Automatic game play

The gaming device addresses the lack of variety in card games by automating gameplay and offering diverse strategies, enhancing player engagement and excitement.

JP2025000827AActive Publication Date: 2025-01-07CFPH LLC
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Patent Information

Application Number
JP2024169750
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2007-03-01
Filing Date
2024-09-30
Publication Date
2025-01-07
Estimated Expiration
2028-02-29

AI Technical Summary

Technical Problem

Existing card games lack variety in gameplay options, limiting player engagement and excitement.

Method used

A gaming device that automatically initiates and executes multiple rounds of a game, allowing players to define rules and strategies without manual input, and includes features like progressive prize pools and automatic decision-making based on optimal strategies.

Benefits of technology

Enhances player engagement by providing a wider range of gameplay options and automating strategic decisions, increasing excitement and convenience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a player with a new option for playing a game.SOLUTION: In response to reception of a request for playing a series of games instead of a player, a computer performs each of multiple decisions that is performed without the player's input in a middle point of a game, determines the middle point and a final result, and requests a second decision performed by the player from the player in a second game in response to satisfaction of one or multiple criteria by a second middle point of a second game in a series of games while including supply of an alarm via a portable computer device, the criteria include the fact that a payment opportunity by resumption of play of a second game from the second middle point exceeds a threshold opportunity, and the computer device includes decision of a second final result of the second game on the basis of a result for requesting the second decision from the player.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a gaming device that automatically initiates and / or conducts a series of rounds of a game for a player. [Background technology]

[0002] Card games are played among a player, a dealer, and a group of players. Rules determine who wins and loses in a card game and what actions are available during the play of the card game. Players typically select which action to take from a set of available actions at one or more points during the play of a hand of a card game. These actions may include betting, exchanging cards, and / or any other action related to the play of a hand of a card game. Summary of the Invention [Problem to be solved by the invention]

[0003] An object of the present invention is to provide players with new options for playing games. [Means for solving the problem]

[0004] To achieve the above object, one aspect of the present invention relates to a method comprising the steps of: accepting a first bet; accepting a first description of a first card set; accepting a second description of a second card set; determining a third description of a third card set to be dealt to a first player in a first game; determining a fourth description of a fourth card set to be dealt to a first dealer in the first game; and providing a payout based on the first bet if the third description of the third card set matches the first description of the first card set and the fourth description of the fourth card set matches the second description of the second card set.

[0005] In one embodiment of the invention, the first description may include a description of the rank and suit of each of the first set of cards.

[0006] In one embodiment of the invention, the step of providing a payout may include providing a payout based on the first bet if a third description of the third card set has a description of the respective ranks and suits of the first card set and a fourth description of the fourth card set matches a second description of the second card set.

[0007] In one embodiment of the present invention, the first game may be a game of blackjack.

[0008] In an embodiment of the present invention, the method may further include accepting a second bet, accepting a fifth description of a fifth card set, accepting a sixth description of a sixth card set, and providing a payout based on the second bet if a third description of the third card set matches the fifth description of the fifth card set and a fourth description of the fourth card set matches the sixth description of the sixth card set.

[0009] In one embodiment of the invention, the first set of cards may be dealt to a second player in a second game, and the second set of cards may be dealt to a dealer in the second game.

[0010] In one embodiment of the invention, the method may further include accepting a second bet; determining a fifth description of a fifth set of cards to be dealt to a second player in the second game; determining a sixth description of a sixth set of cards to be dealt to a second dealer in the second game; and providing a payout based on the second bet if the fifth description of the fifth set of cards matches the first description of the first set of cards and the sixth description of the sixth set of cards matches the second description of the second set of cards.

[0011] In one embodiment of the invention, the first bet, the first description, and the second description are all accepted from a second player, and the providing step may include providing a payout to the second player based on the first bet if a third description of the third card set matches the first description of the first card set and a fourth description of the fourth card set matches the second description of the second card set.

[0012] Another feature of the invention is a method for playing a game including the steps of initializing a progressive prize pool to a first value, accepting a first bet from a first player, setting the progressive prize pool to a second value based on the first value and the first bet, accepting a first description of a first card set from the first player, accepting a second bet from a second player, setting the progressive prize pool to a third value based on the second value and the second bet, and accepting a first description of a first card set from the first player. determining a third description of a third set of cards to be dealt in a first game; offering the first player a progressive prize pool if the third description of the third set of cards matches the first description of the first set of cards; and offering the second player a progressive prize pool if the third description of the third set of cards matches the second description of the second set of cards.

