions in a retail store or other establishment. A POS terminal may handle product purchases and product benefits. A POS terminal may be used for a variety of other functions. A POS terminal may be used to take inventory, store cash, take inventory, store or track other items (e.g., customer checks, coupons, etc.), track employee hours, provide explanations for employees, provide messages for customers, send and receive verbal communications (e.g., send and receive verbal communications between employees and management), process credit card transactions, authenticate a customer's identity (e.g., receiving a customer's biometric information, e.g., receiving an identity from a customer and forwarding the identity to a central server for authentication and receiving an authentication signal from the central server), perform accounting functions, and/or any other suitable purpose.</p><p>A POS terminal may include a processor, memory, a display, a media input device (e.g., a DVD drive, e.g., a USB drive), input devices (e.g., buttons), a housing (e.g., for storing and protecting cash), a printer (e.g., for receipts and coupons), a speaker or other audio output device, a transmitter for sending electromagnetic signals, a receiver for receiving electromagnetic signals, a microphone or other audio input device for detecting audio waves (e.g., for detecting speech), a camera, a magnetic card reader (e.g., a credit card reader), a smart card reader, a bar code scanner, a radio frequency identification (RFID) tag reader, a port for accepting plugs, cables or other connectors, and any other suitable hardware. Additionally, a POS terminal may include software for controlling the hardware, running programs, or performing any other functions according to various embodiments.</p><p>A POS terminal may be embodied primarily or entirely in software. For example, a POS terminal may manage transactions for a website. The POS terminal may include software for processing transaction information regarding purchases made at the website.</p><p>Detection of Another by One Device Various embodiments described herein may refer to an interaction between a first device and a second device in "proximity". In various embodiments, the first device may begin to operate when the second device is in the vicinity. In various embodiments, the second device may begin to operate when the first device is in the vicinity. When terms such as "in the vicinity", "nearby", "close", "proximity", "presence" or the like are used, it should be understood that the first device may be aware of the second device in various ways, the second device may be aware of the first device in various ways, the first device may act on the presence of the second device in various ways, and the second device may act on the presence of the first device in various ways. For example, when the first device is instructed to operate by a third device that recognizes that the second device is in the vicinity of the first device, the first device may react to the presence of the second device without being aware of the presence of the second device. In various embodiments, the first device and/or the second device may be mobile. For example, the first device may be mobile (e.g., the first device may be carried by a pedestrian), while the second device may be stationary.</p><p>A variety of techniques may enable a first device to recognize and/or react to the presence of a second device. A variety of techniques may enable a second device to recognize and/or react to the presence of a first device. As used herein, the term "beacon" may refer to a device that generates a signal that can be used as a reference signal by another device or person, for example, so that the other device can determine its own location or position. A beacon may emit a continuous, periodic, sporadic, or other type of signal. A beacon may emit a directional signal (e.g., a signal that is most easily detected by a device at an angle of incidence to the beacon), or a beacon may emit a signal of equal strength in all directions. A beacon may emit a signal when triggered by the presence of another device, or may emit a signal independently of other devices. A beacon may broadcast a reference signal as its sole function. A beacon may only incidentally function as a beacon. For example, a light bulb may function incidentally as a beacon, even if its primary purpose is to illuminate a room. A beacon may be a natural object (e.g., the sun) or an artificial object. A beacon may emit light, sound, radio waves, microwaves, odor, or any other type of signal.</p><p>A Radio Frequency Identification (RFID) tag or transponder is a typically small device that transmits and/or transfers a signal and uses such a signal as a means to provide identification. The transmitted or transferred signal is typically a radio wave. The transmitted or transferred signal may include a unique signature or pattern that can serve to uniquely identify the RFID tag. If the tag is associated with a device (e.g., by attachment or introduction into the device), the unique identification of the tag can serve to uniquely identify the device by association.</p><p>Near Field Communication (NFC) allows secure wireless communication over short distances, typically in the range of a few inches. Exemplary applications have been tested by Motorola and MasterCard, who equipped mobile phones with NFC to allow credit card payments using the mobile phone.</p><p>Bluetooth is a wireless communication networking specification that provides a means for devices to communicate over short distances using radio waves.</p><p>WiFi is a radio-based technology for operating wireless local networks. WiFi can allow devices to access the Internet via hotspots. WiFi can also allow two devices to communicate with each other directly in peer-to-peer mode.</p><p>Infrared data communication can be used as a means of communication between two nearby devices. For example, infrared light emitting diodes (LEDs) can be used to generate the signal. Signal patterns can be generated by switching the LEDs on and off. Receivers include silicon photodiodes, which can convert incoming infrared light into an electrical signal. Infrared signals can also be transmitted using lasers.</p><p>- A device may be recognised by a photo capture means or an image of the device. For example, a first device may take a photo of a second device. The first device may use image processing algorithms to detect distinctive features of the second device. For example, if the second device has a black and white pattern, the first device may look for this pattern in the captured image.</p><p>One or more devices may use location measurement techniques to determine their own location. Once the locations of two devices are known, a simple algorithm can be used to determine if the two devices are near each other. For example, the distance between two devices using known x and y coordinates can be at least roughly estimated using Pythagoras' theorem. Various location measurement techniques may be used. For example, a device may receive signals from a beacon or other signal generator at a known location. Specifically, if the beacon is in close range, the location of the beacon can be roughly estimated to infer the location of the device. In various embodiments, a device may receive signals from multiple beacons or signal generators. The signal generators may be coordinated to transmit signals at the same time. However, depending on the location of the device, the device will not necessarily receive signals from all beacons at the same time. For example, if the device is closer to beacon 1 than to beacon 2, the device will receive a signal from beacon 1 before receiving a signal from beacon 2. Based on the time of arrival of the signals from the various beacons, the location of the device can be estimated. For example, geometric or triangulation algorithms may be used to determine the location of a device based on the known locations of the beacons and based on the time of arrival of signals transmitted simultaneously from the beacons. In a manner similar to systems involving beacons, positioning systems may utilize receivers (e.g., fixed receivers) at known locations. Each of the fixed receivers receives a signal from the device whose location is desired. The same signal from the device may arrive at different receivers at different times or at different angles. Based on the time or angle of arrival of the signals at the various receivers, an algorithm can be used to determine the location of the device. Exemplary positioning systems include:</p><p>- The Global Positioning System (GPS) is based on a constellation of satellites that transmit reference signals to locations on the ground. GPS picks up reference signals from multiple satellites and can use the signals to determine position and/or altitude.</p><p>Long-range Landing (LORAN) is a type of navigation based on surface-based radio wave transmissions. A device's location can be estimated based on the difference in the arrival times of signals from three or more transmitters at the device.</p><p>Radio wave location using a cellular network is a system in which a cellular phone acts as a fixed receiver. Signals from a cellular phone can be received at multiple base stations. The location of the cellular phone can be determined based on the time that the signal from the cellular phone was received at each of the base stations, based on the angle at which the signal from the cellular phone was received at each of the base stations, and/or based on characteristic distortions in the cellular phone signal that may indicate a particular location of the signal source.</p><p>- A first device may transmit an audio signal. The audio signal may include a distinct series of codes or pulses. A second device may pick up this signal, for example using a microphone. The second device may recognise distinct patterns in the audio signal and may thus deduce the presence of the first device. Similarly, the second device may transmit an audio signal that allows the first device to identify the second device.</p><p>- A first device may become aware of the presence of a second device through physical or electrical contact. For example, a first device may have a port to which a second device can dock. Upon docking, the second device can come into electrical contact with the first device, thereby allowing the first device to become aware of the presence of the second device and/or allowing the second device to become aware of the presence of the first device.</p><p>There are a variety of ways in which one or more devices can detect the presence of one or more other devices. There are a variety of ways in which two devices can detect their proximity.</p><p>A first device may detect a signal from a second device, thereby allowing the first device to detect the presence of the second device.</p><p>The first device may determine its own location. For example, the first device may use a positioning system to determine its own location. The first device may already know the location of the second device. For example, the second device may be at a known, fixed location. The first device may store the location of the second device in memory. Once the first device knows its own location and the location of the second device, the first device can infer (for example, using a geometric algorithm) when the first device is in the vicinity of the second device.</p><p>The third device may detect the location of the first device, for example using a positioning system. The third device may detect the location of the second device. The third device may then inform the first, second, or both devices of the location of either or both of the first and second devices. This allows the first device to determine whether it is in close proximity to the second device. This allows the second device to determine whether it is in close proximity to the first device. In some embodiments, the third device may inform the first device that the first device is in the vicinity of the second device. In some embodiments, the third device may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device, without necessarily informing the first device that the first device is in the vicinity of the second device. In some embodiments, the third device may instruct the second device to take some action based on the fact that the second device is in the vicinity of the first device, without necessarily informing the second device that the second device is in the vicinity of the first device.</p><p>- The third device may detect the location of both the first device and the second device. The third device may then inform the first, second, or both devices as described above. That is, the third device may inform the first and/or second device of the location of the first and/or second device, and may inform the first and/or second device of the fact that the first and second devices are in close proximity to each other. The third device may also provide instructions to the first and/or second device based on the fact that the two devices are in close proximity to each other.</p><p>The third device may detect the location of the first device. The fourth device may detect the location of the second device. The third and fourth devices may then inform the first device of their locations. The third and fourth devices may inform the second device of their locations. The third and fourth devices may inform the first device that the first device is in the vicinity of the second device. The third and fourth devices may inform the second device that the first device is in the vicinity of the second device. The third and/or fourth devices may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device. The third and/or fourth devices may instruct the second device to take some action based on the fact that the first device is in the vicinity of the second device. The fourth device may detect the location of the second device. The third device may inform the first device of the locations of the first device and the second device. The third device may inform the first device that the first device is in the vicinity of the second device. The third device may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device. The third device may inform the second device of the locations of the first device and the second device. The third device may inform the second device of the locations of the first device and the second device. The third device may instruct the second device to take some action based on the fact that the first device is in the vicinity of the second device.</p><p>- A third device may detect the location of the first device. A fourth device may detect the location of the second device. The third and fourth devices may inform the fifth device of their locations. The fifth device may inform the first and/or second devices of their locations. The fifth device may inform the first device that it is in the vicinity of the second device. The fifth device may inform the second device that it is in the vicinity of the first device. The fifth device may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device. The fifth device may instruct the second device to take some action based on the fact that the second device is in the vicinity of the first device.</p><p>As contemplated, the first device may be a mobile gaming device and the second device may be a POS terminal.</p><p>Human Detection by the Device The mobile gaming device can detect the presence of another human in a variety of ways. The mobile gaming device may include a microphone. The microphone may pick up environmental audio signals. The mobile gaming device may analyze the environmental audio signals, such as speech, breathing, footsteps, etc., and detect tell-tell human conversations. The mobile gaming device may also recognize human presence through other means. For example, the mobile gaming device may include a heat or infrared sensor. The mobile gaming device may use such a sensor to pick up . In various embodiments, the mobile gaming device may include a camera. The camera may periodically snap pictures of the surroundings. The mobile gaming device may include image processing software for analyzing the pictures. The image processing software may be capable of recognizing images associated with a human. In various embodiments, the mobile gaming device may recognize human presence through a device associated with the human. For example, the mobile gaming device may recognize signals from the vicinity of a mobile phone, e.g., by receiving the signal with an antenna associated with the mobile gaming device, presumably the mobile phone is being carried by the human. Thus, by recognizing the presence of the mobile phone, the mobile gaming device may indirectly recognize the presence of a human. In various embodiments, the mobile gaming device may recognize the presence of another mobile gaming device, presumably the other mobile gaming device is being held or carried by another human. Thus, by becoming aware of another mobile gaming device, a first mobile gaming device can indirectly become aware of the presence of another human being.</p><p>A network casino can include one or more networks. A network may include two or more devices, such as computer devices, connected and/or in communication with each other. The devices may be connected and communicate in a variety of ways as contemplated. For example, the devices may communicate using an Ethernet protocol. The devices may communicate wirelessly or via physical cables.</p><p>In various embodiments, a first type of network includes a retail network. A retail network may include two or more devices that manage the operations of a retailer. Devices in a retail network may take inventory, track transactions, record transactions, store money or other currency, process credit card transactions, place requests for additional inventory, record what inventory is not available, determine promotions, send promotions to potential customers, track customer buying habits, manage employees, issue instructions to employees, manage the hours employees work, and perform any other function important to a retailer. A retail network may itself include products. The products may include RFID tags or other means by which the products can be tracked. The RFID tags may communicate with other devices in the network and allow the location of the products to be tracked, and may allow other information about the products to be tracked (e.g., the temperature of the products, how the products have been handled, etc.). A retail network may include one or more POS terminals. A retail network may include one or more servers. A retail network may include one or more computers with specialized functions. For example, a server may receive information about a retailer's entire inventory, thereby tracking all inventory at a centralized location.</p><p>In various embodiments, a retail network may contemplate a single store, a single merchant, a single restaurant, or a single location. In various embodiments, the various retail networks may be in communication with each other. For example, at least one device in a first retail network may be in communication with at least one device in a second retail network. In various embodiments, a single retail network contemplates multiple retailers.</p><p>In various embodiments, the second type of network includes a casino network. A casino network may include one or more gaming devices, one or more devices for storing game software, one or more devices for managing accounting functions, one or more devices for tracking compliance with game rules, one or more servers, one or more devices used to track the issuance and redemption of casino chips, one or more devices used to manage computer accounts, one or more display devices (e.g., public display monitors), and any other devices for managing the operations of the casino or performing any other functions of the casino. In various embodiments, the casino network may include mobile gaming devices.</p><p>In various embodiments, the casino network may communicate with a retail network. One or more devices in the casino network may communicate with one or more devices in the retail network. The casino network may exchange information with the retail network. For example, the casino network may provide the retail network with information about a player's gaming history. The retail network may provide the casino network with information about a player's purchasing history. In various embodiments, the retail network may inform the casino network of an item that a player intends to purchase. The retail network may inform the casino network of the price of the item. The retail network may inform the casino network of a first amount to be paid by the player for the item. For example, if the price of the item is $19, the player may have initially paid with a $20 bill.</p><p>In various embodiments, a single device in the retail network may communicate directly with a single device in the casino network, for example, a POS terminal in the retail network may communicate directly via an infrared link to a mobile gaming device in the casino network.</p><p>In various embodiments, a device in the retail network may indirectly communicate with a device in the casino network. A first device in the retail network may communicate with a second device in the retail network. A second device in the retail network may communicate with a first device in the casino network. A first device in the casino network may communicate with a second device in the casino network. In this indirect manner, a first device in the retail network can communicate with a second device in the casino network. As contemplated, more or fewer devices may be involved in the chain of communications.</p>
<figref num="1">FIG. 1 illustrates a gaming system according to some embodiments.</figref><figref num="2">FIG. 1 illustrates a communication network according to some embodiments.</figref><figref num="3">FIG. 1 illustrates a gaming service provider in communication with a gaming communication device in accordance with some embodiments.</figref><figref num="4">FIG. 1 illustrates a communication network according to some embodiments.</figref><figref num="5">FIG. 1 illustrates a gaming system according to some embodiments.</figref><figref num="6">FIG. 1 illustrates a wireless gaming system according to some embodiments.</figref><figref num="7">FIG. 1 illustrates a portable gaming device with promotional content in accordance with some embodiments.</figref><figref num="8">FIG. 1 is a block diagram of a gaming system according to some embodiments.</figref><figref num="9">FIG. 9 is a block diagram of a payment system forming part of the gaming system shown in FIG. 8, according to some embodiments.</figref><figref num="10">9 is a schematic diagram of a portable gaming device of the gaming system shown in FIG. 8 according to some embodiments.</figref><figref num="11a">FIG. 2 is a flow diagram of a method of use of the portable gaming device by a player according to some embodiments.</figref><figref num="11b">1 is a flow diagram of a particular method of use of a portable gaming device by a player, according to some embodiments.</figref><figref num="12">1 is a flow diagram of a method of use of a portable gaming device by a gaming service operator according to some embodiments.</figref><figref num="13">1 is a flow diagram of a method of using a portable gaming device according to some embodiments.</figref>
1. The POS terminal receives value from the mobile gaming device. In various embodiments, the player may compensate the merchant for a product or service received from the merchant. In various embodiments, the player may compensate the merchant for any other reason. Thus, the player may provide something of value to the merchant. In various embodiments, the player may provide something of value, such as payment for a product. However, the merchant may actually receive something different than what was provided by the player. In this process, what is provided by the player may be converted into what is received by the merchant. As an example, the player pays with credits in the credit balance used for the game. The casino server deducts that number of credits from the player's credit balance and adds the equivalent dollar value to the merchant's account. In this way, the casino server has converted the player's credits into an amount of dollars to give to the merchant. As a result, the player is given the opportunity to pay with something of value that is convenient for him, while the merchant receives a different value that is more convenient for the merchant. In various embodiments, the player may provide something of value to the merchant first. The merchant may later convert this into something else of value. For example, the merchant may receive comp points from the player. The merchant may then provide the comp points to a casino in exchange for money.
1.1. Acceptable types of value.
1.1.1. From a Credit Balance. In various embodiments, a player can provide credits from a credit balance. The credit balance may represent units of monetary value. For example, each credit may represent 25 cents. As another example, each credit may represent one dollar. Credits may be deducted from a player's credit balance. The credit balance may represent the amount provided by the player to the casino plus any amounts won through games, minus any bets, and minus any amounts spent on other things, such as retail purchases.
1.1.2. From a Separate Account. In various embodiments, a player may maintain a separate account or balance other than the balance used to place bets and receive winnings. For example, a player may have a first account used for gambling activities and a second balance used for purchases at retail establishments. Each account may have a separate balance. Additionally, there may be one or more restrictions on the transfer of value between one account and the other account. In various embodiments, value may be transferred from an account used for gaming to an account used for retail purchases, but not vice versa. In various embodiments, value may be transferred from an account used for retail purchases to an account used for gaming, but not vice versa. In various embodiments, when a player provides value to a merchant, the player may provide value from an account used to make retail purchases. A player's account for making retail purchases may be funded in various ways. A player may provide money to a casino to fund the account. A player may provide a credit or debit card number and authorize the deduction of funds for purposes of funding the player's account for retail purchases. A player may also receive value in the form of a promotion. For example, a merchant may add $2 to a player's retail purchase account to encourage the player to visit the merchant.
1.1.3. Comp Points. In various embodiments, a player may use comp points to provide value to a merchant. Comp points may be used at any suitable conversion rate. For example, a merchant may accept 100 comp points as $1. In various embodiments, a merchant may price an item in units of comp points rather than requiring an exact conversion. In various embodiments, the casino server may price the number of comp points a player has to pay a merchant for an item based on the retail price of the item. The casino server may accept comp points from a player (e.g., the casino server may deduct comp points from an account held by the player) and pay money to the merchant.
1.1.4. Merchant-specific Points Revenue. For example, points from revenue from playing merchant-branded games. In various embodiments, a player may provide merchant-specific points to a merchant. Points can be provided to a player in advance for various reasons. Points can be provided to a player in advance (a) as a promotion from the merchant to the player, (b) as compensation to a player for viewing an advertisement for the merchant, recommending the merchant to a friend, or performing some other service for the merchant, (c) as an acknowledgement or token for the player's previous purchases at the merchant, or (d) for playing games associated with the merchant (e.g., for the color of the merchant, the merchant's promotion, favorable information about the merchant, or other information about the merchant). Points may be redeemable only at a limited number of merchants or locations. In various embodiments, points may be redeemable only at a single merchant. In various embodiments, points may be redeemable with a single company or a single brand. In various embodiments, merchant-specific points may include any tokens, units, securities, or other value that is narrowly dedicated to that merchant.
1.1.5. Coupons. A mobile gaming device may store electronic coupons. In various embodiments, a player may offer a coupon for a purchase. In various embodiments, the coupon is stored on the player's mobile gaming device. For example, a unique code identifying the coupon may be stored on the player's mobile gaming device. The mobile gaming device may transmit this code to a merchant's POS terminal during a coupon redemption process. The merchant can verify that the coupon is authentic and has not yet been used, for example, by looking up the code in a database of issued coupons.
1.1.6. Gift Certificates. In various embodiments, a player may use a gift certificate to make payments to a merchant. The gift certificate may be stored on the player's mobile gaming device. For example, the gift certificate may be identified using a unique code. In the gift certificate redemption process, the code may be transferred from the mobile gaming device to a merchant's POS terminal. The merchant can verify that the gift certificate is authentic and has not yet been used, for example, by looking up the code in a database of issued gift certificates. When the code is received, the merchant may note in the database that the gift certificate is no longer valid for future purchases.
1.1.7. Specific Merchant Accounts. In various embodiments, a player may have a specific merchant account. Such an account may contain a balance of money or other value that can be used only at a specific store. A player may keep such a balance in various ways. In various embodiments, a player may receive value into his specific merchant account as a promotion from a merchant. In various embodiments, a player may receive value into his specific merchant account by winning a prize at a gaming device. The prize may be money or other value redeemable only at a specific store. For example, the game in which the prize is won may be branded by the merchant (e.g., the name of the game may be the same as the name of the merchant). For example, in a game called "Banana Republic," a player may be able to win value redeemable for products only at Banana Republic stores.
1.1.8. Mobile Gaming Device Allows Money to be Charged to a Player's Room In various embodiments, a mobile gaming device may allow purchases made by a player to be charged to the player's hotel room.
1.2. Preference for one currency over another. For example, a player may receive a bonus for using winning lotteries. In various embodiments, a player may benefit from using one form of value over another, even if both forms of value are ultimately exchangeable at the casino server for an equivalent amount or the same amount of some other value. For example, a player may have two balances. A first balance may have $5 worth of credits available for 5 cent games. A second balance may have $5 worth of credits available for $1 games. A player may receive preference benefits at the merchant for spending his $5 credit balance available for 5 cent games. For example, a player may receive $6 worth of goods for his $5 credit balance available for 5 cent games, but only $5 worth of goods for his $5 credit balance available for $1 games.
1.2.1. Preferences for Locations Where Currency Was Won. In various embodiments, a type of value may be preferred based on the location where it was won. For example, a dollar value of currency won in a first game may be redeemable for more goods than the same dollar value of credits won in a second location. A first game may be preferred by a merchant, for example, because the first game may feature the merchant's logo or other information. In various embodiments, a POS terminal may receive an indication from a mobile gaming device of the manner in which the credits were won. The POS terminal may receive information such as when the credits were won, where the credits were won, the game in which the credits were won, the location where the credits were won, etc. The merchant may then bill the player a variable number of credits based on the manner in which the credits were won.
1.2.2. Preference for Money Over Credits In various embodiments, a player may receive more rewards (e.g., more merchandise) for using a balance of money than a balance of credits, casino tokens, or other types of value.
1.2.3. Winning Style Preferences. In various embodiments, a player may receive benefits (e.g., more merchandise) based on the style in which the credits were won. A player may receive relatively more benefits for credits won in bonus games. A player may receive relatively more benefits for credits won when using a suboptimal strategy in a game. A player may receive relatively more benefits for credits won in games with higher denominations versus games with lower denominations. In various embodiments, a mobile gaming device, a casino server, a gaming device, or some other entity may maintain a record of the style in which one or more credits were won. This record may include the strategy used in the game in which the credits were won, the points in the game period in which the credits were won (e.g., the duration of the bonus round), the number of lines played in the game in which the credits were won, the amount bet on the game in which the credits were won, and any other information related to the status of the game in which the credits were won. The POS terminal may then bill the player the appropriate number of credits based on how the credits were won. In various embodiments, the merchant receives a fixed amount of value from the credit server, and the casino server deducts a variable number of credits from the player based on the manner in which the credits are won. For example, for an $11 purchase, the casino may deduct from the player $10 worth of credits won on a $1 denomination machine, or $11 worth of credits won on a quarter denomination machine.
1.3 Accounting for Transfers In various embodiments, the casino and the merchant may each perform one or more accounting entries for the purposes of tracking transactions between the player and the merchant.
1.3.1. Merchant Results. In various embodiments, a merchant may record the number of credits provided by a player as an asset. The merchant may also deduct from inventory the value of products or services provided to players. The merchant may note the names of players who received credits and the names of casinos where the credits can be redeemed for cash.
