Systems, methods, and devices for enabling remote participation in live personal games

Systems and devices that communicate with servers via proxy devices enable remote players to participate in live games safely and comfortably, solving the social interaction and health risks associated with playing games in person and increasing game engagement.

CN121002550APending Publication Date: 2025-11-2115399769 CANADA INC
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Patent Information

Application Number
CN202380091446.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-12-16
Filing Date
2023-12-12
Publication Date
2025-11-21

AI Technical Summary

Technical Problem

Playing games in person presents challenges such as poor social interaction, health risks, and time and expense of traveling to venues. Furthermore, venue operators struggle to maintain consistently high levels of participation.

Method used

It provides systems and equipment that enable remote players to participate in games with on-site players through proxy devices, including the proxy devices communicating with the server, receiving control data and simulating game operations, acquiring game data and feeding it back to the user devices.

Benefits of technology

Remote players can participate in games safely and comfortably, avoiding undesirable social interactions and health risks, increasing game engagement, and reducing the management difficulty for venue operators.

✦ Generated by Eureka AI based on patent content.

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Abstract

Systems, methods, and devices for enabling a remote player to participate in a live game with a live player. The proxy device may be placed at a gaming site where the live game is being played. The proxy device communicates with a user device of a respective user. A user receives feedback data related to a game from a proxy device. And the user controls the operation of the proxy equipment through the user equipment. Thus, the proxy device participates in the live game on behalf of the user. This may allow the user to enjoy a complete game experience that participates in the live game with other participants and / or venue staffs, even if they are not physically at the game venue.
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Description

[0001] Cross-references to related applications

[0002] This application claims priority to U.S. Provisional Patent Application No. 63 / 433,073, filed December 16, 2022, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This specification relates generally to playing games in person, and more particularly to systems, methods, and devices for enabling remote players to participate in live games alongside live participants. Background Technology

[0004] The following content is not intended to imply that anything discussed below is prior art or common knowledge to those skilled in the art.

[0005] In-person gaming venues allow individuals to participate in a variety of games with other players, including those they may not know. In-person gaming is often a social experience that can enhance enjoyment and encourage continued participation. However, some aspects of in-person gaming are less than ideal, including undesirable social interactions such as jeering or harassment, and health-related aspects such as the possibility of encountering smokers or those with infectious diseases.

[0006] Players can also develop attachments to specific locations based on their impressions or experiences with those locations, game tables, coin machines, or even particular staff members. However, traveling to a specific location can be time-consuming and costly, depending on its distance from the player's location.

[0007] Venues such as amusement parks provide the infrastructure and staff to facilitate and support these hands-on games. Venue operators typically aim to maximize engagement in ongoing games in order to maximize their revenue. However, maintaining a consistently high number of players, beyond the most popular venues, can be a challenge. Summary of the Invention

[0008] The following introduction is intended to guide the reader toward the more detailed discussion that follows. This introduction is not intended to limit or define any inventive scheme, whether claimed or not. One or more inventions may exist in any combination or sub-combination of the elements or process steps disclosed in any part of this document (including its claims and drawings).

[0009] This application provides systems, methods, and devices for enabling remote players to participate in live games alongside in-person participants.

[0010] The proxy device can be placed at the game location where a live, in-person game is taking place. This proxy device is operable to communicate with the corresponding user's user device. The user can receive game-related feedback data from the proxy device. The user can control the operation of the proxy device through their user device. Therefore, the proxy device can participate in the live game on behalf of the user. This allows users to enjoy a complete game experience by participating in the live game with other participants and / or venue staff, even if they are not actually at the game location.

[0011] In one aspect of this disclosure, a system is provided for enabling remote participation in live, in-person games at a gaming venue. The system includes: a proxy device located within the gaming venue; and one or more servers communicatively coupled to the proxy device and a user device; wherein the proxy device can be placed at a game location within the gaming venue; the one or more servers are configured to: receive control data from the user device; transmit the control data to the proxy device; and the proxy device is configured to participate in the game at the game location in response to the control data, thereby enabling a user associated with the user device to participate in the game.

[0012] The control data may include game currency data, and the agent device may be configured to use game currency in the game in response to the game currency data.

[0013] The proxy device can be configured to: acquire game data related to the state of the game; and transmit the game data to the one or more servers; and the one or more servers can be configured to transmit the game data to the user device, wherein the game data is usable by the user device to generate a state output representing the state of the game.

[0014] Game data may include user-specific data that is not visible to any other player participating in the game.

[0015] Game data may include participant currency data of one or more on-site players participating in the game at the game venue.

[0016] Game data may include host data representing instructions provided by the game's host.

[0017] The proxy device can be configured to recognize a specified action performed by the game's host; and automatically generate host data in response to recognizing the specified action.

[0018] The specified action may correspond to a stop-game-coins instruction, and the one or more servers may be configured to prevent the user from submitting any further game coins in response to recognizing the stop-game-coins instruction.

[0019] The proxy device can be configured to: acquire environmental data related to the environment of the game venue; and transmit the environmental data to the one or more servers; and the one or more servers can be configured to transmit the environmental data to the user device, wherein the environmental data can be used by the user device to generate an environmental output representing the environment of the game venue.

[0020] The user equipment may be operable to mute at least a portion of the environmental data acquired by the agent device.

[0021] One or more servers may be configured to: receive additional game currency data from an additional user device, the additional user device corresponding to an additional user; and transmit the additional game currency data to the proxy device; and the proxy device may be configured to perform a piggyback in the game in response to the additional game currency data, thereby enabling the additional user to participate in the game by piggybacking the user device.

[0022] One or more servers may be configured to: receive auto-input game currency data from the user device; transmit the auto-input game currency data to the proxy device; and the proxy device may be configured to input multiple auto-input game currencies in the game in response to the auto-input game currency data.

[0023] The automatic input of game currency data defines a set of user-specified game currency rules, and the agent device can be configured to automatically input game currency according to the set of user-specified game currency rules without additional instructions.

[0024] User devices can be located at the game venue.

[0025] The user equipment can be located at a remote user location outside the game arena.

[0026] The game venue may be an amusement park, and the game may be an amusement park game.

[0027] The agent device and one or more servers can communicate via a local private network.

[0028] One or more servers and user devices can communicate via a local private network.

[0029] One or more servers and user devices may communicate, at least partially, using a public network.

[0030] The one or more servers may be configured to authenticate the user before enabling the user device to control the proxy device to participate in the game.

[0031] One or more servers may be configured to continuously authenticate the user during the game so that the user device can continue to control the proxy device.

[0032] The system may include at least one table output unit located at the gaming area, wherein the at least one table output unit is operable to display user game currency data in response to control data based on data received from an agent device.

[0033] In one aspect of this disclosure, a device is provided for enabling remote participation in live, in-person gaming at a gaming venue, the device comprising: a base positionable at a game location within the gaming venue for a specific game; at least one input unit mounted on the base, the at least one input unit including a video capture device, the at least one input unit being positionable to acquire game state data related to the game environment of the specific game; at least one output unit mounted on the base, the at least one output unit being positionable to interact with the game environment of the specific game; a communication interface; and one or more processors; wherein the one or more processors are configured to: acquire game data related to the state of the specific game using the at least one input unit; and transmit the game data to a user device via the communication interface; receive control data from the user device via the communication interface, wherein the control data includes game currency data for the specific game played within the gaming venue; and operate the at least one output unit to input game currency in the specific game using the game currency data.

[0034] At least one output unit may include a speaker, and one or more processors may be configured to output audio game coins for the game via the speaker in response to the control data.

[0035] At least one output unit may include a display, and the one or more processors may be configured to display game currency on the display in response to the control data.

[0036] At least one output unit may include a projector, and the one or more processors may be configured to project game coins of the game onto the game surface of the game in response to the control data.

[0037] At least one output unit may include a display, and the one or more processors may be configured to display a user representation on the display while the game is in progress.

[0038] The user representation can be defined based on video data obtained from the user's device during the game for displaying the user.

[0039] The user representation can be generated as a virtual avatar representing the user.

[0040] The device can be located at multiple game playing positions within the game venue.

[0041] The base can be a movable base.

[0042] The base may have wheels.

[0043] The device may include one or more track components, which may be capable of engaging with a track, and the device may be movable along the track.

[0044] The communication interface may include a wireless communication unit.

[0045] The communication interface may include at least one wired communication connection.

[0046] The device may include a lock that can be used to secure the device to a specific gaming location.

[0047] The lock may be compatible with a corresponding lock receiving component at the specific game location.

[0048] At least one input unit may be height-adjustable.

[0049] At least one output unit may be height-adjustable.

[0050] The device can be adjusted to a compact storage location.

[0051] The at least one output unit may include at least one game-specific interaction unit, which is configured to enable participation in a specified game.

[0052] The at least one game-specific interaction unit may include multiple game-specific interaction units, and the device may be operable to adjust among the game-specific interaction units so that the device can participate in different games.

[0053] At least one game-specific interaction unit may be detachable.

[0054] The device may include a game token box shaped to hold one or more amusement park game tokens, wherein the game token box is secured to prevent unauthorized access to the amusement park game tokens.

[0055] The device may include a funds transfer unit operable to receive funds from a user, wherein the funds include one of cash deposits, card-based deposits using a credit or debit card, or device-based deposits using an electronic device associated with the user.

[0056] The device may include a funds transfer unit operable to receive funds related to the game and electronically transfer the received funds to an account associated with the user after the user completes the game.

[0057] The device may also include equipment for processing amusement park game tokens.

[0058] At least one output unit may include at least one touch-sensitive element operable to interact with a touch-sensitive input surface.

[0059] The device may include a cash dispensing unit.

[0060] In one aspect of this disclosure, a device is provided for facilitating remote participation in a card game, the device comprising: a bottom wall and at least one side wall extending between the bottom wall and a top of the device, the bottom wall and each side wall being substantially opaque; an upper wall component adjacent to the top of the device, wherein the upper wall component is substantially transparent and has an inner side facing the bottom wall and an outer side opposite to the inner side; and a camera disposed facing the inner side of the upper wall, wherein the camera is operable to capture images of objects located on the outer side of the upper wall.

[0061] The upper wall component can be recessed and configured to be lower than the top of the device.

[0062] The upper wall component may include a gap sized to allow fingers to pass through, which may be configured to facilitate the removal of objects located on the upper wall component.

[0063] At least one portion of the sidewall may include a cutout aligned with the gap. This portion may include a movable sidewall section that is movable to close the cutout.

[0064] The box can be basically rectangular.

[0065] The shape of the upper wall component can be designed to accommodate at least two adjacent playing cards.

[0066] The shape of the upper wall component can be designed to accommodate at least five adjacent playing cards.

[0067] The device can be mounted on a movable base.

[0068] The device can be mounted on a movable arm extending from the movable base.

[0069] The device may include a processor and a communication interface; wherein the processor may be configured to: acquire the image from the camera; and transmit the image to a remote user equipment via the communication interface.

[0070] At least one sidewall may include a groove shaped to receive playing cards, wherein the groove is located between the upper wall component and the top of the device.

[0071] The device may include a dedicated interactive unit for gaming.

[0072] In one aspect of this disclosure, an apparatus for processing amusement park game tokens is provided, the apparatus comprising: a game token receiving area sized to accommodate a plurality of amusement park game tokens, the game token receiving area extending longitudinally from a first end to a second end, wherein the second end is open; at least one sidewall extending from the first end to the second end, the at least one sidewall defining a perimeter of the game token receiving area; and at least one movable member, wherein the at least one movable member is movable within the game token receiving area to selectively dispense amusement park game tokens from the game token receiving area.

[0073] The game token receiving area can be a cylindrical channel.

[0074] The at least one movable component may include a pop-up component that can move longitudinally from the first end to the second end within the game token receiving area.

[0075] The at least one movable component may include a movable sidewall component, wherein the movable sidewall component is movable outward away from the game token receiving area.

[0076] The device may include a plurality of inwardly extending protrusions, wherein each protrusion extends inwardly from a given sidewall component of the at least one sidewall component into the game token receiving area.

[0077] The protrusion may be spaced apart from longitudinally adjacent protrusions by a distance in the longitudinal direction, which is approximately equal to the height of an amusement park game token.

[0078] The protrusion may be retractable.

[0079] The protrusion can be controllably extended or retracted.

[0080] The multiple protrusions may include multiple aligned protrusion groups, wherein each protrusion in the aligned protrusion group is aligned along the longitudinal direction, and each protrusion group reduces the perimeter of the game token receiving area to less than the width of the amusement park game token.

[0081] The at least one sidewall component can be configured to define the perimeter of the game token receiving area to be greater than the width of the amusement park game token.

[0082] The game token receiving area may include a cylindrical channel.

[0083] In one aspect of this disclosure, a device is provided for enabling participation in an amusement park game, the device comprising: a device body including a controller and a memory; a display coupled to the controller, operable to display a game coin value related to the amusement park game; and a user input interface coupled to the controller, operable to receive game coin input from a user; wherein the controller is configured to adjust the game coin value in response to one or more game coin inputs received by the user input interface.

[0084] The main body of the device can be substantially cylindrical.

[0085] The shape of the main body of the device can correspond to that of a standard amusement park game token.

[0086] The user input interface may include at least two buttons, including an increase button and a decrease button, wherein the controller is operable to adjust the value of the game coins by a predefined amount in response to a game coin input received at either of the at least two buttons.

[0087] The device may include a wireless communication module, wherein the device is operable to communicate wirelessly with a remote server that stores user account data.

[0088] The memory can store the amount of available game currency, and the controller can be operable to adjust the game currency value to a maximum amount of game currency defined based on the amount of available game currency.

[0089] The device may include a biometric identification system operable to authenticate a specific user, and the controller is configured to prevent adjustment of the game currency value before authenticating the specific user.

[0090] Those skilled in the art will understand that the devices, systems, or methods disclosed herein may embody one or more features contained herein, and these features may be used in any specific combination or sub-combination.

[0091] These and other aspects and features of the various embodiments will be described in more detail below. Attached Figure Description

[0092] The accompanying drawings contained herein are used to illustrate various examples of the articles, methods, and apparatuses described herein, and are not intended to limit the scope of the teachings in any way. In the drawings:

[0093] Figure 1 This is a block diagram of an example system for enabling remote participation in in-person gaming;

[0094] Figure 2 Is it possible to... Figure 1 The diagram shows a block diagram of an example agent device, user device, and server used in the system.

[0095] Figure 3 This is a flowchart of an example method for enabling remote participation in in-person games;

[0096] Figure 4A This is an example perspective view of a proxy device for participating in hands-on amusement park games;

[0097] Figure 4B It is participation Figure 4A Another example perspective view of the agent equipment for the personal amusement park game;

[0098] Figure 4C It is participation Figure 4A Another example perspective view of the agent equipment for the personal amusement park game;

[0099] Figure 5A This is a perspective view of a sample device for processing amusement park game tokens, which can be used with the sample agent device;

[0100] Figure 5B This is a perspective view of another example device that can be used with the example agent device to process amusement park game tokens;

[0101] Figure 6A This is a top view of an example agent device participating in another example in-person playground game;

[0102] Figure 6B This is a top view of another example agent device participating in another example in-person playground game;

[0103] Figure 7 This is a perspective view of an example agent device participating in another example in-person amusement park game;

[0104] Figure 8A This is a top perspective view of an example device used to facilitate participation in card games, which can be used with an example agent device;

[0105] Figure 8B yes Figure 8A A top perspective view of the device, with playing cards located on the upper surface of the device;

[0106] Figure 8C yes Figure 8A A side view of the device;

[0107] Figure 9 This is a top view of a sample user device that can be used to participate in live, hands-on games;

[0108] Figure 10 This is a partial top view of the example game table, where players are using example video game tokens to participate in a playground game;

[0109] Figure 11 This is a partial perspective view of the example game table, where agent devices use example video game tokens to participate in playground games;

[0110] Figure 12 This is a perspective view of an example video game token control unit; and

[0111] Figure 13 This is a side view of the control unit for an example video game token and another example game token.

[0112] The accompanying drawings included herein are used to illustrate various examples of the systems, methods, and apparatuses taught in this specification, and are not intended to limit the scope of the teachings in any way. Detailed Implementation

[0113] Various apparatuses, processes, or compositions will be described below to provide examples of embodiments of the claimed subject matter. No embodiment described below is limiting of any claim, and any claim may cover a process, apparatus, or composition different from those described below. The claims are not limited to apparatuses, processes, or compositions having all the features of any of the apparatuses, processes, or compositions described below, nor are they limited to features common to the plurality or all of the apparatuses, processes, or compositions described below. The apparatuses, processes, or compositions described below may not be embodiments of any proprietary subject matter granted by this patent application. Any subject matter described below that is not proprietary to this patent application may be the subject matter of another protective document, for example, a continuation of a patent application, and the applicant, inventor, or owner does not intend to waive, abandon, or publicly contribute any such subject matter by disclosing it in this document.

[0114] For simplicity and clarity, reference numerals may be repeated in the accompanying drawings to indicate corresponding or similar elements. Furthermore, numerous specific details are set forth herein to aid in a thorough understanding of the subject matter. However, those skilled in the art will understand that the subject matter described herein can be practiced without these specific details. In other instances, well-known methods, processes, and components have not been described in detail so as not to obscure the subject matter described herein. This specification should not be construed as limiting the scope of the subject matter described herein.

[0115] The term "coupling" or "coupled" as used herein can have a variety of meanings depending on the context in which it is used. For example, the term "coupling" or "coupled" can have mechanical, electrical, or communication meanings. For instance, the term "coupling" or "coupled" as used herein can mean that two elements or devices are directly connected to each other, or, depending on the specific context, connected to each other via one or more intermediate elements or devices through electrical elements, electrical signals, or mechanical elements. Furthermore, the term "communication coupling" can be used to mean that one element or device is able to send data to and receive data from another element or device electrically, optically, or wirelessly.

[0116] The term “and / or” as used herein is intended to indicate an inclusive “or”. That is, for example, “X and / or Y” is intended to mean X or Y or both. As another example, “X, Y and / or Z” is intended to mean X or Y or Z or any combination thereof. Furthermore, “at least one of A and B” is intended to mean only A, only B, or a combination of A and B.

[0117] The degree terms used in this article, such as “basically,” “approximately,” and “about,” refer to a reasonable amount of deviation from the modified term so that the final result is not significantly altered. These degree terms can also be understood to include deviations from the modified term if such deviations do not negate the meaning of the term they modify.

[0118] Any range of numbers expressed as endpoints in this document includes all numbers and fractions included within that range (e.g., 1 to 5 includes 1, 1.5, 2, 2.75, 3, 3.90, 4, and 5). It should also be understood that all numbers and fractions are assumed to be modified by the term “about,” meaning that the amount of variation of the cited numbers is at most a certain amount, provided that the final result is not significantly altered.

[0119] The systems, methods, and apparatuses described herein can be implemented as a combination of hardware or software. In some cases, the systems, methods, and apparatuses described herein can be implemented at least in part by using one or more computer programs that execute on one or more programmable devices, the programmable devices including at least one processing element and a data storage element (including volatile and non-volatile memory and / or storage elements). Depending on the nature of the apparatus, these devices may also have at least one input device (e.g., a button keyboard, mouse, touchscreen, foot controller, and similar device) and at least one output device (e.g., a display screen, printer, radio device, and similar device).

[0120] Some elements used to implement at least a portion of the systems, methods, and apparatuses described herein can be implemented using software written in a high-level procedural language (e.g., object-oriented programming). Therefore, the program code can be written in any suitable programming language (e.g., Python or C). Alternatively, or otherwise, some of these software-implemented elements can be written in assembly language, machine language, or firmware as needed. In any case, the language can be a compiled language or an interpreted language.

