Electronic gaming machine with architecture supporting a virtual dealer and virtual cards

a virtual dealer and gaming machine technology, applied in the field of electronic gaming machines, can solve the problems of inability to fully appreciate manipulation, time-consuming and labor-intensive manipulation, and the addition of physical cards to the regular cost of playing the game,

Inactive Publication Date: 2005-07-28
SHUFFLE MASTER
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The use of playing cards provided by a live dealer has a number of associated limitations and disadvantages that have long plagued the casino industry.
Others are problems associated with the use of playing cards in particular games.
The use of playing cards at live table games typically involves several operational requirements that are time-consuming.
These manipulations take time and are not typically appreciated by either the dealer or players as enhancing the play and entertainment value of the game.
The use of physical cards also adds a regular cost to play of the game in the wear on decks of cards that must be replaced every few hours.
When shuffling is needed, it involves a break in the action of the table game and consumes a significant amount of time.
Shuffling is also the most time consuming operation in preparing for the next hand.
Thus, earnings are limited by the number of hands that can be played per hour.
Accomplishing this without detracting from the players' enjoyment and desire to play the game is a challenging and longstanding issue with casino owners and consultants in the gaming industry.
The amount of time consumed by collecting, shuffling and dealing is also of significance in private card games because it also delays action and requires some special effort to perform.
In private games there is also some added complexity due to card players remembering or figuring out which player had previously dealt and who should now shuffle and re-deal the cards as needed.
In addition to the time delay and added activity needed to collect, shuffle and deal cards, there is typically some time devoted to cutting the deck of cards which have been shuffled and which are soon to be dealt.
Although cutting the deck does not require a large amount of time, it does take some time.
In the gaming industry there is also a very significant amount of time and effort devoted to security issues that relate to play of the casino games.
Part of the security concerns stem from frequent attempts to cheat during play of the games.
The amount of cheating in card games is significant to the casino industry and constitutes a major security problem that has large associated losses.
The costs of efforts to deter or prevent cheating are very large and made on a daily basis.
This approach is disadvantaged by the fact that not all cards dealt are easily imaged from a camera position above the table because some or all of the cards are not dealt face-up, or are hidden by overlying cards.
Although many blackjack games are sufficiently revealing to later determine the order of dealt cards, others are not.
Even where cameras are used, their use may not be effective.
Such cameras may require time-consuming and tedious human analysis to go over the videotapes or other recordings of table action or require the use of software that is complex and imprecise.
Such human analysis is costly and cannot economically be used to routinely monitor all action in a casino card room or table game pit.
For the above reasons, the video camera monitoring techniques have found very limited effectiveness as a routine approach for identifying cheating.
There has also been relatively limited use as a serious analytical tool because of the difficulty of analysis.
Such camera surveillance techniques are also of only limited effectiveness as a deterrent because many of the people involved with cheating h...

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  • Electronic gaming machine with architecture supporting a virtual dealer and virtual cards
  • Electronic gaming machine with architecture supporting a virtual dealer and virtual cards
  • Electronic gaming machine with architecture supporting a virtual dealer and virtual cards

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Embodiment Construction

[0050] It should be first understood that in the description of the practices, methods, components, subcomponents and apparatus of the present invention, the examples and specific materials identified are merely exemplary and are not intended to be taken as limits in the practice of the invention. For example, any computer language may be used, any operating system may be used, any commercial or specially designed hardware that can perform the identified functions and provides the described properties can be used, even if the specific component described is or is not a preferred embodiment of the invention.

[0051] A gaming system according to the present invention comprises a table and a dealer “virtual” video display system positioned for view by players seated at the table. The table may seat at least two players up to the amount of players that can be configured about the table and have a view of the dealer video display system. Typically each gaming system will have at least fou...

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PUM

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Abstract

An automated gaming system comprises a gaming table and an upright video display panel. The system comprises a table having an upper surface, the upper surface having a video display surface that provides a continuous field of video display and at least two different player positions. There is a processor in information communication with the upright video display panel and the video display surface. The processor directs video display on both the upright video display panel and the video display surface. The same or a separate processor provides game rules for the play of at least one casino table card game without the use of physical cards on the table. Each player position has an individual intelligent player processing board dedicated to that position. Communication between the automated gaming system and a host casino computer takes place from the intelligent player processing boards in one form of the invention.

Description

BACKGROUND OF THE INVENTION [0001] 1. Field of the Invention [0002] The present invention relates to the field of gaming, the field of casino table gaming, the field of casino table card gaming, and to electronic or computer-based systems that can approach or achieve complete automation of a casino table game, including the elimination of a live dealer. [0003] 2. Background of the Art [0004] In the gaming industry, significant gambling occurs at live table games that use playing cards and a live dealer. Exemplary live table games include blackjack, poker, poker variants such as Let It Ride® stud poker, baccarat, casino war and other games. There are a number of proprietary or specialty live table card games which have developed, such as pai-gow poker, Let-It-Ride® stud poker, Three Card Poker® game, Four Card Poker® game, Caribbean Stud® poker and others. These and many other games all involve play using playing cards. The cards are dealt by a live dealer to the players, to a flop a...

Claims

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Application Information

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IPC IPC(8): A63F9/24G07F17/32
CPCG07F17/3293G07F17/32
Inventor SMITH, PHILIP STEPHENMACKENNA, EZRA CHRISTOPHERBUSH, DONALD T.SAVAGE, DAYMON B.
Owner SHUFFLE MASTER
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