1.3.2. Casino Results In various embodiments, the casino may record the names or other identifiers of merchants to which a player has provided credit.
1.4. How to store value.
1.4.1. Digital Cash. In various embodiments, the merchant itself stores the credits received from the mobile gaming device. The credits may be stored in an electronic format. The credits may be stored as a data set, such as a string of bits. The data set may include another data set that is encrypted. For example, the credits may be stored as a message encrypted with the private keys of one or more parties and/or time-stamped with one or more times. For example, the message may be encrypted with the private keys of the casino server and the mobile gaming device. The credits stored by the merchant may include bearer instruments and may be transferable to one or more other parties without the knowledge of the casino.
1.4.2. Casino Records. In various embodiments, the merchant does not itself store casino credits as bearer instruments. Rather, the casino may record the fact that the merchant currently owns a certain number of credits. The casino may further record the fact that the player no longer owns the credits. When the merchant later exchanges the credits for cash, the casino may record the fact that the merchant no longer owns the credits. In various embodiments, the value of the credits may derive from the fact that the casino has a record of who owns the credits. Transfer of credits between two parties may include notifying the casino so that the casino can update its record of who owns the credits.
1.5. Settlement Between Merchant and Casino (How a Casino Reimburses an Establishment for Property) In various embodiments, a merchant may wish to exchange credits received from one or more players for cash. Similarly, a merchant may wish to exchange comp points or other casino certificates for cash. For example, a merchant may receive credits from a player to be used in games of chance at a casino. However, the merchant may prefer cash to cover expenses and conduct business. Thus, the merchant may wish to exchange the credits received for cash or some other liquid financial instrument (e.g., a bond). The exchange process may occur at various times and with various frequencies. The exchange process between a merchant and a casino may occur in various ways. In some embodiments, a merchant may initiate a request to effect an exchange. The merchant may indicate the number of credits that the merchant wishes to provide to the casino. The casino may cause a record of the number of credits to be received from the merchant. The casino may then transfer an equivalent amount of cash to the merchant's financial account. If the credits are stored as bearer instruments, the casino may receive a code or data sequence from the merchant sufficient to make the credits its property.
1.5.1 Immediate Settlement In various embodiments, the exchange of cash for credits may occur immediately after the merchant receives payment in the form of credits from the player.
1.5.2 Periodic Settlements. In various embodiments, a merchant may accumulate an amount of credits received from one or more players over a period of time. The merchant may then enter into a bulk exchange of the credits for cash with the casino.
1.5.3. Amounts Owed by the Casino to the Merchant May Be Deducted Against the Merchant's Rent. In various embodiments, credits or other casino certificates received from the merchant may be used to offset any amounts owed by the merchant to the casino. For example, credits received from a player may be used to offset rent owed by the merchant to the casino.
2. Payment protocols.
2.1. Player Signals Indicating Approval In various embodiments, a player may provide a confirmation, approval, or some other signal for purposes of validating credit or other value from his or her mobile gaming device to a merchant.
2.1.1. The Player Signs on the Mobile Gaming Device. In various embodiments, a player may sign his or her mobile gaming device. The player may sign to authorize the transfer of credits to a merchant for purposes of making a purchase and/or the deduction of credits. In various embodiments, the player may provide other instructions authorizing the transfer. In various embodiments, the player may provide a biometric input, such as a thumbprint, to authorize the transfer. The player may sign with a stylus, provide a thumbprint using a thumbprint reader on the mobile gaming device, or provide any other biometric input using an appropriate interface to the mobile gaming device.
2.1.2. Player Enters Password for Payment In various embodiments, the player may enter a password to authorize a charge. In various embodiments, the player may answer a security question to authorize a charge.
2.2. Messages provided to players.
2.2.1. "We will deduct $12 from your credit balance for your purchase at Joe's Pizza. Is this ok?" Before signing, the player may be prompted with a message. The message may ask the player whether or not to approve the deduction of credits. The message may further list the number of credits to be deducted, the dollar value of the credits to be deducted, the name of the product to be purchased, the name of the merchant, or any other information about the transaction.
2.3. The mobile gaming device may store a receipt. When a player pays through a mobile gaming device, the mobile gaming device may display a receipt so that the security guard at the entrance knows that he actually paid for something. In various embodiments, the mobile gaming device may store a receipt. The receipt may summarize the transaction. The receipt may indicate the amount of credit provided, the dollar value of the credit, the product purchased, the time of purchase, and any other relevant information. The receipt may be stored in electronic form within the mobile gaming device. In various embodiments, the receipt may be stored in electronic form on the casino server. In various embodiments, the mobile gaming device may render a visual representation of the receipt. In various embodiments, the player may be required to show the receipt when leaving the merchant's store. Security guards may want to verify that the player actually purchased the product that the player is carrying out the door. In various embodiments, the receipt may be accessible at the mobile gaming device at the player's request. For example, the player may have the opportunity to select from a menu item that reads "View Receipt." A list of receipts may then appear on the display screen of the player's mobile gaming device. The player may then select one of the receipts to view. The player may later recall this receipt when returning the item to the merchant for a refund.
3. Agreement between the merchant and the casino for the license of the mobile gaming device.
3.1. Merchant Receives Special Hardware or Software from Casino In various embodiments, the merchant receives special hardware or software from the casino that allows the merchant to interact with the mobile gaming device. For example, the special hardware or software can be used to communicate with the mobile gaming device, to accept casino credits as payment, to provide receipts, etc. In various embodiments, the merchant may receive the software from the casino. The merchant may receive the software on a storage medium such as a DVD. The merchant may download the software from the casino's website, etc. The merchant may receive the software in various other manners. The merchant may download the software to the merchant's POS terminal. In various embodiments, the software may be run from a merchant's server. The merchant's server may then communicate with the merchant's POS terminal. In various embodiments, the merchant may receive multiple software programs or modules. For example, a first software module may be used to operate the POS terminal, while a second software module may run on the merchant's server. The first software module may include code for sending, receiving, and interpreting signals to and from the mobile gaming device. The second software module may include code for accounting for receipt of casino credit. As contemplated, there may be many other functions in the various software modules in various embodiments. The merchant may also receive various hardware. The merchant may receive a transceiver for communicating with the mobile gaming device. Such a transceiver may be attached to or otherwise interfaced with the merchant's POS terminal. In various embodiments, the merchant may receive hardware and/or software from a third party. For example, the casino server may instruct the merchant to place an order with a third party that produces software for interfacing with the casino's mobile gaming devices.
3.1.1. Merchant May Receive Special Casino POS Terminal. In various embodiments, a merchant may receive a POS terminal from a casino. The POS terminal may be specially manufactured or configured to interact with one or more casino systems. For example, the POS terminal may be configured to interact with a mobile gaming device.
3.1.2. Payment. In various embodiments, a merchant may pay a casino for software or hardware received from the casino. For example, a merchant may pay a casino $1000 for a POS terminal that interacts with the casino's mobile gaming devices. In various embodiments, a merchant may not pay a casino at all for software or hardware received from the casino. Rather, a casino may find it advantageous for players to conveniently use their mobile gaming devices to make purchases at the merchant's location. In various embodiments, a merchant may pay a license fee for the hardware or software to the casino. For example, a merchant may pay a casino $50 per month for use of the hardware or software that allows the merchant to receive payments from the mobile gaming devices.
3.2. Credit Card Type Agreement. For example, the merchant pays 2% per transaction. In various embodiments, the merchant may pay a percentage of each transaction revenue to the casino. For example, the merchant may pay 2% of each transaction revenue to the casino. The 2% paid to the casino may compensate the casino for the merchant's ability to use casino credits as currency in transactions. The percentage paid to the merchant may be post-tax or pre-tax.
3.3. Merchant Pays Periodic Fees In various embodiments, a merchant may pay a casino periodically for being able to transact with casino credits and/or for being able to transact with a mobile gaming device. The merchant may pay a fee, for example, on a daily, weekly, monthly, or yearly basis. The fee may be a fixed fee, such as $100 per month. The fee may also be variable. The fee may depend on the number of transactions the player uses the mobile gaming device to make the payment. For example, the fee may be tiered, such as a first fee for the first 100 transactions in a month, a second fee for the second 100 transactions, and so on.
3.4. Merchant Pays a Fixed Fee Per Transaction. In various embodiments, a merchant may pay a fixed fee for each transaction that a player makes with a mobile gaming device. For example, a merchant may pay the casino 25 cents per transaction for every transaction that a player makes with a mobile gaming device. In various embodiments, the fee charged to the merchant may be a fixed amount plus a percentage of the transaction price. For example, a merchant may be charged 25 cents plus 2% of the price of the item purchased by the player.
3.5. Merchants Pay Depending on the Type of Credits Received from a Player. In various embodiments, a merchant may pay different fees depending on the type of credits, currency, or other that a player uses. For example, a merchant may pay 3% of revenue for a transaction in which a player uses 5 cents of credit, but only 2% of revenue for a transaction in which the player uses $1. As another example, a merchant may pay a 3% fee if a player uses credits from a balance that can be used for games, but only 2% if the player uses credits from a balance that can be used exclusively for purchases.
4. Credit Card Binding. In various embodiments, the mobile gaming device may be configured to accept a particular credit card, such as a credit card or a debit card. The mobile gaming device may function as a credit card or other credit card. The mobile gaming device may be capable of storing and transmitting a financial account identifier. The financial account identifier may be received by a merchant's POS terminal. The merchant may then authenticate the financial account identifier with a credit card network, such as the VISA®, MasterCard®, Discover®, or Amex® networks. In order to use the mobile gaming device as a credit card, the player may be required to apply for a new credit card. For example, when the player first checks out the mobile gaming device, the player may fill out an application form that includes his/her name, date of birth, social security number, and/or other relevant information. A credit check on the player may then be performed before the new card is issued to the player. A physical card need not necessarily be issued to the player. Rather, the player's mobile gaming device may function as a credit card or other credit card. In various embodiments, the player is not required to apply for a new credit card. Rather, the player's existing credit card or other credit card may be associated with the mobile gaming device. The mobile gaming device may be loaded with, for example, a player's credit card number. The player may then use the mobile gaming device to more conveniently communicate his or her credit card number to the POS terminal. In various embodiments, the player's existing credit card may be immediately authenticated when the credit card is associated with the mobile gaming device. When the POS terminal receives the credit card identifier from the mobile gaming device, the POS terminal may then verify that the credit card is already valid and available for use. Thus, in various embodiments, the POS terminal does not necessarily have to go through an additional authentication process for the credit card. In various embodiments, when the mobile gaming device submits the financial account identifier for the player to the POS terminal, the mobile gaming device may also submit other information about the player. The mobile gaming device may submit the player's name, age, state of residence, zip code, and any other relevant information. In various embodiments, when a player makes a payment using a credit card through the mobile gaming device, the player may be prompted to sign his or her mobile gaming device to verify the payment. A player may sign his or her mobile gaming device and a digital version of the player's signature (eg, a bitmap depicting the player's signature) may be transferred to a POS terminal.
4.1. If Visa® is the merchant, payment occurs through the Visa® system. Typically, a third party may intermediate this entire transaction. In various embodiments, a credit card association may handle part of the transaction between the player and the merchant. For example, when a player pays for an item at a merchant, an identifier for a financial account associated with the player or casino may be transferred to a bank associated with the player or casino. The bank may then transfer the funds to the merchant's bank. The player or casino may later bill their bank. If the casino's bank transfers the funds to the merchant's bank, the casino may later bill the player. The casino may collect from the player, for example, by deducting credits from the player's account.
4.2. There may be restrictions on using a mobile gaming device for gaming if it is associated with a credit card. In various embodiments, a mobile gaming device may be associated with a credit card, debit card, or other specific credit card. The mobile gaming device may itself act as a specific credit card. However, laws or regulations may prohibit the use of a credit card for gaming purposes. In various embodiments, a mobile gaming device may act as a credit card, but no charges may be made to a player's financial account for gaming purposes. In various embodiments, a player may not purchase credits through a charge account, including a charge account associated with his/her mobile gaming device. In various embodiments, a player may only use a charge account associated with his/her mobile gaming device for purchases at retail stores. In various embodiments, a player may be restricted as to when he/she may use his/her mobile gaming device for gaming versus when he/she may use his/her mobile gaming device for specific credit card transactions. In various embodiments, if the mobile gaming device is used as a specific credit card to make purchases, the player may be prohibited from using the mobile gaming device for gambling for a certain period of time (e.g., five minutes). In various embodiments, if a player uses his mobile gaming device for gambling, the player may be prohibited from using the mobile gaming device as a specific credit card for a predetermined period of time (e.g., five minutes), thus making it clear that the functionality of the mobile gaming device as a specific credit card will not be used in games.
5. Allow the mobile gaming device to make random payments. For example, when making a payment for an item, there may be a double or free chance, and the mobile gaming device will generate a random outcome. In various embodiments, the mobile gaming device may be able to turn a transaction into a gaming event.
5.1. Double or Free. In various embodiments, a player may initiate a transaction. The transaction may include a product or service with a given price. The player may choose to bet an amount in order to reduce or eliminate the cost of the product or service. In various embodiments, a player may choose to do a "double or free". In this event, the player may risk an amount of money or credits equal to the purchase price of the item. This amount may be risked in a game of chance, such as a game of craps or blackjack. If the player wins the game, he or she may receive the item for free. If the player loses the game, the player loses the amount risked. The player may still be required to pay the purchase price of the product or service with additional money or credits. In various embodiments, the transaction may be converted into a gaming event initiated by the mobile gaming device. The mobile gaming device may prompt the player as to whether or not he or she wants to risk additional money to reduce the cost of the transaction. For example, the mobile gaming device may ask the player, "Would you like to spin the slot machine for an extra dollar? If you get one cherry, your purchase is free." Whatever the prompt, the player can accept or decline. If the player accepts, the game may proceed. If the player wins, the casino may credit the player's mobile gaming device with the purchase price of the item. The purchase price of the item may then be transferred from the player's mobile gaming device to a POS terminal. In various embodiments, the casino may transfer cash or other value directly to a merchant when a player wins a game. The merchant can then provide the player with a product or service without further requiring payment from the player.
5.2. Games Conducted by a POS Terminal. In various embodiments, a POS terminal may conduct games that allow a player to reduce or eliminate the purchase price of an item. In various embodiments, a processor in the POS terminal may generate random numbers. The random numbers may then be converted into game outcomes and may further determine whether a player has won or lost. The POS terminal may further display images showing the game unfolding and indicating the game outcome. The POS terminal may conduct a game when a player accepts a prompt to play a game. The POS terminal may receive a signal from a player's mobile gaming device that the player wishes to play a game. The POS terminal may receive an instruction to start a game from a store employee rather than receiving an instruction from the player's mobile gaming device. In various embodiments, the POS terminal may receive a bet amount from a player prior to the start of a game. For example, the POS terminal may receive a signal from a mobile gaming device that the merchant may deduct the bet amount from the player. The merchant may also receive a signal from the casino server that the casino server has transferred money or credits from the player to the merchant account. During any event, in various embodiments, a merchant may accept a bet from a player before the game begins, and if the game goes against the player, this bet may be retained by the merchant.
In various embodiments, a bet by a player to win a purchase price of a product (e.g., effectively to win the product) may be made through a casino. In other words, the counterparty may be the casino. If the player loses his bet, the casino may keep the player's money. Thus, the merchant may be largely indifferent whether the player wins or loses. If the player wins, the merchant may provide the player with the product without receiving payment from the player. However, the casino may provide the purchase price to the merchant.
5.3. Player Defines the Parameters of the Game In various embodiments, a player may define one or more parameters of the game to be played. The game may be a game in which the player plays with the objective of winning an item. In various embodiments, the player may define the amount of his bet. The casino may then define the probability of the player winning such that the expected value of the player winning approaches the amount of the bet. For example, the expected value of the player winning may be 95% of the player's bet in order to create a house edge for the casino. For example, a player may wish to bet $10 on the chance of winning a $100 item. Thus, the casino may set the probability of the player winning at 0.09. The monetary value of the expected value of the player winning may then be 0.09 x $100, or $9. Thus, the casino will make an average of $1 from the bet. In various embodiments, the probability may be set such that the expected value of the player winning is equal to the bet. In various embodiments, the probability may be set such that the expected value of the player winning exceeds the bet. This may be acceptable to the casino since the actual cost of the item may be less than the retail price, and therefore the casino and merchant stand to profit from the bet since the true value of the item to the casino or merchant is less than $100.
In various embodiments, a player may specify the odds of winning a game. The casino or merchant may then specify the amount of bet required from the player. For example, a player may wish to play a game in which he or she has a 10% chance of winning a $100 item. The casino may then require the player to place a bet of $11 to play the game. In various embodiments, the merchant may be the counterparty to the player's bet. In various embodiments, the casino may be the counterparty to the player's bet.
5.4. Games of Chance. In various embodiments, a player may make a purchase from a merchant or otherwise transact with a merchant. The player may first contribute a first amount and then provide a second amount to the merchant, where the second amount exceeds the first amount. The first amount may be the price of an item, such as a product or service. In various embodiments, the price may include any appropriate taxes. In various embodiments, the price may exclude one or more appropriate taxes. For example, the first amount may be $8.61 and the player may provide the merchant with a second amount of $10. The player may provide the merchant with $10 because $10 is a standard unit of currency. For example, the player may have a $10 bill but not coins to pay exactly $8.61. In various embodiments, the player may provide a second amount in another currency or value. For example, in various embodiments, the player may pay for the item using casino credits or casino chips. In various embodiments, the player may pay for the item using comp points. In various embodiments, the second amount provided by the player may exceed the first amount, even when the player uses other values besides paper currency. For example, a player may pay for an item priced at $8.61 using casino credits in a dollar denomination. Thus, the second amount provided by the player may be equal to $9.00.
In various embodiments, once the player provides the merchant with the second amount, the player may receive any change from the merchant. For example, if the player owes the merchant $8.61 but provides the merchant with a $10 bill, the merchant may owe the player $1.39 in change. At this point, the player may have the option of receiving the change from the merchant. In various embodiments, the player may forgo receiving the change and instead use the change as a bet for purposes of playing the game. In various embodiments, the game may be any game, such as a video poker game, a slot machine game, a blackjack game, a craps game, a roulette game, or any other game.
In various embodiments, a game may include a pay table having any structure. The pay table may detail various outcomes a player may reach in a game, as well as various amounts a player may win based on the outcomes. The payouts set forth in the pay table may be further based on the amount bet by the player. For example, a particular payout may be set at 10 times the player's bet (e.g., the amount of change owed to the player), and may thereby vary according to the player's bet size.
In some embodiments, the payout of the game may be an item that is purchased. That is, if the player reaches a particular outcome in the game, the player may receive the purchased item for free. Thus, the player may be given back the second amount (e.g., a $10 bill) that he or she originally provided to the merchant, and may receive the product or service without any recourse. In some embodiments, the only winning payout for the game may be the item. In some embodiments, there are multiple possible winning payouts. In some embodiments, the player may win the purchased item or may win a jackpot that is much greater in value than the value of the item.
In various embodiments, if a player does not reach a value outcome in a game, the player does not receive any change. For example, if a player submits $10 for an item that costs $8.61, the player will not receive $1.39 in change. The player, in various embodiments, is still entitled to the item.
In various embodiments, once the amount of change due to the player has been determined, a winning outcome for the game may be determined. In various embodiments, multiple winning outcomes for the game may be determined. For example, in a game of video poker, all hands of a high straight of 10 or better may be determined to be winning outcomes for the player. In a game of roulette, all numbers less than 7 may be determined to be winning outcomes for the player. In various embodiments, a winning outcome may be determined in a manner that results in a desired house advantage. For example, a winning outcome may be determined in a manner that results in a 5% house advantage. In various embodiments, a winning outcome may be determined in a manner that results in approximately a desired house advantage.
As an example, a player submits $10 when he is owed $8.61 for the prize. That is, the player is owed $1.39 in change. The player chooses to play the game of roulette with the goal of winning the prize. The casino and/or merchant desires a house edge of 5%. The roulette game is configured such that the player wins if any number between 1 and 5 appears in one spin of the reels. For example, if the spin of the roulette wheel lands on the number 4, the player wins the prize and is paid out $10. Otherwise (e.g., the number 33), the player keeps the prize but receives no change. Thus, the house edge of the game is calculated as ($1.39 x 33/38 - $8.61 x 5/38)/$1.39 = 5.3%.
In some embodiments, the casino server may determine the probability of a player winning with the goal of achieving a desired house edge. The casino server may then determine the probabilities of one or more statistically independent possible outcomes. The casino server may then select a combination of outcomes to be a winning outcome in a manner such that the probabilities of the outcomes add up to the previously determined probabilities. As contemplated, the casino server may similarly determine the probability of a player losing with the goal of achieving a desired house edge. The casino server may then select a combination of outcomes to be a losing outcome in a manner such that the probabilities of the outcomes add up to the previously determined probabilities. As contemplated, the casino server may first determine the probability of a player winning and then select which outcome to award to the player as a losing outcome with the goal of achieving a desired house edge. Similarly, the casino server may first determine the probability of a player losing and then select which outcome to award to the player as a winning outcome with the goal of achieving a desired house edge.
In various embodiments, a game may be played on a player's mobile gaming device when the player bets his or her change on a game to win a product or service from a merchant. The mobile gaming device may display the game outcome. The player may display the game outcome to the merchant. The merchant may then return all of the monies submitted by the player if the player wins, or may keep all of the monies submitted by the player if the player loses. In either case, the player may keep the goods or services. In various embodiments, the game outcome may be transferred by the mobile gaming device to a POS terminal. Based on the game outcome, the POS terminal may then verify that the player has provided the full amount of the monies submitted and may verify the full amount of the monies to be kept. The POS terminal may also perform accounting functions. In various embodiments, a game may be played on a POS terminal. The POS terminal may display the game outcome. The POS terminal may also transfer the game outcome to the mobile gaming device.
In various embodiments, the POS terminal may perform various accounting functions. The POS terminal may record the value of items acquired by a player. The POS terminal may record amounts tendered by a player. The POS terminal may calculate and/or record the amount of change due to a player. The POS terminal may record information about games played by a player. The POS terminal may record the type of game (e.g., roulette, e.g., craps), the outcome won in the game, the prize and/or payout (e.g., item) in the game, the outcome achieved in the game, whether the player won, the prize or payout won by the player, whether the player received a monetary refund, and/or any other item of information. In various embodiments, the POS terminal may not record the information itself, but instead relay the information to another device, such as a merchant server or a casino server.
In various embodiments, the merchant may take the risk on the game. Thus, for example, if the player wins the game, the merchant may lose the item without compensation. For example, if the player loses the game, the merchant may win the player's change. In various embodiments, the merchant does not take the risk on the game. In such embodiments, if the player wins, the merchant may be paid the price of the item by the casino. If the player loses, the merchant may owe the casino the change collected from the player.
In various embodiments, a player may play a series of games with the goal of determining whether he or she will win an item. For example, a player may play a game such as blackjack where the payout is generally not a large multiple of the bet amount. Thus, a player may be required to win multiple games such as blackjack with the goal of extending the change due to him or her to the full value of the item to be purchased. In various embodiments, a player's change may be considered an initial balance. A target balance may be set as the price of the item to be purchased. A player may play as many games as necessary with the goal of reaching the target balance. However, if the player's balance reaches zero, the player loses his or her change and must pay for more items.