[0121] At least a portion of these software programs may be stored on a storage medium (e.g., a computer-readable medium, such as, but not limited to, ROM, disk, optical disk) or on a device readable by a general-purpose or special-purpose programmable device. When read by a programmable device, the software program code configures the programmable device to operate in a new, specific, and predefined manner to perform at least one of the methods described herein.

[0122] Furthermore, at least some of the programs associated with the systems and methods described herein may be distributed in a computer program product comprising a computer-readable medium carrying one or more processor-usable computer instructions. This medium may be provided in various forms, including non-transitory forms, such as, but not limited to, one or more floppy disks, optical disks, magnetic tapes, chips, and magnetic and electronic storage devices. Alternatively, the medium may be inherently transient, such as, but not limited to, wired transmission, satellite transmission, internet transmission (e.g., download), media, digital and analog signals, and similar media. The computer-usable instructions may also be in various formats, including compiled code and uncompiled code.

[0123] Remote gaming system

[0124] Now for reference Figure 1A block diagram of a remote gaming system 100 is provided. System 100 is an example of a networked system that enables users to remotely participate in live, in-person games at a gaming venue / facility (such as an amusement park). System 100 allows remote users to participate in live games alongside users actually at the gaming venue.

[0125] Enabling remote participation in live games can help increase user engagement by providing many of the same experiences as playing in person at a game venue. Remote users can also minimize or avoid some of the less desirable aspects of playing games in person, such as smoking, noise, infectious diseases, unpleasant interactions with other users, theft, and harassment. Remote users can further enjoy enhanced privacy and security by participating safely and comfortably from their homes or other desired locations.

[0126] A remote gaming system 100 (also known as a proxy gaming system) typically includes multiple computers connected via a data communication network 140, which itself may be connected to the Internet. However, this computer network system typically includes one or more proxy devices 110A-110N (collectively referred to as proxy devices 110, and may also be referred to as bot agents or bot agent devices), one or more user devices 120A-120N (collectively referred to as user devices 120, and may also be referred to as player devices), and an administrator computer 130 connected via network 140. In the example system 100 shown, proxy devices 110 and administrator computer 130 may be collectively referred to as an on-location gaming system.

[0127] Typically, the connection between agent device 110 and administrator computer 130 and the Internet can be established through a firewall server (not shown). In some cases, there may be multiple links or firewalls, or both, between agent device 110 and administrator computer 130 and the Internet. Some organizations may operate multiple networks 140 or virtual networks 140, which may be interconnected or isolated from each other. For ease of illustration, these networks have been omitted, but it is understood that the teachings herein can be applied to such systems. Network 140 may be constructed using one or more computer networking technologies, such as IEEE 802.3 (Ethernet), IEEE 802.11, and similar technologies.

[0128] Computers and computing devices can be connected to network 140 or a portion thereof via suitable network interfaces. Computing devices can also include any networked or "smart" device capable of data communication, such as refrigerators, thermostats, industrial equipment, and similar devices. This increasingly encompasses a wide variety of devices as more and more devices become connected via the "Internet of Things" (IoT). In some cases, one or more computing devices, such as user equipment 120, can be connected to network 140 via the Internet.

[0129] Agent device 110 generally refers to a device or unit that can be located or placed in a gaming facility where a live game is being played. Even when the user is not at the gaming facility, agent device 110 enables the user to participate in the live game. Agent device 110 may include various processing components, memory components, network components, and input / output components to enable a remote user to control the operation of agent device 110 to participate in the game. Therefore, agent device 110 can act as a proxy for a remote user (e.g., on behalf of the remote user) and act as or operate as a participant in a live playground game. References will follow below. Figure 2 A further detailed description of an example of agent device 110.

[0130] The proxy gaming system 100 allows users to participate in live games even when the user (and their associated user device 120) is physically located in a different location from where the live game is taking place. The user can interact with their corresponding user device 120 to control the operation of the proxy device 110, thus participating in the live game alongside the in-person participant. The proxy device 110 can respond to control commands received from the corresponding user device 120 to perform actions on behalf of the remote user. The user can input commands to their user device 120 to prompt or instruct the proxy device 110 to perform various actions related to the live game, such as inputting game coins, receiving rewards, and performing various game-specific actions (e.g., drawing cards in card games, folding cards in poker games, etc.). The user device 120 can send commands to the proxy device 110 via network 140. The actions that the proxy device 110 can perform may vary depending on the implementation method and / or the specific game the user is participating in.

[0131] The proxy device 110 can also communicate with the user device 120 to provide feedback data related to the ongoing game, game environment, and / or game venue. The proxy device 110 may include one or more input devices for capturing feedback data related to the game (e.g., game status, in-game currency data, card data, etc.) and / or game environment (e.g., the number of other players involved, audio and / or video input from other players, input from the host, etc.) and / or venue (e.g., other available games, audio and / or video input from the venue or other players within the venue, etc.). The proxy device 110 can transmit the feedback data to the user device 120 via network 140.

[0132] The agent device 110 can also implement various physical and electronic security measures. For example, the agent device 110 can be configured to establish a secure communication channel with the remote user device 120. This helps prevent unauthorized intrusion by third parties. It also ensures that the remote user is authenticated as a user permitted to participate in the game (e.g., someone who meets age requirements or other participation requirements).

[0133] Optionally, the agent device 110 may include a physical network connector (e.g., a network cable such as an Ethernet cable). This physical network connector can be used to establish a corresponding wired connection at each gaming location to create a physical link between the agent device 110 and the playground's IT infrastructure. This helps prevent interference with communication between the agent device 110 and the remote user equipment 120.

[0134] User equipment 120 may be provided by one or more computers, such as desktop computers, laptops, smartphones, or tablets; however, user equipment 120 may also include various “smart” devices capable of data communication. As will be understood, each user equipment 120 has a processor, volatile and non-volatile memory, at least one network interface, input devices (e.g., keyboard and touchpad), output devices (e.g., display and speakers), and various other input / output devices. User equipment 120 may be portable and may sometimes be connected to network 140 or a portion thereof. User equipment 120 may be connected to network 140 via wired or wireless network connections. User equipment 120 may also be connected to network 140 via the Internet.

[0135] Administrator server 130 is a computer server connected to network 140. Similar to computer 120, server 130 has a processor, volatile and non-volatile memory, at least one network interface, and may have various other input / output devices. Like all devices shown in computer network system 100, there may be multiple servers 130, although not all are shown. References will follow. Figure 2The agent device 110, user device 120, and administrator server 130 are described in more detail.

[0136] Each computer and computing device can sometimes connect to an external computer or server via the Internet. For example, agent device 110 or user device 120 can connect to a software update server to obtain the latest version of software applications or firmware.

[0137] Server 130 can be configured to provide a remote gaming platform (also known as a proxy gaming platform). User device 120 can remotely access this remote gaming platform via network 140. For example, server 130 can provide a remote gaming platform that can be accessed via the Internet by visiting a website associated with the gaming platform. Users can run browsing applications on user device 120 and navigate to the corresponding website to access the gaming platform.

[0138] This gaming platform allows users to remotely participate in games played in person at various locations, including amusement park locations. The platform also allows users to remotely control proxy device 110, enabling them to participate in the game without physically being present at the location. Users can interact with the gaming platform via user device 120 to control the operation of proxy device 110 to participate in the game.

[0139] Alternatively or additionally, server 110 may provide a proxy gaming platform, accessible via a proxy gaming application deployed on or operated by user device 120. Players can then interact with the proxy gaming platform by operating the proxy gaming application on user device 120.

[0140] As used herein, the term "software application" or "application" refers to computer-executable instructions, particularly computer-executable instructions stored in a non-transitory medium such as non-volatile memory and executed by a computer processor. When executing instructions, a computer processor may receive input and send output to any of the various input or output devices coupled to it.

[0141] A software application can be associated with an application identifier that uniquely identifies the software application. In some cases, the application identifier can also identify the version and build of the software application. A software application can be identified by both its users and its provider or maintainer through its name. A mobile application or "application" generally refers to a software application that is installed and used on mobile devices such as smartphones, tablets, or other "smart" devices.

[0142] The proxy gaming system 100 can be configured to allow different users to interface with the proxy device 110. Users can establish a connection between the system 100 and a specific proxy device 110 to participate in in-person gaming. For example, a user can log in to the proxy gaming platform interface through their user device 120.

[0143] Each user can have user account data associated with the gaming platform. User account data can include various types of data corresponding to the user, such as user identity (e.g., legal name, identification document, such as driver's license or passport), user demographic data (e.g., age, location), user financial data (e.g., savings accounts, associated bank accounts and / or credit cards), and so on.

[0144] Each user can also have associated user authentication data, which allows them to access the corresponding account created on the proxy gaming platform. Examples of authentication data may include a user identifier (such as a username) and a user password. Authentication data may also include biometric data associated with the user. User biometric data can be used to verify the user's identity when accessing their account.

[0145] The proxy gaming system 100 can also implement various user authentication methods to ensure that remote users are allowed to participate in live games. For example, the proxy gaming platform may include a live user authentication process to authenticate users in real time.

[0146] The on-site user authentication process may include users authenticating themselves in real time using a video link. The on-site user authentication process may require users to authenticate themselves using identification documents and / or biometric data associated with their user accounts. The on-site user authentication process may also require users to determine their location in real time (e.g., via or from user device 120) to ensure they are permitted to participate in the game (e.g., in accordance with laws or regulations relating to user location and / or game location).

[0147] Optionally, the proxy gaming system 100 can continuously authenticate the user during gameplay. The proxy gaming system 100 can be configured to require continuous user authentication so that the user device 120 can continue to control the proxy device 100's participation in the game. For example, the proxy gaming system 100 can require user authentication at specified time intervals or during each phase of a given game. This ensures that the user actually participating in the game meets the requirements for playing the game.

[0148] Each agent device 110 can participate in games played at a specific venue. For example, agent device 110 can participate in live games played at an amusement park. To facilitate the participation of agent devices, the amusement park can be configured to monitor agent devices in a manner similar to monitoring live players. The actions and game wins / losses of agent devices 110 can be monitored by personnel and / or electronic monitoring systems (e.g., cameras located within the venue) at the amusement park. This ensures that both remote and live players have confidence in the safety and quality of the ongoing games.

[0149] The amusement park monitoring equipment can monitor and record the input of game tokens and actions performed by the agent device 110, just as it would for the actual players at the amusement park. This allows for playback if a dispute arises regarding the input of game tokens or if confirmation of the input is required. It also helps remote players assure them that the actual players have not tampered with the agent device 110 during on-site gameplay.

[0150] Now for reference Figure 2 The diagram illustrates a block diagram of a proxy gaming system 200 according to an exemplary embodiment. In the example shown, the proxy gaming system 200 includes a proxy device 110, a user device 120, and a server 130.

[0151] Server 130 can be directly connected to agent device 110, for example via Universal Serial Bus or Bluetooth. TM Alternatively, server 130 may be connected to agent device 110 via network 140 (or, in some cases, via the Internet). Server 130 may also be connected to user device 120 via network 140 (or, in some cases, via the Internet).

[0152] Server 130 includes processor 202, memory 204, communication interface 210, display 212, and database 208. Although shown as separate components in the figure, it is understood that database 208 may be stored in memory 204.

[0153] Processor 202 is a computer processor, such as a general-purpose microprocessor. In other cases, processor 202 may be a field-programmable gate array, an application-specific integrated circuit, a microcontroller, or other suitable computer processor.

[0154] Processor 202 is also connected to display 212, which is a suitable display for outputting information and data required by various computer programs. Specifically, display 212 may display a graphical user interface (GUI). In some cases, server 130 may omit display 212, for example, when server 130 is configured to operate autonomously to support a proxy gaming platform. In this case, server 130 can be configured using a computer connected to server 130 (e.g., an administrator computing device (not shown)). Server 130 may run an operating system such as Windows Server, MAC OS X Server, GNU / Linux server operating system, or other suitable operating system.

[0155] Interface unit 210 can be any interface that allows server 130 to communicate with other devices or computers. For example, communication interface 210 may include one or more data network interfaces, such as IEEE 802.3 or IEEE 802.11 interfaces, for communication over a network. Interface unit 210 may include at least one of a serial port, a parallel port, or a USB port providing USB connectivity. Optionally, communication interface 210 may include a wireless unit, such as a wireless device that communicates using CDMA, GSM, GPRS, or Bluetooth protocols according to standards such as IEEE 802.11a, 802.11b, 802.11g, or 802.11n. This wireless unit can be used to communicate with other devices or computers (such as administrator device 120 and / or user device 130).

[0156] Processor 202 is coupled to memory 204 via a computer data bus. Memory 204 may include volatile memory and non-volatile memory. Non-volatile memory stores computer programs consisting of computer-executable instructions, which can be loaded into volatile memory as needed for execution by processor 202. Those skilled in the art will understand that when management server 130 mentioned herein performs a function or operates in a particular manner, it means that processor 202 is executing instructions (e.g., software programs) stored in memory 204 and may send or receive input and output via one or more interfaces. Memory 204 may also store data input to processor 202 or output data from processor 202 during the execution of computer-executable instructions.

[0157] The memory 204 on server 130 can store software applications, referred to herein as management application 206. Although shown as separate elements in the figure, it can be understood that management application 206 can be stored in memory 204.

[0158] The management application 206 can be configured to support a proxy gaming platform accessible by a player's device (e.g., user device 120). This proxy gaming platform may include an interactive platform interface through which the user remotely interfaces with and controls the proxy device 110 at the gaming location. The user can interact with the platform interface using user device 120 to view available proxy devices 110, select a specific proxy device to play the game, and participate in proxy gaming through the selected proxy device. References will follow below. Figure 3 A sample process for participating in live games, which can be implemented using the management application 206, is described in further detail.

[0159] The platform interface can also provide users with additional account-based functionality. For example, the platform interface can allow users to create personalized accounts, add and remove stats to participate in playground games and claim rewards, and interact with other players (including live players and other agent players). Optionally, the management server 130 can use the database 208 to store user account data.

[0160] The management application 206 may also include user authorization and authentication features to ensure that users are authorized and authenticated before participating in proxy gaming activities. The management application 206 may also include various security features to prevent unauthorized access to the proxy device 110 and / or user account details. For example, various encryption technologies can be used to ensure that user account details stored in the database 208 are stored in a cryptographically secure manner.

[0161] Management application 206 is presented primarily for illustrative purposes, and it should be understood that the features and operations described in association with server 130 and / or management application 206 can be performed using multiple software applications. Similarly, the features and operations described in association with management server 130 can be distributed across multiple management servers and / or other management processors.

[0162] As described above, memory 204 may also store database 208. In some example embodiments, database 208 is a relational database. In other embodiments, database 208 may be a non-relational database, such as a key-value database, a NoSQL database, or a similar database.

[0163] Database 208 can store a user database. This user database can contain multiple user records. Each user record can be associated with a specific user on the proxy gaming platform. User records can include user account data associated with that user. User records can also include various user activity data associated with the user's activities on the proxy gaming platform. For example, user activity data can include historical data related to the user's participation in games through the proxy gaming platform, the user's historical performance, etc.

[0164] Database 208 may also include venue data. Venue data may include multiple venue records. Each venue record may be associated with a specific venue that can be remotely accessed through a proxy gaming platform. Venue data in a given venue record may include various types of data associated with a specific venue, such as name, location, available game types, number of available seats, venue-specific rules or regulations, and so on.

[0165] Database 208 may also include proxy device data. Proxy device data may include data related to multiple proxy devices accessible through the proxy gaming platform. For a given proxy device, proxy device data may include relevant venue data (e.g., the venue or venues where the proxy device can be used), current availability status (e.g., whether the proxy device is currently in use or can be accessed by new users), compatible game types (e.g., the types of games that can be played using the proxy device), and so on.

[0166] Database 208 may also include game data. Game data may include data related to multiple live, in-person games that have occurred, are in progress, or will occur in the future. For a given game, game data may include game type, availability of seats for users to participate, game timing, game results, and the like.

[0167] Alternatively, server 200 (or components thereof) can be dedicated to a specific gaming venue. This can provide the gaming venue operator with greater control over remote users participating in games that are in progress at that venue.

[0168] In this scenario, server 200 may be coupled only to agent device 110 located within the gaming area. Alternatively, server 200 (or components thereof) may communicate with agent device 110 using a secure internal network within the gaming area. This can enhance the security of actions performed by agent device 110 within the area.

[0169] Alternatively or additionally, server 200 may be located outside a given game venue. Optionally, server 200 may be configured to communicate with multiple game venues and with proxy devices 110 located at or potentially located at multiple game venues. This provides remote users with more options, allowing them to choose the game venue, game, and proxy device they participate in.

[0170] Optionally, server 200 may include components both outside and inside one or more gaming venues. This provides remote users with more options and variations, while also allowing gaming venue operators to better control remote user participation at their venues.

[0171] User device 120 is typically a computing device available to the player. For example, user device 120 may be a desktop computer, laptop computer, or mobile computer (such as a smartphone or tablet), or other "smart" device that can be connected to the Internet of Things. Figure 9 The example user device 120 is shown in the form of a tablet computer 900.

[0172] User equipment 120 includes a processor 242, a communication interface 248 for data communication with communication interfaces 210 and 228, a display 254 for displaying a GUI for a proxy gaming platform, and memory 244, which may include both volatile and non-volatile components. The display device 254 may include any type of device for presenting visual information. For example, if user equipment 120 is a desktop computer, the display 254 may be a cathode ray tube, flat panel display, or similar display. In other cases, the display 254 may be a display suitable for laptops, tablets, or handheld devices, such as an LCD-based display or similar display.

[0173] User equipment 120 also includes at least one input device 252 (e.g., a keypad, mouse, camera, touchscreen, biometric reader, microphone, and similar device) and may include at least one output device 250 (e.g., a printer, wireless radio, speaker, and similar device). Similar to server 130, references to the behavior or function of user equipment 120 imply that the processor 242 is executing computer-executable instructions (e.g., software programs) stored in memory 244.

[0174] For example, the proxy gaming application 246 may be stored on the user device 120. Although shown separately from memory 244, it will be understood that the proxy gaming application 246 may be stored in memory 244. The proxy gaming application 246 may communicate with the proxy gaming platform provided by the management application 206 of the management server 130 to allow the user to remotely control the proxy device 110 and participate in gaming activities.

[0175] Alternatively, the proxy game application 246 can be a dedicated application, such as a downloadable mobile application provided by the management server 130. Users of user device 120 can download the proxy game application 246 from the management server 130 or through an app store (such as the Apple App Store or Google Play). Alternatively, the proxy game application 246 can be a web browser application on user device 120, which can be used to navigate to a website hosting the interface of the proxy game platform.

[0176] Users can interact with the game platform GUI, which is presented through a browser application or a dedicated application. (See below for reference.) Figure 3 The example process of using a proxy to play games application 246 to participate in game activities through a proxy device is described in further detail.

[0177] The agent device 110 includes a computer similar to user device 120 and server 130. The agent device 110 has a processor 222, a communication interface 228 for data communication with communication interfaces 210 and 248, a display 234, and a memory 224 that may contain both volatile and non-volatile components.

[0178] The agent device 110 also includes at least one input device 232 (e.g., a keypad, mouse, camera, microphone, touchscreen, biometric reader, and similar device) and may include at least one output device 230 (e.g., a printer, wireless radio, speaker, and similar device). Similar to management server 130 and user device 120, references to the behavior or function of agent device 110 imply that processor 222 is executing computer-executable instructions (e.g., software programs) stored in memory 224.

