Method and apparatus for limiting access to games using biometric data
Claim Score by NHIP
Abstract
In a method of facilitating the playing of a game via a gaming apparatus, a wager may be received via a value input device. Biometric data associated with a game play selection of a game may be received, and whether to permit the game play selection may be determined based on the received biometric data. A video image relating to the game may be displayed on a display unit, and a value payout associated with an outcome of the game may be determined.

Term
Term ended
Projected expiry passed 13 October 2025, 0.9 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
49 claims: 3 independent, 46 dependent
- 1A gaming apparatus, comprising:a display unit;an input device to allow a player to make an input selection;and a controller operatively coupled to the display unit, the input device, and a biometric device, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to allow the player to play a game, the controller being programmed to permit the player to make a wager, the controller being programmed to receive biometric data associated with a game play selection of the player, the controller being programmed to determine whether to permit the game play selection based on the received biometric data, the controller being programmed to cause a video image relating to the game to be generated on the display unit, the controller being programmed to determine a value payout associated with an outcome of the game.
- 27Broadest claimClaim Score 77, broad(NHIP)A method of facilitating the playing of a game via a gaming apparatus, the method comprising:receiving a wager via a value input device;receiving biometric data associated with a game play selection of a game;determining whether to permit the game play selection based on the received biometric data;displaying a video image relating to the game on a display unit;and determining a value payout associated with an outcome of the game.
- 49A tangible medium storing machine readable instructions comprising:first code for receiving a wager via a value input device;second code for receiving biometric data associated with a game play selection of a game;third code for determining whether to permit the game play selection based on the received biometric data;fourth code four displaying a video image relating to the game on a display unit;and fifth code for determining a value payout associated with an outcome of the game.
Independent claims3
316 paragraphs in 5 sections, as filed
CROSS REFERENCES TO RELATED APPLICATIONS
P-0001[0001] This application is related to commonly owned U.S. patent application Ser. No. ______ (Attorney Docket No. 29757/P-683B), entitled “Methods and Apparatus for Limiting Access to Games Using Biometric Data,” which is hereby incorporated by reference herein in its entirety for all purposes.
BACKGROUND
P-0002[0002] This disclosure is generally related to gaming systems, and more particularly to gaming systems that employ biometric data to limit access to games.
P-0003[0003] U.S. Pat. No. 5,265,864 to Dickinson et al. describes a cashless gaming system suitable for casinos. A player hands over money and an ID card to a clerk at a validation terminal. The clerk stores the ID number and the amount of money in the memory of the validation terminal. Then the clerk returns the ID card to the player for operating any one of a number of game terminals. The player then selects a game terminal which reads the player's ID card, whereupon the cash amount from the validation terminal is downloaded to the selected game terminal and the game terminal can then be played. When the player wishes to stop play of the game terminal completely, the player actuates a cashout switch of the game terminal. Then, the player presents the ID card to the clerk at the validation terminal and the validation terminal reads the ID card. A ticket showing the card number and the cash amount is printed and the player is paid the cash amount on the spot. The printed ticket may be used for reconciliation.
P-0004[0004] Various network gaming systems have been previously described. For example, U.S. Pat. No. 6,280,325 to Fisk discloses a computer network which manages multiple simultaneous bingo games having a potentially large number of bingo cards. The computers simultaneously and in parallel compare called bingo numbers to bingo cards stored in each respective computer and also double-verify winning cards. Called numbers may be applicable to one, many, or all of the simultaneous bingo games, and the games may have different times or different rules. Bingo cards are distributed in the network in accordance with number of hits needed by the cards: “one-away” computers handle bingo cards needing one more hit; “two-away” computers handle cards needing two hits. The computers in the network also generate statistics on the progress of bingo cards toward winning patterns. The winning pattern for any game can be changed in real-time, as desired to continue interest in the game.
P-0005[0005] U.S. Pat. No. 6,264,560 to Goldberg, et al. discloses a game playing method and apparatus for automating games such as blackjack, poker, craps, roulette, baccarat and pai gow, wherein players may play continuously and asynchronously, and information related to advertised items can be exchanged between players and advertisers. In one embodiment, each instance of a game is likely unique from all other current game instances. The games do not require a manual dealer and in one embodiment, played in a gaming establishment using low cost gaming stations. The system may also be used to play such games on the Internet or an interactive cable television network wherein a game controller communicates with players at network nodes in their homes and at their leisure.
P-0006[0006] U.S. Pat. No. 6,183,366 to Goldberg, et al. discloses an information service and advertising providing system for presenting interactive information services together with interactive advertising on a communications network such as the Internet and LANs. The information service may be a game played interactively on the network while advertising is communicated between users and an advertising network node. Users may also be provided with various games and/or game tournaments via interactive network communications. Users may respond to advertising while being entertained (e.g., via games), or while interacting with another network service.
SUMMARY OF THE DISCLOSURE
P-0007[0007] In one embodiment, a gaming apparatus is provided. The gaming apparatus may comprise a display unit, and an input device to allow a player to make an input selection. The gaming apparatus may also comprise a controller operatively coupled to the display unit, the input device, and a biometric device, the controller comprising a processor and a memory operatively coupled to the processor. The controller may be programmed to allow the player to play a game, and to permit the player to make a wager. The controller also may be programmed to receive biometric data associated with a game play selection of the player, and to determine whether to permit the game play selection based on the received biometric data. The controller additionally be programmed to cause a video image relating to the game to be generated on the display unit, and to determine a value payout associated with an outcome of the game.
P-0008[0008] In another embodiment, a method of facilitating the playing of a game via a gaming apparatus is provided. The method may include receiving a wager via a value input device. The method also may include receiving biometric data associated with a game play selection of a game, and determining whether to permit the game play selection based on the received biometric data. The method additionally may include displaying a video image relating to the game on a display unit, and determining a value payout associated with an outcome of the game.
P-0009[0009] In yet another embodiment, a tangible medium storing machine readable instructions is provided. The tangible medium may comprise first code for receiving a wager via a value input device. The tangible medium additionally may comprise second code for receiving biometric data associated with a game play selection of a game, and third code for determining whether to permit the game play selection based on the received biometric data. The tangible medium also may comprise fourth code four displaying a video image relating to the game on a display unit, and fifth code for determining a value payout associated with an outcome of the game.
P-0010[0010] Additional aspects of the invention are defined by the claims at the end of this patent.
BRIEF DESCRIPTION OF THE DRAWINGS
P-0011[0011] Various embodiments of the invention are described in connection with the drawings, a brief description of which is provided below:
P-0012[0012]FIG. 1 is a block diagram of an example gaming system;
P-0013[0013]FIG. 2 is a flowchart of an example routine for registering a person to play games via the gaming system;
P-0014[0014]FIG. 3 is a flowchart of an example routine for logging on to the gaming system;
P-0015[0015]FIGS. 4A-4D are block diagrams of example registration units;
P-0016[0016]FIG. 5 is a perspective view of one example of a gaming unit;
P-0017[0017]FIG. 5A is an illustration of one example of a control panel for the example gaming unit illustrated in FIG. 5;
P-0018[0018]FIG. 6 is a block diagram of an example gaming unit;
P-0019[0019]FIG. 7 is a block diagram of an example authentication server;
P-0020[0020]FIG. 8 is a block diagram of an example website server;
P-0021[0021]FIG. 9 is a block diagram of an example gaming server;
P-0022[0022]FIG. 10 is a block diagram of an example network controller;
P-0023[0023]FIG. 11 is a flowchart of an example routine for obtaining user data for registering with a gaming system;
P-0024[0024]FIG. 12 is an illustration of an example registration display that may be displayed on one of the registration units;
P-0025[0025]FIG. 13 is a flowchart of an example routine for obtaining biometric data for registration;
P-0026[0026]FIG. 14 is a flowchart of an example routine for operating a gaming unit;
P-0027[0027]FIG. 15 is a flowchart of an example routine for obtaining user data for authenticating a user;
P-0028[0028]FIG. 16 is a flowchart of an example routine for obtaining location data;
P-0029[0029]FIG. 17 is a flowchart of an example routine for registering a user with a gaming system;
P-0030[0030]FIG. 18 is a flowchart of an example routine for checking the location of a gaming unit;
P-0031[0031]FIG. 19 is an illustration of an example routine for checking biometric data of a user;
P-0032[0032]FIG. 20 is a flowchart of an example routine for operating a website server;
P-0033[0033]FIG. 21 is an illustration of an example logon display that may be displayed on one of the gaming units;
P-0034[0034]FIG. 22 is an illustration of an example game selection display that may be displayed on one of the gaming units;
P-0035[0035]FIG. 23 is an illustration of an example of a visual display that may be displayed during performance of a poker routine;
P-0036[0036]FIG. 24 is a flowchart of an example poker routine;
P-0037[0037]FIG. 25 is an illustration of an example of a visual display that may be displayed during performance of a blackjack routine;
P-0038[0038]FIG. 26 is a flowchart of an example blackjack routine;
P-0039[0039]FIG. 27 is an illustration of an example of a visual display that may be displayed during performance of a slots routine;
P-0040[0040]FIG. 28 is a flowchart of an example slots routine;
P-0041[0041]FIG. 29 is an illustration of an example of a visual display that may be displayed during performance of a keno routine;
P-0042[0042]FIG. 30 is a flowchart of an example keno routine;
P-0043[0043]FIG. 31 is an illustration of an example of a visual display that may be displayed during performance of a bingo routine; and
P-0044[0044]FIG. 32 is a flowchart of an example bingo routine.
DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
P-0045[0045] Although the following text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
P-0046[0046] It should also be understood that, unless a term is expressly defined in this patent using the sentence “As used herein, the term ‘______’ is hereby defined to mean . . . ” or a similar sentence, there is no intent to limit the meaning of that term, either expressly or by implication, beyond its plain or ordinary meaning, and such term should not be interpreted to be limited in scope based on any statement made in any section of this patent (other than the language of the claims). To the extent that any term recited in the claims at the end of this patent is referred to in this patent in a manner consistent with a single meaning, that is done for sake of clarity only so as to not confuse the reader, and it is not intended that such claim term by limited, by implication or otherwise, to that single meaning. Finally, it is not intended that the scope of any claim element be interpreted based on the application of 35 U.S.C. § 112, sixth paragraph.
P-0047[0047] Gaming System
P-0048[0048]FIG. 1 illustrates one possible embodiment of a gaming system <b>10</b> in accordance with the invention. Referring to FIG. 1, the gaming system <b>10</b> may include a group or network <b>12</b> of gaming units <b>20</b><i>a</i>, <b>20</b><i>b</i>, <b>20</b><i>c </i>operatively coupled to a network computer <b>22</b> via a network data link or bus <b>24</b>. Network <b>12</b> may also include a registration unit <b>26</b><i>a </i>operatively coupled to the network computer <b>22</b> and to the gaming units <b>20</b><i>a</i>, <b>20</b><i>b</i>, <b>20</b><i>c </i>via network the data link <b>24</b>. Network <b>12</b> may be operatively coupled to a network <b>40</b> via a network link <b>42</b>. The network <b>12</b> may comprise, for example, a area network (WAN), a local area network (LAN), a wireless LAN (e.g., the IEEE 802.11x standards), links according to the BLUETOOTH™ standard, cellular links, two-way paging links, etc. The network <b>40</b> may comprise, for example, the Internet, a WAN, an intranet, an extranet, a LAN, a wireless LAN (e.g., the IEEE 802.11x standards), links according to the BLUETOOTH™ standard, cellular links, two-way paging links, etc.
P-0049[0049] The gaming system <b>10</b> may also include a website server <b>50</b> and one or more gaming servers <b>52</b> operatively coupled to the network <b>40</b> via the data links <b>54</b> and <b>56</b>, respectively. The gaming system <b>10</b> additionally includes an authentication server <b>58</b> operatively coupled to the network <b>40</b> via the data link <b>60</b>. The gaming system <b>10</b> may further include gaming units <b>20</b><i>d </i>and <b>20</b><i>e </i>operatively coupled to the network <b>40</b> via the data links <b>64</b> and <b>66</b>, and to a registration unit <b>26</b><i>b </i>via the data link <b>70</b>. The network <b>40</b> may include a plurality of network computers or server computers (not shown), each of which may be operatively interconnected. Where the network <b>40</b> comprises the Internet, data communication may take place over any of the data links <b>42</b>, <b>54</b>, <b>56</b>, <b>60</b>, <b>64</b>, <b>66</b>, and <b>70</b> via an Internet communication protocol.
P-0050[0050] The network computer <b>22</b>, the gaming units <b>20</b>, the registration units <b>26</b>, the gaming server <b>52</b>, the website server <b>50</b>, and the authentication server <b>58</b> may be located in a same physical location, or in different, remote locations, such as different buildings, cities, or states. For example, network <b>12</b> may be located in a casino or hotel, and the website server may be located at a web hosting company. Continuing with this example, the gaming server <b>52</b> and the authentication server <b>58</b> may be located at a gaming company, and the gaming units <b>20</b><i>d </i>and <b>20</b><i>e </i>may be located in different households. Further, the registration unit <b>26</b><i>b </i>may be located at a notary public's office.
P-0051[0051] Although FIG. 1 illustrates that the gaming system <b>10</b> comprises particular numbers of gaming units <b>20</b>, registration units <b>26</b>, gaming servers <b>52</b>, etc., for sake of simplicity, it should be understood that different numbers of these components could be used. For instance, although FIG. 1 illustrates five gaming units <b>20</b>, the gaming system <b>10</b> may include many more gaming units <b>20</b>, such as hundreds or thousands. As another example, although FIG. 1 illustrates one gaming server <b>52</b>, the gaming system <b>10</b> may include a plurality of gaming servers.
P-0052[0052] Each of the registration units <b>26</b> may include, or be operatively coupled with, a device for obtaining biometric data from a person, where the biometric data may be used to uniquely identify that person. For instance, the registration units <b>26</b> may include a finger print scanning device, an eye scanning device, a facial recognition system, a voice analyzer, etc. In some embodiments, the registration units <b>26</b> are located in controlled environments such that it can be assured (with some level of certainty) that the persons from whom biometric data are obtained are actually the persons they claim to be. For example, a registration unit <b>26</b> or <b>28</b> could be located in a casino and be operable only by an employee of the casino.
P-0053[0053] Each of the gaming units <b>20</b> may also include, or be operatively coupled with, a device for obtaining biometric data from a person. This device should correspond to the biometric devices used by the registration units <b>26</b>. For example, if the registration units <b>26</b> include, or are operatively coupled with, finger print scanning devices, at least some of the gaming units <b>20</b> should include, or be operatively coupled with, finger print scanning devices.
P-0054[0054] Further, each of the gaming units <b>20</b> may also include, or be operatively coupled with, a position sensor for obtaining a geographic position of the gaming unit. For example, the gaming units <b>20</b> may include a wide area location system such as a global positioning system (GPS) device, a Loran-C device, etc. The gaming units <b>20</b> also may include a local area positioning system such as an in-building location system.
P-0055[0055] The network computer <b>22</b> may be a server computer and may be used to accumulate and analyze data relating to the operation of the gaming units <b>20</b>. For example, the network computer <b>22</b> may continuously receive data from each of the gaming units <b>20</b> indicative of the dollar amount and number of wagers being made on each of the gaming units <b>20</b>, data indicative of how much each of the gaming units <b>20</b> is paying out in winnings, data regarding the identity and gaming habits of players playing each of the gaming units <b>20</b>, etc.
P-0056[0056] Although network <b>12</b> is shown to include one network computer <b>22</b> and four gaming units <b>20</b>, it should be understood that different numbers of computers and gaming units may be utilized. For example, the network <b>12</b> may include a plurality of network computers <b>22</b> and tens or hundreds of gaming units <b>20</b>, all of which may be interconnected via the data link <b>24</b>.
P-0057[0057] Each of the data links <b>24</b>, <b>42</b>, <b>54</b>, <b>56</b>, <b>60</b>, <b>64</b>, <b>66</b>, and <b>70</b> may comprise a dedicated hardwired link, a wireless link, intermediate computers (e.g., servers, gateways, network bridges, wireless access points, cellular/pager base stations, etc.), etc.
P-0058[0058] It is to be understood that the gaming system <b>10</b> need not include all the components illustrated in FIG. 1. Examples of gaming systems <b>10</b> that include subsets of the components illustrated in FIG. 1 are described below.