6. How Returns Are Handled. In various embodiments, a player may wish to return an item received from a retailer. For example, the item may be an item of clothing that does not fit. The item being returned may be an item purchased using a mobile gaming device. For example, the item may be an item for which the player paid using gaming credits. As another example, the item may be an item that the player won through game play. The merchant may request one or more pieces of information for purposes of making the return. In various embodiments, the merchant may request (a) the item, (b) the item in new or unused condition, (c) the item in an unopened package, (d) a purchase receipt, (e) player information such as the player's name and address, (f) a mobile gaming device (e.g., the player must present the mobile gaming device from which the item was obtained), (g) an identifier for the mobile gaming device (e.g., the player must present the serial number or identifier of the mobile gaming device from which the purchase was made), (h) identification (e.g., a driver's license or passport), (i) a credit card, debit card, specific credit card, or other financial account identifier, (j) an indication of any promotions that were running at the time of the purchase of the item, and any other piece of information. In various embodiments, the player may present the receipt using a display on his or her mobile gaming device. The mobile gaming device may store the receipt resulting from the purchase. The receipt may be stored in any suitable format, such as an image format, a text format, an encoded format, and any other suitable format. The player may bring up the receipt on the screen of his/her mobile gaming device. The player may then show the receipt to a merchant employee. The player may allow the receipt to be scanned from the display screen of the mobile gaming device into the POS terminal. For example, the POS terminal may include a scanner for scanning the display screen of the mobile gaming device. The POS terminal may also include a camera for taking a picture of the receipt. After scanning or taking a picture, the POS terminal may use image processing algorithms to read information from the receipt. Such information may include the name or identifier of the item, the date of purchase, the purchaser, the manner in which the item was obtained, and any other relevant information.
6.1. No Returns. In various embodiments, the use of a mobile gaming device to acquire an item may complicate the return process. In various embodiments, returns may not be allowed if the item was acquired using a mobile gaming device. In various embodiments, returns may not be allowed if the item was acquired using game credits. However, returns may be allowed if the item was won through a game. In various embodiments, returns may not be allowed if the item was won in a game. However, returns may be allowed if the item was purchased using game credits.
6.2. Exchange. In various embodiments, a player may exchange an item for another item. In various embodiments, exchange is the only form of return permitted, and a player is not permitted to receive cash, casino currency, or other liquid value for the item. In various embodiments, the new item the player receives may be of equal or lesser value than the item being returned. In various embodiments, a player may exchange his old item for a new item of lesser value. The player may receive some money or other currency in the exchange process. For example, the player may receive casino credits equal in value to the price difference between the old and new items. In various embodiments, any value the player receives may be added to a balance associated with the player. This balance may be a balance of game credits, a balance of money available at a casino store, or any other balance. The value may be downloaded to the player's mobile gaming device. Indications of additions to the player's balance may be displayed on the player's mobile gaming device. For example, a number describing the number of gaming credits held by the player may increment on the player's mobile gaming device.
6.3. Refunding the player in the form in which the player made the payment. For example, if the player paid with credits, the player is refunded the credits. In various embodiments, when the player returns an item, the player may be refunded in the form in which he originally made the payment. If the player paid for the item with game credits, the player may receive game credits when returning the item. If the player paid for the item with a balance separate from the balance used for the game, the player may be refunded to the balance separate from the balance used for the game. In various embodiments, the player may have played a game to win an item. The game may have required a bet on the part of the player. If the player returns the item, the player is only refunded the amount bet in the game, not the full price or value of the item. In various embodiments, the player may receive an amount in excess of the amount bet, but not more than the price or value of the item being returned. For example, a player may bet $10 to win an item with a price or value of $100. If the player later returns the item, the player may receive $50.
6.4. Payments are always refunded in the form most preferred by the casino. For example, payments are always refunded in the form of game credits. In various embodiments, the merchant may pay the player for the return in a currency of their choice. The merchant may be able to refund, for example, cash, casino credits, merchant credits (e.g., value exchangeable for the merchant's goods), or any other type of currency or value. The merchant may also act on behalf of the casino or as the casino. Thus, the merchant may return to the player a currency of the casino's choice. In various embodiments, the casino may choose to return game credits, as the casino may wish to allow players to more easily participate in the casino's games. In various embodiments, the casino may provide the player with currency or other value when the player returns the item to the merchant. For example, the casino may update the player's balance to reflect the added value. This may allow the merchant to be responsible for refunding the casino (e.g., if the merchant is a separate entity from the casino).
7. Methods of Communication Between the Mobile Gaming Device and the POS 7.1. Wireless.
7.2. Close range (RFID, etc.).
7.3. Direct connection (e.g. in a cradle).
7.4. POS and mobile gaming devices communicate with the casino servers.
8. The mobile gaming device allows an individual to avoid waiting in line. Permission to leave is given by paying through the mobile gaming device. In various embodiments, a player may use the mobile gaming device to avoid payment lines or any other payment transaction. Suppose a player selects an item. The player may enter an identifier for the item into the mobile gaming device. For example, the player may use the keypad of the mobile gaming device to key in a Universal Product Code (UPC) that identifies the selected item into the mobile gaming device. The mobile gaming device may then communicate with a merchant's POS terminal to find out information about the item. The mobile gaming device may receive information including the name of the item, the price of the item, and attributes of the item. The mobile gaming device may then ask the player if he or she would like to purchase the item at a price specified by the POS terminal. For example, the mobile gaming device may display a message to the player such as, "Would you like to buy this blue sweater for $25? If the answer is yes, a credit of $25 will be deducted from your account." The player may confirm by pressing a key on the mobile gaming device, touching a particular area of a touch screen on the mobile gaming device, or taking any other appropriate action. The player's acceptance may then be transmitted to the casino server and/or the POS terminal. The mobile gaming device may then transmit the price of the item to the POS terminal. This transmission may be via the casino server. In some embodiments, the casino server may simply deduct credits or other value from the player's balance and add money to the casino server's balance. Once payment for the item has been made, an indication of payment completion may be transmitted to the mobile gaming device. For example, the casino server or the POS system may transmit a signal to the mobile gaming device indicating that payment has been made. In various embodiments, an electronic receipt may be transmitted to the mobile gaming device. The mobile gaming device may then display an indication to the player that payment has been made. The mobile gaming device may further display an instruction that the player may take the item and leave the merchant's premises.
In various embodiments, a player may obtain the item in other ways and still avoid the payment process. In various embodiments, a player may play a game with the goal of winning the item. For example, a player may enter the UPC of an item into a mobile gaming device. The mobile gaming device may then host a game for the item. The player may make the required bet (e.g., a bet of 10% of the price of the item) and play the game. If the player wins the game, the player is entitled to keep the item and may leave the merchant's premises.
9. Non-transaction information exchanged between the POS terminal and the mobile gaming device. A variety of information may be exchanged between the POS terminal and the mobile gaming device. Information may be exchanged through direct communication between the POS terminal and the mobile gaming device. For example, the gaming device may send an infrared signal to the POS terminal.
9.1. Current Item Inventory. The POS terminal may communicate information about the current item inventory to the mobile gaming device. For example, the POS terminal may indicate that it has a certain type of jewelry in stock, or that it carries certain menu items. In various embodiments, the POS terminal may communicate information about groups of items. For example, the POS terminal may communicate an entire list of wines that the restaurant carries. In various embodiments, the POS terminal may communicate an entire list of vegetarian dishes, an entire list of desserts, or an entire menu. The POS terminal may communicate information about new clothing items. For example, the POS terminal may indicate that it has spring clothing items in stock, a new designer of clothing in stock. As will be appreciated, there are many other groups of items about which information can be communicated to and from the mobile gaming device.
9.2. Current Promotions, Such as Sales. In various embodiments, the POS terminal may communicate information about various promotions to the mobile gaming device. For example, the POS terminal may communicate that a store is currently running a 25% discount on all items. The POS terminal may communicate various information to the mobile gaming device, such as efforts to entice players to purchase merchandise. For example, the POS terminal may communicate to the mobile gaming device that pottery is made by the finest artisans in the world.
9.3. Information About Games. In various embodiments, the mobile gaming device may communicate information about the game played by the player to the POS terminal. In various embodiments, the mobile gaming device may communicate any information about the player's gaming history. The POS terminal may have information about the player, about the player's gaming history, or any other information to determine the message to send to the player. For example, if the player makes a purchase with a large amount of money, the POS terminal may send a promotion related to relatively high-value items to the mobile gaming device. In various embodiments, if the player consistently plays slots with low denominations, the POS terminal may send a promotion to the player asking if the player would like to buy a postcard. There may be an underlying assumption that the player may not be in the market for high-value items because he is not wealthy. In various embodiments, if the player is playing quickly, a POS terminal at a fast food restaurant may send a promotion to the player. There may be an underlying assumption that the player is in a hurry and fast food would be appropriate. In various embodiments, the type of game played by the player may affect the type of promotion. For example, a player who has played an image-intensive game may be sent promotions in the form of sophisticated computer animation, a player who has played a game with a lot of sound effects may be sent promotions with catchy sounds, a player who has played a game with an Asian cuisine theme may be sent promotions for Asian restaurants.
9.4. Information About Where a Player Has Been. In various embodiments, a mobile gaming device may store information about where a player has been. The mobile gaming device may, for example, have location tracking capabilities. In various embodiments, a casino server may track the location of a mobile gaming device over time. Information about where a player has been, including the path the player has taken (e.g., the player's progress over time), may be sent to a POS terminal. Information about where a player has been and/or the path the player has taken may be used to determine promotions for the player. For example, if a player has been in the vicinity of a restaurant within the last three hours, the restaurant's POS terminal may send the player information about popular foods, including pictures. If a player is in a store that features a particular type of product, a POS terminal at a different store may determine to promote a similar type of product. For example, if a player is in a sporting goods store, a POS terminal at another store may send a message to the player's mobile gaming device stating, "We carry many golf clubs. Come and check them out!"
9.5. Personalized Offers ("Sue, I'm sure we have a handbag you'll love") In various embodiments, the POS terminal may send promotions, messages, offers, or any other information to the mobile gaming device. The POS terminal may send a personalized message to the player. The message may address the player by name. The message may reference personal information about the player. The personal information may be provided to the POS terminal by the mobile gaming device or by the casino server. In various embodiments, the POS terminal may not have any player information. Rather, the POS terminal may send a general message to the mobile gaming device. The mobile gaming device may then fill in information about the player. For example, the POS terminal may send a message to the player's mobile gaming device with instructions for the mobile gaming device on where to fill in various items of player information. The mobile gaming device may then receive this message, fill in the player information in the appropriate places in the message, and then display the message to the player.
10. Hardware on the Mobile Gaming Device The mobile gaming device may include various items of hardware. Such items may allow a player, for example, to more conveniently make purchases using the mobile gaming device.
10.1. Barcode Scanner The mobile gaming device may be equipped with a barcode scanner.
10.2. Camera. The mobile gaming device may include a camera. The camera may be used to take a photograph of the UPC. Software included in the mobile gaming device may be used to determine the item based on the UPC. The image of the item may also be interpreted using image recognition software to enable the mobile gaming device to recognize the item.
11. Web Purchases Using Credits. In various embodiments, credits or other items of value stored on the mobile gaming device may be used to make purchases over the Internet. In various embodiments, the mobile gaming device may interact with a web-based point-of-sale terminal. In various embodiments, during the payment process, the player may be required to provide the player's available payment.
House Edge, House Advantage. As used herein, the terms "house edge" and "house advantage" refer to the amount that the house is expected to have on average for each unit bet made by a player. The house edge may be expressed as a percentage. For example, a 5% house edge indicates that the house can expect to have on average 5 cents for every dollar bet by a player. Note that declaring a house edge does not mean that the house must have the declared player bet amount on each game. Rather, the house edge refers to an expectation or average. For example, assume that a player bets $1 on a game that has a 45% chance of winning $2 and a 55% chance of winning nothing. The house edge can be calculated as (0.55 x ($1-$0) + 0.45 x ($1-$2))/$1 = 10%. Thus, the house can expect to win 10 cents for every dollar a player bets.
Game History (of a player). A player's game history may include outcomes, achievements, and other events that have occurred in the player's past games. A player's game history may include information about:
the last outcome achieved; the last X outcomes achieved; any games, events, outcomes or outcomes that occurred in the last hour; any games, events, outcomes or outcomes that occurred in the last X time periods; any games, events, outcomes or outcomes that occurred on a player's trip, including any aggregate outcome of the player's trip (e.g., the total winnings for the trip); the player's total winnings; the player's net winnings; outcomes, net winnings, total winnings or any other statistics achieved over the player's lifetime; buy-in amounts (e.g., the amount a player first puts down on a table); cash-out amounts (e.g., the amount a player wins on a gaming device, gaming table, Encryption As used herein, the term "encryption" may refer to a process for hiding or making secret information such that the information is not immediately understandable without special knowledge. The process of encryption converts raw information, called plaintext, into encrypted information. Encrypted information may be referred to as ciphertext, and an algorithm for converting plaintext into ciphertext may be referred to as a cipher. Ciphers may also be used to perform the inverse operation of converting ciphertext into plaintext. Examples of ciphers include substitution ciphers, transposition ciphers, and ciphers implemented using rotational cipher machines.
In various encryption methods, the cipher may require a subsidiary piece of information called a key. The key may, for example, comprise a string of bits. A key may be used in combination with the cipher to encrypt plaintext. A key may also be used in combination with the cipher to decrypt the ciphertext. In a category of ciphers called symmetric key algorithms (e.g., secret key cryptography), the same key is used to encrypt and decrypt. Thus, the integrity of the encrypted information may depend on the key being kept secret. Examples of symmetric key algorithms are DES and AES. In a category of ciphers called asymmetric key algorithms (e.g., public key cryptography), different keys are used to encrypt and decrypt. With asymmetric key algorithms, any member of the public can use a first key to encrypt plaintext into ciphertext. However, only the owner of the second key (e.g., the private key) can decrypt the ciphertext back to plaintext. An example of an asymmetric key algorithm is the RSA algorithm.
It is contemplated that methods other than encryption may be used to make information secret or hidden, such as coding or steganography. Such methods may also be used in combination with encryption.
Encryption can be used for:
Sending messages that can only be read by specific recipients. For example, suppose Alice and Bob both possess the same private key. Alice can use her private key to encrypt a plaintext message. She can send the resulting ciphertext to Bob. Bob can then decrypt the ciphertext using his encryption key and view the plaintext version of the message.
- A message can be encrypted by many people, but decrypted by only one (e.g. PGP). For example, suppose Alice has a public and private key. Suppose Bob wants to send Alice a message that only Alice can read. Bob can create a message in plaintext and encrypt it with Alice's public key. Bob can send the resulting ciphertext to Alice. Alice can then decrypt the ciphertext using her private key and thus view the plaintext message. If Cindy intercepts the ciphertext message on its way from Bob to Alice, she cannot decrypt it because she does not have access to Alice's private key. Alice's public key is available to Cindy, but not enough of it to decrypt the ciphertext message in a useful length of time.
- Authenticates the message sender. Using this encryption involves having the sender generate a digital signature. For example, suppose Alice wants to send a message to Bob in a way that allows Bob to be sure that the message came from her. Alice can compose a plaintext message and encrypt this plaintext into ciphertext using her private key. Alice can then send this ciphertext message to Bob. Bob can then use Alice's public key to decrypt the ciphertext back to plaintext. Since Alice's public key only works to decrypt ciphertext messages that were created with Alice's private key, and only Alice is presumed to have access to her private key, Bob can be sure that the message is from Alice.
- Allows non-repudiation - If a sender attaches a digital signature to a message or part of a message, the sender cannot later claim that he did not send the message.
Guarantees the transmission time/data. See hash below.
- Guarantee receipt by the recipient, see hash below.
- Verify that the message has not been altered since it was sent by the sender. See hash below.
Hashing is a process by which input data, typically of arbitrary length, is transformed into data of typically shorter and/or fixed length. A hash function is a function that performs this transformation. Often, useful hash functions are one-way functions; that is, for a given input, the output can be computed immediately. However, for a given output, the input that produced the output is hard to compute. Similarly, useful hash functions often have the property that two different inputs rarely produce the same output. Hashing can be used for purposes such as:
- Check for data redundancy. For example, a database contains a huge number of names. These names can be of any length. To check for redundant names, a hash value can be generated for the names. The hash values are smaller in size than the names and can all be of the same length. Hence, it may be easier to compare hash values of names than to compare the names themselves.
- Authenticate that a message has not been altered. For example, Alice can send plaintext to Bob along with a hash value of the message. Alice can attach a digital signature to the hash value, assuring Bob that this hash value was sent by Alice. When Bob receives this plaintext message from Alice, he can calculate the hash value of the message. If the hash value that Bob calculates is the same as the hash value that Alice sent to Bob, then Bob can be sure that the message was not altered on its way from Alice to Bob.
Proof of possession of a message without having to open it. For example, Alice can send a message to Bob. Bob can take the hash value of the message and send it back to Alice. Alice can then verify that Bob has the message without the risk of the message being intercepted on its way from Bob to Alice.
Proving possession of a message at a point in time, without the need to open it. For example, Alice might have a great idea and want to prove that she had this idea at a point in time, without the need to publish the idea. Alice can then write out her idea in text form and take a hash value of that text. Alice can then publish the hash value of the text in a newspaper. It is then immediately clear that Alice owned the idea, at least on the date of publication in the newspaper.
- Timestamp the document. For example, a document may be sent to a timestamping service. The service may then determine a hash value for the document. The service may then add the current date and time to the document's hash value and attach a digital signature to the result. The dated, timed, and digitally signed hash value is then published. As long as the timestamping service can be trusted to provide accurate dates and times (e.g., not use stale dates and times), the published timestamp can serve as evidence that the document existed as of the date and time provided by the timestamping service. Additionally, precautions may ensure that even the timestamping service has a very hard time providing fake times and dates. For example, the timestamping service may add a sequence number (e.g., 1, 2, 3, etc.) to each document it timestamps. If the service wishes to provide an older date, it must find an older sequence number. The older sequence number must match between the two sequence numbers immediately before and after the desired fake date. However, if there are no skipped digits at the beginning, for example, then there are no such consecutive numbers available.
In various embodiments, a distributed gaming system allows participants to conduct gaming activities from remote and/or mobile locations. Possible gaming activities include gambling offered by casinos and the like. Gambling activities may include slot machines, video poker, table games (e.g., craps, roulette, blackjack, pai gow poker, Caribbean stud poker, baccarat, etc.), the wheel of fortune, and other games. Gambling activities may include any casino-style gambling, including, but not limited to, games of fortune, keno, betting on sports, horse, dog or car racing, jai alai, and any other gambling activities. Gambling activities may also include betting on any type of event. Events may include, for example, sporting events such as horse or car racing, and athletic events such as football, basketball, baseball, golf, and the like. Events may also include those that do not normally involve betting. Such events include, but are not limited to, political elections, entertainment industry awards, and movie ticket sales. Games may also include games and events that do not involve betting. Games may also include lotteries or lottery-type activities, such as intrastate and interstate lotteries. These may include all forms of number selection lotteries, "scratch-off" lotteries, and other lottery contests. Gaming systems may be implemented over a communications network, such as a cellular network or a private wireless and/or wired network. Examples of the latter include WiFi and WiMax networks. In some embodiments, the communications network of the gaming system is separate from the Internet as a whole. In some embodiments, operation of the gaming devices makes minimal use of the Internet, such as only information without any confidentiality issues is transmitted over the Internet and/or the information is encrypted. In various embodiments, the communications network allows players to participate in games from remote locations (e.g., outside the gaming area of a casino). Similarly, the system allows players to be mobile while participating in gaming activities. In various embodiments, the system has a location authentication or determination feature and operates to permit or deny gaming from a remote location depending on whether the location meets one or more criteria. The criteria may be, for example, whether the location is within a predetermined area where gaming is permitted by law.
1, for example, gaming system 10 may include at least one user 12. The system may include additional users such that there are at least a first user 12 and a second user 14. Multiple users may access first gaming system 10 while other multiple users access a second gaming system (not shown) that communicates with first gaming system 10. Users 12 and 14 may access system 10 via gaming communication device 13. Gaming communication device 13 may include any suitable device for sending and receiving electronic communications.
Such devices include, but are not limited to, mobile phones, personal data assistants (PDAs), computers, minicomputers, etc. The gaming communication device 13 transmits and receives gaming information to and from a communication network 16. The gaming information is also transmitted between the network 16 and a computer 18, such as a server, which may be located within the domain of a gaming service provider 20. However, the location of the computer 18 may be arbitrary, and the computer 18 may be located near or remote from the domain of the gaming service provider 20. Various embodiments may not include a gaming service provider. The computer 18 and/or the gaming service provider 20 may be within, near, or remote from the gaming service provider (not shown in FIG. 1). The gaming service provider may be the administrator of the actual game, such as a casino. As an example, the gaming service provider may be located on the casino grounds, and the computer 18 may be physically located within the geographical boundaries of the gaming service provider. However, as described, other possibilities exist for the remote location of the computer 18 and the gaming service provider 20. The computer 18 may function as a gaming server. Additional computers (not specifically shown) may function, for example, as database management computers and redundant servers.
In various embodiments, both the gaming communication device 13 and the computer 18 are provided with software. The software provided on the gaming communication device 13 may be operative to present to the user information corresponding to gaming activities (including gambling and non-gambling activities as described herein). This information may include, but is not limited to, the presentation of pictorial representations of objects associated with the activities and options selectable by the user related to the activities. The software on the gaming communication device may also be operative to receive data from the computer and data entered by the user. The software on the computer may also exchange data with the gaming communication device, access additional computers and data storage devices, and perform all of the functions described herein as well as functions common to known electronic gaming systems.
Information transmitted over the network 16 may include any information in any format necessary or desirable for the operation of the gaming experience in which the user participates. Information may include digital or analog, text or audio, and may be transmitted in any format, in whole or in combination, according to any known or future transmission technology, which may include, for example, wired or wireless. Wireless technologies may include licensed or license-exempt technologies. Some specific methods that may be used include, but are not limited to, Code Division Multiple Access (CDMA), Global System for Mobile Communications (GSM), General Packet Radio System (GPRS), WiFi (802.11x), WiMax (802.16x), Public Switched Telephone Network (PSTN), Digital Subscriber Line (DSL), Integrated Services Digital Network (ISDN), or cable modem technologies. These are exemplary only, and one of ordinary skill in the art would envision other types of communication technologies. It is further understood that additional components may be used to communicate information between the user and the gaming server. Such additional components may include, but are not limited to, wireless channels, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optic transmitters, repeaters, amplifiers, and the like.
In some embodiments, communication of gaming information occurs without the involvement of the Internet. However, in some embodiments, some of the gaming information may be transmitted over the Internet. Also, some or all of the gaming information may be transmitted in part over the Internet. In some embodiments, some information is communicated in whole or in part over the Internet, but this information is either not gaming information or is gaming information that does not require confidentiality to be maintained. For example, data that generates a graphical representation of a table game on a user's gaming communication device may be transmitted at least in part over the Internet, while bet information transmitted by the user may be communicated in whole over a non-Internet communications network.
According to some embodiments shown in FIG. 2, for example, the communication network includes a cellular network 22. The cellular network 22 includes a number of base stations 23, each having a corresponding coverage area 25. Base station technology is generally known, and the base stations may be of any type found in a typical cellular network. The base stations may have overlapping coverage areas. Furthermore, the coverage areas may be sectorized or non-sectorized. The network may also include mobile stations 24, which function as gaming communication devices used by users to access the gaming system and participate in activities available in the gaming system. The users are connected to the network of base stations via transmission and reception of radio signals. The communication network may also include at least one voice/data switch, which may be connected to the wireless portion of the network via dedicated secure land lines. The communication network may also include a gaming service provider, which may be connected to the voice/data switch, which may also be connected to the voice/data switch via dedicated secure land lines. The voice/data switch may be connected to a radio network of base stations, for example, via a Mobile Switching Center (MSC), and land lines may be provided between the voice/data switch and the MSC.
Users access the gaming system by way of a mobile station that is in communication with, and thus is part of, a communications network. The mobile station may be any electronic communications device operable to communicate with the desired network. For example, in this particular embodiment, the mobile station may include a mobile phone.
In various embodiments, for example in the case of a mobile network, the gaming system is enabled through the use of a private label carrier network. Each base station is programmed by a mobile carrier to transmit and receive private secure voice and/or data to and from a mobile station handset. The handset may be pre-programmed with both game software and carrier certified software. The base station communicates to the switch over a private T1 line. The gaming service provider leases a private T1 or T3 line, which provides a callback path to gaming services controlled by the gaming service provider. Encryption can be implemented on the phone if required by a gaming regulator such as the Gaming Commission.