[0179] Agent application 226 may be stored on agent device 110. Although shown separately from memory 224, it can be understood that agent application 226 may be stored in memory 224. Agent application 226 may communicate with management application 206 of management server 130 to provide updated agent device data to the management application, configure agent device 110, establish a communication link with user device 120, and provide feedback data related to the operation of agent device 110.

[0180] Optionally, the agent application 226 can be configured to communicate with the management server 130 via a local private network (e.g., where the management server 130 is located at a site location). This can provide enhanced security for communication between the agent device 110 and the management server 130. Optionally, the agent device 110 and the management server 130 can communicate using a hardwired connection (e.g., an Ethernet connection) to further reduce the possibility of communication being intercepted by a third party.

[0181] The agent application 226 can also communicate with the agent gaming application 246 on the user device 120 to configure the agent device to participate in live gaming and provide feedback to the user device 120. (See below for further details.) Figure 3 A sample process for participating in live-action games using a proxy device is described in more detail, which can be implemented using proxy application 226.

[0182] Typically, agent device 110 can be configured (as an agent of the user of user device 120) to participate in in-person gaming activities, such as amusement park games, card games, poker games (see...). Figures 6A-6A Card games (see) Figures 4A-4C ), coin-operated game machines (see) Figure 7 (and similar games). The agent device 110 can take various forms, including mobile and fixed agent devices as well as adaptive agent devices. The physical structure of the agent device 110 (including optional modifications and adjustments) will be described in further detail below.

[0183] Agent device 110, user device 120, and administrator server 130 may have Figure 2 Various additional components not shown in the image. For example, besides... Figure 2 In addition to the components shown, additional input or output devices (e.g., keyboard, pointing device, etc.) may also be included.

[0184] In the following description, devices such as agent device 110, user device 120, and / or server 130 will be described performing certain actions. It should be understood that any one or more of these devices may perform actions automatically or in response to user interaction with the device. For example, a user of device 120 may manipulate one or more input devices 252 (e.g., a touchscreen, mouse, or button) to cause device 120 to perform the actions. In many cases, this aspect may not be described below, but this is understandable.

[0185] Now for reference Figure 3 The diagram illustrates a flowchart of an example process 300 for providing proxy gaming for in-person gaming activities. Process 300 is an example proxy gaming process that can be implemented by system 100 and / or system 200.

[0186] Typically, at least one proxy device 110 can be used to implement process 300, which can be accessed by user device 120, for example, through a proxy gaming platform. One or more servers (e.g., server 130) can be configured to provide the proxy gaming platform. The one or more servers can be communicatively coupled to proxy device 110 and remote user device 120. Proxy device 110 can be located at a venue where in-person gaming activities are taking place (e.g., an amusement park).

[0187] Alternatively, the agent device 110 can be a venue-specific agent device associated with a particular venue. Venue-specific agent devices enable users to participate in in-person games at a single, specific venue.

[0188] Alternatively, the agent device 110 can be a transportable agent device capable of being moved between different locations. Such an agent device allows users to participate in in-person games at multiple locations.

[0189] At point 310, requests from user devices can be received. A user operating the user device can send a request to participate in in-person games at a location (e.g., an amusement park). This request can be transmitted to proxy device 110, for example, via a proxy gaming platform. The request may include a user request to participate in in-person games using the proxy device.

[0190] Users can initiate requests in various ways. For example, a user can input a request to the proxy gaming platform through the proxy gaming application 246 on their device 120. This request may include request data that the proxy gaming platform can use to establish a gaming session between the user's device 120 and a specific proxy device 110.

[0191] Optionally, the request data can specify the specific proxy device 110 that the user is requesting for a game session. For example, a user might have a preferred proxy device they wish to use (e.g., a "lucky" proxy device). The user can then include the requested proxy identifier in the request data sent to the platform. Optionally, the user can define a nickname for their preferred proxy device within the proxy game platform to allow users to easily request their preferred proxy device.

[0192] Alternatively, users can allow the proxy gaming platform to select a proxy device from among the available proxy devices connected to it. The proxy gaming platform can select a proxy device in several ways, such as randomly selecting one, or based on indicators such as device popularity, device location, proximity of the device to the user's device, and the types of games available at the device's location.

[0193] Optionally, the request data can specify a particular venue where the user wishes to participate in the game via proxy device 110. The user can then include the requested venue identifier in the request data sent to the platform.

[0194] Alternatively, users can allow the gaming proxy platform to select a venue from the available venues connected to it. The gaming proxy platform can select venues in various ways, such as randomly selecting them, or selecting them based on indicators such as availability, popularity, proximity, and available game types.

[0195] Optionally, the request data may also specify a particular location within the venue where the user wishes to participate in the game activity (e.g., a preferred table or a preferred game coin machine).

[0196] Alternatively, users can allow the gaming proxy platform to select a location from the available locations connected to it. The gaming proxy platform can select a location in several ways, such as randomly selecting one, or selecting based on metrics such as availability, popularity, proximity, and game type.

[0197] Optionally, the request data can specify a particular game type that the user wishes to participate in through proxy device 110. The user can then include the requested game type in the request data sent to the platform.

[0198] Alternatively, users can allow the proxy gaming platform to select a game genre from the available locations connected to it. The proxy gaming platform can select the game genre in several ways, such as randomly selecting it, or based on metrics such as availability, popularity, proximity, and the user's gaming history.

[0199] The proxy gaming platform can establish a match between user device 120 and corresponding proxy device 110 based on request data and data related to proxy devices, venues, and games accessible through the platform. For example, the proxy gaming platform can use venue data, proxy device data, and game data stored in database 208 to establish a match between the requesting user device 120 and the corresponding proxy device 110.

[0200] Once a match is established between the requesting user device 120 and the corresponding proxy device 110, a game session can be established. The game session allows the user to remotely participate in one or more live in-person games through the corresponding proxy device 110.

[0201] In some cases, a proxy gaming platform may not be able to establish an exact match for requested data. For example, when a user requests a specific proxy device, venue, or game location within a venue, the proxy gaming platform may be unable to establish an exact match if the requested device / venue / game location is unavailable. In this situation, the proxy gaming platform can provide the user with other available proxy gaming options.

[0202] Optionally, the request data may include a request to reserve agent equipment 110 on a specific date and / or time. This allows users to ensure that their desired equipment / venue / game location will be available when they plan to participate in a live in-person game.

[0203] Optionally, the user can specify a combination of game type and / or desired equipment and / or venue and / or game location and / or seating. If the user-specified combination is currently unavailable, the proxy gaming platform can monitor availability and send a user notification to the user's device to indicate that the user's desired combination is currently available.

[0204] Users can input request data into user device 120. Optionally, the proxy gaming platform can generate a session initiation user interface that can be used to start a gaming session. The session initiation user interface can provide users with available gaming sessions, which include the current availability status of a specific proxy device and / or venue and / or game type and / or game location within the venue. Users can then generate request data by selecting from the available gaming sessions.

[0205] The session initiation user interface can display all available gaming sessions to the user, including sessions across all venues coupled to the proxy gaming platform. Alternatively, the session initiation user interface can display available gaming sessions within a subset of venues (e.g., one or more selected venues).

[0206] In response to this request, a gaming session can be established between user device 120 and agent device 110. Once the gaming session is established, the user can provide control input to agent device 110 through their user device 120. User device 120 can also receive feedback data from agent device 110 during the gaming session.

[0207] A game session can establish a communication link between user device 120 and proxy device 110 in various ways. Optionally, a direct communication link can be established between user device 120 and proxy device 110 for use during a game session. This allows data to be transmitted directly between user device 120 and proxy device 110. Alternatively or additionally, data can be transmitted between user device 120 and proxy device 110 via one or more servers running a proxy game platform.

[0208] Optionally, the proxy gaming platform may perform one or more user authentication and / or user authorization procedures before establishing a gaming session. For example, a user may need to log into their account on the proxy gaming platform before being able to establish a gaming session (e.g., even before sending a request). Users can provide user authentication data (e.g., username and password; biometric data) to access their account.

[0209] Optionally, the proxy gaming platform can perform on-site user authentication to ensure that the user submitting the request is indeed the user associated with the given account. For example, the proxy gaming platform can establish a live video connection with the user device 120 to authenticate the user in real time. The live video connection can allow venue personnel (e.g., game area manager, venue supervisor, etc.) to proactively verify the user in a manner similar to verifying whether on-site players are allowed to play the game. Alternatively or additionally, automated user authentication methods can be used to verify users.

[0210] Optionally, the gaming platform can execute various user authorization procedures to ensure that users are allowed to participate in the requested game and / or play at the requested venue. For example, user demographics can be assessed to ensure that the user is old enough to participate in playground games at the venue location. User account data can also be assessed to ensure that no self-exclusion data (or venue exclusion data) has been submitted to prevent the user from participating in the requested activity.

[0211] It can also assess the user's current location to determine whether to allow the user to participate in the requested activity from their current location. For example, user location data from user device 120 (e.g., Global Navigation Satellite System (GNSS) data, device IP address, Google Location Services data, Apple Location Services data, etc.).

[0212] Once a game session is established, users can control a proxy device linked to their user device to participate in live games at a specific venue. In some cases, users can control the proxy device to move to a given venue and / or game location to begin participating in a specific game.

[0213] Alternatively, the agent device can be associated with a given venue and / or game location. In this case, the user can effectively begin participating in the live game immediately after establishing a game session.

[0214] Once the agent device has started participating in the live game, method 300 can proceed to steps 320-360. Steps 320-360 can be repeated (e.g., repeatedly multiple times) as the agent device continues to participate in the live game and as the agent device participates in other games for the same user or other users.

[0215] Optionally, the proxy gaming platform can perform and / or repeat user authentication steps during a gaming session. For example, the proxy gaming platform can continuously authenticate users (e.g., at regular intervals, during game breaks, etc.) to allow users to continue participating in the game. If a user fails to authenticate during a gaming session, the proxy gaming platform can terminate or suspend the gaming session. This ensures that participation in the game is limited to users who have been authenticated at the start of the game (e.g., preventing unauthorized users from participating by requiring other authorized users to perform initial authentication).

[0216] At point 320, the agent device can send game data to the user device. Game data can include various types of data (e.g., audio, video, signal data, and their processed forms) that represent or reflect the game state as it is in progress. The remote user device can use the game data to generate status output representing the game state.

[0217] Typically, a proxy device can be configured to acquire game data related to the game state. The proxy device can then send the game data to the user device (directly transmitted and / or via one or more servers of the game platform that operates the proxy).

[0218] For example, a user device can use game data to present a user interface that includes an indication of the current state of the game in which the linked proxy device is participating. The user device can also use game data to provide the user with available control inputs, which can be selected for the proxy device based on the current state of the game.

[0219] Figure 9The image shows a sample user interface on a tablet computer 900. As shown in the example on the tablet computer 900, the user interface can display the current game state and a virtual layout of the game table to the user. The user interface can also provide real-time video and / or audio data, such as a live video source of the card game displayed on the left side of the tablet computer 900.

[0220] Optionally, users can also establish a gaming session via the tablet 900. When establishing a gaming session, users can enter user identifier data that can be used to identify the user. The user identifier data can be used to ensure that game currency entered using the tablet 900 and any related output can be associated with the user. For example, the user identifier data can be included as part of the user authentication data associated with a user account established on a proxy gaming platform.

[0221] As shown in the figure, the user interface can also provide control input to allow users to select the game currency to be entered into the game at the card table. The user interface can also provide game and game-related data (e.g., stop entering game currency, exit, etc.), agent status data (e.g., agent on / off, automatic game currency entry on / off), and game and game-related data such as the user's current buy-in amount and table position. It is self-evident that... Figure 9 The user interface shown is merely an example; different user interface configurations and / or data can be used based on the information disclosed herein. User devices may also allow users to input amounts, for example, by depositing amounts directly through an established user account and / or via debit or credit transactions.

[0222] The proxy device can be configured to acquire game data using one or more data acquisition input devices. For example, the proxy device can use a video input device (e.g., a camera) and / or an audio input device (e.g., a microphone) to acquire game data. In some cases, the proxy device and / or the proxy game platform and / or the user device can analyze the acquired audio and / or video and / or signal data to detect game data. The game data can then be decomposed with other data acquired by the proxy device, such as, for example, environmental data.

[0223] Optionally, the proxy device may also be configured to acquire other game-related data, such as signal data from game-related devices (e.g., game coin machines), and / or signaling devices associated with and / or used by the host for a given game.

[0224] In some cases, game data may include user-specific data that is not available to (e.g., invisible) to any other player participating in the game. For example, when a user participates in a poker game remotely, the game data may include user-specific data in the form of user card data, indicating the cards in the user's hand.

[0225] Game data may also include participant in-game currency data related to the game. Participant in-game currency data may include on-site player in-game currency data for one or more players participating in the game at the venue location. Participant in-game currency data may also include remote player in-game currency data for one or more players participating remotely at the venue via proxy devices.

[0226] Game data may also include host data (also known as administrator data), which represents data associated with the host or administrator of a given table game. Host data may include instruction data related to instructions issued or provided by the playground game host.

[0227] Optionally, the proxy device can be configured to identify a specified action performed by the game host. The proxy device, the proxy gaming platform, and / or the user device can be configured to analyze the actions performed by the host (e.g., audio, video, and / or other data captured by the proxy device) to identify the specified action. The proxy device can be configured to generate host data in response to identifying the specified action.

[0228] For example, the host can perform a specified action to instruct no more game currency to be entered into the game (e.g., "No more game currency" or "Stop game currency" instruction). The proxy gaming platform can be configured to prevent remote users from submitting any further game currency in response to recognizing a stop game currency instruction.

[0229] Specific actions can be identified in various ways. For example, specific actions can be detected based on the processing of audio and / or video data acquired by the proxy device. In arcade games such as card games, the operator can perform predefined actions (e.g., waving a hand on the table) and / or issue verbal commands (e.g., saying signal phrases such as "No more coins being entered"). The video and / or audio data acquired by the proxy device can be processed to detect standard actions and / or verbal commands.

[0230] Optionally, the game table location may also include table input devices for monitoring game data. For example, the game table location may include one or more video input devices (see, for example, see...). Figure 4B The camera 409 shown) and / or audio input device (e.g., see microphone 407), such as Figure 4BAs shown. Data acquired by the table input device can also be used to detect specified actions. The table input device may also include manual host input, for example... Figure 4B The button 408 shown. The host input button 408 may include game status buttons, which allow the host to directly indicate game status data, such as a "Do not enter game coins again" button, an "Exit" button, a payment button, etc.

[0231] Optionally, the acquired data can be processed to detect a combination of standard actions and verbal commands, thereby detecting a specified action. This is particularly desirable in busy or noisy settings (such as playgrounds) to ensure that the action has been correctly identified.

[0232] Optionally, the proxy gaming platform can acquire and store voice data from venue personnel. This voice data can be used to recognize verbal commands from specific venue personnel to ensure that the proxy device is responding to commands from venue personnel rather than other participants or individuals at the gaming location. The voice data can be stored in a voice recognition database accessible to the proxy device and / or the proxy gaming platform.

[0233] Alternatively, a designated action can be identified (at least in part) based on signal data from a device used by or associated with the host. For example, the host may have a signaling device with inputs (such as buttons) that the host can use to initiate a designated action.

[0234] Alternatively or additionally, the signaling device can generate a specified action signal without the host intentionally activating it. For example, the signaling device can be integrated into an accessory worn by the host (e.g., similar to...). Figure 4C The example shows a wristband or watch (wristband 465) worn by agent device 110. The signaling device may include an inertial measurement unit (IMU) operable to monitor the movement of the presenter's arm, hand, or wrist. The IMU data can be analyzed to detect movements consistent with a specified action. The analyzed IMU data can be used alone or in combination with other data to detect the specified action.

[0235] Alternatively or additionally, the signaling device may include other data input devices, such as a microphone. This facilitates the detection of verbal commands from the host, especially in noisy gaming environments.

[0236] Optionally, at point 330, the agent device may send environmental data to the user device. The environmental data may include various types of data related to the playing field of the game in which the agent device is participating and the surrounding environment of the playing field. For example, the environmental data may include audio and video data acquired from the vicinity of the agent device.

[0237] As described above, the proxy device may include various input devices for acquiring audio and / or video and / or other data. The proxy device can be configured to use the input devices to acquire environmental data related to the game environment (e.g., the environment around the game and within the venue). The proxy device can then send the environmental data to a user device (directly and / or via one or more servers operating the game platform). The remote user device can use the environmental data to generate environmental output representing the environment surrounding the live game. For example, the environmental data can be used to generate a user interface that provides the user with audio and / or video output reflecting the environment surrounding the live game.

[0238] Typically, environmental and game data can be used to generate an interactive user interface that allows remote users to participate in a live, hands-on gaming experience. The specific format of the user interface can vary depending on the implementation method and / or the user device. For example, the user interface can take the form of a display screen on a user device (e.g., a desktop, laptop, smartphone, or tablet device).

[0239] Alternatively, the game and environmental data acquired by the proxy device can be used to generate virtual reality environments for remote users. This can further enhance user interaction with the live game while allowing users to participate from a selected location.

[0240] Optionally, the proxy gaming application 246 can enable the remote user to ignore at least some portions of the environmental data acquired by the proxy device from the interface provided by the remote user's device (e.g., mute it). This can allow the remote user to participate in in-person gaming while minimizing distractions or interruptions. When participating in person at a gaming venue, it is often impossible to minimize unwanted environmental inputs (e.g., uninvited conversations from other players, disruptive individuals, amateur players) that can distract the user and / or reduce their enjoyment of the game.

[0241] The proxy device can be configured to continue running in live in-person gameplay even if the user minimizes or mutes the environmental input. In other words, even if a remote user has disabled one or more audio and / or video sources from the proxy device, the proxy device can still continue to perform the same interactions with a given live game.

[0242] Alternatively, the agent device may not provide any indication that the remote user is in a muted environment. Instead, the agent device may provide indicators (e.g., lights or other visual signals) indicating that it is operating in muted mode. This can inform on-site participants that the remote user cannot hear them and helps prevent them from becoming frustrated by attempts to interact with the remote user through the agent device.

[0243] Remote users can also disable audio and / or video communication from the user's device to the proxy device. For example, a remote user can participate in live gaming without maintaining live video and / or live audio sources (or at least without the proxy device outputting video and / or audio sources).

[0244] At point 340, the agent device can receive control data from the user device. The agent device can then participate in the game in response to the control data. The remote user can define the control data through the user interface in the agent's game application 226.

[0245] Control data can be defined to instruct the agent device to perform one or more actions. These actions may include game-related actions, which the agent device can perform on behalf of a remote user. The agent device can perform game-related actions to participate in in-person gameplay on behalf of the remote user. For example, in response to the control data, the agent device can perform one or both of optional steps 350 and 360.

[0246] The specific control data and actions performed by the proxy device can vary depending on the type of game the proxy device is involved in and / or the current game state (e.g., determined based on game data received at 320). The proxy game application 226 can be configured to present an interactive user interface to a remote user, indicating the currently available actions that the proxy game application can perform.

[0247] Optionally, the control data may also include control data unrelated to the game. For example, the control data may include game selection data to indicate that the user wishes to participate in a specific game type and / or a specific game within a specific game type (e.g., a specific table or a specific game coin machine). The agent device can then perform the necessary actions based on the game selection data (e.g., move to the corresponding game location within the venue, interact with the game device or host to initiate game participation, etc.) to participate in the selected game.

[0248] Optionally, control data unrelated to the game may include environmental output data defined by the remote user. For example, environmental output data may include audio or video communication data from the remote user to other participants in the game (including on-site participants) (i.e., allowing the user to talk to and / or visually interact with other players). This can allow the remote user to communicate with those other players, further enhancing the user's experience when participating remotely.