P-0059[0059] In-Room Gaming
P-0060[0060] In one scenario, the gaming system <b>10</b> may include the network <b>12</b> (e.g., the network computer <b>22</b>, the gaming units <b>20</b><i>a</i>, <b>20</b><i>b</i>, and <b>20</b><i>c</i>, and the registration unit <b>26</b><i>a</i>, coupled with the network data link <b>24</b>). As an example, the gaming units <b>20</b><i>a</i>, <b>20</b><i>b</i>, and <b>20</b><i>c </i>may be located in different hotel rooms of a casino, the registration unit <b>26</b><i>a </i>located at the hotel's reception, and the network computer <b>22</b> located in a secure location of the hotel. In another scenario, the gaming system <b>10</b> may also include the authentication server <b>58</b> coupled to the network <b>12</b> via the network <b>40</b> and the data link <b>42</b>. These particular gaming systems can be used for “in-room gaming” in which a user can play wagering games via a gaming unit in the privacy of his or her own hotel room. Internet Gaming In yet another scenario, the gaming system <b>10</b> may include the website server <b>50</b>, the gaming server <b>52</b>, the gaming units <b>20</b><i>d </i>and <b>20</b><i>e</i>, and the registration unit <b>26</b><i>b</i>, coupled together via the network <b>40</b>. As an example, the gaming units <b>20</b><i>d </i>and <b>20</b><i>e </i>could be personal computers located in different residences, and the registration unit <b>26</b><i>b </i>may be located in a casino. Additionally, the website server <b>50</b> may be located at a company that operates a website, and the gaming server <b>52</b> may be located at a casino. These components may be operatively coupled together via the network <b>40</b>, which includes the Internet. In another example, the gaming system may additionally include the authentication server <b>58</b> operatively coupled to the network <b>40</b>. These particular gaming system can be used for “internet gaming” in which a user can play wagering games via a personal computer in the privacy of his or her own residence.
P-0061[0061] Overall Operation
P-0062[0062] During operation, a user could utilize one of the registration units <b>26</b> to register with a gaming service. The gaming service could facilitate playing various wagering games such as poker, blackjack, slots, bingo, keno, etc., via the gaming units <b>20</b>. FIG. 2 is a simplified flow diagram of one possible embodiment of a method of registering with a gaming service. At block <b>78</b>, a user may submit personal information such as name, date of birth, etc. At block <b>80</b>, at least some of the personal information may be verified. For example, if the registration unit <b>26</b> is located in a casino, an employee of the casino could verify the personal information by examining a driver's license, identity card, passport, etc. of the user.
P-0063[0063] At block <b>82</b>, the user may submit biometric data via the registration unit <b>26</b>. For example, if the registration unit <b>26</b> is coupled with a finger print scanning device, the finger print scanning device may scan the user's fingerprint and generate digital data representing the fingerprint. At block <b>84</b>, the personal information submitted at block <b>78</b> and the biometric data submitted at block <b>82</b> are stored. This information may be stored, for example, in a smart card, a memory, a database, etc. In gaming systems that include an authentication server <b>58</b>, the authentication server <b>58</b> may be configured to receive and store personal information and biometric data received from the registration units <b>26</b>.
P-0064[0064] Once registered with the gaming service, a user could “log on” via the gaming unit <b>20</b> and play a wagering game. FIG. 3 is a simplified flow diagram of one possible embodiment of a method of logging on to a gaming service operated on the gaming system <b>10</b>. At block <b>86</b>, the location of the gaming unit <b>20</b> to which a user is attempting to “log on” may be determined. For instance, if the gaming unit <b>20</b> includes a position sensing device, the location of the gaming unit <b>20</b> can be determined by examining position data generated by the position sensing device. At block <b>87</b>, it may be determined whether the location of the gaming unit <b>20</b> is in a location in which games to be played are permitted. For instance, wagering games are legal in only certain jurisdictions. Thus, if the gaming unit (for example, a lap top computer) is located in a jurisdiction in which wagering games are not legal, the user may not be permitted access to the games. As another example, it may be desired to permit a user to gamble with a mobile gaming unit <b>20</b> (e.g., a personal digital assistant with wireless connectivity) only within a building or set of buildings (e.g., a casino and hotel). Thus, if the gaming unit is brought outside the building (e.g., the parking lot), the user may not be permitted access to the games. Blocks <b>86</b> and <b>87</b> may be omitted if limiting access base on location is not desired.
P-0065[0065] At block <b>88</b>, a user may be prompted, by a gaming unit <b>20</b>, to submit biometric data. For example, in embodiments in which the gaming unit <b>20</b> is coupled with a finger print scanning device, the gaming unit <b>20</b> could display a screen or window that prompts the user to have their finger print scanned. At block <b>90</b>, the user may submit biometric data using the gaming unit <b>20</b>. In embodiments in which the gaming unit <b>20</b> is coupled with a finger print scanning device, the user's finger print may be scanned.
P-0066[0066] Then, at block <b>92</b>, the biometric data obtained at block <b>90</b> may be compared with biometric data, obtained previously (e.g., via a registration unit <b>26</b>), of registered users of the gaming service. In embodiments in which the gaming unit <b>20</b> is coupled with a finger print scanning device, the finger print data obtained at block <b>90</b> may be compared with finger print data of registered users. If the biometric data does not match, the user may not be permitted to play a game. If the biometric data does match a registered user, it may be determined, at block <b>94</b>, whether the user is permitted to play a game. For example, if the personal data, obtained previously (e.g., via a registration unit <b>26</b>), indicates that the user is too young to play a wagering game, the user may not be permitted to play. Similarly, if the user is on a “black list” of persons not permitted to play games of the gaming service, the user may not be permitted to play. At block <b>96</b>, the user may be permitted to play a game via the gaming unit <b>20</b>. Block <b>94</b> may be omitted if it is not desired to limit access in this way. For example, underage persons could be prevented from registering in the first place.
P-0067[0067] Registration Units
P-0068[0068] Each registration unit <b>26</b> may be disposed in a different location, such as a casino, a hotel, a notary public's office, etc. Typically, the registration units <b>26</b> are located in a controlled environment, such that there may be some level of assurance that data obtained via the registration unit <b>26</b> is accurate. As one example, a registration unit <b>26</b> may be located in a casino, and not operable by the general public. Rather, a casino employee can operate the registration unit <b>26</b>. If a person wishes to register with the gaming service, the casino employee can input personal information of the person using the registration unit <b>26</b> after verifying the information by, for example, examining a driver's license, identification card, passport, etc. Further, the casino employee can operate the registration unit <b>26</b> to obtain biometric data from the person. For example, if the registration unit includes a finger print scanning device, the casino employee can operate the registration unit <b>26</b> and instruct the person so as to obtain data representing the person's fingerprint.
P-0069[0069] In other embodiments, a user may submit personal information without supervision. The information may be verified by, for example, requesting the user mail a copy of a driver's license, passport, etc. In some embodiments, the personal information need not be verified.
P-0070[0070] Each registration unit may be either a smart terminal, such as a personal computer, a laptop computer, a personal digital assistant (PDA), etc., or a dumb terminal that does not include a controller. FIG. 4A is a block diagram of one possible embodiment of one of the registration units <b>26</b>. Although one of the registration units <b>26</b> is described below in connection with FIG. 4A, it should be understood that the structure of the registration units <b>26</b> may be different, and each of the registration units <b>26</b> may have a different design or structure than other registration units <b>26</b>.
P-0071[0071]FIG. 4A is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of a registration unit. The registration unit <b>100</b>A may include a controller <b>101</b> that may comprise a program memory <b>102</b>, a microcontroller or microprocessor (MP) <b>104</b>, a random-access memory (RAM) <b>106</b> and an input/output (I/O) circuit <b>108</b>, all of which may be interconnected via an address/data bus <b>110</b>. It should be appreciated that although only one microprocessor <b>104</b> is shown, the controller <b>101</b> may include multiple microprocessors <b>104</b>. Similarly, the memory of the controller <b>101</b> may include multiple RAMs <b>106</b> and multiple program memories <b>102</b>. Although the I/O circuit <b>108</b> is shown as a single block, it should be appreciated that the I/O circuit <b>108</b> may include a number of different types of I/O circuits. RAM(s) <b>104</b> and program memories <b>102</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
P-0072[0072] Program memory <b>102</b> may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus <b>110</b> shown schematically in FIG. 4A may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link <b>24</b>, <b>70</b> may be operatively coupled to the I/O circuit <b>108</b>.
P-0073[0073] The registration unit <b>100</b>A may include a display unit <b>112</b>, which may be any type of display unit such as a cathode-ray tube (CRT), a flat panel display, etc. Additionally, the registration unit <b>100</b>A may include one or more input devices <b>114</b> such as a keyboard, mouse, bar code scanner, smart card reader, a touch sensitive device associated with the display unit <b>112</b>, etc. Further, the registration unit <b>100</b>A may include a fingerprint scanning device <b>116</b> which may be any device capable of detecting the fingerprint of a person and generating digital data representing the fingerprint. The registration unit <b>100</b>A and the fingerprint scanning device <b>116</b> may be configured so that the fingerprint scanning device <b>116</b> may removable couple with the registration unit. Additionally, the fingerprint scanning device <b>116</b> may be integrated with the registration unit <b>100</b>A. In one specific embodiment, the fingerprint scanning device <b>116</b> may be integrated with a touch screen of the registration unit <b>100</b>A. Additionally, the registration unit <b>100</b>A may include a smart card reader/writer <b>117</b>.
P-0074[0074] Components <b>112</b>, <b>114</b>, <b>116</b>, and <b>117</b> may be operatively coupled to the I/O circuit <b>108</b>, and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components <b>112</b>, <b>114</b>, <b>116</b>, and <b>117</b> may be connected to the I/O circuit <b>108</b> via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in FIG. 4A may be connected to the I/O circuit <b>108</b> via a common bus or other data link that is shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>104</b> without passing through the I/O circuit <b>108</b>.
P-0075[0075]FIG. 4B is a block diagram of a second possible embodiment <b>100</b>B of a registration unit <b>26</b> (FIG. 1). Referring to FIG. 4B, the registration unit <b>100</b>B may be identical to the registration unit <b>100</b>A described above in connection with FIG. 4A, except that an eye scanning device <b>118</b> may be utilized instead of the fingerprint scanning device <b>116</b>. The eye scanner <b>118</b> may be any type of device that is capable of detecting a portion of the eye of a person, such as the iris or retina of a person's eye, and generating digital data representing an image of the eye or digital data representing physical characteristics of the eye.
P-0076[0076]FIG. 4C is a block diagram of a third possible embodiment <b>100</b>C of one of the registration unit <b>26</b> (FIG. 1). Referring to FIG. 4C, the registration unit <b>100</b>C may be identical to the registration unit <b>100</b>A described above in connection with FIG. 4A, except that a camera <b>120</b> may be utilized instead of the fingerprint scanner <b>116</b>. The camera <b>120</b>, which may be any type of camera or a combination of a camera and data-processing circuitry, may be used to generate a digital image of a portion of a person, such as a person's face.
P-0077[0077]FIG. 4D is a block diagram of a fourth possible embodiment <b>100</b>D of one of the registration unit <b>26</b> (FIG. 1). Referring to FIG. 4D, the registration unit <b>100</b>D may be identical to the registration unit <b>100</b>A described above in connection with FIG. 4A, except that a voice analyzer <b>122</b> and a microphone <b>124</b> may be utilized instead of the fingerprint scanner <b>116</b>. The microphone <b>124</b> may be used to generate a voice signal in response to detecting sound corresponding to one or more words spoken by a person. The voice signal could be provided to the voice analyzer <b>122</b>, which could be any type of device or circuit, such as the combination of a sampling and analog-to-digital converter circuit or a portion of a voice-recognition circuit, which may generate a digital voice signature or digital data representing the unique frequency characteristics of a person's voice. In some embodiments, the voice signal may be provided to an analog-to-digital converter, and the controller <b>101</b> may generate the digital voice signature or digital data representing the unique frequency characteristics of the person's voice.
P-0078[0078] Referring again to FIG. 1, it is to be understood that if the gaming system <b>10</b> includes a plurality of the registration units <b>26</b>, the registration units <b>26</b> may all be of the same type, or each registration unit <b>26</b> may be of a different type. For example, some registration units <b>26</b> may be of a type similar to those described with reference to FIGS. 4A-4D, while others may be of a different type.
P-0079[0079] Gaming Units
P-0080[0080] Each gaming unit <b>20</b> may be disposed in a different location, such as a hotel room, a restaurant, an airport, a person's home, etc. Each gaming unit <b>20</b> may be either a smart terminal, such as casino gaming unit, a video gambling machine, a computer-based kiosk, a personal computer, a laptop computer, a PDA, etc., or a dumb terminal that does not include a controller.
P-0081[0081]FIG. 5 is a perspective view of one possible embodiment of one or more of the gaming units <b>20</b>. It should be understood that the design of one or more of the gaming units <b>20</b> may be different than the design of other gaming units <b>20</b>. Some of the gaming units <b>20</b> may be any type of casino gaming unit and may have various different structures and methods of operation. For purposes of setting forth examples, various designs of the gaming units <b>20</b> are described below, but it should be understood that numerous other designs may be utilized.
P-0082[0082] Referring to FIG. 5, the casino gaming unit <b>20</b> may include a housing or cabinet <b>150</b> and one or more input devices, which may include a coin slot or acceptor <b>152</b>, a paper currency acceptor <b>154</b>, a ticket reader/printer <b>156</b> and a card reader and/or writer (hereinafter “card reader/writer”) <b>158</b>, which may be used to input value to the gaming unit <b>20</b>. A value input device may include any device that can accept value from a customer. As used herein, the term “value” may encompass gaming tokens, coins, paper currency, ticket vouchers, credit or debit cards, smart cards, and any other object representative of value.
P-0083[0083] If provided on the gaming unit <b>20</b>, the ticket reader/printer <b>156</b> may be used to read and/or print or otherwise encode ticket vouchers <b>160</b>. The ticket vouchers <b>160</b> may be composed of paper or another printable or encodable material and may have one or more of the following informational items printed or encoded thereon: the casino name, the type of ticket voucher, a validation number, a bar code with control and/or security data, the date and time of issuance of the ticket voucher, redemption instructions and restrictions, a description of an award, and any other information that may be necessary or desirable. Different types of ticket vouchers <b>160</b> could be used, such as bonus ticket vouchers, cash-redemption ticket vouchers, casino chip ticket vouchers, extra game play ticket vouchers, merchandise ticket vouchers, restaurant ticket vouchers, show ticket vouchers, etc. The ticket vouchers <b>160</b> could be printed with an optically readable material such as ink, or data on the ticket vouchers <b>160</b> could be magnetically encoded. The ticket reader/printer <b>156</b> may be provided with the ability to both read and print ticket vouchers <b>160</b>, or it may be provided with the ability to only read or only print or encode ticket vouchers <b>610</b>. In the latter case, for example, some of the gaming units <b>20</b> may have ticket printers <b>156</b> that may be used to print ticket vouchers <b>160</b>, which could then be used by a player in other gaming units <b>20</b> that have ticket readers <b>156</b>.
P-0084[0084] If provided, the card reader/writer <b>158</b> may include any type of card reading/writing device, such as a magnetic card reader/writer or an optical card reader/writer, and may be used to read data from and/or write data to a card offered by a player, such as a credit card, a smart card, a player tracking card, etc. If provided for player tracking purposes, the card reader/writer <b>158</b> may be used to read data from, and/or write data to, player tracking cards that are capable of storing data representing the identity of a player, the identity of a casino, the player's gaming habits, etc.
P-0085[0085] The gaming unit <b>20</b> may include one or more audio speakers <b>162</b>, a coin payout tray <b>164</b>, an input control panel <b>166</b>, and a color video display unit <b>170</b> for displaying images relating to the game or games provided by the gaming unit <b>20</b>. The audio speakers <b>162</b> may generate audio representing sounds such as the noise of spinning slot machine reels, a dealer's voice, music, announcements or any other audio related to a casino game. The input control panel <b>166</b> may be provided with a plurality of pushbuttons or touch-sensitive areas that may be pressed by a player to select games, make wagers, make gaming decisions, etc.
P-0086[0086]FIG. 5A illustrates one possible embodiment of the control panel <b>166</b>, which may be used where the gaming unit <b>20</b> may be a slot machine having a plurality of mechanical or “virtual” reels. Referring to FIG. SA, the control panel <b>166</b> may include a “See Pays” button <b>172</b> that, when activated, causes the display unit <b>170</b> to generate one or more display screens showing the odds or payout information for the game or games provided by the gaming unit <b>20</b>. As used herein, the term “button” is intended to encompass any device that allows a player to make an input, such as an input device that must be depressed to make an input selection or a display area that a player may simply touch. The control panel <b>166</b> may include a “Cash Out” button <b>174</b> that may be activated when a player decides to terminate play on the gaming unit <b>20</b>, in which case the gaming unit <b>20</b> may return value to the player, such as by returning a number of coins to the player via the payout tray <b>164</b>.
P-0087[0087] If the gaming unit <b>20</b> provides a slots game having a plurality of reels and a plurality of paylines which define winning combinations of reel symbols, the control panel <b>166</b> may be provided with a plurality of selection buttons <b>176</b>, each of which allows the player to select a different number of paylines prior to spinning the reels. For example, five buttons <b>176</b> may be provided, each of which may allow a player to select one, three, five, seven or nine paylines.