A mobile communications network may be a private, closed system. Mobile stations communicate with base stations that are connected to a central switch located within the gaming jurisdiction. At this switch, voice calls are routed either locally or via long distance. Gaming traffic for a particular service provider is routed from the central switch to a gaming server at a host location, which may be a casino or other location.
When a subscriber launches a particular gaming application, the handset will only make calls to certain base stations using cells or sectors designed to be entirely within the gaming jurisdiction. For example, if a base station is close enough to receive or transmit signals from a normal line, it will not be able to communicate with the device. When a customer uses the device for gaming, the system may prohibit making or receiving voice calls, if desired. Voice may be muted entirely, if necessary. Additionally, voice may not be allowed to "connect" to the Internet. This allows for a high level of assurance that bets/wagering that originate and end within the boundaries of the gaming jurisdiction and "private" wireless system cannot be circumvented or bypassed. In some embodiments, some data and/or voice traffic may be at least partially over the Internet, while in other embodiments the communication path may not include the Internet. Alternatively, in some embodiments, some non-gaming information may be transferred over a path that includes the Internet, while other information related to the gaming activity of the system is transferred over a path that does not include the Internet.
As shown in FIG. 3, the gaming communication device 32 is in communication with a gaming service provider via a network 34. The gaming service provider is preferably one or more services on which various games and other applications reside. As shown in FIG. 3, some exemplary gaming applications include horse racing and other sports, financial trading, casino and/or other event trading, and news and real-time entertainment. Each of these applications may be embodied in one or more software modules. The applications may be combined in any possible combination. Additionally, it should be understood that these applications are not exhaustive and that there may be other applications that provide an environment for a user with any desired or potential activity.
In another embodiment, the communication network includes a private wireless network, for example as shown in FIG. 4. The private wireless network may include, for example, 802.11x (WiFi) network technology to cover "game spots" or "entertainment spots". In FIG. 4, various WiFi networks are shown as networks 41. Network 41 may use other communication protocols to provide a private wireless network, including, but not limited to, 802.16x (WiMax) technology. Furthermore, networks 41 may be interconnected. The gaming system may also include a combination of the networks shown in FIG. 4. For example, a combination of private wireless network 16, a mobile communication network including multiple channel access units or sectorized base stations 42, and a satellite network including one or more satellites 46 is shown.
For private wireless networks, the technology can cover small areas and provide very fast throughput, making them particularly well suited for gaming service providers to provide location and identity authentication for gaming privileges. Game spots enabled by the network 41 include current casino areas 48, new areas such as swimming pools, lakes or other recreational areas 49, rooms and restaurants such as those found in casinos 48 or hotels 46 and 47, residential areas 40, and other remote gaming areas 43. The overall configuration of the gaming system shown in FIG. 4 is intended as an example and may be modified to accommodate various embodiments.
In some embodiments, the system architecture for the gaming system includes the following:
(1) Wireless LAN (Local Access Network) components, primarily consisting of 802.11x (WiFi) and/or 802.16x (WiMax) technology, robust security and authentication software, gaming software, and handsets equipped with carrier-approved Windows or Symbian operating systems, and (a) CDMA technology to ensure data protection over the air, (b) at least two layers of user authentication (one provided by the mobile carrier and one provided by the gaming service provider), and (c) a secure and reliable connection to the gaming service. (d) end-to-end encryption at the application layer, and (e) state-of-the-art firewall and DMZ technology; (2) MWAN (Metropolitan Wideband Wireless Networks) including licensed and license-exempt point-to-point links, as well as licensed and license-exempt point-to-multipoint technologies; (3) private MAN (Metropolitan Wideband Network) T1 and T3 lines providing connectivity to locations where wireless service cannot reach; and (4) redundant private line networks from the mobile switches back to the game servers.
Each "Game Spot" and "Entertainment Spot" is preferably connected via a MWAN/MAN back to a central redundant gaming service. The gaming communication devices can be WiFi or WiMax enabled PDAs or small laptops to access the private wireless network and do not need to be managed by a third party collaborator.
In various embodiments, the gaming system includes a location authentication feature that is operable to allow or prohibit gaming from a remote location depending on whether the location meets one or more criteria. The criteria may be, for example, whether the location is within a predefined area where gaming is permitted by law. As another example, the criteria may be whether the location is a non-gaming area such as a school. Location authentication techniques used in the system may include, but are not limited to, "network-based" and/or "satellite-based" techniques. Network-based techniques include, for example, multilateration, triangulation, and geofencing. Satellite-based techniques include, for example, Global Positioning Satellite (GPS) technology.
As previously mentioned, the cellular system preferably includes the use of at least one cellular, mobile, voice and data network. In some jurisdictions, such as the state of Nevada, the techniques may include triangulation, global positioning satellite (GPS) technology, and/or geofencing to prevent bets or wagers from occurring outside the boundaries of the state of Nevada. In some embodiments, the network does not cover all of a particular jurisdiction, such as the state of Nevada. For example, the network does not cover areas where the coverage of the cellular system for a particular base station crosses state lines or other jurisdictional boundaries. This is done for the purpose of allowing the use of location authentication to ensure that betting opportunities that originate or end outside the state are not allowed. Triangulation is used as a method to prevent gaming at unauthorized locations. Triangulation may be accomplished, for example, by comparing signal strength from a single mobile station as received at multiple base stations, each with a GPS. This technique may be used to determine the location of the mobile station. The location may then be compared to a map or other resource to determine if the user of the mobile station is in an unauthorized area, such as a school. Alternatively, GPS technology may be used for these purposes.
As shown in FIG. 5 , the gaming system includes multiple gaming communication devices 54, 55, and 56. Device 54 is located outside gaming jurisdiction 58. Devices 55 and 56 are both located within gaming jurisdiction 58. However, only device 56 is located inside a geofence 57 established by the coverage areas of multiple base stations 53. Thus, the geofence can be used to enable gaming for device 56 but disable gaming for devices 54 and 55. Even though some gaming communication devices inside gaming jurisdiction 58, such as gaming device 55, are not allowed to access the gaming system, the geofence 57 allows access for non-gaming communication devices outside jurisdiction 58, such as device 54.
A geofence may not specify a location. Rather, it may confirm that a mobile station is within a certain boundary. For example, a geofence may be used to confirm that a mobile station that crosses state boundaries does not access a gaming system. Triangulation, on the other hand, may provide a pinpoint or near-pinpoint location. For example, as shown in FIG. 5, a device 56 is triangulated between three base stations 53 to determine the location of the device 56. Triangulation may be used to identify whether a device, such as a mobile station, is located in a particular location (e.g., a school, etc.) where gambling is not approved. Preferably, the location determination techniques used in conjunction with the present invention meet Federal Communications Commission (FCC) Phase 2 E911 requirements. Mapping by the United States Geological Survey (GIS) may also be used to compare the identification coordinates of a gaming communication device with a GIS map or components to determine whether the device is within an area not authorized for gaming. It should be noted that any type of location authentication may be used, such as triangulation, geofencing, Global Positioning Satellite (GPS) technology, or any other type of location determination technology that can be used to acceptably confirm or establish that a user is within an authenticated gaming area.
In various embodiments, location authentication is accomplished using channel address verification or location authentication using some other identifying number or piece of identification that indicates which network or network portion is being accessed by the gaming communication device. In the case of using an identifying number for this purpose, as an example, according to one method of location verification, a participant accesses the gaming system via a mobile phone. The identifying number of the mobile phone or the network component accessed by the mobile phone identifies the caller's connection to the mobile communication network. This number indicates the fact that the caller is within an identified area and is on a certain mobile communication network. A server application may reside on the mobile phone and communicate this information to a gaming service provider over the network. In some embodiments, the identifying number or information is forwarded from a first network provider to a second network provider. For example, the caller's home network may be provided by the second provider, but the caller roams on the network (and within the jurisdiction) provided by the first provider. The first provider forwards the identifying information to the second provider so that the second provider can determine whether the defined area in which the caller is located allows or does not allow the relevant gaming activity. In various embodiments, the gaming service provider maintains and has access to a database that maps various possible global mobile communication networks that identify numerous geographic regions. Various embodiments contemplate any number or proxy that represents a network, network portion, gaming component to which a mobile phone is connected. The identifying number may represent one or more base stations or a group of base stations, a line, a channel, a trunk, a switch, a router, a repeater, etc.
In various embodiments, when a user connects his/her mobile phone to a gaming server, the gaming server retrieves network identification information and communicates this information to the gaming service provider. Software resident on the gaming communication device may incorporate functionality to determine the user's location (based at least in part on the identification information) upon login or access by the user and send a message to the gaming service provider. The identification number or information for determining location may be country-specific, state-specific, town-specific, or specific to some other identifiable boundary.
In conjunction with any location determination method, the gaming system may periodically update the location determination information, for example, upon login or first access, as well as at predetermined time intervals during a gaming session to ensure that the gaming communication device does not move into unauthorized areas during play.
Thus, depending on the location determination method used, the decision to allow or prohibit gaming activity may be made either by the gaming communication device, the gaming server, or a component of the communications network used to transfer information between the gaming communication device and the gaming server (e.g., a base station, etc.).
One aspect of private wireless networks related to prohibiting gaming in unauthorized areas is the placement of sensors, such as radio frequency identification (RFID) sensors, on gaming communication devices that trigger an alert if a user takes the device outside of an authorized gaming area. Additionally, devices may be "tethered" to immovable objects. Users may simply log into such devices with an ID and password.
In various embodiments, the gaming system includes the ability to determine the location of a gaming communication device within a large facility, such as a casino complex. This may allow some functionality to enable or disable the device based on the device's location within the facility. For example, government regulations may prohibit the use of the device for gambling from the rooms of a casino complex. Thus, certain embodiments may include the ability to determine the device's location within the facility and disable gambling functionality of the device from the rooms or other areas where gambling is prohibited. FIG. 6 is a diagram illustrating an example wireless gaming system capable of determining the location of a gaming communication device 604 according to various embodiments.
As shown in FIG. 6, the wireless gaming system includes a wireless network covering at least a particular casino complex 600 in which one or more gaming communication devices can be used to participate in various gaming activities. The wireless network includes at least three signal detection devices 602, although various embodiments may include fewer or more than three signal detection devices. As shown in FIG. 6, the wireless network includes four signal detection devices 602, each located at one corner of the casino complex 600. In various embodiments, the three signal detection devices may include wireless access points, wireless routers, wireless base stations, satellites, or any other suitable signal detection devices. Additionally, while the signal detection devices 602 are illustrated as being located on the perimeter of the casino complex 600, the signal detection devices may be located anywhere inside or outside the casino complex 600, so long as the signal detection devices are operable to receive signals originating from gaming communication devices within the casino complex 600. In various embodiments, the signal detection devices 602 may be used to transmit signals to as well as receive signals from the gaming communication devices 604.
In various embodiments, the casino complex 600 may be divided into one or more zones 608 representing various areas of the casino complex, such as lottery, guest rooms, restaurants, shops, entertainment venues, and pool areas. For example, as shown in FIG. 6, zone 608a corresponds to the casino lobby, zone 608b corresponds to the guest rooms, zone 608c corresponds to the restaurants, and zone 608d corresponds to the gaming floor of the casino. Each zone 608 may be further divided into one or more subzones 606, each of which identifies a particular location within the zone 608. The subzones 606 may be arranged in a grid, with each subzone 606 having a uniform size. In some embodiments, each subzone may include 9 square feet (i.e., 3 feet by 3 feet). In some embodiments, each subdivision may include 100 square feet (i.e., 10 feet by 10 feet). The selection of the size of the area covered by a subdivision may depend on administrator preferences, technical limitations of the wireless network, governmental regulations, as well as other considerations.
Certain embodiments can map the casino complex 600 into multiple zones 608 and subzones 606 and determine the location of the gaming communication device 604 within the complex. These embodiments can utilize signals received by the signal detection device 602 from the gaming communication device 604 to determine the location of the device.
In various embodiments, the location of the gaming communication devices 604 can be determined based on the strength of the signals received by the respective signal detection devices 602 from the devices 504. In various embodiments, this may be accomplished using received signal strength indication (RSSI) values or any other suitable signal strength indication. Generally, the closer a subdivision is to a signal detection device, the stronger the signal that the signal detection device will receive from the gaming communication devices in that subdivision. Thus, when multiple signal strength readings are provided from different locations (i.e., signal detection devices 602) within the casino complex, these different signal strengths can be used to determine the location of the devices.
With this in mind, each subzone 606 of casino complex 600 is associated with a reference set of signal strengths received by signal detection devices from devices in that particular subzone. Typically, these values are generalized and periodically recalibrated with references read from gaming communication devices in that subzone. Once each subzone is associated with a reference set of signal strengths, these reference signal strengths are compared to the signal strengths received from the gaming communication devices. Because each subzone contains a unique set of signal strengths, this comparison can be used to identify the particular zone in which the gaming communication devices are located.
In various embodiments, the location of the gaming communication device 604 may be determined based on the time elapsed between the transmission of a signal from the device 604 and the reception of the signal by the respective signal detection device 602. In various embodiments, this elapsed time may be determined based on time difference of arrival (TDOA) or any other suitable technique. As with signal strength discussed above, each subdivision 606 may be associated with a set of predetermined or reference elapsed times from transmission for the reception of the signal from the gaming communication device. This set of elapsed times will be different for each subdivision of the casino because the time it takes for the signal to reach the respective signal detection device depends on the proximity of the subdivision to the respective base station. By comparing the time from transmission to the reception of the signal from the gaming communication device as received by the signal detection device, the subdivision in which the device is located can be determined.
When the location of the gaming communication device is determined, particular embodiments may enable and/or disable certain functions of the device based on this determination. For example, as discussed above, particular embodiments may disable gambling functions of the gaming communication device from a user's guest room, while the user may still be able to perform other device functions, such as purchasing goods or services, or purchasing tickets to entertainment events. When the user leaves his/her guest room, the gambling functions of the gaming communication device may be enabled. Similarly, particular embodiments may prevent the gaming communication device from being used to conduct financial transactions from the casino floor. This functionality may be enabled when the user leaves the casino floor. Similarly, other functions of the gaming communication device may be enabled or disabled based on the location of the device, according to various embodiments.
In various embodiments, various functions of the gaming communication device may be enabled or disabled based on the zone 608 in which the device is located. In such embodiments, each zone 608 of a casino complex may be associated with a set of permitted activities. For example, a "lobby" zone 608a of a casino complex may allow all activities, while a "guest room" zone 608b of the facility may allow all activities except gambling. Depending on the location of the gaming communication device, the functionality of the gaming communication device may be limited to the set of activities permitted for the zone in which the device is located. As the gaming communication device moves from zone to zone, the location of the device may be re-determined and the functionality of the device may be updated to reflect the set of activities permitted for the zone in which the device is located.
Various embodiments may also use the location determination to transmit location-specific information to the gaming communication device. For example, a reminder that an entertainment event for which the user has a ticket is about to begin may be sent to the user device if the device is in a different part of the casino complex. In another embodiment, if the user is in their guest room, the user may be informed that the user's preferred dealer is on the casino floor.
In various embodiments, the location of the gaming communication device may be used to deliver goods and services purchased or ordered by the device user. For example, in various embodiments, a user may purchase meals and drinks using the device. The location of the device may be used to deliver the meals and drinks to the user even if the user moves to another subzone after placing their order.
The location determination of the gaming communication device can also be used to guide the user to different parts of the casino complex. For example, a user who is on the casino floor and wants to go to a particular restaurant within the casino complex can receive directions based on his or her location. This direction may then be updated as the user progresses toward the desired location. If the user goes off course, the location determination can be updated as the user moves and used to alert the user that they have gone off course and to plan a new route to the desired destination.
It should be understood that the foregoing description contemplates some implementation technologies that may be used in accordance with various embodiments. Other technologies are possible and can be implemented in accordance with various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or yet to be developed.
User Profiles According to various embodiments, the wireless gaming system may incorporate a user profile element. For example, one or more user profiles may be created, maintained, and modified at one or more servers of the gaming system. Generally, a user profile includes information related to each user. The information may be maintained in one or more databases. The information may be accessible to a gaming server and/or one or more mobile devices. Devices that may access the information include gaming devices or game management devices, according to some embodiments. Game management devices may comprise wireless devices used by casino staff to provide gaming or game management services.
Various embodiments may include software and/or hardware that allows for the preparation, modification, and maintenance of one or more user profiles. That is, the one or more user profiles may each include a data set maintained in a data store. The data set for each individual user profile may reflect any number of parameters or pieces of information related to the particular user corresponding to the profile. While not intended to be exhaustive, such information may include, for example, gaming activity preferences, such as preferred games and/or game configurations, preferred screen configurations, betting preferences, gaming location preferences, dining and other service preferences, etc. The information may also include user identification information, such as name, address, hotel name and room number, phone number, social security number, user code, and electronic files such as fingerprint, voice, employee, retina scan, or other biometric information. User profile information may also include information related to a user, but not determined by the user or the user's activities. Such information may include information that is associated with or part of a profile. For example, an entity such as a casino may include, as part of a profile, certain rules governing the distribution or provision of promotions to users. User profile information may include any codes, account numbers, credit information, agreements, interfaces, applications, or any other information associated with a user. Thus, user profile information may include any information specific to a given user. For example, profile information may include trends in where a particular user has played, their skill level, their level of success, the types of games played, and their betting style, as well as information related to the user's activities.
In various embodiments, the user profile information may include concierge or other service information associated with the user. Concierge services may include restaurant services, entertainment services, hotel services, money management services, or other suitable services that may be provided to a user of a gaming device. For example, restaurant services may include, but are not limited to, services that allow a user to order drinks, order meals, make reservations, or perform other restaurant-related actions. As another example, entertainment services may include, but are not limited to, services that allow a user to purchase tickets to a show, arrange reservations or services, do virtual shopping, arrange transportation, or perform other entertainment-related actions. Hotel services may include, for example, services that allow a user to check in, check out, book a spa day, view messages, leave messages, view hotel rates, or perform other guest-related actions. Money management services may include, for example, services that allow a user to transfer funds, pay bills, or perform other money management actions.
The gaming system may be configured to provide a new profile for any user using a gaming device for the first time. Alternatively, a new profile may be provided for a previous user who has not played for a predetermined period of time. The gaming system may set up the profile, monitor the user's activity, adjust the profile, and adjust the information (such as images) displayed to the user. The gaming system may be configured to use the profile information to modify the gaming information for the user. For example, if a previous user returns to the gaming system, the system may look up the profile for the user and find that in a previous session of gaming, the user lost money in craps but won money in blackjack. Based on this information, the system may adjust the default gaming screen to display a blackjack table for the user. As a further example: The profile information may indicate that the majority of the user's previous blackjack time was spent at tables with a minimum of $25. Accordingly, the system may make further adjustments to the gaming environment and present the blackjack table with a $25 table. In this sense, the gaming system enables personalized wireless gaming based on one or more criteria maintained in the user profile.
A user profile may be established, maintained, and periodically updated as necessary to enable game providers to provide an enhanced, current, and/or customized gaming experience. Updates may be based on any suitable trigger, such as the occurrence of an event, the occurrence of user activity, or the passage of some predetermined period of time. Any or all of the profile information may be updated.
Alerts In some embodiments, the gaming system may initiate one or more alerts for one or more users based on any number of criteria. For example, an alert may be based on the user's location. The system may also be configured to keep track of other location-independent parameters. Initiation of an alert may depend on a time parameter. Game alerts may also be based on this information and/or other information maintained in a user profile. Alerts may also be prioritized for display, and the content and display of the alert may be customized by the user or other entity. In a related concept, the system may be configured to provide directions and/or maps. Another related concept incorporates the user being able to remotely view an activity or area. Alerts may be generated in response to the presence of data in a user profile. Additionally, the content and display of the alert may be determined based on information in the user profile. Thus, when an alert occurs and what the alert indicates can be customized or tailored according to the user's preferences (or any other information maintained for the user, e.g., in the user profile).
In some embodiments, the alerts may be presented or displayed to the user in a format determined at least in part by any of the parameters described or contemplated herein. For example, when the user is outside, the display may automatically light up to allow the user to more easily view the alerts. The alerts may be presented in any combination of text, visual, audio, or other information exchange formats. Alerts presented to the user on the screen of the gaming communication device, for example, may be configured in any desired manner. Preferably, the information is displayed in a manner that makes the most efficient use of the actual screen real estate to convey the alert message. That is, different alerts of different types or with different priorities may be displayed separately on the gaming device. For example, more important alerts may be displayed as pop-ups, while secondary alerts scroll down the screen. A player may register alerts and determine his or her preferences for a particular alert configuration.
According to some embodiments, guidance information may be provided to one or more users. The guidance information may accompany an alert. The guidance information may be based on any of the parameters described herein. (e.g., profile, alert, location, change in play or other activity, etc.) Guidance may be to an activity, location, seat, table, leisure spot, restaurant, change cage, information booth, casino, hotel, sports venue, theater, etc. For example, guidance may be to a particular table or gaming area, a casino other than where the user is currently located or where another user is located, a restaurant identified in the user profile, a sportsbook area of a casino, a hotel room, etc.
The directions can be presented as spoken, text, and/or images (e.g., as a map with zoom capabilities). An example of directions provided includes that the user likes to play high limit blackjack on Saturday nights, but does not have a preference for a particular casino. When the user enters any casino in which the system is operational, the system provides the user with an alert inviting the player to a high limit blackjack table, and guidance information in the form of a visual route. Another example includes the user depositing the casino's sportsbook and indicating that he or she would like to play craps. The device provides walking guidance to the craps table. Another example includes the user wanting a list of restaurants for dinner. At a given time (e.g., 8:00 p.m.), the system presents the list to the user and allows the user to select and make a reservation. The system then provides the user with audio directions from the user's current location to the selected restaurant. The system may also be configured to provide alerts, profiles, or ancillary information based at least in part on the guidance information provided. For example, the system may inform the user that they will need a taxi, or that they will need a train, or that they will need a jacket and tie, or that they will need an umbrella, etc., depending on where the user is going and the route they are taking.
According to various embodiments, the system allows a user to remotely view an activity or area. For example, cameras (or other viewing devices) may be positioned throughout the casino facility (or other relevant areas). At a kiosk or on a wireless gaming device, a user can "peek" into one or more selected areas to view activity in the selected areas. For example, from a pool, a user can see if a craps table has changed limits or is filling up. From a craps table, a user can see if a restaurant or bar is getting busy.
According to various embodiments, the operation of the alert module and alert method is integrated with various techniques for managing user profile information. An example of this aspect is that the system can be configured to recognize that a user has certain preferred dealers or caretakers when playing certain casino games. If the user is within a certain area or distance when those dealers or caretakers are on duty, an alert can be sent inviting the user to participate in gaming activity at a particular table where the dealer or caretaker is on duty.
Thus, when the user profile information indicates that one or more predetermined criteria are met, the system may send an alert to the corresponding user or to another user. For example, the system may "remember" that a player is a fan of a certain sports team. The system monitors information about upcoming events involving that team and, at a predetermined time, checks to see if the user will place a bet on the event. If not, the system invites the user to visit a sportsbook and place a bet. As another example, the system may know that the user prefers tables with a $10 minimum and alert the user to the start of sitting at such tables. As another example, an alert can be triggered by information that is not directly related to or associated with a particular user (e.g., information that does not identify the user). For example, an alert may be triggered by the occurrence of a certain time or event (e.g., odds offered on a sports event changing by a certain amount).
Service Applications According to various embodiments, gaming services can be provided as add-on applications to pre-existing communication or data services. Thus, gaming service applications can be made available to pre-existing communication or data services. For example, customers of a particular wireless telephone or data service can be provided with any one or combination of the various gaming service applications described herein as additional features bundled with the telephone or data service. Although this document may refer to communication services bundled with a provided gaming service application as including pre-existing communication services, it should be appreciated that gaming service applications can be provided and received as part of a package with a newly launched communication service plan. In yet other embodiments, gaming services may be established first and communication services added later.
Gaming service applications that are bundled or otherwise offered in combination with a communications service may be customized to meet the needs of a customer, a service provider, or both. For example, a service provider may choose to make a gaming service application available to only a subset of the service provider's customers. Thus, not all customers associated with the service provider may be offered the gaming service. As another example of a customized gaming service application, a communications service may offer a number of gaming service plans to its customers that provide different levels of service. For example, some services, such as advertising and/or promotional services, may be free for communications service customers. Such levels of service may be customer-selected, provider-selected, or both.