[0249] The environmental output data may also include user representation data, which can be used by the proxy device to provide a user representation of the user participating in the game. For example, the proxy device may display a user representation while the game is in progress. Alternatively, the user representation may be defined based on video data showing the user obtained from the user device while the game is in progress. For example, the user representation may be a live video stream showing the user captured by a remote user device while the game is in progress.

[0250] Optionally, the user representation can be generated as a virtual avatar representing the user. This virtual avatar can be configured to operate in a general manner in response to game control data provided by a remote user device. Alternatively or additionally, the virtual avatar (e.g., similar to a Bitmoji avatar) can be defined at least in part based on video data displaying the user obtained from the user device while the game is in progress.

[0251] Optionally, at point 350, the agent device can input game currency in response to control data received at point 340. The control data may include game currency data related to the in-game activity the agent device is participating in. The agent device can then input game currency into the game based on the received game currency data. The specific amount, type, and timing of the input game currency can vary depending on the game type, current game state, and the remote user's desired game currency input strategy or desired amount of game currency.

[0252] Optionally, the bot agent can be configured to allow multiple remote participants to use the same bot agent to participate in the playground game. This can allow multiple secondary remote participants to ride on the main remote participant's game.

[0253] The proxy gaming platform can receive additional game currency data from an attached remote user device, which corresponds to an attached user. This additional game currency data can be transmitted to the proxy device. The proxy device can then, in response to the additional game currency data, input the additional in-game currency into the game. This allows other users to participate in the game via the remote user device.

[0254] Alternatively, robotic agent devices can be limited to a single remote participant. For example, some game types may only be playable by a single participant.

[0255] The proxy gaming platform also allows users to define automatic game currency rules for proxy devices. This allows users to continue participating in live games even when they are not actively using their devices (e.g., while moving between venues and other locations). For example, users can define automatic input of game currency data through their devices. Automatic game currency data can include predefined game currency rules enforced by the proxy device on behalf of the remote user.

[0256] Automatic game coin data can be transmitted from a user device to an agent device (e.g., directly and / or via one or more servers providing a platform for playing games on behalf of the agent). The agent device can be configured to input automatic game coins multiple times in response to the automatic game coin data in an amusement park game. Automatic game coins can be defined according to a user-specified set of game coin rules without additional instructions (e.g., without user intervention to remove or adjust automatic game coin rules). The nature of the automatic game coin data and the associated game coin rules can vary depending on the type of game the agent device is participating in.

[0257] Optionally, automated game currency data can be implemented as a prerequisite for users to reserve proxy devices. For example, when reserving a proxy device for a specified time, users may need to define game currency rules that can be enforced by the proxy device. This ensures that the proxy device actively participates in the game during the specified time, even if the remote player is not present on their user device at that precise time. This can encourage venues such as amusement parks to allow users to reserve proxy devices by ensuring that game currency is entered at the reserved time.

[0258] Defining automatic coin data for proxy devices also allows users to participate in live games both remotely and in person. For example, a user might wish to play at a specific game table or even in a specific seat (e.g., a lucky seat, lucky table, or lucky coin machine). A user can reserve a proxy device for use when that table or seat becomes available. To ensure that no other player occupies the table or seat, the proxy device can be configured to operate according to user-defined coin rules. This provides the user with time to go to that table or seat and participate in person.

[0259] For example, users can define game currency rules that are enforced when a desired combination becomes available, ensuring the user can take advantage of that availability. Users can initiate an automatic game currency state in response to prompts received from the proxy gaming platform. Users can then also respond to prompts to travel to the game location and participate directly.

[0260] The proxy device can be configured to perform coin actions in various ways. For example, the proxy device can output audio coin instructions to the host, who can input coins on behalf of the proxy device (and consequently, on behalf of the remote user). Audio coins can be the direct output of a verbal command captured by the user device from a remote user. Alternatively or additionally, audio coins can be generated in response to user input (e.g., translating / clarifying verbal input from the user, converting other user input (e.g., mouse clicks) into verbal output, etc.).

[0261] Alternatively or additionally, the proxy device may include one or more game currency adapters. A game currency adapter typically refers to an electronic or mechanical system or component that enables the proxy device to input game currency into one or more games. Examples of game currency adapters include game token handlers or dispensers (e.g., game token processors or dispensers). Figure 5A and Figure 5B The game token dispenser shown), the video game token system, and the video game token processor (e.g.) Figure 11 The electronic game token processor 1185 shown), the electronic connector for the game coin machine, and the like.

[0262] At 360, the agent device can generate game action outputs in response to control data received at 340. Game action outputs generally refer to any type of action or output performed by the agent device that is game-related, non-coin-based, and of any type. The type of game action output performed by the agent device may vary depending on the nature of the game being played and the current game state. Examples of game action outputs may include the draw action (i.e., requesting the dealer to add cards) in a card game and the fold action in a poker game.

[0263] Agent equipment

[0264] The following is a description of the proxy device, which can be used alone in any proxy gaming system, or in any combination or sub-combination with any other features or characteristics disclosed herein.

[0265] In this regard, a device is provided for enabling remote participation in games played on-site at a venue. For example, the device (referred to as a proxy device) can allow remote users to participate in live playground games at an amusement park, even if the user is not at the game location or even outside the venue.

[0266] Broadly speaking, a proxy device includes a structure or base that can be placed within a venue for a specific game type's gaming location. The proxy device may include one or more input capture units capable of acquiring game state data related to the gaming environment of a specific game. For example, the proxy device may include a camera configured to acquire video data from the gaming environment surrounding the proxy device. Game state data related to the game can then be determined based on the video data.

[0267] The agent device may also include one or more output units. The output units may be configured to interact with the game environment of a specific game. That is, the output units may be configured to allow the agent device to perform any actions related to or required for participating in the game.

[0268] The agent device may also include one or more processors and one or more communication interfaces. At least one input capture unit can be used to acquire game data related to the state of a specific game. The game data can be transmitted to a remote user device via the communication interface.

[0269] Control data can also be received from a remote user equipment via a communication interface. This control data can define instructions for the agent device to participate in the game. The agent device can then perform various game-related actions in response to the control data received from the remote user equipment. For example, the control data may include game coin data for amusement park games played within the amusement park. The agent device can operate an output unit to use the game coin data contained in the control data received from the remote user equipment to play game coins in the amusement park game.

[0270] Agent input and output unit

[0271] The proxy device may include various combinations of input and output units. Typically, the proxy device can be configured to include a combination of input and output units that enables the proxy device to acquire sufficient game-related data to provide remote users with game state data indicating the current state of the live game, and allows the proxy device to perform any necessary actions to participate in the live game on behalf of the remote user. The specific combination of input and output units may vary depending on the implementation method and / or the specific game the proxy device is involved in.

[0272] The robotic agent may also include one or more output devices. These output devices can be used to provide various outputs in response to control signals from a remote participant.

[0273] Output devices may include one or more visual output devices that can be used to provide visual indications of input from remote participants, such as signal commands related to an ongoing playground game. Some output devices may include one or more visual output devices that can be used to provide visual indications of input from remote participants, such as coin commands (e.g., draw, pass, double, under-bet, or split).

[0274] An output unit can be defined as enabling the agent device to interact with the live game and / or other individuals and / or agents located within the game area. For example, an output unit can be defined as allowing the agent device to perform game-related actions, such as outputting game coins or other game actions.

[0275] The output unit may include one or more audio output devices, such as speakers. The agent device can use the audio output devices to provide audio output related to participating in the game. For example, the agent device can be configured to output audio game tokens for an amusement park game via speakers to control data from a remote user device. The agent device can also use the audio output devices to perform other game-related actions.

[0276] The proxy device can also use audio output devices to communicate with other individuals in the venue, such as other players and / or the host. This allows remote players to participate in social activities of live, in-person gameplay alongside on-site participants. For example, the audio output device (used in conjunction with a microphone on the remote user's device) can also allow remote participants to communicate with the host, game area manager, coin machine or video machine attendants, friends, or other on-site, in-person players. Remote users can use the proxy device's output devices to speak directly with other individuals in the game venue.

[0277] The output unit may include one or more visual output devices, such as display devices. Display devices may be provided in various forms, such as LCD or LED screens, one or more indicator lights (e.g., LEDs), projectors, and / or other visual display devices. Visual output devices may be used to provide visual indications of input from remote participants, such as game coin commands related to an ongoing playground game (e.g., draw, pass, double, under-bet, or split).

[0278] The proxy device can use a visual output device to provide visual output related to participating in the game. For example, the proxy device can be configured to use a display device to visually display game tokens for an amusement park game in response to control data from a remote user device. The proxy device can also use the visual output device to perform other game-related actions.

[0279] The output device may output audio and / or video captured from a remote user (e.g., via a camera or microphone coupled to its user equipment). Alternatively or additionally, the output device may output signals defined according to control data from the remote user. For example, a visual output device may be configured to display various visual signals (e.g., different colored lights, light signal patterns, etc.), and / or an audio output device may be configured to output various audio signals (e.g., different coin sounds) for different types of coin commands or other game-related actions.

[0280] Optionally, the proxy device may display written commands on a visual output device to instruct the host and other players on the actions being initiated by the proxy device.

[0281] The proxy device can also use video output devices to communicate with other individuals in the venue, such as other players and / or the host. For example, the video output device can provide a real-time video link between remote users and the venue. This allows remote users to have a visual presence in the live in-person game. This can further enhance the social interaction of remote players with live participants in the venue.

[0282] The proxy device can output a user representation for a remote user, giving the user a visual presence in the game. The user representation can be generated in various ways, such as a live video stream showing the user captured by the remote user's device during gameplay and / or a virtual avatar representing the user. The virtual avatar can be generated using image data from real people and / or virtually generated humanoid avatars.

[0283] The agent device may also include output indicators related to its current state. The agent device may include "in use" indicators, such as displays and / or light indicators. For example, a "in use" indicator may display: a first signal (e.g., a static blue light) indicating that the robot agent is being used by a remote user; and a second signal (e.g., a flashing green light) indicating that the robot agent is currently not in use and is available for use. Clearly, various alternative signals and combinations of signals (e.g., different colored lights, signal shapes, written status indicators, etc.) can be used to provide indications of the agent device's status.

[0284] As described above, the visual output device may include a projector. The agent device can be configured to project game tokens from a playground game onto the game surface of the playground game. This is particularly useful when the agent device is involved in games that require placing game tokens in specific locations on the game table (such as card games or games of chance). The projector can also be used to output various other game-related commands.

[0285] The proxy device may also include one or more physical output devices. A physical output device typically refers to a unit or device that enables the proxy device to interact with tangible elements of the game location (such as game tokens, cards, tabletops, coin machine inputs, etc.). Examples of physical output devices include various game-specific adapters, such as... Figures 4A to 8C and Figure 13 The devices shown and described herein. Optionally, the physical output device may include a touch element, enabling the agent device to interact with a touch-sensitive input surface (such as, for example, a touchscreen) at the game location.

[0286] The agent device may include one or more input devices. The input devices can be configured to acquire data related to the playground games and the playground environment, which can then be provided to remote participants.

[0287] Input devices may include one or more image capture devices (e.g., cameras or still image cameras) operable to capture video of an ongoing playground game. The video data can be transmitted to a remote user device, providing the remote user with a visual display of the game in person. The video can be displayed to the remote participant via a monitor coupled to the participant's user device.

[0288] Video data acquired by the proxy device can also be analyzed to detect game-related data. For example, an image recognition process can be implemented to identify cards (and game coins, etc.) currently in use in an amusement park game. Image processing can be performed by one or more of the proxy device, the proxy gaming platform, and / or the user device.

[0289] Image capture devices can be mounted on agent devices in a fixed or detachable configuration. Movable image capture devices can provide the agent with greater flexibility to capture video data related to the ongoing game and its associated environment. The position and orientation of the image capture device can be adjusted in response to control data from a remote user device.

[0290] Alternatively or additionally, the position and orientation of the image capture device can be automatically adjusted. For example, the image capture device can be automatically adjusted based on the position of the proxy device and / or the current state of the game. For instance, a proxy device participating in a card game can recognize the coin status and spin status; in the coin status, the image capture device can be positioned facing the coin layout, while in the spin status, the image capture device can be positioned facing the game table.

[0291] Input devices may include one or more sound capture devices (e.g., one or more microphones) to capture audio of the playground environment. The audio data can be transmitted to remote user equipment to provide the remote user with an audible output of the in-person gameplay and associated environment. Audio can be output to the remote participant via speakers or other audio output devices coupled to the remote participant's user equipment.

[0292] The location and orientation of the sound capture device can also be adjusted in response to control data from a remote user device. For example, a user can specify that the sound capture device be positioned to capture data from a specific individual (e.g., a presenter) rather than the general environment.

[0293] Alternatively or additionally, the position and orientation of the audio capture device can be automatically adjusted. For example, the audio capture device can be automatically adjusted based on the location of the proxy device and / or the current state of the game. For instance, the audio capture device can be adjusted to face a specific user who is entering game coins in a round of poker.

[0294] The proxy device may also include input devices that allow a real person to provide input directly to the proxy device and / or a remote user. For example, the proxy device may include input devices such as a keyboard, touchscreen display, buttons, and similar devices. Such user-engaged input devices can be used to generate input signals to be transmitted to a remote user, such as prompting the user to provide control data related to the ongoing game and / or initiating communication with the remote user.

[0295] User-accessible input devices can also allow venue staff to provide input related to the game the proxy device is participating in. For example, the host can provide input to the proxy device related to game tokens won by the proxy device. This allows the host to transfer values ​​from on-site players to proxy devices. For example, on-site players can use game tokens to participate in on-site games. However, proxy devices, proxy gaming platforms, and remote users can track and manage their values ​​electronically. For example, proxy devices may not use game tokens, and / or may use electronic game tokens instead of standard playground game tokens.

[0296] Therefore, the host can use input devices to transfer values ​​from live players to proxy devices / remote users, and vice versa. The host can retain game tokens won from live players, or distribute game tokens to live players based on the game tokens entered by the proxy device, if the proxy device does not use standard game tokens.

[0297] User-engageable input devices can also allow users to perform various operations on the agent device, such as diagnostics, maintenance, procedures, inserting game currency, and the like. For example, user-engageable input devices can enable the agent device to be updated and maintained, such as when accessed by technicians or other maintenance personnel.

[0298] Various input and output devices can be positioned and / or mounted on the agent device in different ways depending on the specific implementation. For example, one or more input capture units and / or output units are height-adjustable. This allows the agent device to acquire data and / or provide different levels of output depending on the height of a given gaming table or machine. Alternatively or additionally, adjusting the height of a given input unit and / or output unit allows remote users to control their field of vision or how they communicate data to on-site players and / or hosts.

[0299] The output device can be mounted in different locations on the proxy device. For example, the visual output device can be mounted on the front of the proxy device (the side of the proxy device facing the game table or game machine). This is particularly useful for providing visual output from a remote user to the host, waiter, or other players. For example, the visual output device can be mounted on the chest or face of the proxy device, which is designed to resemble a human (e.g., as shown in Figures 4, 6, and 7). Figure 7 (as shown in the example).

[0300] Alternatively or additionally, the visual output device can be mounted on the back of the agent device (the side of the agent device facing away from the game table or game console). This is particularly useful for providing other individuals with status data related to the agent device (such as "in use" data, maintenance-related data, etc.).

[0301] Alternatively or additionally, the visual output device can be mounted in other locations on the proxy device, such as the side or an extension (e.g., an outwardly extending arm). For example, the proxy device may include one or more arms extending outward from the main body of the proxy device. The visual output device can be mounted on the arm (e.g., at the distal end of the arm, around the middle portion similar to a wristband, etc.) to position and adjust the output device as needed or desired for participation in a given game.

[0302] Like visual output devices, audio output devices can be installed in various locations on the proxy device, including the main body and extension components.

[0303] Optionally, the proxy device can be connected to input and / or output devices located in the game area (e.g., Figure 4B The example shows microphone 407 and / or camera 409 communicating. For example, audio and / or video input devices (such as microphones, cameras, etc.) can be placed at the game location. The proxy device can communicate with the input devices located at the game location to obtain game-related data related to the game state and / or game environment. This allows the proxy device to acquire game-related data from perspectives that are difficult to obtain (or difficult to obtain without moving the proxy device) but are still relevant to the user experience. This also allows the proxy device to more easily identify game-related actions performed by the host, such as game-related visual or audio instructions.

[0304] Optionally, the extension component or arm can be configured to extend and retract (e.g., in a telescopic manner). This can allow input and / or output devices to be positioned while on the extension component.

[0305] Optionally, the extension component may be hinged to allow for more flexible adjustment of the position of the input and / or output devices. That is, the extension component may include multiple sections connected by flexible joints, thereby allowing the sections of the extension component to tilt or rotate relative to each other.

[0306] Optionally, one or more input and / or output devices can be detached from the proxy device. This allows the proxy device to be reconfigured to participate in different types of games that may require different types and / or different configurations of input and / or output devices.

[0307] For example, the proxy device may have mounting components to allow one or more input and / or output devices to be detachably mounted thereon. Alternatively or additionally, the proxy device may include mounting components to allow extension components and / or game-specific adapters to be mounted thereon.

[0308] The mounting components of the agent device may include coupling components (e.g., electrical and / or electronic couplers). Coupling components can be used to establish a connection between the agent device and mountable components (e.g., detachable extensions, input devices, and / or output devices). For example, the coupling component may include a communication coupler to allow control signals to be provided to the mounted components (e.g., ultimately from the user equipment) and feedback signals to be provided back to the agent device (e.g., ultimately to the agent's gaming platform and / or the user equipment).

[0309] The proxy device and / or extension may also include various position and environmental sensors that are operable to monitor the position of the proxy device and / or extension relative to the environment of the game location.

[0310] For example, the agent device and / or extension may include proximity and / or collision detection sensors. Proximity sensors can be used to prevent the agent device and / or extension from colliding with objects or individuals at the field and / or game location (e.g., a table, other individuals at the table, and / or game tokens placed at or at the table location).

[0311] The proxy device and / or extension may also include a force sensor operable to detect forces applied to the proxy device and / or extension. This helps ensure that the proxy device and / or extension does not cause harm to itself, employees, on-site participants, and / or other objects at the game location. For example, proxy device 110 may be configured to reduce pressure applied to the extension in response to determining that the applied force exceeds a predefined safety threshold.

[0312] The agent device may also include a game token holder or game token box (see, for example, see below). Figure 7 (Game token box 751). The shape of the game token box can be designed to hold one or more amusement park game tokens.

[0313] When a proxy device is participating in amusement park games, it can use amusement park game tokens to earn game currency. The proxy device can also earn additional amusement park game tokens for winning games. These tokens can be returned to amusement park staff. Even though the proxy device's wins (or losses) can be monitored electronically, the amusement park game tokens still represent an attractive object to individuals at the game location. Therefore, amusement park game tokens can be stored in a token box to ensure their security and prevent loss or theft by individuals at the game location.

[0314] Game token boxes can be configured as secure (e.g., locked) boxes to prevent unauthorized access to amusement park game tokens. Game token boxes can include various types of locking mechanisms, including electronic locks and / or mechanical locks. Game tokens can be stored in securely protected game token boxes to prevent unauthorized access to amusement park game tokens.

[0315] The amusement park game tokens may contain game token identifier data that enables the identification of the game tokens (e.g., visual markers, electronic identifiers, etc.). Optionally, one or more game tokens may be assigned to a specific player (e.g., a remote user operating an agent device). The game tokens stored in the game token box can be tabulated to display the total number of game tokens for that particular player.

[0316] Optionally, authorized individuals at the game venue (e.g., game area managers, staff, security personnel, etc.) may access the game token box. Authorized individuals may use access keys (e.g., physical keys, key cards, keychains, etc.) and / or access codes (e.g., combination codes, keyboard codes, alphanumeric codes, etc.) and / or biometric input to access the game token box and retrieve game tokens.