P-0088[0088] If the gaming unit <b>20</b> provides a slots game having a plurality of reels, the control panel <b>166</b> may be provided with a plurality of selection buttons <b>178</b> each of which allows a player to specify a wager amount for each payline selected. For example, if the smallest wager accepted by the gaming unit <b>20</b> is a quarter ($0.25), the gaming unit <b>20</b> may be provided with five selection buttons <b>178</b>, each of which may allow a player to select one, two, three, four or five quarters to wager for each payline selected. In that case, if a player were to activate the “5” button <b>176</b> (meaning that five paylines were to be played on the next spin of the reels) and then activate the “3” button <b>178</b> (meaning that three coins per payline were to be wagered), the total wager would be $3.75 (assuming the minimum bet was $0.25).
P-0089[0089] The control panel <b>166</b> may include a “Max Bet” button <b>180</b> to allow a player to make the maximum wager allowable for a game. In the above example, where up to nine paylines were provided and up to five quarters could be wagered for each payline selected, the maximum wager would be 45 quarters, or $11.25. The control panel <b>166</b> may include a spin button <b>182</b> to allow the player to initiate spinning of the reels of a slots game after a wager has been made.
P-0090[0090] In FIG. 5A, a rectangle is shown around the buttons <b>172</b>, <b>174</b>, <b>176</b>, <b>178</b>, <b>180</b>, <b>182</b>. It should be understood that that rectangle simply designates, for ease of reference, an area in which the buttons <b>172</b>, <b>174</b>, <b>176</b>, <b>178</b>, <b>180</b>, <b>182</b> may be located. Consequently, the term “control panel” should not be construed to imply that a panel or plate separate from the housing <b>150</b> of the gaming unit <b>20</b> is required, and the term “control panel” may encompass a plurality or grouping of player activatable buttons.
P-0091[0091] Although one possible control panel <b>166</b> is described above, it should be understood that different buttons could be utilized in the control panel <b>166</b>, and that the particular buttons used may depend on the game or games that could be played on the gaming unit <b>20</b>. Although the control panel <b>166</b> is shown to be separate from the display unit <b>170</b>, it should be understood that the control panel <b>166</b> could be generated by the display unit <b>170</b>. In that case, each of the buttons of the control panel <b>166</b> could be a colored area generated by the display unit <b>170</b>, and some type of mechanism may be associated with the display unit <b>170</b> to detect when each of the buttons was touched, such as a touch-sensitive screen.
P-0092[0092] The gaming unit <b>20</b> may also include, or be operatively coupled with, a biometric device (not shown in FIG. 5) for submitting biometric data. The biometric device may be, for example, a fingerprint scanning device, an eye scanning device, a facial recognition device, a voice recognition device, etc. The biometric device may include a mechanism for providing feedback to a user. For example, a fingerprint scanning device may include a light that goes on while a scan is taking place. As another example, a fingerprint scanning device may include a speaker that generates a “beep” when a scan is completed. In other embodiments, display unit <b>170</b> and/or audio speakers <b>162</b> may be used to provide feedback to a user regarding the biometric device. For example, when a fingerprint scan is completed, a message may be displayed on display <b>170</b>, or a sound generated by audio speakers <b>162</b>, indicating to the user that the scan has been completed.
P-0093[0093] In some embodiments, the gaming unit <b>20</b> may include a slot, port, connector, etc., (not shown in FIG. 5) configured to accept a biometric device. In these embodiments, a biometric device can be removably coupled to the gaming unit <b>20</b> via the slot, port, connector, etc. For instance, a biometric device configured to removably couple with a gaming unit <b>20</b> can be given to, registered to, sold to, rented to, etc., a user. Then, when a user desires to play a game on a gaming unit <b>20</b>, the user could “plug in” the biometric device to the gaming unit <b>20</b> and submit biometric data to gain access to games.
P-0094[0094] In one embodiment, a smart card may include a biometric device (e.g., a fingerprint scanner) for obtaining biometric data from a person, and the card reader/writer <b>158</b> could be configured to accept the smart card with the biometric device.
P-0095[0095] In other embodiments, the biometric device <b>116</b> may be integrated with the gaming unit <b>20</b>. For example, a fingerprint scanning device may be integrated with a touch screen, a keyboard, a button, a handle, etc., of the gaming unit <b>20</b>. In one embodiment, a fingerprint scanning device may be integrated with a button, area of a touch screen, area of a control panel, handle, etc., corresponding to a “spin,” “deal,” “hit,” “play,” etc., selection on the gaming unit <b>20</b>.
P-0096[0096] In some embodiments, submission of biometric data may correspond to a player's choice to play a game. For example, if a fingerprint scanner is integrated with a button, area of a touch screen, area of a control panel, a handle, etc. corresponding to a spin selection for a reel-type game, submission to a fingerprint scan may indicate the user's choice to spin.
P-0097[0097] Further, the gaming unit <b>20</b> may include, or be operatively coupled with, a location device (not shown in FIG. 5) that generates data indicating its location. The location device could be, for example, a GPS device, a Loran-C device, etc. In some embodiments, the gaming unit <b>20</b> may include a slot, port, connector, etc., (not shown in FIG. 5) configured to accept a location device. In these embodiments, a location device can be removably coupled to the gaming unit <b>20</b> via the slot, port, connector, etc. For instance, a location device configured to removably couple with a gaming unit <b>20</b> can be given to, registered to, sold to, rented to, etc., a user. Then, when a user desires to play a game on a gaming unit <b>20</b>, the user could “plug in” the location device to the gaming unit <b>20</b> to gain access to games.
P-0098[0098] Gaming Unit Electronics
P-0099[0099]FIG. 6 is a block diagram of a number of components that may be incorporated in the gaming unit <b>20</b>. Referring to FIG. 6, the gaming unit <b>20</b> may include a controller <b>200</b> that may comprise a program memory <b>202</b>, a microcontroller or microprocessor (MP) <b>204</b>, a random-access memory (RAM) <b>206</b> and an input/output (I/O) circuit <b>208</b>, all of which may be interconnected via an address/data bus <b>210</b>. It should be appreciated that although only one microprocessor <b>204</b> is shown, the controller <b>200</b> may include multiple microprocessors <b>204</b>. Similarly, the memory of the controller <b>200</b> may include multiple RAMs <b>206</b> and multiple program memories <b>202</b>. Although the I/O circuit <b>208</b> is shown as a single block, it should be appreciated that the I/O circuit <b>208</b> may include a number of different types of I/O circuits. The RAM(s) <b>204</b> and program memories <b>202</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
P-0100[0100] Program memory <b>202</b> may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus <b>210</b> shown schematically in FIG. 6 may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link <b>24</b>, <b>64</b>, <b>66</b> may be operatively coupled to the I/O circuit <b>208</b>.
P-0101[0101]FIG. 6 illustrates that the control panel <b>166</b>, the coin acceptor <b>152</b>, the bill acceptor <b>154</b>, the card reader/writer <b>158</b> the ticket reader/printer <b>156</b>, and the display device <b>170</b> may be operatively coupled to the I/O circuit <b>208</b>, each of those components being so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. The speaker(s) <b>162</b> may be operatively coupled to a sound circuit <b>212</b>, that may comprise a voice- and sound-synthesis circuit or that may comprise a driver circuit. The sound-generating circuit <b>212</b> may be coupled to the I/O circuit <b>208</b>. Additionally, a biometric device <b>214</b> and a position sensing device <b>216</b> each may be operatively coupled to the I/O circuit <b>208</b>, each of those components being so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used.
P-0102[0102] As shown in FIG. 6, the components <b>152</b>, <b>154</b>, <b>156</b>, <b>158</b>, <b>166</b>, <b>170</b>, <b>212</b>, <b>214</b>, and <b>216</b> may be connected to the I/O circuit <b>208</b> via a respective direct line or conductor. Different connection schemes could be used. For example, one or more of the components shown in FIG. 6 may be connected to the I/O circuit <b>208</b> via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>204</b> without passing through the I/O circuit <b>208</b>.
P-0103[0103] Other Types of Gaming Units
P-0104[0104] It is to be understood that the gaming units <b>20</b> may be of the same type or each may be of different types. Generally, the location at which the gaming unit <b>20</b> may be used may be a factor in selecting the type of gaming unit. For example, a gaming unit <b>20</b> of a type similar to that described with reference to FIG. 5 may be desirable for some locations (e.g., a casino, an airport, an off-track betting facility, etc.) but may not be desirable for others (e.g., a private residence, a hotel room, a restaurant, etc.). Some types may include many components, such as components <b>152</b>, <b>154</b>, <b>156</b>, <b>158</b>, <b>162</b>, <b>166</b>, <b>170</b>, <b>212</b>, <b>214</b>, and <b>216</b>, while other types may include a lesser number of components. For instance, some gaming units <b>20</b> may be designed to be free-standing and include many components, while others may be designed for a desk top or counter top and include only a few components. In one specific example, a gaming unit <b>20</b> may be a personal computer.
P-0105[0105] Some gaming units <b>20</b> may be of a type similar to the registration units <b>26</b> described with reference to FIGS. 4A-4D. Further, some gaming units <b>20</b> may be identical, or substantially identical, to the registration units <b>26</b>. Moreover, some gaming units <b>20</b> may also serve as registration units <b>26</b>.
P-0106[0106] Authentication Server
P-0107[0107]FIG. 7 is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of an authentication server. The authentication server <b>58</b> may include a controller <b>301</b> that may comprise a program memory <b>302</b>, a microcontroller or microprocessor (MP) <b>304</b>, a random-access memory (RAM) <b>306</b> and an input/output (I/O) circuit <b>308</b>, all of which may be interconnected via an address/data bus <b>310</b>. It should be appreciated that although only one microprocessor <b>304</b> is shown, the controller <b>301</b> may include multiple microprocessors <b>304</b>. Similarly, the memory of the controller <b>301</b> may include multiple RAMs <b>306</b> and multiple program memories <b>302</b>. Although the I/O circuit <b>308</b> is shown as a single block, it should be appreciated that the I/O circuit <b>308</b> may include a number of different types of I/O circuits. RAM(s) <b>304</b> and program memories <b>302</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
P-0108[0108] Program memory <b>302</b> may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus <b>310</b> shown schematically in FIG. 7 may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link <b>60</b> may be operatively coupled to the I/O circuit <b>308</b>. Although only one network data link <b>60</b> is shown, it is to be understood the authentication server <b>58</b> may be coupled to multiple network data links.
P-0109[0109] The authentication server <b>58</b> may include a display unit <b>312</b>, which may be any type of display unit such as a cathode-ray tube (CRT), a flat panel display, etc. Additionally, the authentication server <b>58</b> may include one or more input devices <b>314</b> such as a keyboard, mouse, etc. Also, the authentication server <b>58</b> may include a server operating system.
P-0110[0110] Components <b>312</b>, <b>314</b>, may be operatively coupled to the I/O circuit <b>308</b>, and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components <b>312</b>, <b>314</b>, may be connected to the I/O circuit <b>308</b> via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in FIG. 7 may be connected to the I/O circuit <b>308</b> via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>304</b> without passing through the I/O circuit <b>308</b>.
P-0111[0111] Additionally, the authentication server <b>58</b> may be operatively coupled to a registration database (not shown) via a data link <b>316</b>. Data link <b>316</b> may be operatively coupled with the I/O circuit <b>308</b> via a dedicated link <b>316</b>, or different connection schemes could be used. For example, the data link <b>316</b> may be a common bus or other data link that shared by a number of components, and/or shared with data link <b>60</b>. Furthermore, the data link <b>316</b> may be directly connected to the microprocessor <b>304</b> without passing through the I/O circuit <b>308</b>.
P-0112[0112] Website Server
P-0113[0113]FIG. 8 is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of an authentication server. The website server <b>50</b> may include a controller <b>351</b> that may comprise a program memory <b>352</b>, a microcontroller or microprocessor (MP) <b>354</b>, a random-access memory (RAM) <b>356</b> and an input/output (I/O) circuit <b>358</b>, all of which may be interconnected via an address/data bus <b>360</b>. It should be appreciated that although only one microprocessor <b>354</b> is shown, the controller <b>351</b> may include multiple microprocessors <b>354</b>. Similarly, the memory of the controller <b>351</b> may include multiple RAMs <b>356</b> and multiple program memories <b>352</b>. Although the I/O circuit <b>358</b> is shown as a single block, it should be appreciated that the I/O circuit <b>358</b> may include a number of different types of I/O circuits. RAM(s) <b>354</b> and program memories <b>352</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
P-0114[0114] Program memory <b>352</b> may be a ROM, or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus <b>360</b> shown schematically in FIG. 8 may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link <b>56</b> is operatively coupled to the I/O circuit <b>358</b>. Although only one network data link <b>56</b> is shown, it is to be understood the website server <b>50</b> may be coupled to multiple network data links.
P-0115[0115] The website server <b>50</b> may include a display unit <b>362</b>, which may be any type of display unit such as a CRT, a flat panel display, etc. Additionally, the website server <b>50</b> may include one or more input devices <b>364</b> such as a keyboard, mouse, etc. Also, the website server <b>50</b> may include a server operating system.
P-0116[0116] Components <b>362</b>, <b>364</b>, may be operatively coupled to the I/O circuit <b>358</b>, and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components <b>362</b>, <b>364</b>, may be connected to the I/O circuit <b>358</b> via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in FIG. 8 may be connected to the I/O circuit <b>358</b> via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>354</b> without passing through the I/O circuit <b>358</b>.
P-0117[0117] Gaming Servers
P-0118[0118] Although one possible embodiment of one of the gaming server <b>52</b> is described below in connection with FIG. 9, it should be understood that, if multiple gaming servers <b>52</b> are employed, the structure of the gaming servers <b>52</b> could be different than that described and that each gaming server <b>52</b> could have a different structure.
P-0119[0119]FIG. 9 is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of a gaming server. The gaming server <b>52</b> may include a controller <b>401</b> that may comprise a program memory <b>402</b>, a microcontroller or microprocessor (MP) <b>404</b>, a random-access memory (RAM) <b>406</b> and an input/output (I/O) circuit <b>408</b>, all of which may be interconnected via an address/data bus <b>410</b>. It should be appreciated that although only one microprocessor <b>404</b> is shown, the controller <b>401</b> may include multiple microprocessors <b>404</b>. Similarly, the memory of the controller <b>401</b> may include multiple RAMs <b>406</b> and multiple program memories <b>402</b>. Although the I/O circuit <b>408</b> is shown as a single block, it should be appreciated that the I/O circuit <b>408</b> may include a number of different types of I/O circuits. RAM(s) <b>404</b> and program memories <b>402</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
P-0120[0120] Program memory <b>402</b> may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus <b>410</b> shown schematically in FIG. 9 may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link <b>54</b> may be operatively coupled to the I/O circuit <b>408</b>. Although only one network data link <b>54</b> is shown, it is to be understood that the gaming server <b>52</b> may be coupled to multiple network data links.
P-0121[0121] The gaming server <b>52</b> may include a display unit <b>412</b>, which may be any type of display unit such as a CRT, a flat panel display, etc. Additionally, the gaming server <b>52</b> may include one or more input devices <b>414</b> such as a keyboard, mouse, etc. Also, the gaming server <b>52</b> may include a server operating system.
P-0122[0122] Components <b>412</b>, <b>414</b>, may be operatively coupled to the I/O circuit <b>408</b>, and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components <b>412</b>, <b>414</b>, may be connected to the I/O circuit <b>408</b> via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in FIG. 9 may be connected to the I/O circuit <b>408</b> via a common bus or other data link that is shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>404</b> without passing through the I/O circuit <b>408</b>.
P-0123[0123] Network Computer
P-0124[0124]FIG. 10 is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of a network computer. The network computer <b>22</b> may include a controller <b>451</b> that may comprise a program memory <b>452</b>, a microcontroller or microprocessor (MP) <b>454</b>, a random-access memory (RAM) <b>456</b> and an input/output (I/O) circuit <b>458</b>, all of which may be interconnected via an address/data bus <b>460</b>. It should be appreciated that although only one microprocessor <b>454</b> is shown, the controller <b>451</b> may include multiple microprocessors <b>454</b>. Similarly, the memory of the controller <b>451</b> may include multiple RAMs <b>456</b> and multiple program memories <b>452</b>. Although the I/O circuit <b>458</b> is shown as a single block, it should be appreciated that the I/O circuit <b>458</b> may include a number of different types of I/O circuits. RAM(s) <b>454</b> and program memories <b>452</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
P-0125[0125] Program memory <b>452</b> may be a ROM, or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus <b>460</b> shown schematically in FIG. 10 may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link <b>24</b> may be operatively coupled to the I/O circuit <b>458</b>. Although only one network data link <b>24</b> is shown, it is to be understood the network computer <b>22</b> may be coupled to multiple network data links.