[0013] In one embodiment of the present invention, the method may further include accepting a third bet from a third player; setting the progressive prize pool to a fourth value based on the third value and the third bet; accepting a fourth description of a fourth card set from the third player; determining a fifth description of a fifth card set to be dealt in the second game; and awarding the progressive prize pool to the third player if the fourth description of the fourth card set matches the fifth description of the fifth card set.

[0014] In one embodiment of the invention, a method may include accepting a first description of a first set of cards from a first player; determining a second description of a second set of cards to be dealt in a first game played by a second player; determining a third description of a third set of cards to be dealt in a second game played by a third player; and providing a payout to the first player if the first description of the first set of cards matches the second description of the second set of cards or the third description of the third set of cards.

[0015] In one embodiment of the invention, the second game may be played after the first game.

[0016] In one embodiment of the invention, the third player may be the same as the second player.

[0017] In one embodiment of the present invention, the method may further include receiving an indication that the first player will participate in a third game substantially simultaneously with the first game being played, and receiving an indication that the first player will participate in a fourth game substantially simultaneously with the second game being played.

[0018] In one embodiment of the invention, the third game may be different from the first game and the fourth game may be different from the second game.

[0019] Another feature of the invention relates to a method comprising the steps of accepting a deposit of game credits from a player; accepting a request from the player to participate in playing a plurality of games without input from the player; generating a first intermediate outcome for a first game of the plurality of games; making a first decision according to a first strategy, which is an optimal strategy for the first game, without input from the player; generating a first final outcome for the first game based on the first intermediate outcome and the first decision; determining a first payout to the player based on the first final outcome; generating a second intermediate outcome for a second game of the plurality of games; making a second decision according to a second strategy, which is an optimal strategy for the second game, without input from the player; generating a second final outcome for the second game based on the second intermediate outcome and the second decision; determining a second payout to the player based on the second final outcome; and providing a payment to the player based on the first payout and the second payout.

[0020] Another feature of the invention includes the steps of accepting a deposit of gaming credits from a player; accepting a request from the player to participate in playing a plurality of games, the final game being a final game in which the gaming device will not participate in any further games related to the request without input from the player; generating a first intermediate outcome for a first game of the plurality of games prior to the final game; making a first decision in the first game without input from the player; generating a first final outcome for the first game based on the first intermediate outcome and the first decision; and determining a first payout to the player based on the first final outcome. generating a second intermediate result for a second game of the plurality of games prior to the final game; determining whether the second intermediate result satisfies one or more predetermined criteria; if the second intermediate result satisfies the one or more predetermined criteria, requesting a second decision from the player; accepting the second decision from the player; generating a second final outcome for the second game based on the second intermediate result and the second decision; determining a second payout to the player based on the second final outcome; and providing a payment to the player based on the first payout and the second payout. Effect of the Invention

[0021] The present invention allows players of games to be provided with a wider range of options regarding the playing of those games. [Brief description of the drawings]

[0022] [Figure 1] FIG. 1 illustrates a system according to some embodiments. [Diagram 2] FIG. 2 illustrates a casino server according to some embodiments. [Diagram 3] FIG. 3 shows a terminal used by a secondary player according to some embodiments. [Figure 4] FIG. 4 illustrates a gaming device according to some embodiments. [Diagram 5] FIG. 5 illustrates a monitoring device (camera, card reader, etc.) according to some embodiments. [Figure 6] FIG. 6 shows a database entry that contains various information about the game (date, time, result, players, amount wagered, etc.). [Figure 7] FIG. 7 shows a database entry containing various games played by a player. [Figure 8] FIG. 8 illustrates a touch screen display for entering betting information and tracking game progress according to some embodiments. [Figure 9] FIG. 9 illustrates a touch screen display for entering betting information and tracking game progress according to some embodiments. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0023] During a series of rounds, no player input may be required. Prior to a series of rounds, the player may define rules or parameters under which the rounds are to be played. Such rules or parameters may specify strategies and / or other information regarding game play. The player may then configure the gaming device to play multiple rounds using these rules or parameters. The parameters may include (a) the number of rounds to be played, (b) the time to play each round, (c) the time to play the entire series of rounds, (d) the amount to be wagered on each round, (e) the strategy used for each round, (f) criteria for when to automatically stop play, (g) criteria for when to require player input, (h) the type of game to be played, (i) the gaming device or apparatus used to play the game (e.g., to generate game results), (j) the manner in which each result is communicated to the player (e.g., whether each result is displayed, printed on paper to the player, a display tallying the results, etc.), or any other parameters.