[0317] Alternatively or additionally, the user controlling the proxy device can access the game token box to retrieve game tokens when participating in the game from the same gaming venue. The user can access the game token box in various ways, just like an authorized individual.

[0318] Optionally, the game token box may include access data input (e.g., keypad, keyboard, touchscreen, fingerprint scanner, retinal scanner, etc.) that allows a user or authorized individual to access the game token box. The access data required to access the game token box can be predefined (e.g., to ensure that only authorized individuals are allowed to access the game token box).

[0319] Alternatively or additionally, users can define the access data used when establishing a game session between the user and the agent device. This can allow different users to access the game token box during the time period when they have already established a game session with the corresponding agent device.

[0320] The game token box can also allow users to access game tokens won by the proxy device during a game session with the proxy device. For example, when a user wishes to participate in an amusement park game in person and (e.g., before and / or after participating in person) remotely, the user can access the game token box to retrieve game tokens won by the proxy device (on their behalf) and / or store the user-won game tokens for the proxy device to use subsequently when the user remotely controls the proxy device.

[0321] Alternatively or additionally, a token box can be installed on the game table. For example, the token box can be fixed to the table to provide a secure storage location for game tokens, preventing theft and / or tampering.

[0322] Figure 4A An example of a game token box 473 located at table 401 is shown. The configuration and operation of the game token box 473 are largely the same as those provided by the agent device.

[0323] The game token box 473 can be used to store game tokens that can be used by the agent device 110 and / or game tokens won by the agent device 110. For example, when the agent device 110 participates in a game using electronic and / or virtual game tokens, the game token box 473 can hold amusement park game tokens won by a specific agent device 110. This provides a secure box for managing game tokens won by the agent device 110 without requiring the agent device to handle and / or manage these game tokens.

[0324] Agent devices typically include a communication interface that enables them to transmit data to other devices, such as gaming platforms, user devices, and / or host devices. This communication interface may include one or more wired and / or wireless communication units configured to operate according to various communication protocols.

[0325] Proxy Structure

[0326] Agent devices can be provided in a variety of different configurations. As long as the agent device is capable of acquiring data and providing remote participants with the output required to participate in a given live in-person game, agent devices of various shapes, sizes, and structures can be used.

[0327] In some examples, the proxy device can be fixed to a specific gaming location (e.g., a specific game table or coin machine). For instance, the proxy device can be securely fastened to the floor, chair, or table at the gaming location. Users can establish a gaming session with the fixed proxy device to participate in the game at the corresponding gaming location. This allows the proxy device to maintain a fixed hardwired connection to the network infrastructure of the gaming venue, facilitating communication with the proxy gaming platform and / or remote users.

[0328] Furthermore, additional security measures can be implemented when the proxy device is in a fixed location. For example, the proxy device can contain a game token box, which allows game tokens acquired by the proxy device to be transferred to staff (e.g., through appropriate conduits) without the user having to physically touch the token box. More generally, keeping the proxy device in a fixed location ensures easier monitoring of attempts to access, interfere with, or tamper with the proxy device.

[0329] Placing a fixed proxy device at a specific game location also ensures that the proxy device is positioned to facilitate interaction in that particular game at that location. In other words, the proxy device can be installed, positioned, and calibrated by technicians to ensure that its input and output devices are optimally positioned for the specific game and the specific game playing location (e.g., for a specific table height, a specific field of view, etc.).

[0330] Alternatively, the proxy device can be placed at multiple gaming locations within the gaming area. For example, the proxy device may include a movable base. The movable base allows the proxy device to move between different gaming locations within the gaming area.

[0331] Alternatively or additionally, the agent device can be moved between different gaming venues.

[0332] The proxy device may also include various tracking capabilities to ensure that its location can be monitored. For example, the proxy device may include a location detection system that uses technologies such as LiDAR and / or Global Navigation Satellite System (GNSS) to track the proxy device's location within and between the game area.

[0333] Optionally, the proxy device may include a base with wheels. The proxy device can then use the wheels on the base to move between game positions.

[0334] Alternatively or additionally, the agent device may include one or more track components. The track components may mate with one or more corresponding tracks in the game area. This allows the agent device to move along the tracks between game positions.

[0335] The track component can be mounted on the base of the agent device. The base-mounted track component can be positioned to engage with a ground-mounted track within the game area.

[0336] Alternatively or additionally, the track component may be mounted on one or more extensions extending outward from the agent device. For example, the track component may be mounted on one or more upward-extending extensions. This allows the track component to engage with a corresponding ceiling-mounted track.

[0337] Alternatively or additionally, the agent device may include an electric motor. The electric motor can be operated to drive the movement of the agent device.

[0338] Optionally, the agent device may include one or more locks for securing the agent device to a specific gaming location. The one or more locks can be configured to engage with corresponding locking components provided at the specific gaming location. This ensures that the agent device remains in the desired gaming location when participating in live gaming.

[0339] Optionally, the agent device can be adjusted between various configurations based on its operating status. For example, the agent device can be adjusted between its in-use location and its storage location.

[0340] In storage locations, the agent device can be adjusted to a more compact shape and / or size (compared to its location in use) to facilitate storage and / or transportation of the agent device.

[0341] In its storage position, one or more components of the proxy device can be retracted or recessed into the body of the proxy device. For example, an adjustable extension can be adjusted to a retracted position and / or a position close to the body of the proxy device in the retracted position to reduce the overall profile of the proxy device.

[0342] In the storage location, input devices and / or output devices can also be adjusted to the storage location (e.g., retracted into the body of the agent device). The storage location of input devices and / or output devices can be defined to minimize potential damage to these devices during transportation and / or storage (e.g., by protecting potentially fragile components such as screens).

[0343] In the in-use position, input and / or output devices can be adjusted to the operating position to allow the agent device to participate in a specific game.

[0344] Optionally, the operating positions of the input and / or output devices can vary depending on the specific game the proxy device is participating in. The proxy device can be configured to adjust the positions of the input and / or output devices based on a specific game and / or game position.

[0345] The height of the proxy device can be defined based on the expected height required for the gaming position where the proxy device will be used. For example, the height of the proxy device can be defined to ensure that input and / or output devices can be positioned at a height higher than the expected height of the gaming table.

[0346] The height of the robot agent can be defined as above the expected table height for the playground game. In some cases, the height of the robot agent is adjustable to allow it to participate in games at different table heights. Providing an adjustable-height robot agent also facilitates storage and allows it to move more stably between game positions (e.g., by moving it when in a more compact storage location).

[0347] Proxy devices can take various shapes, including basic circular or rectangular display devices with integrated output devices. Such devices can be provided as proxy devices attached to a gaming location (e.g., mounted to a gaming table). These devices may not need to be at the same height as other chair or floor-mounted proxy devices, as they can be directly mounted to the gaming table.

[0348] Optionally, the table-mounted agent device can be fixed at the gaming location, for example, to prevent theft.

[0349] Alternatively, table-mounted agent devices can be detachably mounted to the gaming location, allowing them to be placed in different gaming locations as needed. However, moving these agent devices between different gaming locations may require users to carry or otherwise transport them between gaming locations.

[0350] Alternatively, the table-mounted agent device can be fixed at a specific seating position on the table.

[0351] Alternatively, the table-mounted agent device can be moved between different seating positions at the table. Alternatively, the table-mounted agent device can be movable while remaining attached to the gaming table.

[0352] For example, the game table can be modified to include a track system for table-mounted proxy devices. The table-mounted proxy devices can then move between different seating positions at the table by traveling along the tracks. When moved, the proxy devices can be adjusted to a compact position to avoid interfering with the game or other individuals at the game table (e.g., avoiding bumping into other players or game tokens).

[0353] The table-mounted proxy device can be manually moved between different seating positions at the gaming table. This may require venue personnel, such as the host, to adjust the position of the table-mounted proxy device.

[0354] Alternatively, the table-mounted agent device can move automatically, for example, in response to a command from a remote user device. Optionally, the agent device can output warning signals, such as a flashing light or a buzzer, to indicate that the agent device is moving or about to move. This can alert site personnel and / or other participants to the movement of the agent device, thereby preventing them from being disturbed.

[0355] The movable proxy device can be locked and fixed to a designated seating position on the table. This ensures that the proxy device cannot be moved or tampered with during gameplay.

[0356] Tabletop proxy devices can be configured as small devices that don't take up much space on the table. For example, a proxy device can be as small as 8-9 inches wide and approximately 2-4 inches high. For instance, a small proxy device ensures that it won't interfere with other players' ability to view the table, their game tokens, the host, or other players. This allows remote users to participate in tabletop games without reducing the capacity of in-person players. However, the capabilities of such proxy devices in participating in games may be limited (e.g., limited audio and video output).

[0357] Alternatively, the proxy device may be configured as a generally humanoid form, having a central body, an upper part (e.g., resembling a head), and outwardly extending limbs (e.g., extension parts). Alternatively, the proxy device may be configured as a humanoid or partially humanoid form (e.g., having a head, or torso and head, mounted on a base). The humanoid form may include an output device that can be used to provide a user representation on the upper part (i.e., the head) of the proxy device.

[0358] Alternatively, the agent device may consist only of a housing of electronic devices, which includes various input and output devices and one or more optional extension components.

[0359] Alternatively, the agent device can be mounted on a chair (see example). Figures 4A-4C In other words, the proxy device can be mounted or secured to a chair in the game area. The proxy device can then be extended upwards from the chair to the height required to participate in a specific game. The proxy device can be detachably mounted to the chair so that the player can use the chair when the proxy device is not in use.

[0360] Alternatively, the agent device may include a player chair or be integrated with a player chair (see example...). Figure 7 This allows players on-site to use the chair when the proxy device is not in use, without removing the proxy device. It also facilitates multi-mode gameplay, allowing users to continue playing the same game both in person and while using the proxy device at the chair's location via their user device.

[0361] The agent device integrated with the player chair 741 may include retractable input and output devices (e.g., retractable device 743) and retractable extension components (e.g., retractable arm 745). This allows the agent device to switch between a position in use (where the agent device is participating in the game on behalf of the user) and a compact storage position that allows the in-person player to participate in the game directly while seated in the chair.

[0362] Optionally, a player chair can be included on the back of the proxy device (i.e., the side away from the game table). This allows individuals to sit on or next to the proxy device while playing the game.

[0363] The proxy device may include one or more power sources. For example, the proxy device may include an electrical connector for connecting the proxy device to a mains power source. The proxy device can then operate using the mains power source after being plugged in. This simplifies the construction of the proxy device, especially if the proxy device is intended to be fixed in a gaming location.

[0364] Alternatively or additionally, the proxy device may include one or more onboard energy storage components (such as batteries, capacitors, supercapacitors, etc.). This ensures that the proxy device continues to operate even when not electrically connected to a mains power source. This is particularly useful for proxy devices that can move between the game location and / or the game area.

[0365] Optionally, the proxy device may include one or more device identifiers. The device identifier can be used to uniquely identify the proxy device. For example, the proxy device may include visual or electronically identifiable identifiers (e.g., serial numbers, barcodes, etc.). Optionally, each output unit, input unit, and / or extension component that can be removed from the proxy device may also include an identifier to ensure they are easy to track.

[0366] Various types of motors and rotary or linear actuators can be used to control the movement of input / output devices and / or extension components. Electronic servo devices can be used to control and adjust the positioning of input / output devices and / or extension components.

[0367] Alternatively or additionally, the proxy device may include mechanically adjustable positioning components. This can serve as an alternative to the motor and / or as a backup in case of motor failure. The adjustable positioning components can be used to adjust the input / output devices and / or extension components to a fixed position for operation. The adjustable positioning components may also include locking fasteners to hold the input / output devices and / or extension components in the desired position.

[0368] Agent device game currency system

[0369] As mentioned above, proxy devices can participate in games involving game tokens, such as amusement park games. In-person participants at amusement parks typically use game tokens to enter game currency. Each amusement park game token is associated with a numerical value, and these tokens can be exchanged with staff within the amusement park.

[0370] However, proxy devices do not require users to be physically present at the amusement park to participate in the games. Requiring users to navigate their proxy devices to the park's management office to obtain and redeem game tokens may also be impractical. Therefore, remote users can electronically deposit or withdraw funds from their accounts on the proxy gaming platform. This can present challenges when proxy devices participate in amusement park games alongside in-person players who input game currency using game tokens and receive rewards.

[0371] Optionally, the agent device may use a video game token system and / or a virtual game token system to participate in amusement park games. For example, the agent device may have one or more video game tokens accessible to and / or associated with the agent device. Each video game token may have a display output or display surface that can be used to display the agent device's current amount of game tokens. This can allow the agent device to participate in amusement park games while limiting the number of game tokens that the agent device needs to manage (e.g., dispose of or store).

[0372] In some cases, video game tokens are often the same shape and size as regular amusement park game tokens. This ensures that video game tokens can be used in a variety of amusement park games while minimizing disruption to other players.

[0373] Furthermore, using game tokens can increase participation in amusement park games by reducing the number of tokens required to input large amounts of game tokens. The actual values ​​held by players (real players or proxy devices) can be tracked electronically. When game tokens are used, they can represent various different values ​​depending on the given amount. Instead of the host maintaining a tray containing multiple different types of game tokens (e.g., multiple colors associated with different values) and multiple tokens of each type (e.g., 8 different types of game tokens, 300-400 tokens of each), the host can manage a significantly reduced number of game tokens.

[0374] Alternatively or additionally, the proxy device may display game tokens via a visual output device such as a display screen or projector. In this implementation, the proxy device may not handle any game tokens. For playground games where participants input game tokens into each other's hands, this may place additional responsibility on the host or game area manager to manage the in-person players' game tokens (e.g., removing game tokens from the table when the proxy device wins, or paying out game tokens to in-person players based on the game tokens output by the proxy device).

[0375] Optionally, the agent device can be configured to project images of game tokens onto the game table to reflect the token output. This is particularly useful for games such as card games or games of chance, where tokens are placed in designated locations on the game table. This also allows the agent device to project as many or as few tokens as needed without requiring a large number of different game tokens or electronic game tokens.

[0376] Optionally, the game table location may include one or more table output units, such as a table display device. Figure 4B An example table display device 475 is shown. For example, the table display device may be mounted on a desktop, suspended above or near the desktop, or otherwise placed in a location visible to the player and / or agent device participating in the game at the game table location.

[0377] Tabletop display devices can showcase virtual game tokens placed by proxy devices and / or remote users to other participants by displaying them on a screen. For example, the display can provide a virtual display of a game table where virtual game tokens (and optional live game tokens) are overlaid on the table.

[0378] exist Figure 4B In the example shown, the table output unit is a table display 475. Alternatively or additionally, the table output unit may include a table projection system for displaying game coin data projected onto the game table location (e.g., onto the game table surface).

[0379] The agent device may also include one or more payment input devices. That is, the game operator at the amusement park can interact with the input devices (e.g., touchscreen, keyboard, etc.) on the agent device to define the amount paid to the agent device for a given game.

[0380] The proxy device may also include a funds transfer unit. This unit can receive funds (or data indicating the amount of funds) related to the game (e.g., playing the game). Then, after the user finishes playing the game, the funds corresponding to the game are electronically transferred to the user's associated account. For example, the funds transfer unit may allow electronic fund transfers with the proxy device, including click-based payments.

[0381] Payments from the proxy device can be provided to the remote user's account through the proxy gaming platform. This allows the remote user to receive payment for participating in in-person games without the remote user manually converting game tokens (won by the proxy device). The game tokens can then be stored in a secure game token box (e.g., provided by the proxy device and / or gaming venue / location) for later return to venue staff. Optionally, these game tokens can be reused by the proxy device (or another proxy device at the same location), for example, in response to the same or different remote users entering amounts into their user accounts for use by the proxy device in in-person games.

[0382] Depending on the size of the payment, additional authorization (e.g., from an authorized individual, such as a game area manager or venue supervisor) may be required to complete the payment. Authorizing such payments may require the authorized individual to authenticate the payment by submitting identity verification data (e.g., password, biometrics, or keycard).

[0383] Optionally, the agent device may include an output or distribution device (e.g., see...). Figure 4C Distributor 460 (as shown). The agent device can use the distributor to provide input for playground games at the game location. The host can be allowed to dispense game tokens to the agent device in exchange for game coins provided by device 460. An ATM can also be used to enable the agent device to play coin machine games (e.g., see [reference]). Figure 7 This allows the agent device to be used conveniently with existing game coin machines that include a receiver.

[0384] Alternatively or additionally, the game table location may include a host input unit. The host input unit can be used to identify whether a proxy device and / or remote user has won game tokens. The host can interact with the host input unit to indicate the game result. Wins and / or losses can then be added to or deducted from the user's account electronically. Optionally, the host input unit can be used in conjunction with a game token box.

[0385] Alternatively or additionally, the agent device can be configured to participate in amusement park games using playground game tokens, similar to other in-person participants. Therefore, the agent device may include one or more game token disposal components that allow the agent device to pick up and place game tokens as needed.

[0386] Now for reference Figures 5A-5B The example shown is a game token dispenser 500. Game token dispenser 500 is an example of a game token disposal component that an agent device can use to manipulate amusement park game tokens 511.

[0387] like Figure 5A As shown, the dispenser may include a game token receiving area or channel 521. The shape and size of the game token receiving area 521 may be designed to accommodate multiple amusement park game tokens while facilitating the control of game token distribution.

[0388] exist Figure 5A In the example shown, the game token receiving area 521 is a cylindrical channel designed to receive multiple stacked game tokens 511. According to the implementation, the size of the game token receiving area 521 can be designed to collect and distribute a certain number of game tokens, for example, a stack of up to 20 game tokens, a stack of up to 30 game tokens, a stack of up to 40 game tokens, a stack of up to 50 game tokens, a stack of up to 60 game tokens, and so on.

[0389] For example, the height of amusement park game tokens is approximately 3 to 3.25 millimeters (e.g., 3.16 millimeters). Therefore, the internal length of the game token receiving area 521 can be designed to be between approximately 30 millimeters and approximately 350 millimeters (or greater) depending on the number of game tokens that the dispenser 500 is expected to accommodate.

[0390] The game token receiving area 521 may be defined by one or more outer wall components or channel components 513. In the example shown, the channel component 513 is composed of downwardly extending fingers. The fingers 513 are spaced apart around the periphery of the game token receiving area 521. The arrangement of the fingers 513 makes the width of the game token receiving area 521 slightly larger than the width of the game token 511.

[0391] The interior of the finger 513 can be bow-shaped or curved to facilitate gripping of round game tokens. Alternatively, the shape and arrangement of the finger 513 can be adapted to game tokens of different shapes and sizes, such as square or rectangular game tokens.

[0392] More generally, the Distributor 500 can be used with any type of game token (with appropriate modifications), including game tokens with host-assigned values, fixed-value game tokens issued by amusement parks, video game tokens, etc.

[0393] The finger 513 may also include inwardly extending protrusions or projections 517. The protrusions on each finger 513 may be spaced apart by a distance equal to (or slightly greater than) the height of a game token. For example, the height of a standard playground game token is approximately 3 to 3.25 mm (e.g., 3.16 mm). Therefore, the protrusions may be spaced apart by a distance of approximately 3 mm, or approximately 3.1 mm, or approximately 3.16 mm, or approximately 3.2 mm, or approximately 3.3 mm, or approximately 3.4 mm, or approximately 3.5 mm, or approximately 3.6 mm, or approximately 3.7 mm, or approximately 3.8 mm, or approximately 3.9 mm, or approximately 4 mm.