P-0126[0126] The network computer <b>22</b> may include a display unit <b>462</b>, which may be any type of display unit such as a CRT, a flat panel display, etc. Additionally, the network computer <b>22</b> may include one or more input devices <b>464</b> such as a keyboard, mouse, etc.
P-0127[0127] Components <b>462</b>, <b>464</b>, may be operatively coupled to the I/O circuit <b>458</b>, and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components <b>462</b>, <b>464</b>, may be connected to the I/O circuit <b>458</b> via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in FIG. 10 may be connected to the I/O circuit <b>458</b> via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>454</b> without passing through the I/O circuit <b>458</b>.
P-0128[0128] Registration Unit Operation
P-0129[0129] One manner in which a registration unit <b>26</b> may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories <b>102</b>, <b>106</b> of the registration unit <b>100</b>A, <b>100</b>B, <b>100</b>C, or <b>100</b>D (FIGS. 4A-4D). The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories <b>102</b>, <b>106</b> are physically and/or structurally configured in accordance with computer program instructions. Additionally, it is to be understood that the computer program portions or routines may be implemented via display data (e.g., web pages, etc.) supplied to a registration unit <b>26</b>, for example, by the network computer <b>22</b>, the website server <b>50</b>, or the authentication server <b>58</b> (FIG. 1).
P-0130[0130]FIG. 11 is a flowchart of one possible embodiment of an operation software routine <b>500</b> that may be performed by a registration unit <b>26</b>. The flowchart will be described with reference to FIGS. 1, 4A, and <b>12</b>. At block <b>502</b>, a user may be prompted to enter personal data. As one example, a registration display could be displayed on display unit <b>112</b>. One example of a registration display <b>520</b> that could be displayed on display unit <b>112</b> is shown in FIG. 12. Registration display <b>520</b> could include a data entry box <b>522</b> for entry of the first name of a person wishing to register, a data entry box <b>524</b> for entry of the last name of the person, a data entry box <b>526</b> for entry of the date of birth of the person, a data entry box <b>528</b> for entry of a credit card number of the person, and a data entry box <b>530</b> for entry of the credit card's expiration date. The registration display <b>520</b> could also include a submit button <b>532</b> which can be used by the user to submit the data. The registration display <b>520</b> could be generated by software running on the registration unit <b>100</b>A. Also, the registration display <b>520</b> could be received as display data (e.g., as a web page) from, for example, the network computer <b>22</b>, the website server <b>50</b>, or the authentication server <b>58</b> (FIG. 1).
P-0131[0131] Other personal data that may be obtained via a registration display such as registration display <b>520</b> could include a desired login id, a password, a mailing address, an email address, a phone number, etc.
P-0132[0132] In other embodiments, some or all of the information asked for in the example registration display <b>520</b> could be read from a smart card of the person provided any of this information is stored on the smart card.
P-0133[0133] At block <b>504</b>, it may be determined whether the personal data has been received. If no, the routine may branch back to block <b>502</b> to await, or prompt the user, for further personal data. At block <b>508</b>, the user may be prompted to submit biometric data. For the registration units <b>26</b> that include a fingerprint scanner, such as registration unit <b>100</b>A of FIG. 4A, a display could be displayed on display unit <b>112</b> that asks user to put a finger on the fingerprint scanner. Such a display could be generated by software running on the registration unit <b>100</b>A. Also, the registration display <b>520</b> could be received as display data (e.g., as a web page) from, for example, the network computer <b>22</b> (FIG. 1), or the website server <b>50</b> (FIG. 1).
P-0134[0134] At block <b>510</b> it may be determined whether the biometric data has been received. For registration units <b>26</b> that include a fingerprint scanner, such as registration unit <b>100</b>A of FIG. 4A, controller <b>101</b> could determine whether data representative of a fingerprint had been received from fingerprint scanner <b>116</b>. If the biometric has not been received, the routine may branch back to wait for the data.
P-0135[0135] The personal data and/or biometric data can be encrypted, or a digital signature can be applied to the data, at block <b>512</b>. This would help to ensure that the data came from a reliable source, and thus help to increase the security of the overall system. This block may be omitted if desired. The biometric data could be encrypted, or a digital signature could be applied to it, by the controller <b>101</b>, the biometric device (e.g., fingerprint scanning device <b>116</b> (FIG. 4A), eye scanning device <b>118</b> (FIG. 4B), etc.), or some other device, and can be implemented via software, firmware, hardware, or some combination thereof.
P-0136[0136] At block <b>514</b>, the biometric data and the personal data are stored. The data can be stored, for example, in memory (e.g., a hard disk) of the registration unit <b>26</b>. In embodiments that include a smart card reader/writer <b>117</b>, the data can be stored on a smart card. In embodiments that include a network computer <b>22</b>, the data can be transmitted to the network computer <b>22</b> for storage. The data may be transmitted, for example, via the network data link <b>24</b>. In embodiments that include an authentication server <b>58</b>, the data can be transmitted to the authentication server <b>58</b> for storage. The data may be transmitted, for example, via the network data links <b>24</b> or <b>70</b>, the network <b>40</b>, and the network data link <b>60</b>. It is to be understood that the data need not be stored in one location. For example, in embodiments that include a network computer <b>22</b>, the data could be stored at the registration unit <b>26</b> and transmitted to the network <b>22</b> for storage. Also, the biometric data and some of the personal data could be stored at the registration unit <b>26</b>, and some or all of the personal data could be transmitted to the network computer <b>22</b> for storage.
P-0137[0137] It is to be understood that the operations represented by the blocks of FIG. 11 need not be performed at one time, or by one registration unit <b>26</b>. For example, a user could submit personal data (blocks <b>502</b> and <b>504</b>) at a first time. Then, at a later time, the user could submit the biometric data (blocks <b>508</b> and <b>510</b>). In this example, steps <b>512</b> and <b>514</b> could be performed twice: once for the personal data and once for the biometric data.
P-0138[0138] As another example, a user could submit personal data (blocks <b>502</b> and <b>504</b>) from a personal computer (registration unit) at the user's residence, via a website served by the website server <b>50</b> or the authentication server <b>58</b> (FIG. 1). Then, the website could instruct the user to go to a specific location (e.g., a casino) to submit biometric data. At a later time, the user could visit the specified location to submit the biometric data. If at a casino, a casino employee could verify the identity of the person, verify the personal data previously submitted by the person, and then operate a registration unit <b>26</b> to obtain the person's biometric data (blocks <b>508</b> and <b>510</b>) and transmit it to the authentication server <b>58</b> (block <b>514</b>).
P-0139[0139]FIG. 13 is a flowchart of one possible embodiment of an operation software routine <b>550</b> that may be performed by a registration unit <b>100</b>A (FIG. 4A) to obtain a fingerprint scan of a user. The routine <b>550</b> may be part of a computer program, which may be stored in the program memory <b>102</b> (FIG. 4A) of any of the registration units <b>26</b> (FIG. 1), that controls the operation of the registration units <b>26</b> to generate biometric data related to a person. The routine <b>550</b> may be used by the registration units <b>100</b>A (FIG. 4A) having, or configured to operatively couple with, fingerprint scanning devices <b>116</b> described above in connection with FIG. 4A. Similar routines may be used with the registration units <b>100</b>B-<b>100</b>D (FIGS. 4B-4D). The routine <b>550</b> may attempt to generate digital data that uniquely represents the physical characteristics of a person, such as a person's fingerprint, and thus uniquely identifies the person.
P-0140[0140] At block <b>552</b>, the controller <b>101</b> of the registration unit <b>100</b>A may cause the display unit <b>112</b> to display a visual message that prompts the user to place his or her finger on a scanner of fingerprint scanning device <b>116</b>, for example. At block <b>554</b>, the fingerprint scanning device <b>116</b> may scan the person's fingerprint and generate digital data representing the person's fingerprint, as described above. At block <b>556</b>, the digital data representing the person's fingerprint may be stored, for example, in the memory <b>106</b> of the registration unit <b>100</b>A.
P-0141[0141] Blocks <b>552</b>-<b>556</b> may be repeated a number of times, if desired, to generate digital data representing a composite fingerprint scan, which may be generated by averaging each set of digital fingerprint data, for example. Performing multiple scans may increase the reliability and/or accuracy of the scan data. If multiple scans are not used, the operation represented by blocks <b>558</b> and <b>560</b> may be omitted.
P-0142[0142] If multiple scans are used to generate data representing a composite scan, at block <b>558</b> the controller <b>101</b> may determine whether all of the scans have been made. That determination may be made, for example, simply by determining whether a predetermined number of scans has been made, such as five scans. If all of the scans have not been made, the program may branch back to block <b>552</b> so that another scan may be performed. If all the scans have been made, the controller <b>101</b> may determine a composite scan based on all the scans made, such as by averaging the digital data for each scan. Such an average could be made, for example, by averaging the pixel intensity of each set of scan data on a pixel-by-pixel basis.
P-0143[0143] Although the enrollment routine <b>550</b> has been described above in connection with the fingerprint scanning device <b>116</b> of FIG. 4A, it should be understood that the same or a similar routine could be used to “train” the system to recognize other unique physical characteristics of a person, such as a person's eye, face or voice as described above.
P-0144[0144] For example, if the routine <b>550</b> is used in connection with the registration unit <b>100</b>A having the voice analyzer <b>122</b> and the microphone <b>124</b> (FIG. 4D), at block <b>554</b>, instead of performing a scan of a person's fingerprint, the person may speak into the microphone <b>124</b>, and the voice analyzer <b>122</b> may generate a set of digital data represented the spoken word or words. That digital voice data may be treated and processed by the routine <b>550</b> in the same (or a similar) manner as the digital fingerprint data as described above.
P-0145[0145] In other embodiments, a person may be prompted to scan multiple fingers, and/or to provide different types of biometric data. For example, a person may be prompted to submit one or more fingerprint scans and a retinal scan. One of ordinary skill in the art will recognize many possible variations.
P-0146[0146] Gaming Unit Operation
P-0147[0147] One manner in which a gaming unit <b>20</b> may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories <b>202</b>, <b>206</b> of the gaming unit <b>20</b>. The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories <b>202</b>, <b>206</b> are physically and/or structurally configured in accordance with computer program instructions. Additionally, it is to be understood that the computer program portions or routines may be implemented via web pages supplied to a gaming unit <b>20</b> by, for example, the network computer <b>22</b>, the website server <b>50</b>, the gaming server <b>52</b>, or the authentication server <b>58</b> (FIG. 1).
P-0148[0148] Main Routine
P-0149[0149]FIG. 14 is a flowchart of one possible embodiment of an operation software routine <b>600</b> that may be performed by a gaming unit <b>20</b>, and will be described with reference to FIG. 1. At block <b>602</b>, data may be obtained including personal data of the user. This data may include, for example, a name, a login id, etc. The data may be obtained, for example, by prompting the user to submit the data via a keyboard or touch screen. In embodiments of gaming units <b>20</b> that include a smart card reader/writer, the data may be obtained from a smart card inserted by the user. The data obtained at block <b>602</b> may be used, for example, to locate, in a database, the biometric data that the user submitted while registering for the gaming service. Block <b>602</b> is optional and may be omitted if desired.
P-0150[0150] At block <b>604</b>, data may be obtained from the user including biometric data. Examples of techniques for obtaining biometric data, personal data, and location data will be described below. At block <b>606</b>, data related to the location of the gaming unit <b>20</b> may be obtained. Block <b>606</b> is optional and may be omitted if desired.
P-0151[0151] In embodiments that employ positioning data, at block <b>608</b>, it may be determined whether the position data obtained at block <b>606</b> indicates that the gaming unit <b>20</b> is in a location in which playing games via the gaming system <b>10</b> is permitted. If no, the routine may branch back to block <b>602</b>. If the location is permitted, the routine may proceed to block <b>610</b>; In some embodiments, block <b>608</b> may be implemented at the gaming unit <b>20</b>. In other embodiments, block <b>608</b> may be implemented in conjunction with the authentication server <b>58</b>. For example, the gaming unit <b>20</b> may transmit the position data to the authentication server <b>58</b>. Then, the authentication server <b>58</b> may determine whether the location of the gaming unit is a permitted location. Next, the authentication server <b>58</b> may transmit a message to the gaming unit <b>20</b> that indicates whether the position is permitted. Similarly, block <b>608</b> may be implemented in conjunction with the network computer <b>22</b>, the gaming server <b>52</b>, the website server <b>50</b>, etc.
P-0152[0152] At block <b>610</b>, the biometric data obtained at block <b>604</b> may be compared with biometric data previously obtained during registration to determine if it matches. In some embodiments, block <b>610</b> may be implemented at the gaming unit <b>20</b>. For example, the gaming unit <b>20</b> could be operatively coupled with a smart card reader/writer. In this example, the user could insert into the smart card reader/writer a smart card that included a registered user's biometric data. Then, the gaming unit <b>20</b> could compare the biometric data obtained at block <b>604</b> with the biometric data of the registered user stored on the smart card.
P-0153[0153] Additionally, block <b>610</b> could be implemented in conjunction with the authentication server <b>58</b>. For example, the gaming unit <b>20</b> may transmit the biometric data obtained at block <b>604</b> to the authentication server <b>58</b>. Then, the authentication server <b>58</b> can determine whether the received biometric data matches biometric data of a registered user. Next, the authentication server <b>58</b> may transmit a message to the gaming unit <b>20</b> that indicates whether the user is permitted to play a game. Similarly, block <b>610</b> may be implemented in conjunction with the network computer <b>22</b>, the gaming server <b>52</b>, the website server <b>50</b>, etc.
P-0154[0154] If at block <b>610</b> it may be determined that the biometric data obtained at block <b>604</b> matches that of a registered user, control may pass to block <b>612</b>. Otherwise, control may pass to block <b>602</b>. At block <b>612</b>, the user may be provided access to play a game on the gaming system <b>10</b>.
P-0155[0155] At block <b>606</b>, the authentication server <b>58</b> may or may not grant the user access to the gaming service in response to the data transmitted at block <b>604</b>. If the authentication server <b>58</b> does not grant access, the routine may return to block <b>602</b> to await new data.
P-0156[0156] Obtain Biometric Data
P-0157[0157]FIG. 15 is a flowchart of one possible embodiment of an operation software routine <b>620</b> that may be performed by a gaming unit <b>20</b>. The routine <b>620</b> can be used to obtain data from a user in order to authenticate the user, and will be described with reference to FIGS. 1 and 6. At block <b>622</b>, a user may be prompted to enter personal data. As one example, the user could be prompted, via display unit <b>170</b>, to enter personal data (e.g., a logon id, a last name, etc.) that can be used to identify a record of a registered user. Such a display could be generated by software running on the gaming unit <b>20</b>. Also, the registration display <b>520</b> could be received as display data (e.g., as a web page) from, for example, the network computer <b>22</b>, the website server <b>50</b>, the authentication server <b>58</b> (FIG. 1), etc.
P-0158[0158] At block <b>624</b>, it may be determined whether the personal data has been received. If no, the routine may branch back to block <b>622</b> to await, or prompt the user, for further personal data. At block <b>626</b>, the user may be prompted to submit biometric data. For gaming units that include a fingerprint scanner, such as the gaming unit <b>20</b> of FIG. 6, a display could be displayed on display unit <b>170</b> that asks user to put a finger on the fingerprint scanner. Such a display could be generated by software running on the gaming unit <b>20</b>. Also, the display could be received as display data (e.g., as a web page) from, for example, the network computer <b>22</b>, the website server <b>50</b>, the authentication server <b>58</b> (FIG. 1), etc.
P-0159[0159] At block <b>628</b> it may be determined whether the biometric data has been received. For gaming units that include a fingerprint scanner, such as the gaming unit <b>20</b> of FIG. 6, controller <b>200</b> could determine whether data representative of a fingerprint had been received from the fingerprint scanner. If the biometric data has not been received, the routine may branch back to wait for the data.
P-0160[0160] The personal data and/or biometric data can be encrypted, or a digital signature can be applied to the data, at block <b>630</b>. This would help to ensure that the data came from a reliable source, and thus help to increase the security of the overall system. This block may be omitted if desired. The biometric data could be encrypted, or a digital signature could be applied to it, by the controller <b>200</b>, the biometric device <b>214</b>, or some other device, and can be implemented via software, firmware, hardware, or some combination thereof.
P-0161[0161] It is to be understood that, in some embodiments, personal data obtained at block <b>622</b> may not be needed for authentication. For example, authentication can be accomplished using only biometric data. Thus, blocks <b>622</b> and <b>624</b> can be omitted, and at block <b>612</b>, only biometric data may be transmitted to the authentication server <b>58</b>. Also, as will be described below, a user may be required to authenticate him or herself several times while playing a game. In these examples, the personal data obtained at blocks <b>622</b> and <b>624</b> need only be obtained once. Thus, in operation, blocks <b>622</b> and <b>624</b> may be performed once during the playing of a game, and omitted in subsequent authentications during the game.