A customer may be billed for add-on gaming services separately or in combination with the bill the customer already receives for pre-existing communications services. For example, in one embodiment, gaming services may be billed as an add-on in the same way that caller ID services, call airtime services, and call messaging services are charges in addition to the base rate associated with communications services.
Peer-to-Peer Wireless Gaming In accordance with various embodiments, the gaming service enables peer-to-peer wireless gaming. Specifically, the system may enable multiple players from distributed locations to participate in the same gaming activity at the same time. This may be particularly desirable for certain games, such as, but not limited to, horse racing, poker, and blackjack. The system may also enable a single player to participate in multiple positions for a particular game. For example, a user may be permitted to play multiple hands of blackjack. Certain aspects include features that provide assistance to users in finding a particular activity. For example, a first player may wish to play poker at a six-person table. The gaming system may be used to identify poker tables that have positions available for the first player's participation. Additionally or alternatively, the first player may wish to play poker at the same table as a second player, and the system may be configured to assist the first player in finding a game in which the second player is already participating.
Location determination techniques may be incorporated to enable peer-to-peer gaming or related services. For example, a "buddy network" may be set up to track selected group members. For example, a group of friends may all be in a gaming jurisdiction, but may be in various dispersed locations within the jurisdiction. The gaming system allows peers to set up a private buddy network for this group of friends. The system allows one or more group members to track one or more other group members. In various embodiments, the system may also allow messaging with one or more group members. For example, the system may allow members to invite other members to participate in a wireless gaming activity. Additionally or alternatively, the system may allow members to bet on the performance of other members participating in a virtual or real game.
Location determination techniques may be incorporated into the setup of an "alert system." The alert system may be used to invite certain types of players to participate in a gaming activity. Criteria may then be used to identify users of gaming devices that meet the criteria. For example, a game participant may wish to initiate a gaming activity with other users of gaming devices that qualify as "big winners" or "big money gamers." As another example, a celebrity user may wish to initiate a gaming activity with other celebrities, or an elderly civilian may wish to initiate a gaming activity with other elderly civilians. In each example, a user may identify criteria, which may then be used to identify other game participants that meet the criteria for initiating a peer-to-peer gaming event.
It should be understood that the foregoing descriptions contemplate only some of the implementation technologies that may be used in accordance with various embodiments. Other technologies may be used and are contemplated in accordance with various embodiments. The various embodiments may be implemented using any suitable technology, either currently existing or technologies yet to be developed.
Gaming and Wireless Systems Various embodiments include a gaming system that includes a handheld personal gaming device. The gaming system can be adapted to present one or more games to a user of one of the handheld gaming devices.
In various embodiments, the gaming system includes a portable gaming device or interface. The portable gaming device has a display for displaying game information to a player, at least one input device for receiving input from a player, and can transmit and receive information to remote devices/locations. The gaming system also includes a game server for generating game data, transmitting game data to the portable gaming device, and receiving information, such as player input, from the portable gaming device. The gaming system further includes a payment server for authenticating payments and establishing entitlements of players who play games offered by the game server via the portable gaming device.
In various embodiments, the gaming system includes one or more stationary gaming machines or other devices capable of printing tickets having associated value, and the mobile gaming devices include ticket readers that read ticket information for use by a payment processing server to authenticate the associated value to allow a player to play a game.
In one or more embodiments, the portable gaming device communicates with other devices (such as a game server) via wireless communication channels, with appropriate relays and transceivers being provided to permit wireless communication.
In one or more embodiments, the mobile gaming device includes a number of interfaces for modifying the configuration of the gaming device or interacting with one or more transaction services. In some embodiments, a login interface is provided for receiving login information for a device user. In various embodiments, the number of interfaces or other features that are permitted to be displayed or accessed is configured depending on the device user. If a game representative identifies himself/herself, interfaces may be provided that allow access to various control features. If a player identifies himself/herself, such control features may not be accessible, but instead only consumer-related features such as game play may be accessible.
In one or more embodiments, the gaming system includes one or more transaction servers, such as a food transaction server. Using an interface of the mobile gaming device, a player or other user may request services from the food transaction server. For example, a player may request a meal, a drink, a restaurant reservation, or other service.
One or more embodiments include a method of playing a game via a mobile gaming device associated with a gaming network. In some embodiments, a player obtains a mobile gaming device, such as by checking the device with a restaurant service station or a hotel/casino front desk. The player provides value, such as a credit card or cash payment, to a gaming operator. This value is correlated to a server, which matches the ticket number with a player tracking number or other identifier.
A gaming device is configured for player play with a login interface. The login act may be performed by the player or by the game operator. The player then establishes entitlement to obtain services such as game play by indicating the presence of value. In some embodiments, the player scans his ticket with a ticket reader on the device. The scanned image is transmitted to a payment transaction server for verification of the player's entitlement to game play or obtaining other services. If entitlement is verified, the player is permitted to participate in game play or service request.
When a player wishes to play a game, the player gives an indication, such as by selecting a particular game using a game play interface. Upon receipt of the indication, the game server generates and transmits game data to the individual gaming device. The transmitted data may include audio and video data of the presentation of the game for use by the individual gaming device. The player is permitted to participate in the game by inputting to the game server through the individual gaming device. The game server determines the outcome of the game. If the outcome is a winning outcome, a prize is awarded. The prize may be an amount of cash that is associated with the player's account with the payment transaction server. If the outcome is a losing outcome, the bet or wager placed by the player is lost and the amount is deducted from the player's account with the transaction server.
FIG. 8 is a block diagram of a gaming system according to various embodiments.
As shown, the gaming system B20 includes a number of gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j. In some embodiments, the gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j are stationary. In general, the gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j are configured to present one or more games to a player. In various embodiments, the games require the placement of a wager or bet and provide a prize, such as a monetary award, to a player who receives a winning outcome. These devices may include, for example, video poker and slot machines. In addition, the gaming system B20 includes one or more handheld portable gaming devices (PGDs) B24. B24 may also be configured to present one or more games to a player, and may be used as an access point for a variety of other services, as described below. The devices referred to herein as "personal gaming devices" may also be referred to by other terminology, such as portable gaming interfaces, personal gaming units, and the like, but regardless of the name of the device, they may have one or more of the features described herein.
Additionally, in various embodiments, the PGD B24 communicates with at least one game server B28. As described below, in various embodiments, one or more games presented to a player via the PGD B24 are provided by the game server B28.
The gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j and their respective PGDs B24 are in communication with a payment system referred to herein as the "Easy Pay" system. This system includes a server B26 for receiving and transmitting information. In general, the Easy Pay system is used to accept payments from players for playing games and obtaining other goods and services, and to pay winnings or prizes to players.
In the illustrated embodiment, the gaming system B20 includes other servers B30, B32 for transmitting and/or receiving other information. In some embodiments, one server B30 includes a prize transaction server. Another server B32 includes a food transaction server. In some embodiments, information can be transmitted between the PGD B24 and these servers B30, B32.
An Easy Pay system according to various embodiments will now be described in more detail with reference to Figure 9. The Easy Pay system may be a component of a prize ticket system that distributes prize ticket vouchers in lieu of regular monetary prizes or redemptions when a player wins a game or desires a cash payout. The tickets may also be used by gaming machines or other gaming devices to provide value such as payment for goods or entry fees for betting or game play.
9 illustrates in block diagram form some embodiments of the system. As shown, a first group of gaming machines B22a, B22b, B22c, B22d, and B22e are shown connected to a first business verification terminal (CVT) B34, and a second group of gaming machines B22f, B22g, B22h, B22i, and B22j are shown connected to a second CVT B36. All gaming machines print ticket vouchers that can be exchanged for cash or accepted as credit or indicia on other gaming machines. When the CVTs B34, B36 are not connected to each other, a ticket voucher from one gaming machine can only be used as indicia on another gaming machine in the gaming machine group connected to the same CVT. For example, a prize ticket printed from gaming machine B22a can be used as indicia credit on gaming machines B22b, B22c, B22d, and B22e that are connected to the shared CVT B34, but cannot be used on gaming machines B22f, B22g, B22h, B22i, and B22j that are each connected to CVT B36.
The CVTs B34, B36 store ticket voucher information corresponding to outstanding ticket vouchers waiting for redemption. This information is used when the ticket is validated and paid out. The CVTs B34, B36 store information for ticket vouchers printed by gaming machines connected to the CVT. For example, the CVT B34 stores ticket voucher information for ticket vouchers printed by gaming machines B22a, B22b, B22c, B22d, and B22e. When a player desires to pay out a ticket voucher and the CVTs B34, B36 are not connected to each other, the player may redeem a voucher printed from a particular gaming machine in the CVT associated with the gaming machine. To pay out the ticket voucher, the ticket voucher is validated by comparing information obtained from the ticket with information stored in the CVT. After a ticket voucher is issued, the CVT marks the ticket as paid in its database to prevent tickets with similar information from being cashed multiple times.
Groups of gaming machines connected to the CVTs B34, B36 can be connected together into a mutual validation network B38. The mutual validation network typically includes one or more concentrators B40 that accept input from two or more CVTs, allowing two or more CVTs to communicate bidirectionally using a single communication line. The concentrators B40 are connected to a front-end controller B42 that can poll the CVTs B34, B36 for ticket and voucher information. The front-end controller B42 is connected to an Easy Pay server B26 that can provide a variety of information services for the prize ticket system, including a settlement section B44 and an administration section B46.
The mutual validation network allows a ticket voucher generated by any gaming machine connected to the mutual validation network to be accepted by other gaming machines in the mutual validation network B38. In addition, the mutual validation network allows a cash dispenser at a cash dispenser station B48, B50, B52 to validate any ticket voucher generated from any other gaming machine in the mutual validation network B38. To effect a payout of the ticket voucher, a player can present the ticket voucher at one of the cash dispenser stations B48, B50, B52. Information obtained from the ticket voucher is used to validate the ticket by comparing the information on the ticket with information stored in one of the CVTs B34, B36 connected to the mutual validation network B38. When the ticket is validated, this information may be sent to another computer B54 that provides auditing services.
As mentioned above, the gaming system B20 may also include one or more handheld PGDs B24. In various embodiments, the PGD B24 is a portable device capable of sending and receiving information via a wireless communication link/network.
8, the gaming system B20 includes a printer B56, wireless communication relays B58 and B60, and wireless transceivers B62, B64, B66 and B68 that are connected to remote transaction servers B26, B28, B30 and B32. In various embodiments, a player may, after obtaining a PGD B24 and being given proper authorization, play one or more games and/or obtain other services, including food or lodging services.
FIG. 10 illustrates a block diagram of a PGD B24 and a game and service system that can be implemented by the game system B20 illustrated in FIG. 8. In various embodiments, the game and service system B100 comprises at least one PGD B24 and a number of input/output devices. The PGD B24 typically comprises a display screen B102 capable of displaying a number of game service interfaces B106. The game service interfaces B106 are generated on the display screen B102 by some type of microprocessor (not shown) within the BGD B24. A handheld PGD B24 that can accommodate the game service interfaces B106 illustrated in FIG. 10 is manufactured, for example, by Symbol Technologies, Inc. of Hostsville, New York, USA. Interface or menu data may be stored in a local memory or data may be transmitted to the PGD B24 from a remote location (such as a data server). This reduces the memory requirements of the device.
The game service interfaces B106 may be used to provide a variety of game service transaction and game operation services, including the presentation of one or more games for play by a user. The game service interfaces B106 include a login interface B105, an input/output interface B108, a transaction reconciliation interface B110, a ticket validation interface B115, a prize service interface B120, a food service interface B125, a lodging service interface B130, a game operation interface B135, and a game play interface B137, and may be accessed by a game service representative or player via a main menu having a number of submenus that provide access to different display screens associated with a particular interface.
In one or more embodiments, some or all of the interfaces may be available to a user of the PGD B24. For example, in one or more embodiments, the PGD B24 may have a dual purpose, being usable both by players to play games and participate in other activities, and also by game operators for use in servicing players and performing administrative functions. In various embodiments, some PGDs B24 may be configured specifically for use by players only, while other PGDs B24 may be configured specifically for use by games or other personnel only. In such cases, the interfaces B106 may be specially programmed.
In one or more embodiments, only certain interfaces B106 may be displayed depending on the state of the user of the PGD B24. In some embodiments, the particular interfaces B106 that are displayed and accessible for use are determined by the user's status, as indicated through a login function. In various embodiments, when the PGD B24 is operational (such as when the power button is activated), the default state of the PGD B24 is to display the login interface B105. When a user of the PGD B24 logs in, the state of the PGD display changes.
In one or more embodiments, the login interface B105 may allow a game service representative to enter some type of user identification and authenticate the user identification with a password. When the display screen B102 is a touch screen, the user may enter user/operator identification information on a screen that includes the login interface B105 using an input stylus B103 and/or one or more input buttons B104. Using a menu on the display screen of the login interface, the user may select other display screens related to the login and registration process. For example, another display screen obtained via a menu on the display screen of the login interface may allow the PGD B24 to scan the fingerprint of the game service representative for identification purposes, or to scan the fingerprint of the game player.
If the user identifies himself or herself as a game operator or representative, the PGD B24 may be configured to display one or more other interfaces, such as those listed above and described in more detail below. In one or more embodiments, the default status or login may be to log in in "player" mode.
In various embodiments, the login interface B105 allows a player to log in to the PGD to allow the player access to a number of player services, such as game play. In order to configure the B24, the user may be able to identify himself/herself. In various embodiments, the login interface B105 includes a request for the user to identify himself/herself as a "player" or an "authorized person". If "authorized person" is selected, a user identification (including a password) as described above may be requested. If "player" is selected, in various embodiments, the player is requested to provide an Easy Pay ticket. As will be described in more detail below, in various embodiments, a player who wishes to play one or more games or obtain other goods or services uses an Easy Pay ticket to provide credit or payment therefor. The ticket may be obtained by play of a cash dispenser or another gaming device (such as devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j of FIG. 8). The ticket may be authenticated through the Easy Pay system described above.
In various embodiments, the PGD B24 includes a ticket reader B145 and a card reader B140. In some embodiments, the ticket reader B145 may be of various types. In some embodiments, the reader includes an optical scanner that reads bar codes. In this configuration, a user of the PGD B24 may simply pass a ticket bearing a bar code in front of the bar code reader. In some embodiments, the card reader B140 includes a magnetic stripe card type reader for reading information associated with a magnetic stripe on a card, such as a player tracking card.
After providing appropriate authorization, the user of the PGD B24 may be provided with access to one or more subsequent interfaces B106.
In one or more embodiments, an authorized user may be provided with access to the input/output interface B108. In various embodiments, such access is provided only to the game service operator, and not to the player. In one or more embodiments, the input/output interface B108 allows the user to select a device from a list of devices stored in memory on the PGD B24 to which the PGD can input game service transaction information and output game service transaction information. For example, the PGD B24 may communicate with a ticket reader B145. As another example, the PGD B24 may input information from a card reader B140. Such input may be useful, for example, when a game service operator wishes to verify the authenticity of a player tracking card, etc.
The PGD B24 can output game and service transaction information to a number of devices. For example, to print a receipt, the PGD B24 can output information to a printer B150. In this game service transaction, the PGD B24 may send a request to the printer B150 and receive a response from the printer B150. The printer B150 may be a large device at some fixed location or a portable device carried by the game service representative. As another example, the output device may be a card reader B140 that can store information on a magnetic card or a smart card. Other devices that can input or output information from the PGD B24 are personal digital assistants, microphones, keyboards, storage devices, game consoles, and remote transaction services.
The PGD B24 can communicate with a variety of input devices and output to devices using wired and wireless communication interfaces. For example, the PGD B24 may connect to a printer B150 by some type of wired connection. However, the PGD B24 may also communicate with a remote transaction server B160 via a wireless communication interface, including a spread spectrum mobile communication network communication interface. An example of a spread spectrum mobile communication network communication interface is Spectrum 24, available from Symbol Technologies, Inc., of Holtsville, NY, USA, which operates between approximately 2.4 and 2.5 GHz. Information communicated using the wireless communication interface may be encrypted to provide security for certain gaming service transactions, such as ticket authentication for cash dispensing. Some devices may be equipped with multiple communication interfaces. Such a spread spectrum mobile communication network is just one possible communication method.
Another type of interface that may be stored in the PGD B24 is the prize ticket validation interface B115. In some embodiments, this interface is only available to authorized game service representatives, and not to players. Some embodiments of this prize ticket validation interface B115 include an Easy Pay ticket voucher system and can authenticate Easy Pay tickets as described above. However, when other ticket voucher systems are utilized, the prize ticket validation interface B115 may be designed to interface with the other ticket voucher systems. Using the prize ticket validation interface B115, the game service representative can read information from a ticket presented to the game service representative by a game player using a ticket reader and then authenticate and pay out the prize indicated on the ticket.
In various embodiments, the prize ticket includes game service transaction information that can be authenticated against information stored in the remote transaction server B160. Authenticating the ticket may require multiple game transactions. For example, after obtaining the game service transaction information from the prize ticket, the PGD B24 can send a ticket authentication request to the remote transaction server B160 using a spread spectrum mobile communication network communication interface and receive a ticket authentication response from the remote transaction server B160. Specifically, the authentication response and the authentication request may be for an Easy Pay ticket. After the prize ticket is authenticated, the PGD B24 can send a transaction confirmation to the remote transaction server B160. Details of the game service transaction information authentication process are described with reference to FIG. 12. In various embodiments, the prize ticket interface may be configured to authenticate the prize information from a smart card or some other portable information device, or to authenticate the prize information directly from a gaming machine.
Once the game and service transaction is completed, the game and service transaction information is stored in the storage device B155. The storage device B155 may be a remote storage device or a portable storage device. The storage device B155 may be used as a backup for remediation purposes when the memory of the PGD B24 malfunctions and may be removable from the PGD B24.
The type of game service interface stored in the PGD B24 is a prize service interface B120. As a prize on a game machine (i.e., the game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8) or while playing a game via the PGD B24, a game player may receive tickets (such as those issued by other machines) redeemable for prizes including bicycles, computers or luggage, or directly (PGD B24 itself) to receive such a prize. Using the prize service interface B120, a game service representative or a player may validate a prize service ticket and check the availability of a certain prize. For example, when a prize service ticket indicates that a player has won a bicycle, a game service representative may check whether this prize is available in a nearby prize distribution center. Alternatively, a player may be permitted to do the same. In some embodiments, a player may be awarded a particular level of prize, and there may be one or more particular products at that level. In such a case, the player may use the interface B120 to determine what prizes are currently available at the prize level just awarded. PGD The B24 may authenticate the prize ticket and verify the availability of a prize by communicating with a remote prize server. Additionally, the game service representative may have the prize shipped to the game player's home or may send a request to have the prize sent to a delivery location. The game service transactions required to authenticate the prize ticket, including the prize authentication request and the prize authentication response, may be implemented using various display screens located within the prize interface to verify the availability of the prize and to order or ship the merchandise. The different prize screens in the prize service interface B120 may be accessed using menus located on each screen of the prize service interface. In some embodiments, the prize service interface B120 may be configured to authenticate merchandise information from a smart card or some other portable information device, or directly from the gaming machine.
One type of game service interface that may be stored in the PGD B24 is a food service interface B125. As a prize on a gaming machine or as compensation for a certain amount of game play, a game player may receive free food or drinks. Using the food service interface B125, a player may redeem food or drink prizes and a game service representative may authenticate such prizes (e.g., prizes that may be provided to a player of a gaming device B22a in the form of tickets) and check the availability of prizes. For example, when a game player receives a prize ticket valid for a free meal, the food service interface may be used to check the availability of and make dinner reservations. As another example, the PGD B24 may be used to place food or beverage orders by the player. Such orders may be processed via a remote food server B32 (see also FIG. 8). Transactions required for validating food tickets or prizes may be implemented using various display screens located within the food service interface B125 to verify availability of food service, to request food service and to receive responses to the food service request. These display screens may be accessed using menus located on each screen of the food service interface. In some embodiments, the food service interface may be configured to authenticate food service information from a smart card or other portable information device.
PGD Another type of game service interface that may be stored in B24 is an accommodation service interface B130. As an award for game play, or as compensation for a particular amount of game play, a game player may receive a room upgrade, a free night's stay, or other accommodation award. Using the accommodation service interface B130, a player may check the availability of certain accommodation awards. For example, when a game player receives a room upgrade, the accommodation service interface may be used to check room availability and to reserve the room. Whether or not a player wins a lodging award, the player may use the accommodation service interface B130 to make a room reservation (such as an additional night's stay) or a room upgrade. In some embodiments, a player of a game may be issued a ticket (such as by the stand-alone gaming devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8), and a game representative may use the accommodation services interface B130 to authenticate the player's prize ticket, verify prize availability, and set the prize. As another example, the PGD B24 may be used to order a taxi or some other form of transportation for a gaming machine user preparing to leave the game playing area. The game playing area may be a casino, a hotel, a restaurant, a bar, or a store.
The PGD B24 may authenticate the award of lodging services and confirm the availability of a lodging award by communicating with a remote lodging server. The transactions required for authenticating lodging tickets, confirming the availability of lodging services, requesting lodging services, and receiving a response to the lodging service request may be implemented using various display screens located within the lodging services interface, which may be accessed using menus located on each screen of the lodging services interface. In some embodiments, the lodging services interface may be configured to authenticate food service information from a smart card or other portable information device.
Another type of game service interface that may be stored in the PGD B24 is a game operations service interface B135. Using the game operations service interface B135, a game service representative may perform a number of game service transactions related to game operations. For example, when a game player spills a drink in the game playing area, the game service representative may send a request to maintenance to have someone fix the incident and receive a response from maintenance regarding the request. The maintenance request and the maintenance response may be sent and received via a display screen that is selected via a menu on the screen of the game operations service interface. As another example, when a game service representative discovers that there is a problem with a gaming machine, such as a broken light, the game service representative may send and receive a response from maintenance regarding the request. B24 may be used to submit a maintenance request for the gaming machine. In one or more embodiments, a player may be permitted various options through the game service interface B135. For example, a player may be permitted to make a request to a game service representative or attendant using the interface B135.
A type of game service interface that may be stored in the PGD B24 is the transaction reconciliation interface B110. In various embodiments, the PGD B24 includes memory that stores game service transaction information. The memory may record the type and time when a particular game service transaction is performed. At some point, the game service transaction records stored in the PGD B24 may be compared to records stored in an alternative location. For example, for prize ticket authentication, a confirmation is sent to the remote server B160 each time a prize ticket is authenticated and paid out. Thus, information about a prize ticket authenticated and paid out using the PGD B24 must match information about the PGD transaction stored by the remote server B160. The transaction reconciliation process includes using the transaction reconciliation interface B110 for the comparison of this information. In various embodiments, only game service representatives (not players) are allowed access to the transaction reconciliation interface B110.
One type of game service interface that may be stored on the PGD B24 is a voice interface B138. Using a spread spectrum cellular or other communication network incorporated into the PGD, a player and/or a game service representative may use the PGD B24 as a voice communication device. The voice interface B138 may be used to supplement some of the interfaces mentioned above. For example, when a game player spills a drink, the game service representative may use the voice interface B138 on the PGD B24 to send a maintenance request and receive a maintenance response. As another example, when a game player requests authorization for a food service, such as a free meal, the request may be made by the player or the game service representative at a restaurant or other location using the voice interface B138 on the PGD B24. In some embodiments, a player may be permitted to contact a player on another PGD B24, such as by entering a code number assigned to the PGD B24 with which the player wishes to communicate. This allows, for example, a game player to access a game console on two different PGDs B24, such as by entering a code number assigned to the PGD B24 with which the player wishes to communicate. Couples using the B24 are permitted to communicate with each other. The voice interface B138 can also permit the player to contact the hotel/casino front desk, the switchboard operator at the gaming location, etc.