[0394] The protrusion 517 can extend into the game token receiving area 521 to keep the game token 511 within the game token receiving area 521.

[0395] The protrusions 517 on the finger 513 can be vertically aligned with each other. That is, each finger 513 may include multiple vertically spaced protrusions 517. Each protrusion 517 associated with a given finger 513 can be vertically aligned with a corresponding protrusion on each other finger 513 to define a separate game token receiving space.

[0396] The aligned protrusions 517 collectively define a reduced inner circumferential region, which is slightly smaller than the diameter of the game token 511. Therefore, the game token can be held within the channel receiving area 521, resting against the protrusions 517.

[0397] Optionally, the finger 513 can move inward and outward to adjust the diameter of the game token receiving area 521. This allows for an increase in the game token receiving area when collecting game tokens 511 from the game table. Figure 5A In the example shown, the finger 513 can move inward and outward along the track component 527. When the finger 513 is in its innermost position, it can engage the game token 511 and hold it within the channel 512. When the finger 513 moves to the release position, the diameter of the game token receiving area 521 can increase to be larger than the diameter of the game token 511, allowing the game token to be released and / or allowing the dispenser 500 to collect a stack of game tokens.

[0398] Optionally, the protrusion 517 can be fixed relative to the finger 513. Thus, the protrusion 517 can define a shelf on which the game token 511 can be supported within the channel 512. The game token can then be picked up and released by adjusting the position of the finger 513.

[0399] Alternatively, the protrusion 517 may be movable relative to the finger 513. The protrusion 517 may move inward and outward relative to the finger 513 (or the finger 513 may move relative to the protrusion 517) to allow game tokens to be selectively released from or retained in the channel 512.

[0400] Optionally, the protrusion 517 may extend from a groove provided in the finger 513. The protrusion 517 may move between an extended position and a retracted position. In the extended position, the protrusion 517 may project outward from the surface of the finger 513 into the channel 512. In the retracted position, the protrusion 517 may be recessed into the corresponding groove and flush with the surface of the finger 513.

[0401] Optionally, the protrusion 517 may be biased to an extended position. The protrusion 517 may retract from the extended position to a retracted position in response to a force applied to the protrusion 517 (e.g., a force from a game token 511 moving along the channel 512).

[0402] Alternatively or additionally, the protrusions 517 can be controllably retracted. That is, the device 500 may include a controller operable to electronically adjust the position of each protrusion 517 between an extended position and a retracted position. This allows for the selective release or retention of game tokens in the channel 512 without the need for a pop-up component.

[0403] For example, channel 521 can hold five game tokens. To allocate only four game tokens, the protrusion 517 below the four game tokens can be retracted, while the remaining protrusions 517 remain in the extended position to keep the remaining game tokens within channel 521. A similar method can be used to collect additional game tokens when there are already game tokens in channel 521.

[0404] Alternatively or additionally, the protrusion 517 may be flexible. This allows the game token 511 to be pushed through the protrusion 517 under the action of an applied vertical force, while still holding the game token 511 within the channel 521 when no force is applied. The flexible protrusion 517 may be made of rubber. Alternatively, the flexible protrusion 517 may be fixed in place (i.e., not adjustable between extended and retracted positions).

[0405] Optionally, the dispenser 500 may also include a pop-up component. The pop-up component can be used to pop game tokens 511 from the game token receiving area 521.

[0406] exist Figure 5AIn the example shown, the ejector is provided in the form of a plunger 519. The plunger 519 extends downward through channel 521 to eject game tokens 511 from channel 521. This facilitates ejecting game tokens 511 that are stuck, for example, due to buildup of dirt and debris. Optionally, the ejector may be coupled to a vibration motor. This can further facilitate ejecting a desired number of stuck or stuck game tokens 511.

[0407] The plunger 519 can be configured to extend to a defined depth based on the number of game tokens allocated. For example, the plunger 519 can be configured to extend to a different game token height corresponding to the number of game tokens 511 expected to remain within the game token receiving area 521.

[0408] Optionally, the dispenser 500 may include a vibrating game token receiving area 521. When distributing game tokens, the game token receiving area 521 (e.g., finger 513) or elements therein (e.g., using a plunger 519) may be agitated or vibrated to facilitate the distribution of game tokens that may be stuck or stuck (e.g., due to dust or debris). For example, the plunger 519 or finger 513 may vibrate or oscillate within the channel receiving area 521 to remove stuck or stuck game tokens. This ensures that the correct number of game tokens 511 are distributed onto the table.

[0409] like Figure 5A As shown, the dispenser 500 may also include a connector 525. The connector 525 provides electrical and electronic coupling between the dispenser 500 and the agent device. The connector 525 allows the agent device to provide control signals to control the operation of the dispenser 500 (e.g., fingers 513, protrusions 517, plungers 519, etc.). The connector 525 also allows the dispenser to provide feedback data related to the operating status of the dispenser to the agent device.

[0410] The dispenser 500 and / or agent device may also include various position sensors and environmental sensors operable to monitor the position of the dispenser 500 relative to the environment of the game location.

[0411] For example, dispenser 500 may include proximity sensors and / or collision detection sensors. Proximity sensors can be used to prevent the dispenser from colliding with the table, other individuals on the table, and / or game tokens placed on or at the table location.

[0412] Distributor 500 may also include a force sensor operable to detect forces applied to distributor 500. This helps ensure that distributor 500 does not cause damage to itself, employees, on-site participants, and / or other objects at the play location. For example, agent device 110 may be configured to reduce the pressure applied to distributor 500 in response to determining that the applied force exceeds a predefined safety threshold.

[0413] Optionally, the dispenser 500 may include a game token identification sensor operable to identify the color and / or value of game tokens 511 collected within channel 521. For example, the dispenser 500 may include an optical sensor and / or camera operable to detect the color (and thus the value) of the game tokens 511 being collected and stored.

[0414] Optionally, the dispenser 500 may include one or more output devices. The output devices may provide indications or displays related to the status and / or operation of the dispenser 500. For example, the dispenser 500 may include a display 523. The display 523 may be coupled to a camera arranged to capture an image of the current position of the channel 521. This helps the user ensure that the game token 511 is correctly placed on the game table (e.g., card game machine table 401). This may also indicate the game tokens placed by the dispenser 500 to other individuals at the game location (e.g., the host, other players).

[0415] exist Figure 5B In the example shown, the dispenser 500 has a cylindrical channel 521. Therefore, the display 523 can be configured as a curved or flexible display that at least partially surrounds a portion of the channel 521.

[0416] Alternatively or additionally, a digital layout for the gaming table can be defined for the agent device. This digital layout can be mapped to the real-world location of the gaming table. The dispenser's position can then be monitored using one or more position sensors onboard to the dispenser and / or agent device. The dispenser's position can then be reflected in the digital layout based on its current coordinates and the mapping between the gaming table and the digital layout.

[0417] Figure 4C An example is shown where the agent device 110 uses the distributor 500 to participate in a game on the card table game machine 401. For example... Figure 4C As can be seen, the agent device 110 can manipulate the dispenser 500 to distribute game tokens onto the card game machine table 401 so that game tokens can be entered for specific numbers. Although Figure 4CThe diagram shows the dispenser being gripped by an extension mounted on the agent component 110, but it is also understood that the dispenser 500 can be directly mounted to the agent component 110 (e.g., fixed to or detachably mounted to the extension component).

[0418] The allocator 500 can also provide a simplified method for viewing the game tokens 511 allocated by the agent device 110. As described above, the allocator 500 may include an output display 523 for displaying an image or video of the game tokens 511 being allocated by the agent device 110. This image data may be transmitted directly to a remote user device and / or captured by an image capture device provided on the agent device 110 to provide a clear indication to the remote user of the game tokens being entered.

[0419] like Figure 4A As shown, the agent device 110 may include alternative game token handling components, such as a grabbing component 230b. The grabbing component 230b can be configured to grab and release game tokens 511 for inputting game coins on table 401.

[0420] like Figure 4A As shown, the gripping component 230b can be moved to the desired position (e.g., above the number 19) to allow the remote user to input game coins as desired.

[0421] Game-specific adapter

[0422] As described above, the proxy device can be used to participate in various live, hands-on games. To facilitate participation in specific games or game types, the proxy device may include an output device in the form of a game-specific interactive unit. This game-specific interactive unit can be configured to enable the proxy device to participate in designated games (e.g., card games, poker, or solitaire) or specific game types (e.g., card games, board games, coin-operated games).

[0423] Optionally, the agent device may include multiple game-specific interaction units. Each game-specific interaction unit can be specifically configured to participate in a corresponding game or game type. This can allow the same agent device to participate in different games or different game types in different game venues and / or in different game venues.

[0424] The proxy device can be configured to adjust between game-specific interaction units to enable it to participate in different games. For example, the game-specific interaction units can be mounted on different retractable extensions. The proxy device can extend a specific extension, mounting the required game-specific interaction unit on that extension to participate in the corresponding game. Optionally, the proxy device can then retract the extension containing other game-specific interaction units that are not currently in use.

[0425] Optionally, one or more game-specific interactive units can be removed from the proxy device. This allows the proxy device to participate in various different games and / or game genres without requiring the proxy device to store multiple different game-specific interactive units. For example, a game-specific interactive unit could be stored at a given game playing location and installed on the proxy device when the proxy device is located at that game playing location (e.g., installed by the host or other individual at the game location).

[0426] Optionally, the game-specific interaction unit may include something similar to Figure 5A The coupling connector 525 shown is a coupling connector. This coupling connector can be used to couple a game-specific interaction unit to a proxy device, enabling the proxy device to use the game-specific interaction unit during a game session.

[0427] Alternatively or additionally, the game-specific interaction unit may include a wireless communication module for communicating wirelessly with a proxy device. The proxy device can wirelessly control the game-specific interaction unit during a game session.

[0428] Optionally, the gaming-specific interaction unit may include onboard power, such as one or more batteries or other energy storage components. Optionally or additionally, the gaming-specific interaction unit may include a power connector for coupling the gaming-specific interaction unit to a power source, such as a mains power supply or a portable power source. The power connector may be used in combination with coupling connectors and / or additional coupling elements.

[0429] The robot agent device may include one or more game-specific adapters that allow the robot agent to participate in specific playground games. The agent device may include multiple adapters that allow the robot agent to easily switch between playground games. Alternatively, the robot agent's coin adapter may be detachable and stored at the game table or in a secure room location, where the coin adapter can be installed / removed by the host or other playground staff.

[0430] Card game adapters

[0431] The following is a description of a card game adapter that can be used alone in any proxy game system, or in any combination or sub-combination with any other one or more features disclosed herein.

[0432] Accordingly, a card game adapter is provided that allows a proxy device to securely receive and identify playing cards related to a card game. This adapter can identify the playing cards dealt to the proxy device while preventing other players from identifying them. This is particularly beneficial for card games such as poker, where maintaining the confidentiality of each player's cards is a key aspect of gameplay.

[0433] Now for reference Figures 8A-8C The example shown is a card game adapter 800. Clearly, Figures 8A-8C The device 800 shown is an example prototype of a card game adapter device.

[0434] Device 800 includes a card receiving surface 861A on which playing cards 873 can be dealt (e.g., by the host at the game location). Playing cards 873 can be placed on the card receiving surface 861A such that their face is not visible to other players near device 800. Device 800 may include a camera 881 positioned to capture an image of the face of the playing cards 873 so that a remote user can identify the specific card 873 that has been dealt to their agent device.

[0435] like Figures 8A-8C As shown in the example, device 800 may be equipped with a housing containing a camera. The housing may be included in the gap between camera 881 and card receiving surface 861A to ensure that the field of view of camera 881 is sufficient to capture all cards 873 located on surface 861A.

[0436] As shown in the figure, device 800 includes a bottom wall 869. At least one side wall 865 may extend between the bottom wall 869 and the top wall 867 of the device. The bottom wall 869 and each side wall 865 may be substantially opaque. This prevents other players from recognizing the card 873 dealt to the proxy device.

[0437] In the example shown, the device 800 is substantially rectangular. Therefore, the device 800 includes four sidewalls 865A-865D extending between a bottom wall 869 and a top wall 867. Alternatively, the device 800 can be provided in different shapes, thereby increasing or decreasing the number of sidewalls.

[0438] Alternatively or additionally, one or more sides of the device 800 may omit sidewalls. This facilitates the dealing of playing cards 873 onto and / or removal of playing cards 873 from surface 861A.

[0439] The device 800 may further include an upper wall member 861 near the top end 867. The upper wall member 861 may define an inner side 861B facing the interior of the device 800 and an outer side 861A opposite to the inner side 861B. The outer side 861A may also be referred to as a card receiving surface. The upper wall member 861 may define the card receiving surface 861A, on which a card 873 may be dispensed.

[0440] The device 800 may also include a camera 881. The camera 881 may be arranged to face the inner side 861B of the upper wall member 861. The camera 881 may be configured to capture images of objects (e.g., playing cards 873) located on the outer side 861A of the upper wall 861.

[0441] like Figures 8A-8C As shown in the example, the camera can be mounted on the bottom wall 863 of the device 800. For example, the camera 881 can be integrated into the bottom wall 863, facing upwards toward the upper wall 861. The inner side 861B of the upper wall component 861 can face the bottom wall 863 of the device 800. The upper wall 861 can be configured to allow the camera 881 to acquire an image of a playing card 873 located on the card receiving surface 861A.

[0442] For example, the upper wall component 861 may be transparent, or at least sufficiently transparent or translucent to make the front of the playing card easily identifiable. Alternatively or additionally, the upper wall component 861 may include an opening to allow the camera 881 to image the front of the playing card 873 located on the card receiving surface 861A.

[0443] In device 800, the upper wall 861 can be positioned below the top of the device 867. That is, the side wall 865 can extend upwards between the upper walls 861, such that the upper wall components 861 are recessed below the top of the device 867. This helps ensure that the player in the game position cannot see the card 873. Figure 8B As shown, the upper part 875 of the sidewall 865 can extend above the upper wall component 861.

[0444] The device 800 may also include one or more slits. The slits facilitate placing and / or removing the playing card 873 from the receiving surface 861A. For example, the upper wall member 861 may include a slit or gap 869. The gap 869 may be positioned to facilitate removal of an object (e.g., the playing card 873) located on the outer side 861A.

[0445] The size of the gap 869 can be designed to allow fingers (e.g., the host's fingers) to pass through. For example, the gap 869 can define a card removal channel located at one end of the upper surface 861. This allows the host to easily retrieve the card 873 by inserting their finger into the gap 869 and collecting the card 873 with a single sweeping motion.

[0446] Device 800 may also include a portion of the sidewall (e.g., Figure 8A The cutout 871 is located in the side wall 865D. The cutout 871 can be aligned with the gap 869 to further facilitate the removal of objects on the upper surface 861A.

[0447] Optionally, the device 800 may include a closing member for the cutout 871. For example, the sidewall 865D may include a movable wall portion that is movable to open and close the cutout. Closing the wall portion during gameplay further ensures that the player in the presence of the player cannot see the playing cards 873.

[0448] Optionally, the device 800 may also include a card slot (not shown). This slot may be provided by one or more sidewalls 865. The slot may be shaped to receive a playing card inserted therein. The slot may be positioned such that a playing card 873 inserted through the slot is located on the card receiving surface 861A. For example, the slot may be located on a sidewall 865 between the upper wall member 861 and the device top 867. The host may insert the card 873 into the card slot so that the camera 881 can image the card while preventing nearby players from recognizing it.

[0449] The dimensions of the device 800 can be adjusted to accommodate different numbers, shapes, and sizes of playing cards. For example, the upper wall component 861 is shaped to accommodate at least two adjacent playing cards (e.g., for games such as Texas Hold'em). As shown in the example, the upper wall component 861 is designed to accommodate at least five adjacent playing cards.

[0450] An electronic module can be coupled to camera 881. This electronic module can control the operation of camera 881 and send image data from camera 881 to a remote user (e.g., via a proxy device). The electronic module may include a processor and a communication interface. The processor can acquire images from the camera and send them to a user device via the communication interface. The processor can also control the operation of camera 881 to capture images of card 873.

[0451] Alternatively, the electronic module may be contained within the device 800 itself. Alternatively, the electronic module may be located outside the device 800 (e.g., as part of the main body of the proxy device).

[0452] The device 800 may also include various additional components, such as game-related status indicators. The bottom wall 863 (or a portion thereof) may be removable to facilitate easy maintenance, repair, and / or replacement of components of the device 800, such as camera 881.

[0453] Alternatively, device 800 may be movable. For example, device 800 may be mounted on a movable base. Alternatively or additionally, device 800 may require manual intervention to move. This allows device 800 to be located in different gaming positions.

[0454] Alternatively, device 800 can be associated with a specific gaming location. Agent device 800 can connect to device 800 to use device 800 when participating in a game at that specific gaming location.

[0455] Alternatively, the device 800 can be fixed in a specific gaming location (i.e., it cannot be easily removed from the specific gaming location).

[0456] Optionally, device 800 may include device identification data. The device identification data may specify a particular venue and / or game location associated with the device 800.

[0457] Device 800 can be coupled to a movable arm. For example, as... Figure 6A and Figure 6B As shown in the example, device 800 can be mounted to the end of a movable arm of the agent device.

[0458] Although Figures 8A-8C Not shown, but device 800 may include similar Figure 5A The coupling connector of connector 525 shown is used to couple device 800 to a proxy device. Alternatively or additionally, device 800 may include a wireless communication module that can be used to communicate wirelessly with the proxy device.

[0459] Optionally, device 800 may include an onboard power source, such as one or more batteries or other energy storage components. Alternatively or additionally, device 800 may include a power connector for coupling device 800 to a power source, such as a mains power supply or a portable power source. This power connector may be used in combination with coupling connectors and / or additional coupling elements.

[0460] game hard Coin machine adapter

[0461] The following is a description of a game coin machine adapter that can be used alone in any proxy game system, or in any combination or sub-combination with any other one or more features disclosed herein.

[0462] In this regard, a game coin machine adapter is provided, which facilitates the use of a proxy device with a game coin machine. This game coin machine adapter allows the proxy device to interface and interact with the game coin machine and video machine on behalf of the user. The game coin machine adapter can be defined to minimize or prevent interference from other individuals at the game's location.

[0463] Figure 7 An example 700 of a proxy device 110 is shown, which includes various adapters for facilitating coin machine games. It will be understood that the proxy device 110 can be configured to operate using more, fewer, or different adapters.

[0464] In the first example, the coin machine adapter may include a coin machine interface, such as interface 755. Interface 755 may provide a coupling connection in a manner similar to connector 525.

[0465] Interface 755 may include an electronic connector disposed on an extension mounted on the agent device. This electronic connector can engage with a corresponding connector on the coin machine, enabling the agent device to input coins and commands into the coin machine. Optionally, the coin machine can be configured to disable manual controls in response to engagement with the electronic connector on the agent device. This ensures that a remote player can play the coin machine while ensuring that a participant at the game location does not interfere with the coin machine or the coins on the agent device.

[0466] Alternatively or additionally, the proxy device can be configured to operate a coin-operated game machine without physically engaging the interface 755 with it. For example, the proxy device can wirelessly communicate with the coin-operated game machine to enable a remote user to participate in the game. Alternatively, the proxy device can even omit the interface 755.

[0467] Optionally, the coin-operated game machine adapter may include a cash substitution extension device. This cash substitution extension device can be plugged into an electronic billing verifier provided by the coin-operated game machine, enabling a robotic agent to input values ​​into the coin-operated game machine without inserting actual cash. This allows remote users to obtain input at the coin-operated game machine without manually inserting cash or coins.