P-0162[0162] Obtain Location Data
P-0163[0163]FIG. 16 is a flowchart of one possible embodiment of an operation software routine <b>650</b> that may be performed by a gaming unit <b>20</b>. The routine <b>650</b> can be used to obtain information regarding the location of the gaming unit <b>20</b>, and will be described with reference to FIGS. 1 and 6. It is to be understood that, in some embodiments, the routine <b>650</b>, or a similar routine, need not be implemented. For instance, in some embodiments, authentication of the location of the gaming unit <b>20</b> may not be needed. In other embodiments, location of the gaming unit <b>20</b> can be obtained by means that do not employ a location system operatively coupled with the gaming unit <b>20</b>, an example of which will be described below.
P-0164[0164] At block <b>652</b>, the gaming unit <b>20</b> obtains location data from the location sensing device <b>216</b>. At block <b>654</b>, the location data may be encrypted, or a digital signature may be applied to it. This would help to ensure that the location data came from a reliable source, and thus help to increase the security of the overall system. This block may be omitted if desired. Block <b>654</b> can be implemented, for example, by the controller <b>200</b>, the location sensing device <b>216</b>, or some other device, and can be implemented via software, firmware, hardware, or some combination thereof.
P-0165[0165] Authentication Server Operation
P-0166[0166] One manner in which the authentication server <b>58</b> may operate is describe below in connection with flowcharts that represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories <b>302</b>, <b>306</b> of the authentication server controller <b>301</b>. The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories <b>302</b>, <b>306</b> are physically and/or structurally configured in accordance with computer program instructions.
P-0167[0167] Register User
P-0168[0168] The manner of operation described below will be described with reference to FIGS. 1 and 7. FIG. 17 is a flowchart of one possible embodiment of an operation software routine <b>700</b> that may be performed by the authentication server <b>58</b>. The routine <b>700</b> can be used to register a user who desires to play games via a gaming system.
P-0169[0169] At block <b>702</b>, the authentication server <b>58</b> receives the personal data and biometric data transmitted by a registration unit <b>26</b>. It is to be understood that the personal data and biometric data need not be received at the same time, or from only one registration unit <b>26</b>. Rather, as described previously, the authentication server <b>58</b> can receive the data at multiple points in time, and can receive the data from multiple registration units <b>26</b>.
P-0170[0170] In embodiments in which the personal data and/or biometric data has been encrypted, and/or a digital signature applied to it, the authentication server <b>58</b>, at block <b>704</b>, can decrypt the data and/or examine the digital signature to help determine if the data was received from a reliable source or sources. Block <b>704</b> can be implemented, for example, by the controller <b>301</b> or some other device, and can be implemented via software, firmware, hardware, or some combination thereof.
P-0171[0171] If at block <b>704</b>, it may be determined that the received data is not authentic, the authentication server <b>58</b> may, at block <b>706</b>, transmit a failure message to the registration unit or units <b>26</b> from which the data was received. The failure message may indicate that the authentication server <b>58</b> was unable to register the user, and may also indicate that it could not authenticate the data.
P-0172[0172] If, at block <b>704</b>, it may be determined that the personal data and/or biometric data is authentic, then the flow may proceed to block <b>708</b>. In other embodiments, blocks <b>704</b> and <b>706</b> can be omitted. For example, blocks <b>704</b> and <b>706</b> can be omitted if the personal data and biometric data are not encrypted, or a digital signature is not applied to the data, prior to its receipt by the authentication server <b>58</b>.
P-0173[0173] At block <b>708</b>, the received personal data and biometric data are stored in the registration database. The registration database can be any type of suitable database such as a commercially available database from Oracle, Sybase, Microsoft, IBM, etc. It is to be understood that the personal data and biometric data need not be received and stored at the same time. For example, the personal data may be received at one time and the biometric data may be received at a later time. In this example, the personal data can be stored first, and the biometric data can be stored later, after it is received.
P-0174[0174] Check Location
P-0175[0175] The manner of operation described below will be described with reference to FIGS. 1 and 7. FIG. 18 is a flowchart of one possible embodiment of an operation software routine <b>750</b> that may be performed by the authentication server <b>58</b>. The routine <b>750</b> can be used to determine whether the location of the gaming unit is a location at which playing games via the gaming system is permitted.
P-0176[0176] At block <b>752</b>, the authentication server <b>58</b> receives data indicative of the location of a gaming unit. The location data can be, for example, an internet protocol (IP) address, location data from a positioning device coupled with the gaming unit, etc.
P-0177[0177] In embodiments in which location data has been encrypted, and/or a digital signature applied to it, the authentication server <b>58</b>, at block <b>754</b>, can decrypt the data and/or examine the digital signature to help determine if the data was received from a reliable source or sources. Block <b>754</b> can be implemented, for example, by the controller <b>301</b> or some other device, and can be implemented via software, firmware, hardware, or some combination thereof.
P-0178[0178] If at block <b>754</b>, it may be determined that the received data is not authentic, the authentication server <b>58</b> may, at block <b>756</b>, transmit a denial message to the gaming unit. The denial message may indicate, for example, that the authentication server <b>58</b> determined that the location data was not authentic.
P-0179[0179] If, at block <b>754</b>, it may be determined that the location data is authentic, then control may pass to block <b>758</b>. In other embodiments, block <b>754</b> can be omitted, if, for example, the location data are not encrypted, or a digital signature is not applied to the data, prior to its receipt by the authentication server <b>58</b>.
P-0180[0180] At block <b>758</b>, it may be determined whether the location data indicates the gaming unit is at a permitted location. In embodiments in which the location data includes an IP address of the gaming unit, the gaming unit IP address, for example, can be compared to a list of permitted IP addresses. Also, the IP address, for example, can be mapped to a geographic area, and the geographic area compared with permitted geographic areas.
P-0181[0181] In embodiments in which the location data includes geographic position information, the geographic position information, for example, can be compared with permitted geographic areas. In embodiments in which the location data includes in-building position information, the in-building position information can be compared with permitted in-building areas. For instance, the in-building position information may indicate that the gaming unit is outside the building, whereas playing games may only be permitted within the building.
P-0182[0182] If it is determined that the location data indicates the gaming unit is not in a permitted location, control may pass to block <b>756</b>. At block <b>756</b>, the authentication server <b>58</b> denies the user access to the gaming system. In some embodiments, the authentication server <b>58</b> may transmit a denial message to the gaming unit. The denial message may indicate that the authentication server <b>58</b> determined that the location data indicated the location of the gaming unit was not permitted.
P-0183[0183] If at block <b>758</b> it is determined that the gaming unit is in a permitted location, control may pass to block <b>760</b>. At block <b>760</b>, the authentication server <b>58</b> grants the user further access to the gaming system <b>10</b>. For example, in some embodiments, the authentication server <b>58</b> may transmit a message to the gaming unit indicating that the gaming unit is at a permitted location. In other embodiments, the authentication server <b>58</b> may pass control to the website server <b>50</b> or the gaming server <b>52</b>, indicating that the gaming unit is at a permitted location.
P-0184[0184] Check Biometric Data
P-0185[0185] The manner of operation described below will be described with reference to FIGS. 1 and 7. FIG. 19 is a flowchart of one possible embodiment of a software routine <b>770</b> that may be performed by the authentication server <b>58</b>. The routine <b>770</b> can be used to determine whether the biometric data submitted by the user matches biometric data submitted during registration.
P-0186[0186] At block <b>774</b>, the authentication server <b>58</b> receives biometric data. In embodiments in which biometric data has been encrypted, and/or a digital signature applied to it, the authentication server <b>58</b>, at block <b>778</b>, can decrypt the data and/or examine the digital signature to help determine if the data was received from a reliable source or sources. Block <b>778</b> can be implemented, for example, by the controller <b>301</b> or some other device, and can be implemented via software, firmware, hardware, or some combination thereof.
P-0187[0187] If at block <b>778</b>, it may be determined that the received biometric data is not authentic, the authentication server <b>58</b> may, at block <b>782</b>, transmit a denial message to the gaming unit <b>20</b>. The denial message may indicate that the authentication server <b>58</b> determined that the location data was not authentic and/or that the location data indicated the location of the gaming unit <b>20</b> was not permitted.
P-0188[0188] If, at block <b>778</b>, it is determined that the biometric data is authentic, then control may pass to block <b>786</b>. In other embodiments, block <b>778</b> can be omitted, if, for example, the biometric data are not encrypted, or a digital signature is not applied to the data, prior to its receipt by the authentication server <b>58</b>.
P-0189[0189] At block <b>786</b>, it may be determined whether the biometric data matches biometric data previously submitted during registration. For example, the received biometric data may be compared with biometric data stored, for example, in a memory, database, etc., to determine if it matches any of the stored data. Also, if personal data associated with the received biometric data is available, this personal data may be used to retrieve stored biometric data from the memory, database, etc., that corresponds to the personal data. Then, the biometric data received at block <b>774</b> can be compared with the biometric data retrieved from the memory, database, etc., that corresponds to the personal data. In another embodiment, the biometric data received at block <b>774</b> may be compared with biometric data stored on a smart card. This may include receiving the biometric data from the smart card via, for example, a gaming unit <b>20</b>, and authenticating the smart card biometric data. If the smart card biometric data is authentic, the biometric data received at block <b>774</b> may be compared with the smart card biometric data.
P-0190[0190] If it is determined that the biometric data received at block <b>774</b> does not match biometric data previously obtained during registration, control may pass to block <b>782</b>. At block <b>782</b>, the authentication server <b>58</b> denies the user access to the gaming system. In some embodiments, the authentication server <b>58</b> may transmit a denial message to the gaming unit <b>20</b>. The denial message may indicate, for example, that the authentication server <b>58</b> determined that the biometric data did not match biometric data of any registered users.
P-0191[0191] If at block <b>786</b> it is determined that the biometric data received at block <b>774</b> does match biometric data obtained during registration, control may pass to block <b>790</b>. At block <b>790</b>, the authentication server <b>58</b> grants the user access to the gaming system <b>10</b>. In some embodiments, the authentication server <b>58</b> may transmit a message to the gaming unit <b>20</b> indicating, for example, that the user's biometric data matches that of a registered user. In other embodiments, the authentication server <b>58</b> may pass control to the website server <b>50</b> or the gaming server <b>52</b> indicating that, for example, that the user's biometric data matches that of a registered user.
P-0192[0192] Website Server Operation
P-0193[0193]FIG. 20 is a flowchart of one possible embodiment of an operation software routine <b>800</b> that may be performed by the website server <b>50</b>. Referring to FIG. 20, at block <b>822</b> the website server <b>50</b> may determine whether a player has indicated a desire to stop playing a particular game that the player has been playing via one of the gaming servers <b>52</b>. During play of a particular game, the gaming server <b>52</b> which provides the gaming software for that game controls the operation of the game. When the player indicates a desire to stop playing that game, the gaming server <b>52</b> may transfer operational control back to the website server <b>50</b>, in which case the routine may branch to block <b>824</b> at which a game selection display may be generated on the display unit <b>170</b> (FIG. 6) of the gaming unit <b>20</b> being used by the player.
P-0194[0194] At block <b>826</b>, the routine may determine whether a logon request has been received from a player, via one of the gaming units <b>20</b>, indicating a desire to initiate a gaming session. The logon request could be, for example, the entry by the player of the Internet address of the website associated with the website server <b>50</b>. If a logon request is received, the routine may cause a logon display to be generated on the display unit <b>44</b> of the player who transmitted the logon request. To generate the logon display (block <b>828</b>), the website server <b>50</b> may cause display data representing a logon display image to be transmitted to the gaming unit <b>20</b>. Various image data, including logon image data, may be stored in one of the memories <b>352</b>, <b>356</b> of the website server <b>50</b>.
P-0195[0195] One example of a logon display <b>130</b> that could be generated on the player's display unit <b>44</b> is shown in FIG. 21. Referring to FIG. 21, the logon display <b>900</b> may include a data entry box <b>902</b> for entry of the first name of the player. The logon display <b>900</b> may also include a button <b>916</b> that a user may select to submit the data entered in the data entry box <b>902</b> of logon display <b>900</b>.
P-0196[0196] Other information could be additionally or alternatively obtained from the user such as a last name, a logon name, a password, a street address, a city, a state, a zip code, a credit card number, an expiration date of the credit card, etc.
P-0197[0197] In some embodiments, some or all of this information may be obtained from a smart card of the player. In these embodiments, a logon display may additionally or alternatively prompt the player to insert his or her smart card into a smart card reader.
P-0198[0198] Referring back to FIG. 20, if the website server <b>50</b> has received logon data from the player as determined at block <b>846</b>, that data may be stored in one of the memories <b>352</b>, <b>356</b> of the website server <b>50</b> at block <b>848</b>. If the website server <b>50</b> has received all of the required logon data as determined at block <b>849</b>, the routine may branch to block <b>824</b>. If not, the routine may branch back to block <b>846</b> to await further logon data from the player.
P-0199[0199] At block <b>824</b>, the routine may cause a game selection display to be generated on the display unit <b>170</b> of the gaming unit <b>20</b>. To generate the game selection display, the website server <b>50</b> may cause display data representing a game selection display image to be transmitted to the gaming unit <b>20</b>. The display data may be stored in one of memories <b>352</b>, <b>356</b> of the website server <b>50</b>. Block <b>824</b> may be performed in response to a player initially logging onto the website (i.e. after the completion of block <b>849</b>) or in response to a player's desire to end a game that is being provided under the control of one of the gaming servers <b>52</b> as described above (i.e. after the completion of block <b>822</b>).
P-0200[0200] One example of a game selection display <b>920</b> that could be generated on the player's display unit <b>170</b> is shown in FIG. 22. Referring to FIG. 22, the game selection display <b>920</b> may include a plurality of player-activatable icons, or game images, each of which represents a respective game that the player may play via the website associated with the website server <b>50</b>. The icons may include, for example, an icon <b>922</b> associated with a draw poker game, an icon <b>924</b> associated with a bonus poker game, an icon <b>926</b> associated with a triple play poker game, an icon <b>928</b> associated with a 10-play poker game, an icon <b>930</b> associated with a 50-play poker game, an icon <b>932</b> associated with a first slots game, an icon <b>934</b> associated with a second slots game, an icon <b>936</b> associated with a blackjack game, an icon <b>938</b> associated with a bingo game, and an icon <b>940</b> associated with a keno game. Where the gaming unit <b>20</b> includes a mouse, the icons may be player-activatable via the mouse. Alternatively, each of the game icons may have a unique letter associated therewith and a game could be selected by inputting one of the unique letters via a keyboard.
P-0201[0201] The games that are available to play via the website serviced by the website server <b>50</b> may be provided by the gaming servers <b>52</b> in various ways. For example, if twenty games were available via the website and if the website server <b>50</b> were operatively coupled to four gaming servers <b>52</b>, each of those four gaming servers <b>52</b> could be programmed to facilitate play of exactly five of the games.
P-0202[0202] As another example, if the ten games represented by the ten icons shown in FIG. 22 were available for play and if four gaming servers <b>52</b> were connected to the website server <b>50</b>, a first of the gaming servers <b>52</b> could be programmed with gaming software that facilitates play of each of the poker games represented by the icons <b>922</b>, <b>924</b>, <b>926</b>, <b>928</b>, <b>930</b>, a second of the gaming servers <b>52</b> could be programmed with gaming software that facilitates play of the two slots games represented by the icons <b>932</b>, <b>934</b>, a third gaming server <b>52</b> could be programmed with gaming software that facilitates play of the blackjack game represented by the icon <b>936</b>, and the fourth gaming server <b>52</b> could be programmed with gaming software that facilitates play of the bingo and keno games represented by the icons <b>938</b>, <b>940</b>. Each game may be available for play via only one of the gaming servers <b>52</b>. In other words, only one of the four gaming servers <b>52</b> could contain gaming software that facilitates play of the triple play poker game represented by the icon <b>926</b>, in which case that particular gaming server <b>52</b> would have to be utilized if a player desired to play the triple play poker game.
P-0203[0203] Alternatively, each of the gaming servers <b>52</b> may provide a plurality of games that are available only from a respective gaming provider. In that case, each of the gaming servers <b>52</b> may be programmed with gaming software that facilitates one or more poker games (and/or other games), but each of the poker games may be different, such as by having different visual displays, different wagering options, different gaming options, etc.