Another type of game service interface that may be stored on the PGD B24D is a game play interface B137. In various embodiments, a player is granted access to the game play interface B137 for purposes of selecting one or more games for play. Access to the game play interface B137 includes a menu listing one or more games that the player can play via the PGD B24. In various embodiments, game play is facilitated by a game server B28 (see FIG. 8).
In one or more embodiments, the game control code does not reside on the PGD B24, but instead resides on a secure remote server. Referring to FIG. 8, game play data is transmitted from the game server B28 to the PGD B24 and from the PGD B24 to the game server B28. Preferably, the PGD B24 is adapted to receive and process the data, such as by receiving video data and processing the data for presentation of information on the display B102. Similarly, the PGD B24 is configured to accept input and transmit the input or instructions to the game server B28. This configuration has the advantage that since game play data must pass to or from a remote location, aspects of all game play in the vicinity can be monitored. This avoids, for example, storage of game software on the PGD B24 that may be tampered with, copied, etc.
In one or more embodiments, each PGD B24 has a unique identifier that is used to identify which PGD B24 data is being sent to and to whom the data is being sent. In some embodiments, the game server B28 can then be used to present the same or different games to multiple players using different PGDs B24, with game data relating to a particular game played on a particular PGD B24 being directed to the PGD B24 using the particular identifier.
As will be appreciated by those skilled in the art, the PGD B24 can have a variety of configurations. As mentioned above, the PGD B24 can be used in a gaming system B20 where the game code is not directly stored on the PGD. In such an embodiment, the PGD B24 may have a very limited amount of data memory. In some embodiments, the PGD B24 includes a processor for executing control code necessary for operating the display B102, accepting input from the stylus B103 or input buttons B104, etc. In addition, the PGD B24 preferably includes a buffer memory for accepting data sent from the game server B28. This data includes data for displaying game information, such as video and audio content.
Various aspects of the use of the PGD B24 described above will now be described. In one or more embodiments, the PGD B24 is available for direct use by a player. In various embodiments, a player can use the PGD B24 to play one or more games and to obtain goods and services, such as food.
11(a) and 11(b) illustrate how the PGD B24 may be used, according to some embodiments. Generally, a player must first obtain the PGD B24. For example, the player may fully verify the PGD B24 from a gaming operator. The player then establishes eligibility to use the PGD B24. In some embodiments, the player must indicate his/her status in the login interface and obtain a valid ticket in order to activate the PGD B24. Once activated, the player is permitted to use the interface B106 to participate in a variety of transactions, such as playing games, redeeming prizes and awards, ordering food and beverages, making reservations, searching for gaming operators, and searching for a variety of other prizes and services, which are described in more detail below.
One example of how a player may use the PGD B24 will now be described with reference to Figure 11(a). In a first step B400, a player first obtains a PGD B24. In some embodiments, a gaming operator may have a location, such as a hotel/casino front desk, a restaurant waiter stand, or other desired location, where a player may obtain the PGD B24 from a gaming attendant. In some embodiments, the gaming operator may actually allow a player to keep the PGD B24, such as by renting, selling, or giving the PGD B24 to the player.
In step B402, the PGD B24 is powered up. In some embodiments, this step involves powering up the PGD B24 (such as by a power switch) and logging in. In some embodiments, when the PGD B24 powers up, a login interface B105 is automatically displayed. The login interface B105 may include "player" and "authorized personnel" buttons selectable with the stylus B103. The player may indicate the status of "player" by selecting the player button with the stylus B103.
In some embodiments, the gaming operator may log the player in. For example, when a player obtains a PGD B24 from a restaurant server, the server may log the player in player mode. In some embodiments, the gaming operator may have some PGD B24s for use by players and others for use by gamers. In such cases, the PGD B24 configured for the player's status may be automatically configured into player mode after activation.
In a step B404, the player establishes eligibility to use the PGD B24. In some embodiments, this step involves the player providing a valid ticket that can be authenticated using the Easy Pay portion of the gaming system B20. In some embodiments, the player may have obtained the ticket through play of a gaming machine B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j, etc., of the gaming system B20. In some embodiments, the player may be issued a ticket by a game service representative. For example, the player may provide credit (such as by credit card or cash) at a cash payment cage and be issued a ticket. The player may also pay cash, etc., to a restaurant attendant and be issued a ticket.
Once a player has a ticket, the ticket may be scanned using a ticket reader B145 of the PGD B24. For example, the player may pass the ticket in front of the ticket reader B145. Once the information is read by the PGD B24, this data may be sent to the Easy Pay server B26 for validation. Preferably, this validation verifies that the particular ticket is authorized, including the fact that it is outstanding and has associated value.
In one or more embodiments, eligibility may be established in other manners, for example, in some embodiments, eligibility may be established using a player tracking or identification card that is readable using the ticket reader B145 of the PGD B24.
Establishing eligibility to use the PGD B24 ensures that the player has funds to pay for the services and goods available through use of the PGD B24. However, in one or more embodiments, this step may be eliminated. For example, in some embodiments, the player may be permitted to use the PGD B24 and then pay for goods or services in other manners. In some embodiments, the player may order food, for example, and then pay the server for the food using a room charge or cash at the time the food is delivered. In some embodiments, the player may use a credit card to pay for game play or to pay for food, etc. In this case, the credit card may be read by the card reader B140 at the time the service or goods are provided or ordered by the player.
In a step B406, the player is then permitted to select one or more options from the interfaces B106. As noted above, the player may not be permitted to access all of the interfaces B106. In any case, the player may select an offering from a group of interfaces B106, such as with the stylus B103. Examples of participation in specific activities using the PGD B24 are described below with reference to FIG. 11(b).
When the player no longer wishes to participate in any activities using the PGD B24, the usage session of the PGD B24 ends in step B408 and, in one or more embodiments, the PGD B24 is returned to the gaming operator. In various embodiments, when the player no longer wishes to use the PGD B24, the player returns the PGD B24 to the gaming operator. At this point, the gaming operator may determine that all transactions using the PGD B24 have been completed or completed and may pay the player any winnings. In some embodiments, the player B24 is issued a new ticket representing the player's credits (including any payments made toward the initial use of the PGD B24, plus all winnings, minus all expenses).
An example of how a player may use the PGD B24 to select a gameplay option using access to the gameplay interface B137 is described in more detail below with reference to Figure 11(b). In step B410 (which comprises a particular embodiment of step B406 of Figure 11(a)), the player uses the gameplay interface B137 to make a selection of a "gameplay" event or service.
In some embodiments, when a player selects a gameplay interface B137, a menu of one or more games that the player may be permitted to play may be displayed to the player. In some embodiments, when a player selects a gameplay interface B137, a signal may be sent from the PGD B24 to the remote game server B28 indicating to the game server B28 that the player wishes to play a game. In response, the game server B28 may send an updated menu of games to the PGD B24 for display. In this configuration, the menu of available games may be continually updated at one or more central locations (such as the server B28) instead of at each PGD B24.
If the system B20 allows the player to select a game from a game menu, the method includes the step of the player selecting a particular game to play. Once a game is selected, or if only a single game option is provided, game play begins. In some embodiments, the game server B28 transmits data to the PGD B24 for use by the PGD B24 in the game presentation, such as video and audio content.
In some embodiments, in step B412, the player is required to place a bet or entry fee to participate in the game. In some embodiments, the player may place this bet or entry fee using the Easy Pay system. As noted above, the player preferably establishes eligibility or other entitlement to use the PGD B24 using an Easy Pay ticket, which indicates that the player has money or credits in an account that can be used to pay for goods and services. These services include game playing services.
In some embodiments, once a player has established eligibility to use the PGD B24, the value of the player's credits or money is displayed to the player as a visual reminder to the player of this amount. When the player begins game play, the player may enter a bet or entry fee that does not exceed the value of the credits or money the player has in his account. Once the player has entered a bet or entry fee, this information is transmitted to the Easy Pay server B26 and deducted from the player's account. The new credit value is then displayed on the player's PGD B24.
In various embodiments, a player may provide credit for a bet or entry fee in other manners, for example, a player may swipe a credit card through the card reader B140 to provide the credit needed for a bet or entry fee.
The player is then permitted to participate in the game in a step B414. In some embodiments, game play involves executing game code and transmitting information to the PGD B24 to present certain aspects of the game to the player. When necessary, the player is permitted to provide input, which is transmitted from the PGD B24 to the game server B28.
In one example of a game, the game may include video poker. In this embodiment, the game server B28 executes code to randomly generate or select five cards. Data representing video images of the cards is sent to the PGD B24, which causes images of the five cards to be dealt to be displayed on the display screen B102.
An instruction to "Draw" or "Stay" may be displayed to the user. At this point, the player may select one or more cards to keep in his hand or to replace. If the player selects to replace any cards, this instruction is then sent to the game server B28 which randomly generates or selects a replacement card. Data for the replacement card is sent to the PGD B24 and an image of the replacement card is displayed.
If a five-card hand (including any replacement cards) containing a predetermined winning hand is determined by the game server B28, the player may be paid the winning amount. If not, the player loses his bet or entry fee. This step comprises step B416 of the method, which determines the game outcome.
If the outcome is a winning outcome, the player may receive payment of the winnings by crediting the player's account through the Easy Pay server B26, in which case the displayed value of the player's credits is updated to reflect the player's win.
The player may then choose to resume game play, play a different game, or select one or more other offered services. In some embodiments, a button such as "Return to Main Menu" may be displayed to the player at any point, allowing the player to return to the display that includes the various interfaces B106.
In some embodiments, when the player has completed using the PGD B24, the player returns the PGD B24 to the game operator. For example, the player may return the PGD B24 to a cashier cage or a game service operator. In various embodiments, the game service operator or other party then issues a ticket to the player for any credits or value remaining in the player's account. The PGD B24 may then be deactivated in preparation for use by another player. In some embodiments, the PGD B24 may be deactivated by disconnecting the power source. In some embodiments, a "logout" interface or option may be provided that returns the PGD B24 to a default state requiring a player or user to log in.
The PGD B24 may be used by a gaming service operator, various examples of such usage are described in more detail below in conjunction with Figures 8 and 9.
When a game service representative contacts a game player seeking game services in the game playing area B70 (FIG. 8), the game service representative uses the appropriate game service interface on the display screen of the PGD B24 to provide the game services desired by the game player, as described with reference to FIG. 10. For example, when a game player requests authentication of an Easy Pay ticket, the game service representative uses the menu available on the display screen B102 to present an Easy Pay ticket authentication interface on the display screen of the PGD B24. The game service representative then scans the Easy Pay ticket using a ticket reader connected to the PGD B24 to obtain unique ticket information. The PGD B24 then transmits an authentication request for the Easy Pay ticket to the Easy Pay server B26 using a wireless communication interface.
In various embodiments, the ticket validation request comprises one or more information packets using a wireless communication standard. Using a wireless link B72, one or more information packets containing the ticket validation request are sent to a transceiver B62 connected to the EasyPay server. The transceiver B62 is designed to send and receive messages to and from one or more PGDs B24 of the game playing area B70 in a communication format used by the PGD. Depending on the location of the PGD B24 in the game playing area B70, the communication path for the information packets to and from the PGD B24 may be through one or more wireless communication relays, including B58 and B60. For example, when the PGD B24 is located near the gaming machine B22a, the communication path for the message from the PGD B24 to the EasyPay server B26 may be from the PGD B24 to the relay B60, from the relay B60 to the relay B58, from the relay B58 to the transceiver B62, and from the transceiver B62 to the EasyPay server B26. As the location of PGD B24 changes in the game play area B70, PGD The communication path between B24 and the EasyPay server B26 may vary.
After receiving an Easy Pay ticket authentication response from the Easy Pay server B26, the Easy Pay ticket may be authenticated using an appropriate display screen on the PGD B24. After cashing out the ticket, the game service representative may use the PGD B24 to send a confirmation of the transaction to the Easy Pay server B26. A history of the transaction for the PGD B24 may be stored on the PGD B24 as well as the Easy Pay server B26. A receipt for the transaction may then be printed out. The receipt may be generated from a portable printer carried by the game service representative and connected in some manner to the PGD B24, or the receipt may be generated from a fixed location printer B56.
After providing multiple game services, including multiple game service transactions, to different game players using the PGD B24 in the game playing area B70, the game service representative may log off the PGD B24 and return it to a location for secure storage. For example, at the end of a shift, the game service representative may verify the PGD B24 at any location that the device is not assigned to a particular game service representative and has not been assigned to another game service representative. However, before the PGD B24 is assigned to another game service representative, the transaction history stored on the PGD B24 may be reconciled with a separate transaction history stored on a transaction server, such as the Easy Pay server B26.
The allocation and de-allocation of the PGD B24 to the game service representative, and the reconciliation of transactions, are performed for security and audit purposes. Another security measure that may be used for the PGD B24 is a fixed connection time between the PGD B24 and the transaction server. For example, after the PGD B24 is assigned to a game service representative and the game service representative logs into the PGD B24, the PGD B24 may establish communication with one or more transaction servers, including the Easy Pay server B26, the server B28, or the server B32. The connection between the transaction server and the PGD B24 allows the PGD B24 to send information to the transaction server and receive information from the transaction server. The length of this connection may be fixed such that the connection between the PGD B24 and the transaction server is automatically terminated after a certain amount of time. To reconnect to the transaction server, the login and registration process must be repeated in the PGD B24.
A transaction server may provide one or more game service transactions. However, the PGD B24 may connect with multiple transaction servers to obtain different game service transactions. For example, the server B30 may be a prize service transaction server enabling a prize service transaction, and the server B415 may be a food transaction server enabling a service transaction. When a game service representative receives a request for a prize service from a game player, the PGD B24 may be used to connect to the commodity transaction server B30 using a wireless communication link between the PGD B24 and the transceiver B64 connected to the commodity transaction server B30. Similarly, when a game service representative receives a request for a food service from a game player, the PGD B24 may be used to connect to the food transaction server B32 using a wireless communication link between the PGD B24 and the transceiver B66 connected to the food transaction server B32.
The different transaction servers, including servers B26, B28, B30, B32, may be on separate networks or may be linked in some manner. For example, server B32 is connected to network B74, server B26 is connected to network B38, server B30 is connected to network B76, and server B28 is connected to network B78. In this embodiment, a network link B80 exists between network B76 and network B38. Thus, server B26 can communicate with server B30 via network link B80. The communication links between the different servers allow the servers to share game service transactions and allow different communication paths between the PGD and the transaction servers. Similarly, a network link B82 exists between networks B78 and B38, allowing the game server to communicate with the Easy Pay server B26.
FIG. 12 is a flow diagram showing a method of providing game services using a handheld device. In step B500, a game service representative receives a PGD B24 and logs in to allocate the device. The verification and allocation process is for security and audit purposes. In step B505, the game service representative contacts a game player in the game area who requests some kind of game service. In step B510, the game service representative uses a menu on the display screen B102 of the PGD to select an appropriate interface of the PGD B24 through which the game service representative can provide the requested game service. In step B515, the game service representative enters game service transaction information required to perform the game service transaction. For example, to authenticate a prize ticket, the game service representative may read information from the ticket using a ticket reader. As another example, to provide food services including colored reservations, the game service representative may enter the name of the game player to make the reservation.
In step B520, the transaction information obtained in step B515 is authenticated as necessary. For example, when a player attempts to cash out a prize ticket, the information from the prize is authenticated to ensure that the ticket is both legitimate (e.g., the ticket may be counterfeit) and has not already been authenticated. The authentication process requires multiple information packet transfers between the PGD B24 and the transaction server. Details of the authentication procedure for prize ticket authentication are described in conjunction with FIG. 13. If the transaction information is valid, the game service transaction is provided in step B522. For example, for a player requesting lodging services, a room reservation may be made. The game service representative's authentication may be sent to the transaction server for transaction reconciliation in step B545. In one or more embodiments, the method may include generating a receipt for the game service transaction.
In step B535, after the service is provided, the game player may request another game service. When the game player requests an additional game service, the game service representative returns to step B510 and selects the appropriate interface for the game service. When the game player does not request an additional game service and the shift is not over in step B530, the game service representative returns to step B505 to contact the new game player. When the shift is over in step B540, the game service representative may log out the PGD B24 and validate the device in a secure location so that the PGD can be assigned to a different game service representative. In step B545, before the PGD B24 is assigned to a different game service representative, a transaction history reconciliation is performed to verify that the transaction history stored in the PGD matches transactions previously validated with the transaction history server during the game service representative's shift. The PGD The transaction history on the B24 may be stored on a removable memory storage device of the PGD, i.e., the memory can be removed for transaction reconciliation and replaced with a new memory, i.e., a device with a new memory can be assigned to a new service representative while the transaction history from the previous game service representative assigned to the device is reconciled.
FIG. 13 is a flow diagram illustrating a method for authenticating information for providing personalized gaming services. In the illustrated embodiment, the ticket is authenticated in a manner consistent with the Easy Pay ticket system. Easy Pay tickets are typically used for prize tickets. However, the system can be adapted to provide tickets for other services, including food services, prize services, or lodging services. In step B600, a request for gaming service transaction information read from the ticket is sent to the appropriate transaction server via a wireless communication interface on the PGD B24, as described with reference to FIG. 8. In step B605, the server identifies which transaction authentication ticket (CVT) B34, B36 owns the ticket. When the CVT owns the ticket, the CVT sends the CVT The server stores information regarding the status of a particular ticket issued by a gaming machine connected to B34, B36. In step B610, the server sends a payment request for the ticket to the CVT identified as the ticket owner. Typically, this payment request will indicate that the service on the ticket has been requested. For a cash-on-delivery ticket, the payment request means that a request has been made for a cash withdrawal on the ticket. For a free meal, the payment request means that a request has been made to obtain the meal. In step B615, the CVT receives the payment request for the ticket and marks the ticket as pending. While the ticket is pending, any attempt to validate the ticket with similar information is blocked by the CVT.
In step B620, the CVT B34, B36 sends a response back to the server with the context information. As an example, the context information can be the time and location when the ticket was issued. The information from the CVT to the server can be sent as one or more data packets according to a communication standard shared by the CVT and the server. In step B625, after receiving the authentication response from the CVT, the server marks the payment request as pending and sends a payment instruction to the PGD B24. While the payment request is pending, the server does not accept another ticket with the same information as the pending payment request to be authenticated.
In step B630, the game service representative can choose to accept or reject the payment order from the server. If the game service representative accepts the payment order from the server in step B640, the PGD B24D sends a response to the transaction server confirming that the transaction has been carried out. The transaction server marks the request as paid, preventing another ticket with the same information from being authenticated. In step B645, the server sends a confirmation to the CVT, which allows the CVT to mark the request from pending to paid. If the game service representative rejects the payment order from the server in step B650, the PGD B24D sends a response to the server marking the payment order from pending to unpaid. When the ticket is marked unpaid, it may be authenticated by another PGD B24 or other authentication device. In step B655, the server sends a response to the CVT marking the payment request from pending to unpaid, which allows the ticket to be authenticated.
In one or more embodiments of the present invention, the ticket may be used to provide credit/value to establish entitlement to a service or item, such as the right to play a game or obtain food. The PGD B24 may include a card reader B140. In such a configuration, a user of the PGD B24 may use a credit card or other magnetic stripe card to provide credit/value. In various embodiments, the PGD B24 may include one or more other types of devices, such as a smart card reader, to obtain/receive information. In such a configuration, the PGD B24 device may read information from a credit card, a smart card, or other device. These cards may include well-known credit or debit cards. This information may be used to provide credit/value. In the credit card example, the user's account information is read from the card and the PGD B24 may include a credit card reader B140. B24 to the control unit B42. The credit card/credit authorization information may be associated with a credit card server (not shown). This credit card server may be associated with a bank or casino or other entity remote from the location of use of the PGD B24 and the control unit B42. A communications link may be provided between the control unit B42 and the remote server for transmission of the credit card information therebetween.
In some embodiments, when a player uses a smart card or credit card, the amount of the associated credit or value is transmitted to the Easy Pay server B26, which can treat the amount credited exactly in the same manner as if the credit/value had been provided by a ticket. When the player requests a cash payout, the Easy Pay server B26 has a record of the original amount credited and the amount of any wins, losses or payments, and can then issue a ticket to the player representing the user's entire credit.
In accordance with the present invention, a gaming system is provided that includes one or more mobile gaming devices that allow players to play one or more games in a variety of locations, such as hotel rooms, restaurants, or other locations that may be remote from traditional gaming areas where free-standing, typically stationary, gaming machines are located.
In one or more embodiments, a mobile gaming device may be used by a player not only to play games but also to obtain other goods and services. Additionally, in one or more embodiments, the mobile gaming device may also be used by game service representatives to perform a variety of functions and provide a variety of services to players.
It should be understood that the foregoing description contemplates only some implementation technologies that may be used in accordance with various embodiments. Other technologies may be used and contemplated in accordance with various embodiments. Various embodiments may be implemented using any suitable technology, whether currently existing or yet to be developed.
WIRELESS INTERACTIVE SYSTEM According to various embodiments, a wireless interactive gaming system includes one or more wireless devices, a receiver, and a central processor. The wireless interactive gaming system may also include terminals in communication with the central processor.
In a gaming environment using a wireless interactive gaming system, a player receives a wireless gaming device from a game official representing a gaming establishment or "house." The wireless gaming device can receive bet information as entered by a player and transmit the received bet information along with identification information to a receiver via wireless transmission.
The wireless interactive gaming system can support multiple wireless gaming devices within a single gaming establishment. The range of wireless transmissions from the wireless gaming devices can be up to 30 meters (100 feet).
According to various embodiments, a player inputs information into the wireless gaming device, such as by pressing buttons or keys on the device. The wireless gaming device may have any number of buttons, e.g., 5-20, in a keypad-type configuration. The buttons may be marked with the numbers 0-9 and may also include a "$" (dollar sign) and an "enter" key to facilitate the player's input of betting information. In various embodiments, the wireless gaming device has at least eight player selection buttons (e.g., numbers) and at least five special function buttons (e.g., for determining the player's balance). In various embodiments, a player may input any or all of his betting information into the wireless gaming device by swiping a smart card, which includes a microprocessor chip or a magnetic stripe with encoded information, through a smart card reader on the wireless gaming device.
In various embodiments, the wireless gaming device may be equipped with an identifier. The identifier may be, for example, a series of alphanumeric characters, a bar code, or a magnetic stripe affixed to the device. In various embodiments, the identifier may be, for example, a digital code stored in a secure memory such as an Electrically Erasable Programmable Read Only Memory (EEPROM). The identifier may then be directly readable by a game official, in the case of a series of alphanumeric characters, or may be automatically read by a bar code or magnetic stripe reader. In various embodiments, the identifier may be programmed into the EEPROM and read from the EEPROM through an RS-232C port that can be directly connected to encoder and decoder circuitry in the terminal.
The wireless gaming device may store an encryption key that can be used to encrypt information transmitted from the device to a receiver. Encrypting the information transmitted to the receiver can limit tampering with the wireless gaming device and prevent unauthorized or counterfeit devices from being used in the system.
In various embodiments, the encryption key may be stored in an EEPROM, which can have the advantage of being a memory device that is difficult to access unless suitable encoding circuitry is available, and it is therefore envisioned that the encoding circuitry that downloads the encryption key to the device may be kept in confidence by the game official.
Alternatively, the encryption key stored in the EEPROM may be updated and changed for each player who receives a wireless gaming device by connecting the terminal directly to the encoding and decoding circuitry through a port at the time the wireless gaming device is provided to the player. Additionally, other digital information related to the games being played may be downloaded from the terminal to the EEPROM through a direct connection with the wireless gaming device.
In various embodiments, a microprocessor controls the operation of the wireless gaming device. The microprocessor receives digital bet information entered by a player using buttons or keys on the wireless gaming device. The microprocessor stores an identification code associated with the wireless gaming device, which is the digital equivalent of a wireless gaming device identifier. The microprocessor also executes a software application for encrypting the identification code and the player's bet information for transmission to a receiver. The software includes an algorithm that encrypts data packets containing the identification code and bet information with an encryption key.