[0468] Optionally, the coin machine adapter may include a card replacement extension device. This card replacement extension device can be inserted by a proxy device into a card receiver at the gaming location (e.g., the coin machine). The card replacement extension device can be used to simulate or replace cards, such as player points cards, inserted by the user at the gaming venue. The card replacement extension device can be inserted into an electronic points card authenticator provided by the coin machine, enabling remote players to accumulate electronic player points from the coin machine. These electronically acquired remote points can be automatically linked to the player's physical arcade card, allowing the user to accumulate player points while playing the game remotely or in person. The player can then use their accumulated points in person at that particular arcade to redeem rewards programs.

[0469] Optionally, the coin machine adapter may include an extension operable to engage with a manual input device (such as a button, touchscreen, and / or joystick) provided by the coin machine. For example, a gripping member 747 may be positioned on the extension to allow the agent device to select a desired button (physical or digital) and / or pull a joystick on the coin machine.

[0470] Optionally, the gripping component may include a suitable touch-sensitive element 757 to ensure that commands can be provided to the touchscreen device. For example, a capacitive element may be provided on the extension component to provide a touch-sensitive element 757 that can be detected by the touchscreen. The specific nature of the touch-sensitive element 757 may vary depending on the type of touchscreen used by the coin-operated game machine.

[0471] Optionally, the agent device 110 may include anti-interference elements operable to prevent on-site players from interfering with the coin-operated machine. For example, a cover may be used to prevent on-site players from accessing the command elements of the coin-operated machine (e.g., buttons, touchscreen, etc.). The cover may take various forms, including a removable transparent plastic cover that allows the agent device to prevent commands from being tampered with while ensuring that remote players can still view the command buttons accessible by the agent device.

[0472] Optionally, the agent device 110 may also include numerical input / output elements. This allows on-site players to input values ​​into the agent device 110 and / or output values ​​from the agent device 110 after participating in the game.

[0473] For example, the proxy device 110 may include a value insertion unit, such as a card reader and / or an insertion slot. A user can input values ​​into the proxy device 110 through the value insertion unit, enabling the proxy device 110 to participate in the game on behalf of the user.

[0474] Another example is that the agent device 110 may include a value output unit, such as a card reader and / or a retrieval unit 745. A user can output values ​​from the agent device 110 via the value output unit to obtain values ​​acquired by the agent device 110 when participating in the game on behalf of the user.

[0475] Optionally, the agent device 110 may also include an additional output unit. For example, the agent device 110 may have an output unit in the form of a printer. This printer may be integrated into and / or attached to the agent device. The agent device may operate the printer to print verification data onto a physical ticket (e.g., a voucher) containing user identifier data associated with a remote player, ensuring that the ticket can be identified as representing output for that remote player. This allows the agent device to perform a redemption operation on a game (e.g., a coin machine), thereby generating an output voucher. The agent device may use the printer to add the remote player's user identifier data to the physical ticket, ensuring that the output is correctly transferred to the remote player. This simplifies the use of the agent device in existing amusement park hardware.

[0476] Optionally, device 110 may include ticket storage device 749. Storage device 749 may be integrated into or detached from the agent device. Ticket storage device 749 may be used to store output vouchers for later transmission to administration. The output vouchers (optionally with user identifier data added) can then be retrieved and used at administration for verification (e.g., verifying playground game outputs against funds transferred to remote players). Storage device 749 may include controllable ticket handling elements, such as pressure rollers, to easily insert and remove the vouchers from storage device 749.

[0477] Optionally, the agent device 110 may include additional input units, such as an optical recognition scanner for example, capable of reading barcodes. This allows the agent device to identify data from various devices and physical elements of the amusement park game (e.g., output tickets). The agent device 110 can scan the data presented on the output ticket (or game display or other game-related surface) and then perform appropriate actions on the remote user based on the credentials (or other output tags) received for the user in the amusement park.

[0478] Optionally, the proxy device may include a value storage unit, such as a secure container 751. This value storage unit may store values ​​provided in physical form (e.g., game tokens), representing values ​​obtained by a remote player using the proxy device. The amusement park or other administrators can use the physical value stored in container 751 to verify the output given to the remote user. Optionally, the proxy device may output receipt data (e.g., using a printer) in response to the value stored in container 751. The receipt data can identify the remote user associated with the stored value. The receipt data can ensure that game tokens are correctly distributed to remote players.

[0479] although Figure 7 The examples show separate storage devices 749 and 751, but it should be understood that the agent device can operate a combined storage device for both game coins / game tokens and output tickets.

[0480] Video game token system

[0481] The following is a description of a video game token system that can be used alone in any proxy game system, or in any combination or sub-combination with any other one or more features disclosed herein.

[0482] Based on this aspect, an electronic game token system for use in amusement park games is provided. Agent device (see, for example) Figure 11 ) and / or on-site participants (see, for example) Figure 10 Players can use this electronic game token system to participate in amusement park games. Hosts or other venue staff can also interact with the electronic game token system to accept or reject game tokens and / or output the results for players' game tokens.

[0483] In general, a video game token system involves using one or more electronic playground game tokens with variable values ​​that a user can assign when playing a game. The value of the electronic playground game token can also be assigned by the operator when distributing winning tokens to players. The video game tokens may include one or more output display elements (e.g., display 1081) that can be used to convey information identifying the assigned value of the game token for a given game. This helps reduce the number of game tokens required for a player to participate in a playground game. For example, the operator can interact with a single video game token to distribute winning tokens instead of handing multiple playground game tokens to the player. This also facilitates the participation of proxy devices by minimizing the number of game tokens that proxy devices need to manage when participating in a game on behalf of remote users.

[0484] Video game tokens can be provided in the form of a device, allowing users to input game currency into games at amusement parks. The device can include components of the video game token, such as, for example, a controller and memory.

[0485] Alternatively, video game tokens can be used in conjunction with standard playground game tokens (e.g., table color-assigned numerical game tokens 1011B and / or playground numerical game tokens 1011A). Alternatively, video game tokens can allow the omission of standard playground game tokens. This reduces the number of game tokens the playground needs to manage. It can also enable more players to participate in a given game, for example, by reducing the number of game tokens per participant at the table or the number of game tokens required to spend winning game tokens.

[0486] Optionally, the size of the electronic game token can be designed to correspond to the shape and size of standard playground game tokens and / or the size of the host's tray. This simplifies the use of electronic game tokens in existing playground infrastructure. That is, the main body of the electronic game token can be generally cylindrical. The shape and size of the main body can be designed to correspond to standard playground game tokens. For example, the diameter of the electronic game token body can be in the range of approximately 35-50 mm, specifically, the diameter of the electronic game token can be approximately 39 mm (e.g., for card games). The thickness of the electronic game token can vary depending on the specific implementation.

[0487] Optionally, the shape or size of the video game token (e.g., longer and / or wider) can be designed to distinguish it from standard playground game tokens. For example, a video game token can be an elongated token (e.g., having a longer vertical length compared to a standard game token). This makes the video game token easily identifiable as a video game token, rather than a standard playground game token. This also facilitates user manipulation of the video game token.

[0488] Optionally, participants in amusement park games or venues using a video game token system can have associated electronic monitoring accounts. These user accounts identify a value associated with the user, which can be assigned to a corresponding video game token. For example, when a user participates in a game at one or more venues, the proxy gaming platform can maintain a user value account for each user. Users can use the authentication data associated with that user account to establish a link between the video game token and the user account.

[0489] Optionally, when a user enters game currency, the corresponding value can be deducted from the user's account (e.g., deposited into an escrow account) or otherwise retained in the user's account.

[0490] Alternatively or additionally, the game token itself may include storage for a value representing the available value of the game token (e.g., the amount of available game currency). Users can input this value into the game token (e.g., via user devices, agent devices, or staff at the gaming venue). The game token can then adjust its available value based on game currency results involving that token. A controller can update the amount of available game currency based on the results of game currency transactions using that game token.

[0491] The available value stored in the video game token can limit the amount of in-game currency that can be traded using that token. In other words, the controller of the video game token can be configured to adjust the currency value to a maximum amount defined based on the available currency.

[0492] Alternatively or additionally, video game tokens may store values ​​that can be redeemed at an amusement park. For example, a user can input values ​​into the video game token at the amusement park in a manner substantially similar to purchasing standard amusement park game tokens (e.g., by inputting them at a game table such as a card game machine or solitaire, or at the management office, etc.). Alternatively or additionally, values ​​may be added to the game tokens electronically, such as through electronic transactions with the user's device and / or through a game token loading station where the user can execute transactions.

[0493] Optionally, the game token may include a wireless communication module. The wireless communication module enables the game token to send and receive data between the game token and devices such as agent devices, user devices, host devices, and servers. The game token can send and receive various types of data, such as game token data, game token result data, user account data, and available numerical data.

[0494] The video game token can be configured to receive input indicating the amount of game tokens and modify the output display to reflect that amount. The game token value can be adjusted based on commands from live players, agent devices, and / or venue personnel. For example, the host can manually adjust the value of the video game token in response to commands from live players and / or agent devices.

[0495] Optionally, the game token may include user input, allowing the user (or agent device or host) to adjust the amount of game tokens being used. The game token may include a user input interface coupled to the controller. The user input can receive user game token input, which the controller can use to define the value of the game token associated with that token at that point in the gameplay.

[0496] exist Figure 10 and Figure 11In the example shown, the amount of game currency used on the game token 1080 can be adjusted using input buttons 1083A and 1083B. The data displayed on the monitor 1081 can then change in response to input received via input buttons 1083A and 1083B. In the example shown, input button 1083 is located on the top surface of the game token. Alternatively, input button 1083 can be positioned along the side of the game token.

[0497] As shown in the figure, the game token 1080 may include an increase button 1083B and a decrease button 1083A. The controller can adjust the game token value to a predefined amount in response to a game token input received at either of the buttons 1083. This predefined amount can be predefined for the game token. Alternatively, the user can define the predefined amount when starting a game session using the game token 1080 (e.g., as a predefined amount stored in the user's account data during startup).

[0498] Optionally, the video game token 1080 may have more, fewer, and / or different input and / or output devices. For example, the video game token 1080 may include one or more speakers. The speakers can be used to output game and token-related data, such as active game tokens, account balance, and token status (e.g., charging status). Alternatively or additionally, the video game token may include an output display, such as... Figure 10 The example shows a monitor 1081.

[0499] The game token 1080 may include one or more onboard energy storage components. Therefore, the game token 1080 may include a recharging unit, such as a wireless or wired charging unit.

[0500] The video game token 1080 may also include various additional input devices, such as on / off switches or buttons.

[0501] The agent device 120 may be configured with a game token handler adapter 1185 to facilitate the use of game tokens 1080. The game token handler 1185 may include a coupler (e.g., a signal connector) to allow the agent device 120 to adjust the game tokens on the game tokens 1080. The game token handler 1185 may also include a game token holding element to allow the agent device to position and reposition the game tokens 1080 for game token handling.

[0502] Alternatively, the video game token handler 1185 may be integrated into a game token distributor (such as the example game token distributor 500) or otherwise combined with it.

[0503] Optionally, the agent device 120 may include a non-removable game token 1080. For example, the game token 1080 may be attached to or integrated into an extension component (e.g., attached to a game token handler 1185). The agent device 120 may electronically handle game tokens by placing the game token 1080 on a token location (e.g., a number on a card game table), displaying game tokens, and / or using a game playing system.

[0504] Alternatively or additionally, the value of the video game tokens can be automatically adjusted based on electronic commands from the agent device, such as using wireless signals and / or through a physical connector provided by an extension component (e.g. Figure 11 (As shown) to adjust the value of the game token. The game token can be configured to automatically adjust the displayed output to reflect the value of the game token (e.g., change the color and / or value of the game token display).

[0505] Once the game is completed, venue staff (e.g., the host) can update the status of the game tokens (and associated user accounts) to reflect whether the user won, lost, or tied. The game tokens and user accounts can be updated accordingly.

[0506] For example, the host can operate the game token control unit, for example... Figure 12 The example shown is a game token control unit 1200. This game token control unit can be configured to interface with electronic game tokens (e.g., game token 1080) or game token devices (e.g., device 1390 or 900). When a game is completed, the host can use the game token control unit 1200 to provide feedback to the electronic game token 1080, indicating the game result. The value associated with the electronic game token can then be automatically updated in response to the feedback from the game token control unit 1200.

[0507] Optionally, the host can use the game token control unit 1200 to indicate to the electronic game token whether a given game token has won or lost. For example, the host can select a payout mode (e.g., via a button on the game token control unit 1200). In payout mode, the game token control unit 1200 can provide feedback to the electronic game token indicating that the game token has won and initiate an increase to the game token and / or the account associated with the game token. The host can also select a game token loss mode (e.g., via a button on the game token control unit 1200). In game token loss mode, the game token control unit 1200 can provide feedback to the electronic game token indicating that the game token has lost and initiate a decrease from the game token and / or the account associated with the game token.

[0508] like Figure 12As shown, the game token control unit 1200 can display game status data (e.g., winning game tokens) to the host. This helps the host select the correct pattern for each electronic game token placed on a specific game table. For example, the game token control unit 1200 can display the results of a specific round to the host and players (e.g., Figure 12 The winning table game number 11 is displayed on unit 1200. The game token control unit 1200 can also provide payout instructions to the host, indicating that one or more game tokens have been successfully paid out.

[0509] The host may choose to manually adjust the game token control unit to indicate whether the game tokens are won or lost. Alternatively, the game token control unit may be automatically updated in response to monitoring of the game process (e.g., by detecting the result of the card table machine spin and the amount of game tokens on that spin (see, for example, game token control unit 1200)).

[0510] Optionally, the game token control unit and the game token 1080 or game token device 1390 may have detachable mating coupling components. This allows the game token control unit to easily and quickly engage with the game token 1080 to provide game token result feedback related to the game token outcome. For example, the game token control unit may include a protrusion (e.g., similar to game token protrusion 1391) that can be used to initiate the spending of the game token. Optionally, the game token may include a corresponding groove shaped to receive the protrusion to initiate the spending.

[0511] Optionally, the game tokens can be configured to temporarily display the token result, indicating the value of the user's win or loss in the previous game tokens.

[0512] Optionally, video game tokens can be configured to display an account status indicator that reflects the amount of value a user currently holds. For example, video game tokens can display the current value of a user's account across the various game tokens the user plays. This provides an indication of the value a user holds, replacing the stacks of game tokens that participants would normally use in amusement park games.

[0513] Optionally, players can use the coin device 1390 to electronically place coins at the game table. The coin device 1390 may include a coin positioning component that can be used to select a specific location for the coin (e.g., for table games with designated coin locations, such as card game machines). Users can manipulate the coin device 1390 to place coins during live gameplay. Coins can be submitted electronically and can be displayed on a virtual display visible to the player near the game location.

[0514] The use of game tokens can vary depending on the specific game being played. For example, a user may need multiple game tokens to participate in some games, such as slot machines or solitaire. In solitaire, for instance, a user may need multiple game tokens to split or double down. In slot machines, a user may need multiple game tokens to enter game currency at different table positions.

[0515] Alternatively or additionally, multiple game tokens belonging to the user can be displayed via an output device at the game location. For example, a projection system located at the game location can be used to display the game tokens. This allows the user to input multiple game tokens using fewer electronic game tokens and / or game token devices.

[0516] Alternatively or additionally, the game token 1080 and / or game location may include a game token location monitoring system to allow identification of the location of the game token 1080 within a game location (e.g., a specific token location on a game table, such as individual numbers on a card game machine table). A user can place the game token 1080 in a designated location and then select an input button to enter game currency associated with that location. The system then receives the game currency associated with that specific location (determined by the game token location monitoring system). Afterward, the user can reposition the game token 1080 to other token locations to enter additional game currency within the same game session.

[0517] The video game tokens 1080 and / or the game table may include a received token indicator that provides indication of received tokens (e.g., visual indication, sound) so that the player can confirm that the tokens have been correctly received before repositioning the video game tokens 1080.

[0518] The game table can be configured to support various types of gameplay and coin options that can be used with game tokens, including, for example, dedicated gameplay positions (e.g., double coins, coin positions) and payout and transfer positions (e.g., giving coins to the host, paying to a user's account).

[0519] Optionally, the game token device 1390 and / or the electronic game token 1080 can be restricted to use at specific game locations. That is, the game token device 1390 and / or the electronic game token 1080 are only available when participating in a playground game at the relevant game location. This ensures that the game token device 1390 and / or the electronic game token 1080 are available at the game location when the number of players increases to the point where game capacity needs to be increased. The game token device 1390 and / or the electronic game token 1080 may contain game location data to identify the game locations where they are available (e.g., visual identifiers, electronic identifiers, etc.).

[0520] Alternatively, the game coin device 1390 and / or the electronic game token 1080 can be used at multiple game locations within a venue. This allows users to easily transfer values ​​between different games within the venue to participate in different games.

[0521] Optionally, the coin device 1390 may include a protrusion 1391. Users can deposit coins by clicking or pressing the protrusion 1391 at the desired coin location.

[0522] Optionally, the protrusion 1391 can retract into the coin device 1390. For example, the protrusion 1391 can function as a coin switch (e.g., an electronic or mechanical switch) to activate a player's coin. The player can activate the coin switch by pressing the protrusion 1391 onto the game table, causing the protrusion 1391 to retract into the coin device 1390. The protrusion 1391 can be biased to an extended position (e.g., spring-loaded) and can activate the coin switch in response to being moved to a retracted position (e.g., when the coin device 1390 is pressed onto the table). The positions of the coin device 1390 and the protrusion 1391 can be monitored to identify the specific coin entered by the player when the protrusion 1391 is pressed.

[0523] Alternatively, the user can select / adjust the game tokens used by the game token device 1390 in the same way as the electronic game token 1080 (e.g., using input 1083).

[0524] Alternatively, the user can define an input amount increment for the coin device 1390 (e.g., in the same way as for the video game token 1080). The user can then limit the input amount by pressing the protrusion 1391 once or multiple times at a given input amount location, limiting the input amount as: Input Amount = Input Amount Increment x Number of Protrusion Activations. That is, the user can tap the coin device 1390 multiple times on the game table to limit the input amount, which increases in increments of the input amount increment by a total number of taps.

[0525] Optionally, the coin device 1390 may also allow the user to withdraw all or part of the coins used through the coin device 1390. For example, the coin device 1390 may include a mode selection input (e.g., a button on the top or side of the coin device 1390). The user can select the mode selection input to switch between a coin mode and a withdrawal mode of the coin device 1390. In withdrawal mode, the user can withdraw a portion of a given coin by tapping the coin device 1390 on the game table, withdrawing coins in increments. Alternatively or additionally, the user can withdraw all of their coins by clicking once at the coin location (e.g., using the "Remove Coin" button on the coin device 1390).

[0526] Game tokens placed using the game token device 1390 can be displayed to the player at the game location via one or more display devices. Each game token can be displayed as a player-specific indicator (e.g., a specific color) to allow each user to easily identify and view their placed game tokens. This allows users to view their game tokens and conveniently adjust and / or withdraw them as needed.

[0527] The table host can also receive standard arcade-style numerical game tokens and table game tokens with specified numerical colors from the players. This data can be entered into an electronic device and transferred to the corresponding user accounts of the players. Players can then use these electronic game tokens to participate in the games at the arcade, utilizing the values ​​stored in their user accounts.

[0528] Game tokens and / or token devices can also include various security and tracking features. For example, game tokens and / or token devices can include tracking and / or alarm functions to ensure the location of the game tokens / devices can be monitored. This helps prevent the loss or theft of game tokens / devices and any associated values. For example, game tokens and / or token devices can include location detection systems for monitoring the location of the game tokens / devices. Game tokens and / or token devices can be configured to issue an alarm (e.g., on the game token itself, or by communicating with an external system) if the game tokens / devices are taken away from the gaming area.