P-0204[0204] Each of the games available for play via the website may have one gaming server <b>52</b> on which gaming software that facilitates play of that game is stored. One of the memories <b>352</b>, <b>356</b> of the website server <b>50</b> could store data that identifies the particular gaming server <b>52</b> that provides gaming software that implements each of the games available via the website. One example of such data is set forth below. <tables id="TABLE-US-00001" num="1"><table frame="none" colsep="0" rowsep="0"><tgroup align="left" colsep="0" rowsep="0" cols="3"><colspec colname="OFFSET" colwidth="42PT" align="left" /><colspec colname="1" colwidth="56PT" align="left" /><colspec colname="2" colwidth="119PT" align="center" /><thead><row><entry /><entry /></row><row><entry /><entry namest="OFFSET" nameend="2" align="center" rowsep="1" /></row><row><entry /><entry>Game</entry><entry>Gaming Server</entry></row><row><entry /><entry namest="OFFSET" nameend="2" align="center" rowsep="1" /></row></thead><tbody valign="top"><row><entry /><entry>Draw Poker</entry><entry>#1</entry></row><row><entry /><entry>Bonus Poker</entry><entry>#1</entry></row><row><entry /><entry>Triple Play Poker</entry><entry>#2</entry></row><row><entry /><entry>10-Play Poker</entry><entry>#2</entry></row><row><entry /><entry>50-Play Poker</entry><entry>#2</entry></row><row><entry /><entry>Slots A</entry><entry>#3</entry></row><row><entry /><entry>Slots B</entry><entry>#3</entry></row><row><entry /><entry>Blackjack</entry><entry>#4</entry></row><row><entry /><entry>Bingo</entry><entry>#5</entry></row><row><entry /><entry>Keno</entry><entry>#6</entry></row><row><entry /><entry namest="OFFSET" nameend="2" align="center" rowsep="1" /></row></tbody></tgroup></table></tables>
P-0205[0205] In some embodiments, one gaming server <b>52</b> may implement multiple types of games.
P-0206[0206] Referring to FIG. 20, at block <b>874</b> if a player selected one of the games available via the website as described above, the routine may branch to block <b>876</b>. At block <b>876</b>, the routine may obtain location data related to the gaming unit <b>20</b>. For instance, the website server <b>50</b> may prompt the gaming unit <b>20</b> to obtain location data and transmit the location data to the website server <b>50</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>650</b> (FIG. 16) to obtain location data. Also, the website server <b>50</b> may obtain location data as the IP address of the gaming unit <b>20</b>.
P-0207[0207] At block <b>878</b>, the routine may determine whether the location data obtained at block <b>876</b> indicates that the gaming unit <b>20</b> is at a permitted location. For instance, the website server <b>50</b> may transmit the location data obtained at block <b>876</b> to the authentication server <b>58</b>, and request that the authentication server <b>58</b> determine whether the gaming unit <b>20</b> is at a permitted location. The authentication server <b>58</b> may utilize a routine such as routine <b>750</b> (FIG. 18) to determine whether the gaming unit <b>20</b> is at a permitted location. In embodiments that do not include an authentication server <b>58</b>, the determination of whether the gaming unit <b>20</b> is at a permitted location may be carried with another computing system, such as the website server <b>50</b>, the network computer <b>22</b>, etc.
P-0208[0208] In another embodiment, at blocks <b>876</b> and <b>878</b>, operational control may pass from the website server <b>50</b> to the authentication server <b>58</b>, or to whatever computing system that implements blocks <b>876</b> and <b>878</b>. Then, operational control may pass back to the website server <b>50</b> at block <b>880</b>.
P-0209[0209] If it determined that the gaming unit <b>20</b> is at a permitted location, the routine may branch to block <b>882</b>, at which the routine may obtain biometric data of the user to authenticate the user. For instance, the website server <b>50</b> may prompt the gaming unit <b>20</b> to obtain biometric data from the user and transmit the biometric data to the website server <b>50</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>620</b> (FIG. 15) to obtain biometric data.
P-0210[0210] At block <b>884</b>, the routine may determine whether the biometric data obtained at block <b>882</b> matches biometric data obtained previously For instance, the website server <b>50</b> may transmit the biometric data obtained at block <b>882</b> to the authentication server <b>58</b>, and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the website server <b>50</b>, the network computer <b>22</b>, the gaming unit <b>20</b> etc. For instance, the gaming unit <b>20</b> may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card.
P-0211[0211] In another embodiment, at blocks <b>882</b> and <b>884</b>, operational control may pass from the website server <b>50</b> to the authentication server <b>58</b>, or to whatever computing system that implements blocks <b>882</b> and <b>884</b>. Then, operational control may pass back to the website server <b>50</b> at block <b>886</b> If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block <b>888</b>. At block <b>888</b>, operational control may pass to the gaming server <b>52</b> that provides gaming software to play that game. For example, if the above table was used and if the player selected Triple Play Poker, the routine would transfer operational control to the gaming server #<b>2</b>.
P-0212[0212] If the biometric data does not match that of a registered user permitted to play, or, optionally, the user identified by the -biometric data is not permitted to play, control may pass to block <b>890</b>. Similarly, if at block <b>870</b> it is determined that the gaming unit <b>20</b> is not at a permitted location, control may pass to block <b>890</b>. At block <b>890</b>, a display may be generated which indicates to the user that he or she has been refused access to play the game. The display may optionally indicate why access was denied.
P-0213[0213] If the player elected to end play at the website, such as by activating the “Sign Off” icon <b>942</b> shown in FIG. 22, the routine may branch to block <b>894</b> at which point a gaming session summary may be displayed on the display unit <b>170</b> of the gaming unit <b>20</b>. The gaming session summary may provide. the player with summary data, such as how much money was won and what games were played. The player could then print out the summary display shown on the display unit <b>170</b> to save a physical record of the gaming session. At block <b>896</b>, the routine may terminate the Internet link between the website and the gaming unit <b>20</b>.
P-0214[0214] In some embodiments, blocks <b>876</b>, <b>878</b>, <b>880</b> and/or blocks <b>882</b>, <b>884</b>, <b>886</b>, and block <b>890</b> may be omitted if desired. For example, location data and/or biometric data could be checked during game play.
P-0215[0215] Gaming Server Operation
P-0216[0216] As described above, each game available via the website may be played via one of the gaming servers <b>52</b> operatively coupled to the website server <b>50</b>. Examples of the draw poker, slots A, blackjack, bingo and keno games represented by the game icons <b>152</b>, <b>162</b>, <b>166</b>, <b>168</b>, <b>170</b>, respectively, shown in FIG. 22 are described below. In view of the above description, it should be understood that each of the following game routines may be performed by a different one of the gaming servers <b>52</b>, or that one of the gaming servers <b>52</b> may perform more than one of the game routines.
P-0217[0217] One of the game routines described below may begin execution upon the transfer of operational control from the website server <b>50</b> to one of the gaming servers <b>52</b> as described above in connection with block <b>888</b> of FIG. 20. Upon the completion of one of the game routines (i.e. when a player desired to stop playing a particular game), the website server <b>50</b> would make that determination at block <b>822</b> of FIG. 20 as described above and would begin operation at block <b>824</b> as described above.
P-0218[0218] Draw Poker
P-0219[0219]FIG. 23 is an exemplary display <b>950</b> that may be caused to be displayed on the display unit <b>170</b> of one of the gaming units <b>20</b> (by a gaming server <b>52</b> sending display data to the gaming unit <b>20</b>) during performance of a draw poker routine that may be performed by one of the gaming servers <b>52</b>.
P-0220[0220] Referring to FIG. 23, the display <b>950</b> may include video images <b>951</b> of a plurality of playing cards representing the player's hand, such as five cards. To allow the player to control the play of the poker game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Hold” button <b>952</b> disposed directly below each of the playing card images <b>951</b>, a “Cash Out” button <b>954</b>, a “See Pays” button <b>955</b>, a “Bet One Credit” button <b>956</b>, a “Bet Max Credits” button <b>957</b>, and a “Deal/Draw” button <b>958</b>. The display <b>950</b> may also include an area <b>959</b> in which the number of remaining credits or value may be displayed. The buttons may be activated with the use of a mouse as described above.
P-0221[0221] Upon activation of each of the buttons, a corresponding data message may be transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b>. The data message may have a source address that identifies the gaming unit <b>20</b> sending the message, a destination address that identifies the gaming server <b>52</b> to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. whether to “deal,” “hold,” etc.), etc.
P-0222[0222] In some embodiments one or more of the buttons <b>952</b>, <b>954</b>, <b>955</b>, <b>956</b>, <b>957</b>, and <b>958</b> may be integrated with a biometric device. For example, the “Deal/Draw” button may be integrated with a fingerprint scanner. In this example, the “Deal/Draw” button may be activated by providing placing a finger on the fingerprint scanner and submitting one or more fingerprint scans. The fingerprint scanner may be integrated, for example, with a touch screen, keyboard, control panel, lever, etc., such that the area on which a finger should be placed for scanning corresponds to a “Deal/Draw” selection.
P-0223[0223] In other embodiments, the player may be prompted to submit biometric data if he or she desires to make a particular selection, such as “Deal/Draw” selection. In still other embodiments, when, for example, the “Deal/Draw” button is integrated with the biometric device, the gaming unit <b>20</b> may determine that the player has made a “Deal/Draw” selection (e.g., by detecting a button press, touch screen press, etc.) and may also retrieve biometric data via the biometric device such that the two appear to occur simultaneously, or nearly simultaneously, to the player.
P-0224[0224] Thus, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Deal/Draw” selection). Or, biometric data may be submitted in conjunction with making the game play selection. When such a selection is made, a corresponding data message may be transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b>. The data message may have a source address that identifies the gaming unit <b>20</b> sending the message, a destination address that identifies the gaming server <b>52</b> to which the message is to be sent, and a data field that contains biometric data, etc. The message may also include data corresponding to the selection to which the biometric data submission corresponds (e.g. whether to “deal,” etc.) If the corresponding selection can be determined by the context of the game, this data need not be provided (but may be provided).
P-0225[0225] In other embodiments, location information may be determined in conjunction with the game play selection. In these embodiments, the data message transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b> may include location information.
P-0226[0226]FIG. 24 is a flowchart of a poker routine <b>962</b>. Referring to FIG. 24, at block <b>964</b>, if the player has requested payout information, such as by activating the “See Pays” button <b>955</b>, at block <b>966</b> the routine may cause one or more pay tables to be displayed on the display unit <b>170</b> of the gaming unit <b>20</b> (by transmitting to the gaming unit <b>20</b> display data representing the pay tables).
P-0227[0227] At block <b>968</b>, the player may make a bet by, for example, selecting the “Bet One Credit” button <b>956</b> (FIG. 23). This may be detected by the gaming server <b>52</b>, for example, by receiving a “Bet One Credit” message from the gaming unit <b>20</b>. If a “Bet One Credit” message is received, control may pass to block <b>976</b>. At block <b>976</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>).
P-0228[0228] At block <b>978</b>, the routine may determine whether the player has activated the “Bet Max Credits” button <b>957</b>. For example, the gaming server <b>52</b> may receive a “Bet Max Credits” data message from the gaming unit <b>20</b>. If yes, then control may pass to block. At block <b>980</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>).
P-0229[0229] At block <b>982</b>, the routine may determine if the player desires a new hand to be dealt, (for example, by receiving a “Deal/Draw” data message from the gaming unit <b>20</b> after a wager was made). If yes, then control may pass to block <b>970</b>. At block <b>970</b>, biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server <b>52</b> may prompt the gaming unit <b>20</b> to obtain biometric data from the user and transmit the biometric data to the gaming server <b>52</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>620</b> (FIG. 15) to obtain biometric data. Additionally, the gaming server <b>52</b> may transmit the obtained biometric data to the authentication server <b>58</b>, and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server <b>52</b>, the network computer <b>22</b>, the gaming unit <b>20</b>, etc. For instance, the gaming unit may compare the biometric data obtained from the player and compare it to <b>20</b> biometric data stored on a smart card.
P-0230[0230] In another embodiment, at block <b>970</b>, operational control may pass from the gaming server <b>52</b> to the authentication server <b>58</b>, or to whatever computing system that implements block <b>970</b><i>a</i>. Then, operational control may pass back to the gaming server <b>52</b> at block <b>972</b> or block <b>984</b> (if access is granted).
P-0231[0231] If at block <b>972</b> it is determined that access has not been granted, then the routine may end. If at block <b>972</b> it is determined that access has been granted, control may pass to block <b>984</b>.
P-0232[0232] As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires a new hand to be dealt. For example, the player may submit biometric data in order to request, or when requesting, a new hand to be dealt. Thus, blocks <b>982</b>, <b>970</b>, and <b>972</b> may be integrated, their order rearranged, etc.
P-0233[0233] At block <b>984</b>, a video poker hand may be “dealt” by causing the display unit <b>170</b> to generate the playing card images <b>951</b> (by transmitting one or more messages to the gaming unit <b>20</b> with suitable display data). After the hand is dealt, at block <b>986</b> the routine may determine if the player selected a “Hold” button <b>952</b>. For example, the gaming server <b>52</b> may determine whether a “Hold” data message was received from the gaming unit <b>20</b>. If yes, data regarding which of the playing card images <b>951</b> are to be “held” may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>) at block <b>388</b>.
P-0234[0234] If the user selects the “Deal/Draw” button <b>958</b> (for example, if the gaming server <b>52</b> receives a “Deal/Draw” data message from the gaming unit <b>20</b>) as determined at block <b>990</b>, each of the playing card images <b>951</b> that was not “held” may be caused to disappear from the video display <b>950</b> and to be replaced by a new, randomly selected, playing card image <b>951</b> at block <b>992</b>.
P-0235[0235] In some embodiments, the user may be required to submit biometric data in conjunction with block <b>990</b> in a manner similar that described above with respect to blocks <b>982</b>, <b>970</b>, and <b>972</b>. For example, if a fingerprint scanner is integrated with the “Deal/Draw” selection “button,” submission of biometric data may be interpreted as a “Draw” request.
P-0236[0236] At block <b>994</b>, the routine may determine whether the poker hand represented by the playing card images <b>951</b> currently displayed is a winner. That determination may be made by comparing data representing the currently displayed poker hand with data representing all possible winning hands, which may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>). If there is a winning hand, a payout value corresponding to the winning hand may be determined at block <b>996</b>. At block <b>998</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the hand was a winner, the payout value determined at block <b>996</b>. The cumulative value or number of credits may also be displayed in the display area <b>959</b> (FIG. 23).
P-0237[0237] If desired, one or more similar pairs of blocks <b>970</b> and <b>972</b> may be added in other portions of the routine as well. For example, after blocks <b>968</b> and/or <b>978</b>, or integrated therewith, biometric data could be accessed and authenticated before passing control to block <b>976</b> or block <b>980</b>, respectively.
P-0238[0238] Blackjack
P-0239[0239]FIG. 25 is an exemplary display <b>1000</b> that may be caused to be displayed on the display unit <b>170</b> of one of the gaming units <b>20</b> (by a gaming server <b>52</b> sending display data to the gaming unit <b>20</b>) during performance of a blackjack routine. Referring to FIG. 25, the display <b>1000</b> may include video images <b>1002</b> of a pair of playing cards representing a dealer's hand, with one of the cards shown face up and the other card being shown face down, and video images <b>1004</b> of a pair of playing cards representing a player's hand, with both the cards shown face up. The “dealer” may be the gaming server <b>52</b>.
P-0240[0240] To allow the player to control the play of the blackjack game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>1006</b>, a “See Pays” button <b>1008</b>, a “Stay” button <b>1010</b>, a “Hit” button <b>1012</b>, a “Bet One Credit” button <b>1014</b>, and a “Bet Max Credits” button <b>1016</b>. The display <b>1000</b> may also include an area <b>1018</b> in which the number of remaining credits or value is displayed. The buttons may be activated with the use of a mouse as described above.
P-0241[0241] Upon activation of each of the buttons, a corresponding data message may be transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b>. The data message may have a source address that identifies the gaming unit <b>20</b> sending the message, a destination address that identifies the gaming server <b>52</b> to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. whether to “hit” or “stay”), etc.
P-0242[0242] Similar to the buttons described with reference to FIG. 23, in some embodiments one or more of the buttons <b>1006</b>, <b>1008</b>, <b>1010</b>, <b>1012</b>, <b>1014</b>, and <b>1016</b> may be integrated with a biometric device. For example, the “Hit” button may be integrated with a biometric device. For instance, the “Hit” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of FIG. 23. Or, the player may make a “Hit” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Hit” selection). Or, biometric data may be submitted in conjunction with making the game play selection.
P-0243[0243]FIG. 26 is a flowchart of the blackjack routine <b>1020</b>. Referring to FIG. 26, the blackjack routine <b>1020</b> may begin at block <b>1022</b> where it may determine whether a bet has been made by the player (e.g. by determining if a “Bet One Credit” data message or a “Bet Max Credits” data message has been received by the gaming server <b>52</b> from the gaming unit <b>20</b>).