In various embodiments, the wireless gaming device has a unique address or identification code for communication with a receiver and stores a player identifier that is programmed into the device by a central processor. The wireless gaming device may include a bet amount register that is maintained and updated using a key on the device. The amount stored in the bet amount register may be included in transmissions from the device to the central processor. The value of the bet amount register may default to a predetermined amount, such as $1, when the device is powered up and further may be adjustable by the player. The wireless gaming device may also include an account balance register that is maintained on the device and updated periodically by the central processor. The value of the account balance register may default to $0 when the device is initialized.
The wireless gaming device may also be equipped with player function keys that can be used to accomplish the following functions:
1. Send a message to the receiver.
2. Request account balance information.
3. Adjust the equipment condition.
4. Set up the data to be sent in the next message sent.
5. Increment the bet amount register by a predetermined amount, such as $10, $5, or $1.
6. Reset the bet amount register to a default value, such as $1.
The firmware of the wireless gaming device may only allow a single button or key press every 100 milliseconds. In various embodiments, key presses are not queued, i.e., when a key press message is queued for transmission, other player input is accepted after the queued message is transmitted.
The wireless gaming device may include a transmitter. The transmitter may receive the encrypted digital information from the microprocessor and convert it into a signal for wireless transmission to the receiver. The transmitter transmits the signal wirelessly, for example using a radio frequency signal or an infrared signal. The communication between the receiver and the wireless gaming device may be synchronized at 2400 bits per second.
The wireless gaming device may include an identification circuit that drives the transmitter to periodically transmit an identification signal to the receiver. Use of the identification circuit allows the receiver and central processor to verify that the wireless gaming device is still operational and present and functional at the gaming establishment. Thus, if the wireless gaming device is removed from the gaming establishment, the receiver and central processor will no longer receive and detect the periodic identification signal transmitted by the identification circuit and transmitter, and the game official can be alerted that the wireless gaming device has been removed from the gaming establishment.
The wireless gaming device may include a real-time clock that allows the microprocessor to monitor the current time and date. The clock may consist of timing circuitry. The microprocessor may use the time and date information obtained from the clock to perform calculations and other functions that are based on the current time and date.
The wireless gaming device may also be equipped with a tag, such as an electronic or magnetic component, that activates an alarm when it passes a detection device located at the entrance and/or exit of the gaming establishment. Activation of the alarm by a wireless gaming device having the tag passing through the detection device notifies a game official that an attempt is being made to remove the wireless gaming device from the gaming establishment.
The wireless gaming device can be powered by a battery source built into the device. A portable power source, such as a battery source, can extend the cordless operation of the wireless gaming device throughout a gaming facility. The battery source can be part of a removable rechargeable battery that allows the device to be recharged when not in use.
In some embodiments, the wireless gaming device displays information, such as game information, on a display screen, such as a backlit liquid crystal display (LCD). The LCD can be used to display values stored in the bet amount register and the account balance register. The wireless gaming device may include a display receiver that receives digital information transmitted from the receiver or from the central processor.
The device may also include a bi-color light emitting diode (LED). The bi-color LED may be capable of displaying at least two colors, such as red and green. The green light may flash to ensure visibility to the player for a period of time each time the wireless gaming device transmits to the receiver. The red light may be illuminated when a key on the wireless gaming device is pressed and remain illuminated until a transmission is received by the receiver, with no additional keystrokes being enabled when the red light is illuminated. The wireless gaming device may also include additional light emitting diodes to indicate, for example, that an account balance register is being updated and that balance information is being displayed on the LCD.
The receiver can receive a signal transmitted from a transmitter of the wireless gaming device. The receiver includes a decoder, which converts the received signal, for example, into digital information. This digital information includes at least an identification code of the wireless gaming device and information of the player's bet. The receiver transmits the digital information obtained from the decoder to a central processor. Communication between the central processor and the receiver may be by a serial communication link of an RC-232C electronic interface data, in various embodiments, using asynchronous communication at either 9600 or 19200 bytes per second.
The receiver may receive signals from many wireless gaming devices, either simultaneously or in rapid succession, e.g., using multiplexing techniques, allowing multiple players to place bets using their wireless gaming devices at short time intervals. The receiver distinguishes between signals received from various devices by classification information present in the signals received by the receiver.
The central processor receives the identity of the wireless gaming device and the player's bet information from the receiver. The central processor also decrypts this information using an encryption key. The central processor can receive data from multiple wireless gaming devices in an apparently simultaneous manner.
In various embodiments, accounts for players are stored in a database on a central processor, which stores account balance amounts associated with identifiers of the wireless gaming devices.
The central processor maintains player accounts in a database based on signals received from the players' wireless gaming devices when players place bets and when prizes are won during game play. The central processor subtracts money from the balance of a player's account when a player places a bet. A player's account balance may be automatically increased by the central processor when a player wins a game in which he or she has placed a bet.
The central processor may also store and execute software applications, including algorithms for calculating player account balances, bets, and winnings. The central processor must be capable of executing all of the algorithms that define the operations that are performed on a player account during the course of a game, when bets are placed, when winnings are paid out, and when funds are added to a player account.
An algorithm in the software within the central processor may also calculate odds and payouts for certain games, such as lottery-type games, during game play. The odds and payouts at a particular time may depend on the characteristics of the game being played by the central processor and may change as the game progresses. The algorithm may be executed by the central processor to provide odds calculations of a particular game event occurring, and associated quotations for a player accurately predicting the occurrence of one of the events. The algorithm may be executed continuously to provide real-time odds and payouts as the game progresses.
The central processor performs various actions on a player's account, resulting in various effects on the account. For example, if a player wins a game, the account is credited with a payout based on the bet. If a player places a bet using a wireless gaming device, the account is debited for the amount of the bet. If a game official receives additional funds from a player, the player's account balance is debited for the amount of the funds. If a game official closes a player's account and pays out funds, the player's account balance is debited for the amount paid out.
The central processor may be located within the gaming establishment housing the receivers. In various embodiments, the central processor may be located remotely from the receivers and communicate with the receivers via electronic digital telephone communications or wireless transmissions, such as serial communications links. In addition, the central processor may perform multiple functions for various receivers in various gaming environments.
In some embodiments, communication between the central processor, the receiver, and the wireless gaming devices includes a polling scheme. Polling allows multiple gaming devices to communicate with the receiver without interfering with each other. Such a polling scheme may include transmission of a digital signal in the form of a string of hexadecimal digits. Preferably, all communication between the central processor, the receiver, and the wireless gaming devices is encrypted.
In such a polling scheme, hex characters may be reserved for a particular control protocol. For example, the attention character is a header character used to initiate all communication from the central processor to the receiver and has the function of identifying the message and synchronizing receipt of the message at the receiver. The same function is implied when an attention character follows in response to a message transmission. The acknowledgement character is another header character that provides confirmation to the transmitting device that the data of the previous message was received and authenticated. The acknowledgement character can also function as an attention character for the start of a subsequent message. The end of message character is used to indicate the end of transmission. Similarly, the complement next byte character allows the use of reserved protocol characters in normally transmitted messages by avoiding false control signals when the message data matches one of the control characters. When a message byte that needs to be transmitted matches one of the protocol control characters, the one's complement of the matching message byte is transmitted followed by the complement next byte character.
Authentication of received data may be accomplished using a single byte checksum of the message information. This checksum may be the ones' complement of the sum of the original message data not including the header characters. If the checksum equals one of the protocol control characters, it is treated as a function of the complement next byte character.
In the above-mentioned polling scheme, the link between the central processor and the receiver has three different communication modes. First, the central processor can send messages intended for the receiver. Second, the central processor can send messages intended for the wireless gaming device. Third, the wireless gaming device can send messages intended for the wireless gaming device. In various embodiments, the message sent by the central processor may be in the form of a string formed with a header character followed by an identification code of the target device, a command or message, an end-of-message character, and a checksum character. The message received by the receiver or wireless gaming device may be confirmed by sending a confirmation character, but the central processor does not need to confirm messages sent from the wireless gaming device. Messages sent by the central processor and received by the wireless gaming device may be broadcast to all wireless gaming devices. A device address may be reserved as a broadcast address for all wireless gaming devices, and all devices will receive messages sent to this address, in which case no confirmation is required from any wireless gaming device.
Each command or message may begin with a command code that indicates how the information contained in the message should be used. Command codes for messages sent by the central processor to receivers and wireless gaming devices include the following:
1. Send a list of device addresses to the receiver.
2. Transmitting account balance information to the addressed device.
3. Send a command to disable the addressed device.
4. Send a command to enable the addressed device.
In various embodiments, messages sent between the receiver and the wireless gaming device may be in the form of a string formed with a header character followed by the identification code of the target device, the current bet amount, a request, command or data, an end of message character, and a checksum character. Command codes for requests, commands and data sent between the receiver and the wireless gaming device include the following:
1. Read the user identifier.
2. Read the device address.
3. Read the balance register.
4. Read the bet amount register.
5. Provides device status.
6. Write the user identifier.
7. Write the device address.
8. Write the balance register.
9. Write the bet amount register.
10. Run a self test.
These command codes are used to program device address and user identifier information into the wireless gaming device, as well as to initialize the device to a default state, i.e., a player's account balance of $0. The account balance register and user identifier each contain two characters in the least significant byte and most significant byte, allowing a very wide range of numbers to be used for these values.
Various embodiments include a method for a central processor to communicate with a wireless gaming device. The central processor transmits a hexadecimal string including a header character followed by an identification code of the device followed by a request, command or data followed by an end of message character followed by a checksum character, etc. After the central processor transmits the string, the wireless gaming device receives the string, recognizes its identification code, and executes any instructions in the string. When the central processor transmits an instruction to all of the wireless gaming devices simultaneously, all currently active devices receive and execute the instruction. The wireless gaming device does not transmit a confirmation message to the central processor, but the receiver may receive a transmission from the wireless gaming device that the instruction was properly received. The central processor also communicates with the receiver in a similar manner, except that the receiver may transmit a confirmation message to the central processor that includes a confirmation control protocol character.
Similarly, the wireless gaming devices communicate with the receiver and central processor, for example, using hexadecimal strings. The receiver regularly and periodically polls the active wireless gaming devices for requests for information or bets. If a player has entered a request into the wireless gaming device since the last time the wireless gaming device was polled, the player's request is transmitted to the receiver.
Various embodiments include a method for a wireless gaming device to receive and relay player requests to a central processor. First, a player enters a request into the wireless gaming device using a button or key. The player presses a button, such as one labeled "Enter" or "Send," to instruct the wireless gaming device to send the request the next time the receiver polls the wireless gaming device. When the button is pressed, a red light in the bicolor LED is illuminated, thereby notifying the player that a request is waiting to be sent. The request is converted into a hexadecimal character string that includes a header character, an identification code (or, alternatively, a separate identification string reserved for a particular player), the current bet amount, the player's request (e.g., to change the bet amount or send a balance update), an end-of-message character, and a checksum character. The next time the receiver polls the device, the device's transmitter transmits this string to the receiver. When the wireless gaming device is polled by the receiver, a green light in the bicolor LED flashes, notifying the player that the request has been sent. The receiver receives the string of requests and transmits the string to a central processor, which then executes the player's requests.
Using the terminal, a game official can process betting transactions and dispense wireless gaming devices. In various embodiments, the terminal can include a bar code reader and/or a magnetic stripe reader for rapid entry of a wireless gaming device's identifier prior to dispensing the wireless gaming device to a player. Reading the device provides the terminal with the device's information in the form of digital data. The terminal includes a keyboard through which the game official can manually enter data that is transmitted to the central processor. Using either the reader, keyboard, or a combination thereof, the game official communicates with the central processor to establish player accounts, increase account balances when players submit funds to the game official, and decrease account balances when players seek to withdraw the cash value of their account balances.
When a player receives a wireless gaming device from a game official, the player establishes an account balance associated with his wireless gaming device and identified by an identifier. The player may increase the amount of the account balance by paying additional funds in the form of cash or credits to the game official, who accesses the account stored in the central processor through the terminal and increases the account balance.
The wireless gaming device is returned to a game official after the player has played one or more games. A reader may be used to read the identifier for disposition of the player's account which is stored in a database in the central processor. The terminal includes a terminal display that informs the game official of the player's account balance so that the player may receive a cash value payout of any balance remaining in his or her account.
In some embodiments, an account status display is provided at the gaming establishment to display player account information. In various embodiments, the display may be, for example, a liquid crystal display or a cathode ray tube display. The display device is controlled by a central processor which sends information to the display device for display to the player.
A player can view the display device to see bets transmitted from the wireless gaming device being received by the receiver and transmitted to the central processor, to determine the financial status of the player's account, and to see the player's winnings credited to the account. The display device displays important information necessary for the player to participate in the game. The information displayed for each player includes the account number, the player's account balance, the player's last bet, and the player's last prize award or win.
The display device is divided into specialized areas, such as display regions, each of which displays account information for one player. The size of the display areas may be determined by the size of the display device and the number of players presenting the wireless gaming device. It is contemplated that only active accounts are displayed on the display device. If additional display devices are required to display information regarding multiple accounts, the central processor may be configured to drive multiple similar display devices.
The display device may also be used to display odds and payouts for bets on the games. Alternatively, a separate display device driven by the central processor may be used to display odds and payout information. Additionally, odds and payouts may be displayed on the display device 21.
We now describe a procedure for using a wireless interactive gaming device, according to some embodiments. In some embodiments, a player submits money, such as, for example, $100, in the form of cash or credits, to a game official at a gaming establishment to establish an account. The game official selects a wireless gaming device and enters an identifier for the wireless gaming device into the terminal, for example, using a barcode reader on the terminal. The game official also enters the amount submitted into the terminal, i.e., $100, via a keyboard. The game official hands the wireless gaming device to the player and tells the player an account, for example, account number 12. Alternatively, the player can identify his or her account number directly from the identifier of the wireless gaming device. The information entered into the terminal by the game official is transmitted to a central processor which establishes an account record for the player in a database.
For this example, the central processor may present a racing game in which the player selects a winning race element to place a bet on the next racing game displayed within the gaming establishment. To place a bet, the player presses a button on the wireless gaming device.
In some embodiments, a player first presses a button that corresponds to the number assigned to the race element he or she selects, e.g., "3," and then the amount of the bet, e.g., "5" for a $5 bet. The player then presses an "enter" key to transmit his or her bet to the central processor.
In an alternative embodiment, the game may be simplified such that all bets are placed for a fixed amount, such as $1, by pressing a single button on the wireless gaming device. A player places a $1 bet on race element number 3 by pressing a button corresponding to the number assigned to the selected race element, such as "3." The player can then place larger bets on race element number 3 by pressing the "3" button a number of times corresponding to the number of $1 bets the player wishes to make, such as by pressing "3" five times to bet $5 on race element number 3.
Each time a player enters a bet, the wireless gaming device generates a data packet containing the player's bet information and the identification code of the wireless gaming device, which is encrypted and transmitted by a transmitter over wireless communications.
A decoder in the receiver receives the encrypted data packets transmitted by the transmitter. The encrypted data packets are transmitted to the central processor where they are decrypted. The central processor uses the obtained information to update the player's account in a database by subtracting the amount wagered from the player's account balance to reflect the player's bet on the game.
After a game is played, the central processor awards prizes to winning players based on the bets made and the odds associated with a winning outcome of the game. If the player who owns the wireless gaming device is a winner, the central computer updates the player's account in the database by adding the amount of the prize to the player's account balance. Otherwise, the player's account remains unchanged.
When a player has finished playing games within the gaming establishment, he returns the wireless gaming device to the game official. The game official again enters the identifier of the wireless gaming device into the terminal, for example, using a bar code reader on the terminal. The terminal accesses the player's account information stored in a database on the central processor to obtain the player's remaining account balance. The terminal display displays the player's remaining account balance to the game official, who then submits the monetary value of this amount to the player. The account is closed and the transaction is recorded in the central processor.
It should be understood that the foregoing describes only some of the implementation technologies that may be used, according to various embodiments. Other technologies may be used and are contemplated, in accordance with various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or technologies yet to be developed.
Various embodiments of the handheld wireless game player include a handheld wireless gaming device for playing games of chance. The handheld wireless gaming device may generally include the following features: 1) a wireless communication interface; 2) a display screen; 3) one or more input mechanisms; and 4) a microprocessor configured to: i) present the games of chance on the screen using operational instructions received via the wireless communication interface from a master game controller installed on the gaming machine; and ii) transmit information from input signals generated from the one or more input mechanisms to the master game controller via the wireless communication interface. The wireless game player may be played at a number of venues physically separate from the location of the gaming machine, where the number of venues are selected from the group consisting of keno parlors, bingo parlors, restaurants, sportsbooks, bars, hotels, pool areas, and casino floor areas. The games of chance played by the wireless game player may be selected from the group consisting of slot games, poker, pachinko, multi-hand poker games, pai gow poker, blackjack, keno, bingo, roulette, craps, and card games, although other games are contemplated in various embodiments.
In various embodiments, the wireless communication interface may use a wireless communication protocol selected from the group consisting of IEEE802.11a, IEEE802.11b, IEEE802.11x, hyperlan/2, Bluetooth, and HomeRF. The wireless game player may also include a wired network interface for connecting the wireless game player to an access point of a wired network. In addition, the wireless game player may also include a peripheral interface for connecting to peripheral gaming devices, where the peripheral interface is a serial interface, a USB interface, a FireWire interface, an IEEE1394 interface. The peripheral gaming devices may be a printer, a card reader, a hard drive, and a CD-DVD drive.
In various embodiments, the one or more input mechanisms on the wireless game player may be selected from the group consisting of a touch screen, an input switch, an input button, and a biometric input device, where the biometric input device may be a fingerprint reader. The wireless game player may also include a removable memory interface for accepting a removable memory unit, where the removable memory unit stores image programs for one or more games of chance played on the wireless game player. The wireless game player may also include one or more of the following: 1) an audio output interface for accepting a headphone jack, 2) an antenna, 3) an audio emission device, 4) a battery, 5) a power interface for providing power to the wireless game player and charging the battery from an external power source, 6) a memory unit, where the memory unit stores image programs for one or more games of chance played on the wireless game player, 7) an electronic key interface designed to accept an electronic key, and 8) a video graphics card for rendering images on a display screen, where the video graphics card may be used to render two-dimensional and three-dimensional graphics.
It should be understood that the foregoing description contemplates some implementation technologies that may be used in accordance with various embodiments. Other technologies are possible and can be implemented in accordance with various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or yet to be developed.
The following are embodiments, not claims.
A. A method comprising: receiving an indication of a price of an item to be purchased from a merchant by an individual; receiving an indication of a cash reserve by the individual; determining an amount of change to be paid to the individual based on the price and based on the cash reserve; determining rules of a game; generating a third outcome of the game using a random number generator; determining whether the third outcome is a win or a loss based on the rules; acknowledging that the cash reserve will be returned to the individual and that the individual may keep the item if the third outcome is a win; and acknowledging that the cash reserve will be retained by the merchant if the third outcome is a loss.
B. The method of embodiment A, wherein determining the rules of the game includes determining the rules of a game in which the individual bets an amount of change to be paid for a chance to win the item, the rules specifying a first outcome that is a win and a second outcome that is a loss.
C. The method of embodiment A in which the indication of the amount due is received by a mobile gaming device.
D. A method comprising: receiving an indication of a price of an item to be purchased from a merchant by an individual; determining a purchase price for the item; receiving an indication of a cash reserve by the individual; determining an amount of change due based on the purchase price and based on the cash reserve; determining an outcome of a game, wherein the amount of change due is used as a bet in the game, and acknowledging that if the outcome is a winning outcome, the individual will receive the item and the entire cash reserve will be returned to the individual.
E. The method of embodiment D, wherein determining the amount of change due includes determining the difference between the amount due and the purchase price.
F. The method of embodiment D, wherein the price includes taxes.
G. The method of embodiment D, wherein determining the outcome of the game includes determining the outcome of the game using a random number generator.
H. The method of embodiment D, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a mobile gaming device.
I. The method of embodiment D, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a casino server.
J. The method of embodiment D, wherein the indication of an amount prepared to be spent by the individual includes receiving an indication of an amount prepared to be spent by the individual from a mobile gaming device.
K. The method of embodiment D, wherein the indication of an amount to be spent by the individual includes receiving from a mobile gaming device an indication of a number of gaming credits to be spent by the individual.
L. The method of embodiment D, wherein the indication of the amount to be spent by the individual includes receiving from a mobile gaming device an indication of a number of credits to be paid by the individual from a credit balance dedicated to non-gaming activity.
M. The method of embodiment D, further comprising recording at least one of: (a) the purchase price, (b) the cash reserve, (c) the amount of change due, (d) the outcome of the game, (e) the indication of the item to be purchased, (f) whether the cash reserve was returned to the individual, and (g) whether the cash reserve was not returned to the individual.
N. A method comprising: receiving an indication of an item to be purchased by an individual; determining a purchase price for the item; determining a number of gaming credits having a total value that exceeds the purchase price; receiving authorization from the individual to use the number of gaming credits to make the purchase; determining an amount of change due based on the purchase price and the total value; determining an outcome of a game, wherein the amount of change due is used as a bet in the game; if the outcome is a winning outcome, displaying a message indicating that the item has been won without any payment; and if the outcome is a losing outcome, displaying a message indicating that the individual has lost the amount of change due.
O. The method of embodiment N further comprising: authorizing the subtraction of the gaming credits from a credit balance associated with the individual; and updating a display of the credit balance to reflect the subtracted gaming credits in the credit balance.
P. The method of embodiment N further comprising: receiving an indication that, if the outcome is a winning outcome, the number of gaming credits is to be restored to the credit balance associated with the individual; and, if the outcome is a winning outcome, updating the display of the credit balance to reflect the increased number of the number of gaming credits in the credit balance.
Q. The method of embodiment N, wherein determining the outcome of the game includes generating the outcome of the game using a random number generator.
R. The method of embodiment N, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a point of sale terminal.
S. The method of embodiment N, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a casino server.
INCORPORATION BY REFERENCE The following are incorporated herein by reference:
U.S. Patent No. 6,676,522, U.S. Patent No. 6,846,238, U.S. Patent No. 6,702,672.
Sections I through X below provide guidance to the interpretation of this application.
I. The term "product" means any machine, manufacture, and/or composition of matter, unless otherwise specified.
The term "method" means any process, algorithm, methodology, etc., unless specifically stated otherwise.
Each process (whether called a method, algorithm or otherwise) inherently comprises one or more steps, and thus all references to a "step" or "steps" of a process inherently have an antecedent description upon the mere recitation of "process" or similar terminology. Thus, any reference to a "step" or "steps" of a process has sufficient antecedent description.
The term "invention" and like terms mean "one or more inventions disclosed herein" unless expressly stated otherwise.
The terms "one embodiment," "embodiment," "embodiments," "the embodiment," "the embodiments," "one or more embodiments," "some embodiments," "an embodiment," "an embodiment," "another embodiment," and the like mean "one or more (but not necessarily all) embodiments of the disclosed invention," unless specifically stated otherwise.
The term "variation" of the present invention means an embodiment of the invention, unless specifically stated otherwise.
A reference to "another embodiment" in the description of an embodiment does not imply that the referenced embodiment is mutually exclusive with the other embodiment (e.g., an embodiment described before the referenced embodiment), unless specifically stated otherwise.
The words "comprise", "include" and variations thereof mean "including but not limited to", unless expressly stated otherwise.
The terms "a," "an," and "the" mean "one or more" unless specifically stated otherwise.
The term "plurality" means "two or more" unless specifically stated otherwise.
The term "herein" means "in this application, including anything that may be incorporated by reference," unless specifically stated otherwise.
The phrase "at least one," when it modifies a plurality of items (such as an enumerated list), means any combination of one or more of those items, unless otherwise specified. For example, the phrase "at least one of a widget, a car, and a wheel" means either (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car, and a wheel. The phrase "at least one," when it modifies a plurality of items, does not mean "one of each" of the plurality.
"One," "two," and other numerical terms, when used as cardinal numbers to indicate the quantity of something (e.g., one small appliance, two small appliances), refer to the quantity denoted by that numerical term, but not to at least the quantity denoted by that numerical term. For example, the term "one small appliance" does not mean "at least one small appliance," so the term "one small appliance" does not extend to, for example, "two small appliances."