[0529] Alternatively or additionally, video game tokens and / or token devices may include user-specific security features, such as biometric detection (e.g., a fingerprint scanner). For example, biometric detection could be used to ensure that the correct user sets and / or redeems game tokens on video game token 1080 or token device 1390. For instance, a user might need to scan their fingerprint before or during the setting of each game token. This helps prevent tampering by other players.

[0530] Optionally, the biometric detection function can be defined when a user acquires game tokens and / or game currency devices. For example, a user can provide fingerprint calibration input to the game tokens and / or game currency devices when acquiring them to ensure that the game tokens and / or game currency devices are linked to their fingerprints. The biometric detection function can be reset for each user when acquiring game tokens and / or game currency devices. The controller for the game tokens and / or game currency devices can be configured to prevent the definition and / or adjustment of game currency values ​​before user authentication.

[0531] Alternatively or additionally, the game token control unit may include user-specific security features, such as biometric detection features (e.g., fingerprint scanners) similar to those described for video game tokens. This ensures that the operation of the game token control unit is limited to the host of the corresponding table.

[0532] Game Controls

[0533] The following is a description of a multi-mode game system that can be used alone in any agent's game system, or in any combination or sub-combination with any other one or more features disclosed herein.

[0534] Based on this, the agent device can operate in one or more operating modes. These operating modes can relate to how the user controls or operates the agent device to participate in the game at the game venue.

[0535] In the first operating mode, remote users can participate in live, hands-on gaming via a proxy device using a remote user device (e.g., as referenced above). Figure 3 (as described above). In some examples, remote users can select a proxy device when participating in the game. Alternatively or additionally, users can submit a request to reserve proxy device 110 for a specific date and / or time to participate in the in-person game via the proxy device.

[0536] In the second operating mode, users can participate in live gameplay via a proxy device using their user device while near the game location (e.g., within the game area). The second operating mode can be performed in largely the same way as the first operating mode, except that the user can be located within the game area or even at the game table itself.

[0537] In the second operating mode, the on-site player can operate the agent device to perform any and all functions available to the remote player.

[0538] To facilitate use by in-person players, proxy devices may include input devices that allow on-site players to control the operation of the proxy device. For example, when a robot proxy is available and is not currently participating in a game session on the proxy gaming platform, the user can directly input commands into the proxy device, such as providing credit purchases, entering amounts, and game currency commands.

[0539] Optionally, the agent device may include a portable input device. On-site players can access the portable input device and use it as their user device while in the game area. The portable input device can be prevented from leaving the area, for example, by equipping it with a location detection system and alarm or deactivation systems to prevent continued use outside the area. The portable input unit can be detachably attached to the agent device or stored in an accessible storage compartment, such as... Figure 7 The example input cell shown is storage compartment 753.

[0540] Alternatively, on-site players can use input devices to load games from remote users.

[0541] Optionally, the proxy device may include a game coin slot and / or a card slot to allow the user to input values ​​into the proxy device.

[0542] In the third operating mode, users can participate in the game using a proxy device and then participate in the game live at the game venue. In other words, users can continue to participate in the same game at the same amusement park after having previously participated in the same game through a proxy device, and / or users can continue to participate in the same game at the same amusement park using a proxy device after having previously participated in the same game in person.

[0543] Users can also switch between control modes while participating in the same in-person game. This allows users to have a essentially continuous gaming experience whether they are at the game venue, in other locations, and / or traveling to and from the game venue. It also allows users to determine their desired game type, game location, or even / machine seat before arriving at the venue. Meanwhile, thanks to the proxy device, venue operators can ensure that the game continues to play at that seat.

[0544] Foldable and / or seat-integrated agent devices may be particularly useful in facilitating switching between a third operating mode and / or operating modes.

[0545] The ability to switch between different operating modes offers numerous advantages to active participants. For example, a user might choose to leave their game location due to personal reasons (such as family issues or unpleasant experiences with other players at the table) or external factors (such as impending bad weather) but still remain engaged in the game. Maintaining a user's position in the game also allows them to continue participating without missing necessary actions, such as accumulating rewards or unlocking desired numbers on the game machine. Furthermore, this allows players to temporarily leave their game location without losing their seat (e.g., to eat, use the restroom, or answer a phone call).

[0546] When users are busy with other things, they can instruct the proxy device to continue participating in the game, for example, by using automatic game currency data.

[0547] Alternatively, another virtual operation mode can be provided. This virtual operation mode allows users to participate in in-person gameplay without needing to use a proxy device. For example, a virtual operation mode might be suitable when a user is physically participating in an amusement park game, but there is no more space on the table and / or no remaining game tokens. In this case, the user can interact with user device 120 (e.g., tablet 900) to use virtual game tokens to play the game. These tokens can be displayed only to the user, and / or they can be displayed using a proxy device, and / or using a table display device.

[0548] like Figure 9 As shown, user equipment 900 can provide a user interface that allows users to participate in live casino games and input game tokens. User equipment 900 can enable direct input of game tokens at the game location and display this input via a monitor or projector at the game location. Figure 9 As shown, this is the user interface.

[0549] To further enable virtual operation modes, game locations can grant users access to location-specific user devices. Location-specific user devices are typically similar to user device 120, but they offer functionality tied to a specific game location. For example, a location-specific user device might be limited to participating in a game that is currently in progress at the corresponding game location.

[0550] Optionally, the user device and / or location-specific user device may allow the user to input a numerical value. For example, a location-specific user device may be equipped with a credit / debit card payment unit, enabling the user to top up their credit / debit card. Alternatively or additionally, the user may input a numerical value, for example, via a smartphone and / or by accessing their user account via the Internet.

[0551] The term “and / or” as used in this document is intended to indicate an inclusive “or”. That is, “X and / or Y” is intended to mean, for example, X or Y or both. As another example, “X, Y and / or Z” is intended to mean X or Y or Z or any combination thereof.

[0552] While the foregoing has described various features of exemplary embodiments, it should be understood that some features and / or functions of the embodiments may be modified without departing from the spirit and operating principles of the embodiments. For example, various features described through the embodiments or examples may be selectively combined with each other. Therefore, the above description is intended to illustrate the claimed concepts and not to be restrictive. Those skilled in the art will understand that other variations and modifications may be made without departing from the scope of protection defined by the appended claims. The scope of the claims should not be limited by the preferred embodiments and examples, but should be given the broadest interpretation consistent with the entire specification.

Claims

1. A system for enabling remote participation in live, hands-on games at a game venue, the system comprising: The agent device located at the game venue; and One or more servers communicatively coupled to the proxy device and the user equipment; in, The proxy device can be placed at a game location within the game area; The one or more servers are configured to: Receive control data from the user equipment; The control data is transmitted to the agent device; as well as The proxy device is configured to participate in the game at the game location in response to the control data, thereby enabling the user associated with the user device to participate in the game.

2. The system according to claim 1, wherein, The control data includes game currency data, and the agent device is configured to input game currency in the game in response to the game currency data.

3. The system according to any one of claims 1 and 2, wherein The proxy device is configured as follows: Obtain game data related to the state of the game; and The game data is transmitted to the one or more servers; as well as The one or more servers are configured to transmit the game data to the user device, wherein the game data is available to the user device to generate a status output representing the state of the game.

4. The system according to claim 3, wherein, The game data includes user-specific data that is not visible to any other player participating in the game.

5. The system according to any one of claims 3 or 4, wherein, The game data includes participant game currency data of one or more on-site players participating in the game at the game venue.

6. The system according to any one of claims 3 to 5, wherein, The game data includes host data representing instructions provided by the game's host.

7. The system according to claim 6, wherein, The proxy device is configured as follows: Identify a designated action performed by the game's host; and The host data is automatically generated in response to the recognition of the specified action.

8. The system according to claim 7, wherein, The specified action corresponds to a stop-game-coins instruction, and the one or more servers are configured to prevent the user from submitting any further game coins in response to recognizing the stop-game-coins instruction.

9. The system according to any one of claims 1 to 8, wherein, The agent device is configured as follows: Obtain environmental data related to the environment of the game venue; and The environmental data is transmitted to the one or more servers; as well as The one or more servers are configured to transmit the environmental data to the user device, wherein the environmental data is usable by the user device to generate an environmental output representing the environment of the game venue.

10. The system according to claim 9, wherein, The user equipment is operable to mute at least a portion of the environmental data acquired by the agent device.

11. The system according to any one of claims 1 to 10, wherein, The one or more servers are configured to: Receive additional game currency data from an additional user device, which corresponds to an additional user; and The additional game currency data is transmitted to the agent device; as well as The proxy device is configured to input additional game currency in the game in response to the additional game currency data, thereby enabling the additional user to participate in the game through the participation of the user device.

12. The system according to any one of claims 1 to 11, wherein, The one or more servers are configured to: Receive automatically input game currency data from the user equipment; and The automatically input game currency data is transmitted to the agent device; and The proxy device is configured to input multiple auto-input game coins in the game in response to the auto-input game coin data.

13. The system according to claim 12, wherein, The automatic input of game currency data defines a set of user-specified game currency rules, and the agent device is configured to automatically input game currency according to the set of user-specified game currency rules without additional instructions.

14. The system according to any one of claims 1 to 13, wherein, The user equipment is located at the game venue.

15. The system according to any one of claims 1 to 13, wherein, The user equipment is located at a remote user location outside the game arena.

16. The system according to any one of claims 1 to 15, wherein, The game venue is an amusement park, and the game is an amusement park game.

17. The system according to any one of claims 1 to 16, wherein, The proxy device and the one or more servers communicate via a local private network.

18. The system according to any one of claims 1 to 17, wherein, The one or more servers and the user equipment communicate through the local private network.

19. The system according to any one of claims 1 to 17, wherein, The one or more servers and the user equipment communicate at least partially using a public network.

20. The system according to any one of claims 1 to 19, wherein, The one or more servers are configured to authenticate the user before enabling the user device to control the proxy device to participate in the game.

21. The system according to claim 20, wherein, The one or more servers are configured to continuously authenticate the user during the game so that the user device can continue to control the proxy device.

22. A device for enabling remote participation in live, hands-on games at a game venue, comprising: A base that can be positioned at a game location within the game area for a specific game; At least one input unit mounted on the base, the at least one input unit including a video capture device, the at least one input unit being positioned to acquire game state data related to the game environment of the specific game; At least one output unit is mounted on the base, and the at least one output unit can be positioned to interact with the game environment of the particular game. Communication interface; as well as One or more processors; Wherein, the one or more processors are configured as follows: Use the at least one input unit to acquire game data related to the state of the specific game; and The game data is transmitted to the user device via the communication interface. Control data is received from the user equipment via the communication interface, wherein the control data includes game currency data for the specific game being played within the game area; and Operate at least one output unit to input game coins in the specific game using the game coin data.

23. The device according to claim 22, wherein, The at least one output unit includes a speaker, and the one or more processors are configured to output audio game coins for the game through the speaker in response to the control data.

24. The device according to any one of claim 22 or 23, wherein, The at least one output unit includes a display, and the one or more processors are configured to display game currency for the game on the display in response to the control data.

25. The device according to any one of claims 22 to 24, wherein, The at least one output unit includes a projector, and the one or more processors are configured to project game coins onto the game surface in response to the control data.

26. The device according to any one of claims 22 to 25, wherein, The at least one output unit includes a display, and the one or more processors are configured to display a user representation on the display while the game is in progress.

27. The device according to claim 26, wherein, The user representation is defined based on video data of the user displayed, which is obtained from the user's device during the game.

28. The device according to any one of claim 26 or 27, wherein, The user representation is generated as a virtual avatar representing the user.

29. The device according to any one of claims 22 to 28, wherein, The device can be positioned at multiple game locations within the game area.

30. The device according to claim 29, wherein, The base is a movable base.

31. The device according to claim 230, wherein, The base has wheels.

32. The device according to any one of claim 30 or 31, wherein, It also includes one or more track components that can engage with a track, and the device is movable along the track.

33. The device according to any one of claims 22 to 32, wherein, The communication interface includes a wireless communication unit.

34. The device according to any one of claims 22 to 33, wherein, The communication interface includes at least one wired communication connection.

35. The device according to any one of claims 22 to 34, further comprising a lock for securing the device to a specific game position.

36. The device according to claim 35, wherein, The lock can cooperate with a corresponding lock receiving component at the specific game location.

37. The device according to any one of claims 22 to 36, wherein, The at least one input unit is height-adjustable.

38. The device according to any one of claims 22 to 37, wherein, The at least one output unit is height-adjustable.

39. The device according to any one of claims 22 to 38, wherein, The device can be adjusted to a compact storage location.

40. The device according to any one of claims 22 to 39, wherein, The at least one output unit includes at least one game-specific interaction unit, which is configured to enable participation in a specified game.

41. The device according to claim 40, wherein, The at least one game-specific interaction unit includes multiple game-specific interaction units, and the device is operable to adjust among the game-specific interaction units so that the device can participate in different games.

42. The device according to claim 41, wherein, At least one of the game-specific interaction units is detachable.

43. The device according to any one of claims 22 to 42, further comprising a game token box, the game token box being shaped to accommodate one or more amusement park game tokens, wherein, The game token box is secured to prevent unauthorized access to the amusement park game tokens.

44. The device according to any one of claims 22 to 43, further comprising a funds transfer unit operable to receive funds from a user, wherein the funds include one of cash deposits, card-based deposits using a credit or debit card, or device-based deposits using an electronic device associated with the user.

45. The device according to any one of claims 22 to 44, further comprising a funds transfer unit operable to receive funds related to the game and electronically transfer the received funds to an account associated with the user after the user completes the game.

46. ​​A device for facilitating remote participation in card games, the device comprising: A bottom wall and at least one side wall, the at least one side wall extending between the bottom wall and the top of the device, the bottom wall and each side wall being substantially opaque; An upper wall component near the top of the device, wherein the upper wall component is substantially transparent and has an inner side facing the bottom wall and an outer side opposite the inner side; and A camera is disposed facing the inner side of the upper wall, wherein the camera is operable to capture images of objects located on the outer side of the upper wall.

47. The device according to claim 46, wherein, The upper wall component is recessed below the top of the device.

48. The device according to any one of claims 46 and 47, wherein, The upper wall component includes a gap sized to allow a finger to pass through, the gap being configured to facilitate the removal of an object located on the upper wall component.

49. The device according to claim 48, wherein, A portion of at least one sidewall includes a cutout aligned with the gap.

50. The device according to claim 49, wherein, The portion includes a movable sidewall section that is movable to close the cut.

51. The device according to any one of claims 46 to 50, wherein, The box is basically rectangular.

52. The device according to any one of claims 46 to 51, wherein, The upper wall component is shaped to accommodate at least two adjacent playing cards.

53. The device according to claim 52, wherein, The upper wall component is shaped to accommodate at least five adjacent playing cards.

54. The device according to any one of claims 46 to 53, wherein, The device is mounted on a movable base.

55. The device according to claim 54, wherein, The device is mounted on a movable arm extending from the movable base.

56. The apparatus according to any one of claims 46 to 55, further comprising: processor; as well as Communication interface; The processor is configured as follows: The image is acquired from the camera; as well as The image is transmitted to a remote user equipment via the communication interface.

57. The device according to any one of claims 46 to 56, wherein, The at least one sidewall includes a slot shaped to receive playing cards, wherein the slot is located between the upper wall component and the top of the device.

58. A device for processing amusement park game tokens, the device comprising: A game token receiving area, sized to accommodate multiple amusement park game tokens, extends longitudinally from a first end to a second end, wherein the second end is open; At least one sidewall extends from the first end to the second end, the at least one sidewall defining the perimeter of the game token receiving area; as well as At least one movable component, wherein the at least one movable component is movable within the game token receiving area to selectively distribute playground game tokens from the game token receiving area.

59. The device according to claim 58, wherein, The game token receiving area is a cylindrical channel.

60. The device according to any one of claims 58 and 59, wherein, The at least one movable component includes a pop-out component that is capable of moving longitudinally from the first end to the second end within the game token receiving area.

61. The device according to any one of claims 58 to 60, wherein, The at least one movable component includes a movable sidewall component, wherein the movable sidewall component is capable of moving outward away from the game token receiving area.

62. The device according to any one of claims 58 to 61, further comprising a plurality of inwardly extending protrusions, wherein, Each protrusion extends inward from a given sidewall component of the at least one sidewall component into the game token receiving area.

63. The device according to claim 62, wherein, The longitudinal distance between the protrusions and the longitudinally adjacent protrusions is approximately equal to the height of an amusement park game token.

64. The device according to any one of claims 62 and 63, wherein, The protrusion is retractable.

65. The device according to any one of claims 62 to 64, wherein, The protrusion is controllably expandable and contractible.

66. The device according to any one of claims 62 to 65, wherein, The plurality of protrusions includes a plurality of aligned protrusion groups, wherein each protrusion in the aligned protrusion group is aligned along the longitudinal direction, and each protrusion group reduces the perimeter of the game token receiving area to less than the width of the amusement park game token.

67. The device according to any one of claims 58 to 66, wherein, The at least one sidewall component is configured to define the perimeter of the game token receiving area as being greater than the width of the amusement park game token.

68. The device according to any one of claims 58 to 67, wherein, The game token receiving area includes a cylindrical channel.

69. The device according to any one of claims 40 to 42, wherein, The at least one game-specific interactive unit includes the device according to any one of claims 46 to 57.

70. The apparatus according to any one of claims 22 to 45, further comprising the apparatus according to any one of claims 58 to 68.

71. The system according to any one of claims 1 to 21, wherein, The agent device includes the device according to any one of claims 22 to 45 and 69 to 70.

72. A system for enabling remote participation in live, in-person games, as generally shown and described herein.

73. A method for enabling remote participation in live, in-person games, as generally shown and described herein.

74. An agent device, as generally shown and described herein.

75. A game token dispenser, as shown and described generally herein.

76. An electronic amusement park game token, as shown and described generally herein.

77. A device for enabling participation in amusement park games, the device comprising: The main body of the device includes a controller and a memory; A display coupled to the controller, the display being operable to display the value of game coins related to the amusement park game; A user input interface coupled to the controller, the user input interface being operable to receive user in-game currency input; in, The controller is configured to adjust the value of the game currency in response to one or more game currency inputs received by the user input interface.

78. The device according to claim 77, wherein, The main body of the device is basically cylindrical.

79. The device according to any one of claims 77 and 78, wherein, The shape of the main body of the device corresponds to that of a standard amusement park game token.

80. The device according to any one of claims 77 to 79, wherein, The user input interface includes at least two buttons, including an increase game coin button and a decrease game coin button, wherein the controller is operable to adjust the game coin value by a predefined amount in response to a game coin input received at either of the at least two buttons.

81. The device according to any one of claims 77 to 80, wherein, The device includes a wireless communication module, wherein the device is operable to communicate wirelessly with a remote server that stores user account data.

82. The device according to any one of claims 77 to 81, wherein, The memory is operable to store the amount of available game currency, and the controller is operable to adjust the game currency value to a maximum amount of game currency defined based on the amount of available game currency.

83. The device according to any one of claims 77 to 82, wherein, The device also includes a biometric identification system operable to authenticate a specific user, and the controller is configured to prevent adjustment of the game currency value before authenticating the specific user.

84. The system according to any one of claims 1 to 20, wherein, It also includes at least one table output unit located in the game area, wherein the at least one table output unit is operable to display user game currency data based on data received from the agent device in response to control data.

85. The device according to any one of claims 22 to 45, wherein, The at least one output unit includes at least one touch-sensitive element operable to interact with a touch-sensitive input surface.

86. The device according to any one of claims 22 to 46 and 85, further comprising a cash dispensing unit.