P-0244[0244] If a bet has been made, control may pass to block <b>1028</b>. At block <b>1028</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>). At block <b>1030</b>, a dealer's hand and a player's hand may be “dealt” by making the playing card images <b>1002</b>, <b>1004</b> appear on the display unit <b>170</b> of the gaming unit <b>20</b>.
P-0245[0245] At block <b>1032</b>, the player may select to be “hit,” in which case control may pass to block <b>1024</b>. At block <b>1024</b><i>a</i>, biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server <b>52</b> may prompt the gaming unit <b>20</b> to obtain biometric data from the user and transmit the biometric data to the gaming server <b>52</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>620</b> (FIG. 15) to obtain biometric data.
P-0246[0246] Additionally, the gaming server <b>52</b> may transmit the obtained biometric data to the authentication server <b>58</b>,. and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server <b>52</b>, the network computer <b>22</b>, the gaming unit <b>20</b> etc. For instance, the gaming unit <b>20</b> may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card.
P-0247[0247] In another embodiment, at block <b>1024</b>, operational control may pass from the gaming server <b>52</b> to the authentication server <b>58</b>, or to whatever computing system that implements block <b>1024</b>. Then, operational control may pass back to the gaming server <b>52</b> at block <b>1026</b> or at block <b>1034</b> (if access is granted).
P-0248[0248] If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block <b>1034</b>. At block <b>1034</b>, another card will be dealt to the player's hand by making another playing card image <b>1004</b> appear in the display <b>1000</b>. If the player is hit, block <b>1036</b> may determine if the player has “bust,” or exceeded <b>21</b>. If the player has not bust, control may pass to block <b>1032</b>.
P-0249[0249] If at block <b>1026</b> it is determined that access has not been granted, the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block <b>1022</b>.
P-0250[0250] As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires a “Hit.” For example, the player may submit biometric data in order to request, or when requesting, a “Hit.” Thus, blocks <b>1032</b>, <b>1024</b>, and <b>1026</b> may be integrated, their order rearranged, etc.
P-0251[0251] If the player decides not to hit, at block <b>1038</b> the routine may determine is whether the dealer should be hit. Whether the dealer hits may be determined in accordance with predetermined rules, such as the dealer always hit if the dealer's hand totals 15 or less. If the dealer hits, at block <b>1040</b> the dealer's hand may be dealt another card by making another playing card image <b>1002</b> appear in the display <b>1000</b>. At block <b>1042</b> the routine may determine whether the dealer has bust. If the dealer has not bust, blocks <b>1038</b> and <b>1040</b> may be performed again to allow the dealer to be hit again.
P-0252[0252] If the dealer does not hit, at block <b>1044</b> the outcome of the blackjack game and a corresponding payout may be determined based on, for example, whether the player or the dealer has the higher hand that does not exceed 21. If the player has a winning hand, a payout value corresponding to the winning hand may be determined at block <b>1046</b>. At block <b>1048</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the player won, the payout value determined at block <b>1046</b>. The cumulative value or number of credits may also be displayed in the display area <b>1018</b> (FIG. 25).
P-0253[0253] If desired, one or more of the pair of blocks <b>1024</b> and <b>1026</b> may be added in other portions of the routine as well.
P-0254[0254] Slots A
P-0255[0255]FIG. 27 is an exemplary display <b>1050</b> that may be caused to be displayed on the display unit <b>170</b> of one of the gaming units <b>20</b> (by a gaming server <b>52</b> sending display data to the gaming unit <b>20</b>) during performance of a slots routine. Referring to FIG. 27, the display <b>1050</b> may include video images <b>1052</b> of a plurality of slot machine reels, each of the reels having a plurality of reel symbols <b>1054</b> associated therewith. Although the display <b>1050</b> shows five reel images <b>1052</b>, each of which may have three reel symbols <b>1054</b> that are visible at a time, other reel configurations could be utilized.
P-0256[0256] To allow the player to control the play of the slots game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>1056</b>, a “See Pays” button <b>1058</b>, a plurality of payline-selection buttons <b>1060</b> each of which allows the player to select a different number of paylines prior to “spinning” the reels, a plurality of bet-selection buttons <b>1062</b> each of which allows a player to specify a wager amount for each payline selected, a “Spin” button <b>1064</b>, and a “Max Bet” button <b>1066</b> to allow a player to make the maximum wager allowable.
P-0257[0257] Upon activation of a button, a corresponding data message may be transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b>. The data message may have a source address that identifies the gaming unit <b>20</b> sending the message, a destination address that identifies the gaming server <b>52</b> to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. spin), etc.
P-0258[0258] Similar to the buttons described with reference to FIG. 23, in some embodiments one or more of the buttons <b>1056</b>, <b>1058</b>, <b>1060</b>, <b>1062</b>, <b>1064</b>, and <b>1066</b> may be integrated with a biometric device. For example, the “Spin” button may be integrated with a biometric device. For instance, the “Spin” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of FIG. 23. Or, the player may make a “Spin” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Spin” selection). Or, biometric data may be submitted in conjunction with making the game play selection.
P-0259[0259]FIG. 28 is a flowchart of a slots routine <b>1068</b>. Referring to FIG. 28, at block <b>1070</b>, it may be determined whether the player has requested payout information (e.g., detecting receipt by the gaming server <b>52</b> of a “See Pays” data message). If yes, at block <b>1072</b> the routine may cause one or more pay tables to be displayed on the display unit <b>170</b>. At block <b>1074</b>, it may be determined whether the player selected a number of paylines (e.g., by selecting one of the payline buttons <b>1060</b>). For example, the routine may determine if a data message is received by the gaming server <b>52</b> as a result of the player pressing one of the payline-selection buttons <b>460</b>. If yes, at block <b>1076</b> data corresponding to the number of paylines selected by the player may be stored in a memory (e.g., the memory <b>406</b> of the gaming server controller <b>401</b>). At block <b>1078</b>, it may be determined if the player has selected one of the bet-selection buttons <b>1062</b>.
P-0260[0260] If yes, control may pass to block <b>1084</b>. At block <b>1084</b>, data corresponding to the amount bet per payline may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>).
P-0261[0261] At block <b>1086</b>, it may be determined whether the player selected the “Max Bet” button <b>1066</b>. For example, the routine may determine if a “Max Bet” data message has been received by the gaming server <b>52</b>. If yes, control may pass to block <b>1088</b>. At block <b>1088</b>, bet data (which may include both payline data and bet-per-payline data) corresponding to the maximum allowable bet may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>).
P-0262[0262] At block <b>1090</b>, it is determined whether the user selected the “Spin” button <b>1064</b>. For example, the routine may determine whether a “Spin” data message has been received from the gaming unit <b>20</b>. If yes, control may pass to block <b>1080</b>. At block <b>1080</b>, biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server <b>52</b> may prompt the gaming unit <b>20</b> to obtain biometric data from the user and transmit the biometric data to the gaming server <b>52</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>620</b> (FIG. 15) to obtain biometric data. Additionally, the gaming server <b>52</b> may transmit the obtained biometric data to the authentication server <b>58</b>, and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server <b>52</b>, the network computer <b>22</b>, the gaming unit <b>20</b> etc. For instance, the gaming unit <b>20</b> may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card.
P-0263[0263] In another embodiment, at block <b>1080</b>, operational control may pass from the gaming server <b>52</b> to the authentication server <b>58</b>, or to whatever computing system that implements block <b>1080</b>. Then, operational control may pass back to the gaming server <b>52</b> at block <b>1082</b> or at block <b>1092</b> (if access is granted).
P-0264[0264] If at block <b>1082</b> it is determined that access has not been granted, then the routine may end. If at block <b>1082</b> it is determined that access has been granted, control may pass to block <b>1092</b>.
P-0265[0265] As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires to “Spin.” For example, the player may submit biometric data in order to request, or when requesting, to “Spin.” Thus, blocks <b>1090</b>, <b>1080</b>, and <b>1082</b> may be integrated, their order rearranged, etc.
P-0266[0266] At block <b>1092</b>, the routine may cause the slot machine reel images <b>1052</b> to begin “spinning” so as to simulate the appearance of a plurality of spinning mechanical slot machine reels. At block <b>1094</b>, the routine may determine the positions at which the slot machine reel images will stop, or the particular symbol images <b>1054</b> that will be displayed when the reel images <b>1052</b> stop spinning. At block <b>1096</b>, the routine may stop the reel images <b>1052</b> from spinning by displaying stationary reel images <b>1052</b> and images of three symbols <b>1054</b> for each stopped reel image <b>1052</b>. The virtual reels may be stopped from left to right, from the perspective of the player, or in any other manner or sequence.
P-0267[0267] The routine may provide for the possibility of a bonus game or round if certain conditions are met, such as the display in the stopped reel images <b>1052</b> of a particular symbol <b>1054</b>. If there is such a bonus condition as determined at block <b>1098</b>, the routine may proceed to block <b>1100</b> where a bonus round may be played. The bonus round may be a different game than slots, and many other types of bonus games could be provided. If the player wins the bonus round, or receives additional credits or points in the bonus round, a bonus value may be determined at block <b>1102</b>. A payout value corresponding to outcome of the slots game and/or the bonus round may be determined at block <b>1104</b>. At block <b>1108</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the slot game and/or bonus round was a winner, the payout value determined at block <b>1104</b>.
P-0268[0268] If desired, one or more of the pair of blocks <b>1080</b> and <b>1082</b> may be added in other portions of the routine.
P-0269[0269] Keno
P-0270[0270]FIG. 29 is an exemplary display <b>1120</b> that may be caused to be displayed on the display unit <b>170</b> of one of the gaming units <b>20</b> (by a gaming server <b>52</b> sending display data to the gaming unit <b>20</b>) during performance of a keno routine. Referring to FIG. 29, the display <b>1120</b> may include a video image <b>1122</b> of a plurality of numbers that were selected by the player prior to the start of a keno game and a video image <b>1124</b> of a plurality of numbers randomly selected during the keno game. The randomly selected numbers may be displayed in a grid pattern.
P-0271[0271] To allow the player to control the play of the keno game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>1126</b>, a “See Pays” button <b>1128</b>, a “Bet One Credit” button <b>1130</b>, a “Bet Max Credits” button <b>1132</b>, a “Select Ticket” button <b>1134</b>, a “Select Number” button <b>1136</b>, and a “Play” button <b>1138</b>. The display <b>1120</b> may also include an area <b>1140</b> in which the number of remaining credits or value is displayed.
P-0272[0272] Upon activation a button, a corresponding data message may be transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b>. The data message may have a source address that identifies the gaming unit <b>20</b> sending the message, a destination address that identifies the gaming server <b>52</b> to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data, etc.
P-0273[0273] Similar to the buttons described with reference to FIG. 23, in some embodiments one or more of the buttons <b>1126</b>, <b>1128</b>, <b>1132</b>, <b>1134</b>, <b>1136</b>, and <b>1138</b> may be integrated with a biometric device. For example, the “Play” button may be integrated with a biometric device. For instance, the “Play” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of FIG. 23. Or, the player may make a “Play” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Play” selection). Or, biometric data may be submitted in conjunction with making the game play selection.
P-0274[0274]FIG. 30 is a flowchart of the keno routine <b>1150</b>. The keno routine <b>1150</b> maybe utilized in connection with a single gaming unit <b>20</b> where a single player is playing a keno game, or the keno routine <b>1150</b> may be utilized in connection with multiple gaming units <b>20</b> where multiple players are playing a single keno game.
P-0275[0275] Referring to FIG. 30, at block <b>1152</b>, the routine may determine whether the “See Pays” button <b>1128</b> was selected. For example, the routine may determine whether a “See Pays” data message has been received from the gaming unit <b>20</b>. If yes, at block <b>154</b> the routine may cause one or more pay tables to be displayed on the display unit <b>170</b>. At block <b>1156</b>, it may be determined whether the player has chosen to bet. For example, the routine may determine whether bet data has been received from the gaming unit <b>20</b>, such as by receiving a “Bet One Credit” data message or a “Bet Max Credits” data message. If yes, the routine may proceed to block <b>1162</b>.
P-0276[0276] At block <b>1162</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>).
P-0277[0277] After the player has made a wager, at block <b>1164</b> the player may select a keno ticket, and at block <b>1166</b> the ticket may be displayed on the display <b>1120</b>. At block <b>1168</b>, the player may select one or more game numbers, which may be within a range set by the casino. After being selected, the player's game numbers may be stored in a memory (e.g., the memory of the gaming server controller <b>401</b>) at block <b>1170</b> and may be included in the image <b>1122</b> on the display <b>1120</b> at block <b>1172</b>. After a certain amount of time, the keno game may be closed to additional players (where a number of players are playing a single keno game using multiple gaming units <b>20</b>).
P-0278[0278] At block <b>1174</b>, it may be determined whether play of the keno game is to begin. If yes, control may pass to block <b>1158</b>. At block <b>1158</b>, biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server <b>52</b> may prompt the gaming unit <b>20</b> to obtain biometric data from the user and transmit the biometric data to the gaming server <b>52</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>620</b> (FIG. 15) to obtain biometric data. Additionally, the gaming server <b>52</b> may transmit the obtained biometric data to the authentication server <b>58</b>, and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server <b>52</b>, the network computer <b>22</b>, the gaming unit <b>20</b> etc. For instance, the gaming unit <b>20</b> may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card.
P-0279[0279] In another embodiment, at block <b>1158</b>, operational control may pass from the gaming server <b>52</b> to the authentication server <b>58</b>, or to whatever computing system that implements block <b>1158</b>. Then, operational control may pass back to the gaming server <b>52</b> at block <b>1160</b><i>a. </i>
P-0280[0280] If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block <b>1176</b>. If the biometric data does not match that of a registered user permitted to play, then the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block <b>1152</b>.
P-0281[0281] As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires to “Play.” For example, the player may submit biometric data in order to request, or when requesting, to “Play.” Thus, blocks <b>1174</b>, <b>1158</b>, and <b>1160</b> may be integrated, their order rearranged, etc.
P-0282[0282] At block <b>1176</b> a game number within a range set by the casino may be randomly selected (for example, by the gaming server controller <b>401</b>). At block <b>1178</b>, the randomly selected game number may be displayed on the display unit <b>170</b> and the display units <b>170</b> of other gaming units <b>20</b> (if any) which are involved in the same keno game. At block <b>1180</b>, a count which keeps track of how many game numbers have been selected may be incremented at block <b>1180</b>. For example, the gaming server controller <b>401</b> may increment the count.
P-0283[0283] At block <b>1182</b>, the routine may determine whether a maximum number of game numbers within the range have been randomly selected. If not, another game number may be randomly selected at block <b>1176</b>. If the maximum number of game numbers has been selected, at block <b>1184</b> the routine may determine whether there are a sufficient number of matches between the game numbers selected by the player and the game numbers selected at block <b>1176</b> to cause the player to win. The number of matches may depend on how many numbers the player selected and the particular keno rules being used.
P-0284[0284] If there are a sufficient number of matches a payout may be determined at block <b>1186</b> to compensate the player for winning the game. The payout may depend on the number of matches between the game numbers selected by the player and the game numbers randomly selected at block <b>1176</b>. At block <b>1188</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the keno game was won, the payout value determined at block <b>1186</b>. The cumulative value or number of credits may also be displayed in the display area <b>1140</b> (FIG. 29).
P-0285[0285] If desired, one or more of the pair of blocks <b>1158</b> and <b>1160</b> may be added in other portions of the routine as well. For example, a similar pair of blocks may be added between blocks <b>1156</b> and <b>1162</b>.
P-0286[0286] Bingo
P-0287[0287]FIG. 31 is an exemplary display <b>1200</b> that may be caused to be displayed on the display unit <b>170</b> of one of the gaming units <b>20</b> (for example, by a gaming server <b>52</b> sending display data to the gaming unit <b>20</b>) during performance of a bingo routine. Referring to FIG. 31, the display <b>1200</b> may include one or more video images <b>1202</b> of a bingo card and images of the bingo numbers selected during the game. The bingo card images <b>1202</b> may have a grid pattern.
P-0288[0288] To allow the player to control the play of the bingo game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>1204</b>, a “See Pays” button <b>1206</b>, a “Bet One Credit” button <b>1208</b>, a “Bet Max Credits” button <b>1210</b>, a “Select Card” button <b>1212</b>, and a “Play” button <b>1214</b>. The display <b>1200</b> may also include an area <b>1216</b> in which the number of remaining credits or value is displayed.
P-0289[0289] Upon activation a button, a corresponding data message may be transmitted from the gaming unit <b>20</b> to the gaming server <b>52</b>. The data message may have a source address that identifies the gaming unit <b>20</b> sending the message, a destination address that identifies the gaming server <b>52</b> to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data, etc.