The phrase "based on" does not mean "based only on," unless specifically stated otherwise. The phrase "based on" describes both "based only on" and "based at least on." The phrase "based at least on" is equivalent to the phrase "based at least in part on."
The term "represents" and similar terms are not exclusive unless specifically stated otherwise. For example, the term "represents" does not mean "represents only" unless specifically stated otherwise. In other words, the phrase "the data represents a credit card number" describes both "the data represents only a credit card number" and "the data represents a credit card number, and the data represents other things as well."
The term "whereby" is used herein solely to precede a clause or other set of words that express only an intended result, purpose, or consequence of something previously expressly recited. The term "whereby" means that in a claim, the clause or other word that it modifies does not establish any further specific limitation of that claim or otherwise restrict the meaning or scope of that claim.
"Eg" and similar terms mean "for example," and therefore do not limit the term or phrase they describe. For example, in the sentence "a computer transmits data (e.g., instructions, data structures) over the Internet," the term "eg" explains that "instructions" are examples of "data" that a computer may transmit over the Internet, and also explains that "data structures" are examples of "data" that a computer may transmit over the Internet. However, both "instructions" and "data structures" are merely examples of "data," and things other than "instructions" and "data structures" can be "data."
"Respective" and similar terms mean "taken individually." Thus, if two or more things have "respective" characteristics, then each such thing has its own characteristic, and these characteristics can, but need not, differ from one another. For example, the phrase "two machines each have a respective function" means that a first such machine has a function and a second such machine has a function as well. The function of the first machine may or may not be the same as the function of the second machine.
"Ie" and similar terms mean "that is," and thus limit the term or phrase it describes. For example, in the sentence "a computer sends data (i.e., instructions) over the Internet," the term "ie" explains that the "instructions" are the "data" that a computer sends over the Internet.
Any given numerical range is intended to include all or part of the numbers within that range. For example, the range "1 to 10" is intended to be interpreted as specifically including integers from 1 to 10 (e.g., 1, 2, 3, 4, ... 9) and non-integer numbers (e.g., 1.1, 1.2, ... 1.9).
Where two or more terms or phrases are synonyms (e.g., because of an explicit statement that the terms or phrases are synonyms), instances of one term/phrase do not mean that instances of another term/phrase must have a different meaning. For example, if a statement expresses the meaning of "including" as being synonymous with "including but not limited to," simply using the phrase "including but not limited to" does not mean that the term "including" means anything other than "including but not limited to."
II. Determining The term "determining" and grammatical variations thereof (e.g., determining a price, determining a value, determining objects that meet certain criteria, etc.) are used very broadly. The term "determining" contemplates a wide range of actions, such that "determining" can include calculating, computing, processing, deriving, investigating, examining (e.g., examining a table, database, or another data structure), ascertaining, and the like. Similarly, "determining" can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory), and the like. Similarly, "determining" can include resolving, selecting, choosing, establishing, and the like.
The term "determining" does not imply certainty or absolute precision, so "determining" can include meanings such as estimating, estimating, predicting, inferring, and the like.
The term "determining" does not imply that mathematical operations must be performed, nor does it imply that a numerical method must be used, nor does it imply that an algorithm or process is used.
The term "determining" does not imply that any particular device must be used, for example, a computer does not necessarily need to perform the determination.
III. Style Where a limitation in a first claim extends to one feature as well as more than one feature (e.g., a limitation such as at least one small appliance extends to one small appliance as well as more than one small appliance), and in a second claim that depends from the first claim, the second claim uses the definite article the to refer to that limitation (e.g., the small appliance), this does not include the first claim extending to only one feature, and this does not include the meaning that the second claim extends to only one feature (e.g., the small appliance can extend to one small appliance as well as more than one small appliance).
Ordinal numbers (e.g., "first," "second," "third," etc.) are used as adjectives before a term, and (unless otherwise specified) are used only to indicate a particular feature, e.g., to distinguish that particular feature from another feature described by the same or a similar term. For example, a "first gadget" may be named only to distinguish it from, e.g., a "second gadget." Thus, the mere use of the ordinal numbers "first" and "second" before the term "gadget" does not indicate any other relationship between the two gadgets, nor does it indicate any characteristics of either or both of the gadgets. For example, the mere use of the ordinal numbers "first" and "second" before the term "gadget" does not (1) indicate that either gadget comes before or after any other in order or location, (2) indicate that either gadget operates before or after any other in time, and (3) indicate that either gadget is ranked above or below any other in importance or quality. In addition, the mere use of ordinal numbers does not define a numerical limit on the feature identified with the ordinal number. For example, the mere use of the ordinal numbers "first" and "second" before the term "compact device" does not indicate that there may not be more than two compact devices.
When a single device, article, or other article of manufacture is described herein, one or more devices/articles (whether or not they cooperate) may alternatively be used in place of the single device/article described. Thus, functionality that is described as being possessed by a device may also be possessed by one or more devices/articles (whether or not they cooperate).
Similarly, when one or more devices, articles, or other articles of manufacture are described herein (whether or not they operate in concert), a single device/article may be substituted or used in place of one or more of the devices or articles described. For example, multiple computer-based devices may be substituted with a single computer device. Thus, various functionality that is described as being possessed by one or more devices or articles may alternatively be possessed by a single device/article.
The functionality and/or features of a single device described may alternatively be embodied by one or more other devices that are described but are not explicitly described as having that functionality and/or feature. Thus, other embodiments need not include the described device itself, but rather can comprise one or more other devices that would have that functionality/feature in those other embodiments.
IV. Disclosed Examples and Terminology are Not Limiting
Neither the Title (set forth at the top of page 1 of this application) nor the Abstract (set forth at the end of this application) should be construed as limiting in any manner the scope of the invention of this disclosure. The Abstract is included herein solely as a requirement of 37 CFR 1.72(b) that an abstract be no more than 150 words.
The titles and section headings provided in this application are for convenience only and are not to be construed as limiting the disclosure in any way.
Numerous embodiments are described in this application and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any way. The disclosed invention broadly applies to numerous embodiments, as is readily apparent from the disclosure. Those skilled in the art will recognize that the disclosed invention may be practiced with a variety of variations and modifications, including structural, logical, software, and electrical modifications. Although certain features of the disclosed invention may be described with reference to one or more particular embodiments and/or drawings, it should be understood that such features are not limited to use in one or more of the embodiments or drawings described, unless otherwise indicated.
No embodiment of a method step or product element described in this application constitutes, is not essential to, or is not coextensive with the invention(s) claimed herein, unless otherwise described in this specification or otherwise recited in the claims.
Every term in a claim has the broadest scope that it would have by one of ordinary skill in the art at the priority date. In any claim, no term used is specifically defined or limited by this specification unless otherwise stated in this specification or in the claim.
The preamble of the claims which follow is merely a recitation of objects, benefits and possible uses of the claimed invention and does not limit the claimed invention.
This disclosure is not a verbatim description of all embodiments of the present invention, nor is it a list of features of the present invention that must be present in all embodiments.
Devices that are described as communicating with each other need not communicate with each other continuously, unless otherwise specified. To the contrary, such devices need only transmit to each other when necessary or desirable, and may in fact cease exchanging data most of the time. For example, a machine that communicates with another machine over the Internet may not need to transmit data to the other machine for long periods of time (e.g., weeks at a time). In addition, devices that communicate with each other may communicate directly or indirectly through one or more intermediate means.
The description of an embodiment having various components or features does not imply that all or even any of those components or features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention. Unless otherwise specified, no component/feature is essential or required.
Although method steps, algorithms, or the like may be described or claimed in a particular sequential order, such methods may be configured to operate in different orders. In other words, any order or sequence of steps that may be explicitly described or claimed does not necessarily indicate a requirement that those steps be performed in that order. Steps of the methods described herein may be performed in any order possible. Furthermore, some steps may be performed simultaneously, even though they are described or implied as occurring non-concurrently (e.g., because one step is described after another step). Moreover, illustration of a method by drawing does not imply that the illustrated method is exclusive of other variations and modifications thereto, does not imply that the illustrated method or any steps thereof are required by the invention, and does not imply that the illustrated method is preferred.
Although a method may be described as including multiple steps, this does not imply that all or any of those steps are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other methods that exclude some or all of the described steps. Unless otherwise stated, no step is essential or required.
Although a method may be described in isolation or without reference to other products or methods, in an embodiment the method may interact with other products or methods. For example, such interaction may include linking one business model to another. Such interaction may be provided to enhance the flexibility or desirability of the method.
Although a product may be described as including a number of components, aspects, qualities, properties, and/or features, this does not imply that all or any of the plurality are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other products that exclude some or all of the described plurality.
An enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are mutually exclusive, unless otherwise indicated. Similarly, an enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are inclusive of any classification, unless otherwise indicated. For example, the enumerated list of "computers, laptops, PDAs" does not imply that all or any of the three items in the list are mutually exclusive, nor does it imply that all or any of the three items in the list are inclusive of any classification.
An enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are equivalent to each other or readily substituted for each other.
All embodiments are illustrative and do not imply that the invention or any embodiment has, in any event, been made or performed.
V. It will be readily apparent to those skilled in the art of computing that the various methods described herein may be implemented in, for example, appropriately programmed general purpose computers, special purpose computers, and computing devices. Typically, a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from a memory or similar device) and executes those instructions, thereby performing one or more methods defined in the instructions. The instructions may, for example, be embodied in one or more computer programs, one or more scripts, or the like.
"Processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or similar devices, or any combination thereof, regardless of architecture (e.g., chip-level multiprocessing/multicore, RISC, CISC, microprocessors with non-interlocked pipeline stages, pipeline configurations, simultaneous multithreading, etc.).
Thus, a description of a method is likewise a description of an apparatus for performing the method. An apparatus for performing a method may include, for example, a processor and its input and output devices suitable for performing the method.
Additionally, programs implementing such methods (as well as other types of data) may be stored or transmitted in numerous ways on a variety of media (e.g., computer-readable media). In some embodiments, hard-wired circuitry or custom hardware may be used in place of or in combination with some or all of the software instructions capable of implementing the methods of various embodiments. Thus, various combinations of software and hardware may be used in place of software alone.
The term "computer-readable medium" refers to any medium, combination of the same or different media that together provide data (e.g., instructions, data structures) that may be read by a computer, a processor or a similar device. Such media may take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memories. Volatile media include dynamic random access memory (DRAM), which typically constitutes the primary memory. Transmission media include wires, including coaxial cables, copper wire and optical fibers, including the system bus that connects to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer readable media include, for example, a floppy disk, a flexible disk, a hard disk, a magnetic tape, any other magnetic medium, a CD-ROM, a DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns or holes, RAM, PROM, EPROM, Flash EEPROM, any other memory chip or cartridge, a carrier wave as described herein later, or any other medium from which a computer can read.
Various forms of computer readable media may be involved in transmitting data (e.g., sequences of instructions, etc.) to a processor. For example, data may (i) be carried from a RAM to the processor, (ii) be transmitted over a wireless transmission medium, (iii) be formatted and/or transmitted in accordance with numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth, and/or TCP/IP, TDMA, CDMA, and 3G, and/or (iv) be encrypted for privacy or fraud protection in any of a variety of manners known in the art.
Thus, a description of a method is likewise a description of a computer readable medium storing a program for performing the method. The computer readable medium can store (in any suitable format) the program elements appropriate for performing the method.
Just as the recitation of various steps in a method does not indicate that all recited steps are required, apparatus embodiments include computers/computing devices operable to perform some, but not necessarily all, of the recited methods.
Similarly, just as the recitation of various steps in a method does not indicate that all recited steps are required, embodiments of a computer-readable medium storing a program or data structures include computer-readable media storing a program that, when executed, can cause a processor to perform some, but not necessarily all, of the recited methods.
Where a database is described, one skilled in the art will understand that (i) alternative databases to those described may be readily used, and (ii) other memory structures other than databases may be readily used. Any illustrations or descriptions of any example databases presented herein are illustrative configurations for representing how information is stored. Any number of other configurations may be used instead of those presented, such as tables shown in the drawings or elsewhere. Similarly, any illustrated entries of a database represent exemplary information only, and one skilled in the art will understand that the number and content of entries may differ from those described herein. Furthermore, despite any representation of a database as a table, other formats (including relational databases, object-based models, and/or distributed databases) may be used to store and manipulate the types of data described herein. Similarly, the objective methods or operations of a database may be used to implement various methods, such as those described herein. Additionally, a database may be stored locally or remotely from devices that access data in the database, in a known manner.
Various embodiments may be configured to operate in a network environment including a computer in communication (e.g., via a communications network) with one or more devices. The computer may communicate with the devices directly or indirectly via any wired or wireless medium (e.g., the Internet, a LAN, a WAN or Ethernet, token ring, telephone lines, cable lines, radio channels, optical communications lines, commercial online service providers, electronic bulletin board systems, satellite communications links, or any combination of the above). Each device may itself include a computer or other computing device, such as an Intel® Pentium® or Centrino® processor, communicatively connected to a computer. Any number and type of devices may communicate with the computer.
In some embodiments, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in some embodiments, be performed on one or more devices without a central authority. In such an embodiment, any functionality described herein as being performed by a server computer, or data described as being stored on a server computer, may instead be performed by or stored on one or more such devices.
Where a method is described, in one embodiment the method may operate without any user intervention, in another embodiment the method includes some human intervention (e.g., steps are performed by or with the assistance of a human).
VI. Continuing Applications This disclosure provides one of ordinary skill in the art with an enabling description of various embodiments and/or inventions, some of which may not be claimed in this application, but may nevertheless be claimed in one or more continuing applications claiming benefit of priority to this application.
Applicants intend to file additional applications to continue the patent to subject matter that meets the disclosure and enablement requirements but is not claimed in the present application.
VII. 35 U.S.C. 35 U.S.C. 112, Sixth Paragraph Any claim limitation containing the phrase means for or step for implies that 35 U.S.C. 35 U.S.C. 35 U.S.C. 112, Sixth Paragraph applies to that limitation.
In a claim, any claim limitation that does not contain the phrase "means for" or "step for" means that 35 U.S.C. 112, paragraph 6 does not apply to that limitation, regardless of whether the limitation recites a function without structure, material, or acts for performing that function. For example, merely using the phrase "step for" or "steps of" in a claim with reference to one or more steps in that claim or another claim does not mean that 35 U.S.C. 112, paragraph 6 applies to that step.
With respect to means or steps for performing a particular function according to 35 U.S.C. 112, paragraph 6, the corresponding structure, material, or acts described in the specification, and their equivalents, may perform that particular function as well as additional functions.
Computers, processors, computing devices, and similar products are structures capable of performing a wide variety of functions. Such products may operate to perform certain functions by executing one or more programs, such as programs stored in a memory device of the product or a memory device accessed by the product. Unless otherwise specified, such programs need not be based on any particular algorithm, such as a particular program that may be disclosed in this application. It is well known to those skilled in the art that certain functions may be implemented through different algorithms, and that any number of different algorithms may be merely a design choice for the performance of a particular function.
Thus, with respect to means or steps for performing a particular function under 35 U.S.C. 112, paragraph 6, a structure corresponding to a particular function includes any product programmed to perform that particular function, including any product programmed to perform that function, regardless of whether the product is programmed with (i) the disclosed algorithm for performing the function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing the function.
Where a method recites means for performing a certain function, one structure for performing the method includes a computing device (e.g., a general purpose computer) that is programmed and/or configured with appropriate hardware to perform that function, as well as a computing device (e.g., a general purpose computer) that is programmed and/or configured with appropriate hardware to perform that function via other algorithms as would be understood by one of ordinary skill in the art.
VIII. Disclaimers Numerous references to a particular embodiment do not imply a disclaimer or negation of additional different embodiments, and similarly, a reference to a description of an embodiment including all of a particular feature does not imply a disclaimer or negation of embodiments that do not include that particular feature. Any express disclaimer or negation in this application will be prefaced by the phrase "does not include" or by the phrase "does not implement."
IX. INCORPORATION BY REFERENCE Any patent or other document referenced herein is incorporated by reference into this patent application as part of this disclosure, but only for purposes of the description requirement of 35 U.S.C. 112, first paragraph, and enablement requirement of 35 U.S.C. 112, first paragraph, and this application is not incapable of providing a decipherable meaning without such incorporation by reference, but rather allows decipherable meaning for the terms provided, but is not intended to limit, define, or otherwise interpret any term in this application in any manner. Thus, one of ordinary skill in the art need not be limited in any manner by any embodiment presented in the reference.
Any incorporation by reference does not imply endorsement, approval or acquiescence of any statements, opinions, arguments or features contained in any patent, patent application or other document incorporated, unless otherwise stated.
X. Prosecution History In interpreting this application (including the claims), regardless of whether there are other patent applications that may be considered related to this application or that share a priority claim with this application, a person of ordinary skill in the art should refer to the prosecution history of this application and not the prosecution history of any other applications or patent applications.
In addition, the following notes are added:
(Supplementary Note 1) A method comprising: receiving an indication of a price of an item to be purchased by an individual from a merchant; receiving an indication of a cash reserve by the individual; determining an amount of change to be paid to the individual based on the price and based on the cash reserve; determining rules of a game; generating a first outcome of the game using a random number generator; determining whether the first outcome is a win or a loss based on the rules; acknowledging that if the first outcome is a win, the cash reserve will be returned to the individual and the individual may keep the item; and acknowledging that the cash reserve will be retained by the merchant if the first outcome is a loss.
(Appendix 2) The method of Appendix 1, wherein determining the rules of the game includes determining the rules of a game in which the individual bets an amount of change to be paid for a chance to win the item, the rules specifying a second outcome that is a win and a third outcome that is a loss.
3. The method of claim 1, wherein the indication of the amount due is received by a mobile gaming device.
(Supplementary Note 4) A method comprising: receiving an indication of a price of an item to be purchased from a merchant by an individual; determining a price of the item; receiving an indication of a cash reserve by the individual; determining an amount of change due based on the price and based on the cash reserve; determining an outcome of a game, wherein the amount of change due has been used as a bet in the game, and if the outcome is a winning outcome, the individual accepts the item and the entire cash reserve is returned to the individual.
(Appendix 5) The method of appendix 4, wherein determining the amount of change due includes determining the difference between the amount due and the item.
(Appendix 6) The method of appendix 4, wherein the price includes tax.
(Appendix 7) The method of appendix 4, wherein determining the outcome of the game includes determining the outcome of the game using a random number generator.
(Supplementary Note 8) The method of Supplementary Note 4, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a mobile gaming device.
(Supplementary Note 9) The method of Supplementary Note 4, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a casino server.
(Supplementary Note 10) The method of Supplementary Note 4, wherein indicating the amount by which the individual is willing to spend includes receiving an indication of the amount by which the individual is willing to spend from a mobile gaming device.
(Supplementary Note 11) The method of Supplementary Note 4, wherein the indication of the amount to be paid by the individual includes receiving from a mobile gaming device an indication of a number of gaming credits to be paid by the individual.
(Supplementary Note 12) The method of Supplementary Note 4, wherein the indication of the amount to be paid by the individual includes receiving from the mobile gaming device an indication of a number of credits to be paid by the individual from a credit balance dedicated to non-gaming activity.
(Appendix 13) The method of Appendix 4, further comprising recording at least one of: (a) the purchase price; (b) the reserve amount; (c) the amount of change due; (d) the outcome of the game; (e) the indication of the item to be purchased; (f) whether the reserve amount was returned to the individual; and (g) whether the reserve amount was not returned to the individual.
(Supplementary Note 14) A method comprising: receiving an indication of an item to be purchased by an individual; determining a purchase price for the item; determining a number of gaming credits having a total value that exceeds the purchase price; receiving authorization from the individual to use the number of gaming credits to make the purchase; determining an amount of change due based on the purchase price and the total value; determining an outcome of a game, wherein the amount of change due is used as a bet in the game; and if the outcome is a winning outcome, displaying a message indicating that the item has been won without any payment; and if the outcome is a losing outcome, displaying a message indicating that the individual has lost the amount of change due.
(Appendix 15) The method of appendix 14, further comprising authorizing the subtraction of the number of gaming credits from a credit balance associated with the individual, and updating a display of the credit balance to reflect the number of gaming credits subtracted in the credit balance.
(Appendix 16) The method of appendix 15, further comprising: receiving an indication that, if the outcome is a winning outcome, the number of game credits is to be restored to the credit balance associated with the individual; and, if the outcome is a winning outcome, updating the display of the credit balance to reflect an increased number of the number of game credits in the credit balance.
(Supplementary Note 17) The method of Supplementary Note 14, wherein determining the outcome of the game includes generating the outcome of the game using a random number generator.
(Supplementary Note 18) The method of Supplementary Note 14, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a point of sale terminal.
(Supplementary Note 19) The method of Supplementary Note 14, wherein determining the outcome of the game includes receiving an indication of the outcome of the game from a casino server.
10 system
12, 14 users
13 Game communication device
16 network
18 computer
20 Game Service Provider
14 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14
Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP7047020B2 | Cites | Japan |
| JP2005276093A | Cites | Japan |
| JP2003331177A | Cites | Japan |
| JP2005534417A | Cites | Japan |
| JP10510070A | Cites | Japan |
43 members in 5 offices
Priority claims4
| Document | Office | Kind | Date |
|---|---|---|---|
| 11678573 | United States of America | – | |
| 67857307 | United States of America | A | |
| 2020113984 | Japan | A | |
| 2022047084 | Japan | A |
Members43
| Document | Office | Kind | |
|---|---|---|---|
| AU2008218165A1 | Australia | A1 | |
| CA2678880A1 | Canada | A1 | |
| CA3058547A1 | Canada | A1 | |
| US2008207296A1 | United States of America | A1 | |
| WO2008103928A1 | World Intellectual Property Organization (WIPO) | A1 | |
| JP2010519654A | Japan | A | |
| US7780522B2 | United States of America | B2 | |
| AU2008218165B2 | Australia | B2 | |
| US2011059784A1 | United States of America | A1 | |
| AU2011202482A1 | Australia | A1 | |
| US8062116B2 | United States of America | B2 | |
| AU2011202482B2 | Australia | B2 | |
| US2012129586A1 | United States of America | A1 | |
| AU2012202955A1 | Australia | A1 | |
| AU2015203714A1 | Australia | A1 | |
| JP2015212953A | Japan | A | |
| US9495829B2 | United States of America | B2 | |
| US2017061736A1 | United States of America | A1 | |
| AU2015203714B2 | Australia | B2 | |
| AU2017203345A1 | Australia | A1 | |
| JP6152134B2 | Japan | B2 | |
| AU2017213505A1 | Australia | A1 | |
| JP2017159112A | Japan | A | |
| JP6392936B2 | Japan | B2 | |
| US10127770B2 | United States of America | B2 | |
| JP2018192269A | Japan | A | |
| US2019066139A1 | United States of America | A1 | |
| AU2019203512A1 | Australia | A1 | |
| US10467643B2 | United States of America | B2 | |
| CA2678880C | Canada | C | |
| US2020027107A1 | United States of America | A1 | |
| JP6768745B2 | Japan | B2 | |
| JP2020182860A | Japan | A | |
| US10846724B2 | United States of America | B2 | |
| AU2021201528A1 | Australia | A1 | |
| US2021150557A1 | United States of America | A1 | |
| JP7047020B2 | Japan | B2 | |
| JP2022106696A | Japan | A | |
| AU2023200700A1 | Australia | A1 | |
| JP2023166385A | Japan | A | |
| AU2024256079A1 | Australia | A1 | |
| JP7622158B2This record | Japan | B2 | |
| JP2025063186A | Japan | A |
7 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 7622158
- Application
- 129499
Titles2
- Japanese
- 金銭登録機におけるゲーム
- English
- Games at the cash register
Classification
- CPC, 16
- G06Q30/0209
- G07F17/32
- G07F17/3223
- G07F17/3237
- G07F17/3241
- G07F17/3244
- G07F17/3253
- G07F17/329
- G06Q20/387
- G07F5/24
- G07F17/323
- G07F17/3225
- G07F17/3272
- G07F17/3255
- G06Q20/202
- G06Q20/327
- IPC, 4
- A63F13 792
- G07G1 00
- G06Q50 34
- A63F13 80