P-0290[0290] Similar to the buttons described with reference to FIG. 23, in some embodiments one or more of the buttons <b>1204</b>, <b>1206</b>, <b>1208</b>, <b>1210</b>, <b>1212</b>, and <b>1214</b> may be integrated with a biometric device. For example, the “Play” button may be integrated with a biometric device. For instance, the “Play” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of FIG. 23. Or, the player may make a “Play” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Play” selection). Or, biometric data may be submitted in conjunction with making the game play selection.
P-0291[0291]FIG. 32 is a flowchart of a bingo routine <b>1220</b>. The bingo routine <b>1220</b> may be utilized in connection with a single gaming unit <b>20</b> where a single player is playing a bingo game, or the bingo routine <b>1220</b> may be utilized in connection with multiple gaming units <b>20</b> where multiple players are playing a single bingo game Referring to FIG. 32, at block <b>1222</b>, it may be determined whether a player has requested payout information. This may be determined, for example, by detecting receipt of a “See Pays” data message from the gaming unit <b>20</b>. If yes, at block <b>1224</b> the routine may cause one or more pay tables to be displayed on the display unit <b>170</b> of the gaming unit <b>20</b>. At block <b>1226</b>, it may be determined whether a player has requested a bet. This may be determined, for example, by detecting receipt of a “Bet One Credit” data message or a “Bet Max Credits” data message. If yes, control may pass to block <b>1232</b>.
P-0292[0292] At block <b>1232</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller <b>401</b>).
P-0293[0293] After the player has made a wager, at block <b>1234</b> the player may select a bingo card, which may be generated randomly. The player may select more than one bingo card, and there may be a maximum number of bingo cards that a player may select. At block <b>1236</b>, the selected card or cards is caused to be displayed on the display unit <b>170</b>.
P-0294[0294] At block <b>1238</b>, it may be determined whether play of the bingo game is to begin. If yes, control may pass to block <b>1228</b>. At block <b>1228</b>, biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server <b>52</b> may prompt the gaming unit <b>20</b> to obtain biometric data from the user and transmit the biometric data to the gaming server <b>52</b>. The gaming unit <b>20</b> may utilize a routine such as routine <b>620</b> (FIG. 15) to obtain biometric data. Additionally, the gaming server <b>52</b> may transmit the obtained biometric data to the authentication server <b>58</b>, and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server <b>52</b>, the network computer <b>22</b>, the gaming unit <b>20</b> etc. For instance, the gaming unit <b>20</b> may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card.
P-0295[0295] In another embodiment, at block <b>122</b><i>a</i>, operational control may pass from the gaming server <b>52</b> to the authentication server <b>58</b>, or to whatever computing system that implements block <b>1228</b>. Then, operational control may pass back to the gaming server <b>52</b> at block <b>1230</b>.
P-0296[0296] If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block <b>1240</b>. If the biometric data does not match that of a registered user permitted to play, then the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block <b>1222</b>.
P-0297[0297] As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires to “Play.” For example, the player may submit biometric data in order to request, or when requesting, to “Play.” Thus, blocks <b>1238</b>, <b>1228</b>, and <b>1230</b> may be integrated, their order rearranged, etc.
P-0298[0298] At block <b>1240</b> a bingo number may be randomly generated by the routine. At block <b>1242</b>, the bingo number may be displayed on the display unit <b>170</b> of the gaming unit <b>20</b> and the display units <b>170</b> of any other gaming units <b>20</b> involved in the bingo game.
P-0299[0299] At block <b>1244</b>, the routine may determine whether any player has won the bingo game. If no player has won, another bingo number may be randomly selected at block <b>1240</b>. If any player has bingo as determined at block <b>1244</b>, the routine may determine at block <b>1246</b> whether the player playing that gaming unit <b>20</b> was the winner. If so, at block <b>1248</b> a payout for the player may be determined. The payout may depend on the number of random numbers that were drawn before there was a winner, the total number of winners (if there was more than one player), and the amount of money that was wagered on the game. At block <b>1250</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the bingo game was won, the payout value determined at block <b>1248</b>. The cumulative value or number of credits may also be displayed in the display area <b>1216</b> (FIG. 31).
P-0300[0300] If desired, one or more of the pair of blocks <b>1228</b> and <b>1230</b> may be added in other portions of the routine as well. For example, a similar pair of blocks may be added between blocks <b>1226</b> and <b>1232</b>.
P-0301[0301] In the examples described with reference to FIGS. 23-32, the location of the gaming unit <b>20</b> may optionally be checked, for example using a routine such as routine <b>750</b> (FIG. 18), when the biometric data is checked.
P-0302[0302] Game Routines Implemented on Gaming Units
P-0303[0303] Although the routines described above with reference to FIGS. 23-32 were described in the context of being implemented via one or more gaming servers <b>52</b>, each of these routines may also be implemented on a gaming unit <b>20</b> without a gaming server. As an illustration, the poker routine <b>962</b> of FIG. 24 will now be described in the context of being implemented on a gaming unit <b>20</b>. One skilled in the art will recognize that other gaming routines may be similarly implemented on a gaming unit <b>20</b>.
P-0304[0304] Referring now to FIGS. <b>23</b> the player selectable buttons <b>952</b>, <b>954</b>, <b>955</b>, <b>956</b>, <b>957</b>, and <b>958</b> may be, for example, buttons, buttons displayed on the display unit <b>170</b>, etc. Depending on the type of button used, the buttons may be selected by, for example, pressing the button, pressing an area of a touch screen display, selecting with a mouse, or joystick, etc. Additionally, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Play” selection). Or, biometric data (and optionally location data) may be submitted in conjunction with making the game play selection.
P-0305[0305] Referring to FIG. 24, at block <b>964</b>, if the player has requested payout information, such as by activating the “See Pays” button <b>955</b>, at block <b>966</b> the routine may cause one or more pay tables to be displayed on the display unit <b>170</b> of the gaming unit <b>20</b>.
P-0306[0306] At block <b>968</b>, the player may attempt to make a bet by, for example, selecting the “Bet One Credit” button <b>956</b>. At block <b>976</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming unit controller <b>200</b>).
P-0307[0307] At block <b>978</b>, the routine may determine whether the player has activated the “Bet Max Credits” button <b>957</b>. If yes, control may pass to block <b>980</b>. At block <b>980</b>, bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming unit controller <b>200</b>).
P-0308[0308] At block <b>982</b>, the routine may determine if the player desires a new hand to be dealt, (for example, by detecting a selection of the “Deal/Draw” button <b>958</b>). If yes, then control may pass to blocks <b>970</b>. At block <b>970</b>, biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming unit <b>20</b> may obtain biometric data from the user and transmit the biometric data to the authentication server <b>58</b> and request that the authentication server <b>58</b> determine whether that biometric data matches biometric data of a registered user. The authentication server <b>58</b> may utilize a routine such as routine <b>770</b> (FIG. 19). In embodiments that do not include an authentication server <b>58</b>, the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the network computer <b>22</b> or the gaming unit <b>20</b>. For instance, the gaming unit <b>20</b> may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card.
P-0309[0309] In another embodiment, at block <b>970</b>, operational control may pass from the gaming unit <b>20</b> to the authentication server <b>58</b>, or to whatever computing system that implements block <b>970</b>. Then, operational control may pass back to the gaming unit <b>20</b> at block <b>972</b>.
P-0310[0310] If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block <b>984</b>. If the biometric data does not match that of a registered user permitted to play, then the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block <b>964</b>.
P-0311[0311] As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires a new hand to be dealt. For example, the player may submit biometric data in order to request, or when requesting, a new hand to be dealt. Thus, blocks <b>982</b>, <b>970</b>, and <b>972</b> may be integrated, their order rearranged, etc.
P-0312[0312] At block <b>984</b>, a video poker hand may be “dealt” by causing the display unit <b>170</b> to generate the playing card images <b>951</b>. After the hand is dealt, at block <b>986</b> the routine may determine if the player selected a “Hold” button <b>952</b>. If yes, data regarding which of the playing card images <b>951</b> are to be “held” may be stored in a memory (for example, the memory of the gaming unit controller <b>200</b>) at block <b>388</b>.
P-0313[0313] If the user selects the “Deal/Draw” button <b>958</b> as determined at block <b>990</b>, each of the playing card images <b>951</b> -that was not “held” may be caused to disappear from the video display <b>950</b> and to be replaced by a new, randomly selected, playing card image <b>951</b> at block <b>992</b>.
P-0314[0314] At block <b>994</b>, the routine may determine whether the poker hand represented by the playing card images <b>951</b> currently displayed is a winner. That determination may be made by comparing data representing the currently displayed poker hand with data representing all possible winning hands, which may be stored in a memory (for example, the memory of the gaming unit controller <b>200</b>). If there is a winning hand, a payout value corresponding to the winning hand may be determined at block <b>996</b>. At block <b>998</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the hand was a winner, the payout value determined at block <b>996</b>. The cumulative value or number of credits may also be displayed in the display area <b>959</b> (FIG. 23).
P-0315[0315] In the above description, various methods have been described with reference to flow diagrams. It will be apparent to one of ordinary skill in the art that each of these methods may be implemented, in whole or in part, by software, hardware, and/or firmware. If implemented, in whole or in part, by software, the software may be stored on a tangible medium such as a CD-ROM, a floppy disk, a hard drive, a digital versatile disk (DVD), a read-only memory (ROM), etc.
P-0316[0316] Further, although the examples described above were described with reference to various flow diagrams, one of ordinary skill in the art will appreciate that many other methods may alternatively be used. For instance, various levels of authentication may alternatively be used. As one example, for small wagers may require submission of biometric data corresponding to one fingerprint, whereas large wagers may require submitting finger prints from multiple different fingers, submitting to an eye scan in addition to a finger print scan, etc. Also, the order of execution of the blocks may be changed, and/or some or all of the blocks may be changed, eliminated, or combined.
Contents5
29 sheets
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| US2005111706A1 | Cited by | United States of America | Pre-grant |
| US11182462B2 | Cited by | United States of America | Applicant |
| JP2015042246A | Cited by | Japan | Search report |
| US12409382B2 | Cited by | United States of America | Applicant |
| US2007014292A1 | Cited by | United States of America | Pre-grant |
| US2004214641A1 | Cited by | United States of America | Pre-grant |
| US10643054B2 | Cited by | United States of America | Search report |
| US12592118B2 | Cited by | United States of America | Applicant |
| US11875638B2 | Cited by | United States of America | Applicant |
| US7828652B2 | Cited by | United States of America | Applicant |
| US2017132878A1 | Cited by | United States of America | Search report |
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| US7403644B2 | Cited by | United States of America | Search report |
| US12100261B2 | Cited by | United States of America | Applicant |
| US12400518B2 | Cited by | United States of America | Applicant |
| WO2008030928A3 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| US2008305858A1 | Cited by | United States of America | Pre-grant |
| US11229835B2 | Cited by | United States of America | Applicant |
| US10424153B2 | Cited by | United States of America | Applicant |
| US12080125B2 | Cited by | United States of America | Applicant |
| US12094289B2 | Cited by | United States of America | Applicant |
| US2014351896A1 | Cited by | United States of America | Pre-grant |
| US2005137006A1 | Cited by | United States of America | Pre-grant |
| US11055954B2 | Cited by | United States of America | Applicant |
| US8202164B2 | Cited by | United States of America | Search report |
| US10031999B2 | Cited by | United States of America | Applicant |
| US2008096628A1 | Cited by | United States of America | Pre-grant |
| US12586440B2 | Cited by | United States of America | Search report |
| US11069185B2 | Cited by | United States of America | Applicant |
| GB2458049B | Cited by | United Kingdom | Search report |
| US10198915B2 | Cited by | United States of America | Applicant |
| US10957150B2 | Cited by | United States of America | Applicant |
| US12125341B2 | Cited by | United States of America | Applicant |
| US2006079331A1 | Cited by | United States of America | Pre-grant |
| US9953486B2 | Cited by | United States of America | Search report |
| US12397226B2 | Cited by | United States of America | Applicant |
| US2018039819A1 | Cited by | United States of America | Search report |
15 members in 9 offices; this record represents the family
Members15
| Document | Office | Kind | |
|---|---|---|---|
| US2004192442A1 | United States of America | A1 | |
| AU2004232143A1 | Australia | A1 | |
| CA2518083A1 | Canada | A1 | |
| WO2004095383A1 | World Intellectual Property Organization (WIPO) | A1 | |
| EP1606776A1 | European Patent Office (EPO) | A1 | |
| RU2005132833A | Russian Federation | A | |
| AU2004232143B2 | Australia | B2 | |
| EP1606776B1 | European Patent Office (EPO) | B1 | |
| AT417337T | Austria | T | |
| ATE417337T1 | Austria | T1 | |
| DE602004018285D1 | Germany | D1 | |
| RU2347274C2 | Russian Federation | C2 | |
| ES2318278T3 | Spain | T3 | |
| US8123616B2 | United States of America | B2 | |
| CA2518083C | Canada | C |
170 transactions on the USPTO file
Allowed after 4 non-final rejections, 6 final rejections and 6 RCEs.
- Non-final rejections
- 4
- Final rejections
- 6
- RCEs
- 6
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
| Event | Code | |
|---|---|---|
| Expire PatentEXP. | EXP. | |
| Recordation of Patent Grant MailedPGM/ | PGM/ | |
| Patent Issue Date Used in PTA CalculationAllowedPTAC | PTAC | |
| Email NotificationEML_NTR | EML_NTR | |
| Issue Notification MailedAllowedWPIR | WPIR | |
| Dispatch to FDCD1935 | D1935 | |
| Application Is Considered Ready for IssuePILS | PILS | |
| Issue Fee Payment VerifiedN084 | N084 | |
| Issue Fee Payment ReceivedIFEE | IFEE | |
| Email NotificationEML_NTR | EML_NTR | |
| Mail Miscellaneous Communication to ApplicantMM327 | MM327 | |
| Miscellaneous Communication to Applicant - No Action CountM327 | M327 | |
| Pubs Case Remand to TCPUBTC | PUBTC | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Notice of AllowanceAllowedMN/=. | MN/=. | |
| Notice of Allowance Data Verification CompletedAllowedN/=. | N/=. | |
| Reasons for AllowanceEX.R | EX.R | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Request for Extension of Time - GrantedXT/G | XT/G | |
| Email NotificationEML_NTR | EML_NTR | |
| Mail Examiner Interview Summary (PTOL - 413)MEXIN | MEXIN | |
| Interview Summary - Examiner InitiatedEXIE | EXIE | |
| Examiner Interview Summary Record (PTOL - 413)EXIN | EXIN | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Email NotificationEML_NTR | EML_NTR | |
| Mail Examiner Interview Summary (PTOL - 413)MEXIN | MEXIN | |
| Interview Summary- Applicant InitiatedEXIA | EXIA | |
| Examiner Interview Summary Record (PTOL - 413)EXIN | EXIN | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Request for Extension of Time - GrantedXT/G | XT/G | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Mail Advisory Action (PTOL - 303)MCTAV | MCTAV | |
| Advisory Action (PTOL-303)CTAV | CTAV | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Request for Extension of Time - GrantedXT/G | XT/G | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Mail Advisory Action (PTOL - 303)MCTAV | MCTAV | |
| Advisory Action (PTOL-303)CTAV | CTAV | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Correspondence Address ChangeC.AD | C.AD | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Reference capture on IDSRCAP | RCAP | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Request for Extension of Time - GrantedXT/G | XT/G | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Mail Advisory Action (PTOL - 303)MCTAV | MCTAV |
8 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Lapsed due to failure to pay maintenance feeLapsedFP | FP | |
| Information on status: patent discontinuationPATENT EXPIRED DUE TO NONPAYMENT OF MAINTENANCE FEES UNDER 37 CFR 1.362STCH | STCH | |
| Information on status: patent discontinuationPATENT EXPIRED DUE TO NONPAYMENT OF MAINTENANCE FEES UNDER 37 CFR 1.362STCH | STCH | |
| Lapse for failure to pay maintenance feesLapsedLAPS | LAPS | |
| Maintenance fee reminder mailedREMI | REMI | |
| Fee payment procedurePAYOR NUMBER ASSIGNED (ORIGINAL EVENT CODE: ASPN); ENTITY STATUS OF PATENT OWNER: LARGE ENTITYFEPP | FEPP | |
| AssignmentAS | AS | |
| AssignmentAS | AS |
Numbers
- Application
- 39596303
Titles
- English
- Method and apparatus for limiting access to games using biometric data
Patent term adjustment
- A delay
- +938 daysthe office missed an examination deadline
- B delay
- +485 dayspendency past three years
- Overlap
- −124 daysdelays counted once
- Applicant delay
- −366 days
- Net adjustment
- 933 days
Classification
- CPC, 5
- G07F17/32
- G07F17/3206
- G07F17/3232
- G07F17/3239
- G07C9/37
- IPC, 2
- G07C9 00
- G07F17 32