[0024] In some embodiments, requests to play multiple rounds of a game are accepted by a device (e.g., a processor, a server, a mobile gaming device, etc.). A player initiates sending such requests, for example, via a gaming device such as a mobile gaming device. Some or all of the game proceeds without input from the player. In some instances, input from the player may be required (e.g., via the mobile gaming device by sending a decision request from a processor, etc.). In some embodiments, a single playing strategy may be used to play a round. In other embodiments, different strategies may be used in different rounds.

[0025] In various embodiments, a device may be configured to utilize a particular strategy for a certain period of time. This strategy may be an optimal strategy. In various embodiments, when a round begins, the strategy may be optimal in the sense that it maximizes the player's expected winnings for that round. The strategy may be the strategy that allows for the highest payout. For example, in a game of video poker, one strategy may be to always go for a royal flush. In various embodiments, a player may configure a gaming device to play an optimal strategy for the next 10 minutes. In various embodiments, a player may configure a gaming device to play blackjack using basic strategy for the next 20 minutes.

[0026] Using a strategy in a round of a game may include making game play decisions according to the strategy. For example, a gaming device may determine an intermediate state of a round. The state may include any state that describes the state of the game. For example, the state may include information about cards dealt, cards discarded, dice rolled, slot symbols selected, numbers selected, bets, options available to a player, cards visible, etc. Based on the state of the round, decisions may be made according to the strategy by selecting an option for the round that corresponds to an option to be selected according to the strategy.

[0027] In some embodiments, after a decision is made, an outcome of the round may be determined. In some embodiments, multiple decisions may be made before an outcome is determined. In some embodiments, a decision made at one intermediate state may lead to a second intermediate state where another decision is made, and so on, until a final outcome is reached. Final outcomes may include, for example, winners, losers, final hands, selected slot symbol sets, roulette numbers, and so on. In some embodiments, a payout (e.g., amount won, amount lost, etc.) may be determined based on the outcome.

[0028] In some embodiments, one or more indications of the final results may be provided (e.g., transmitted to and displayed on a mobile device), which may include an indication of the winners and / or losers of one or more rounds, an indication of the amount won in one or more individual rounds, an indication of the total amounts won or lost across multiple rounds, etc.

[0029] In various embodiments, a gaming device may be configured with a frequency of play. For example, a gaming device may be configured to play 10 games per minute. Similarly, a gaming device may be configured to have a particular amount of time between games. For example, a gaming device may be configured to start a new game 10 seconds after the last game was started. A gaming device may be configured to play games of a certain length. For example, a slot machine may be configured to take 10 seconds to stop spinning.

[0030] In various embodiments, a gaming device may be configured to play for a certain amount of time. For example, a gaming device may be configured to play for the next 45 minutes. In various embodiments, a gaming device may be configured to play until a certain bet is won or lost. For example, a gaming device may start with a player's bankroll of $50. The gaming device may be configured to continue playing until the bankroll reaches $75 (i.e., $25 has been won) or until the bankroll reaches $25 (i.e., $25 has been lost). In various embodiments, a gaming device may stop playing even if the amount won or lost (or bankroll) does not exactly reach a threshold. For example, starting at $50, the bankroll may reach $25.50 on a dollar denominated machine. The machine may stop playing because further bets would risk reducing the bankroll to $24.50, below the minimum limit set by the gaming device.

[0031] In various embodiments, a gaming device may be configured to play an optimal strategy for a certain percentage of games that are played. For example, a gaming device may be configured to play an optimal strategy for 80% of games that are played. Thus, for example, a gaming device may randomly determine for each game whether it is using an optimal strategy. If a random decision is made, there is an 80% chance that the optimal strategy will be used. (For example, a biased lottery may be used to determine whether the optimal strategy will be used.) In various embodiments, a gaming device may be configured to utilize an optimal strategy for a certain percentage of the time. For example, the optimal strategy is utilized the first 60% of the time that the gaming device is playing automatically. The remaining 40% of the time, a non-optimal strategy is utilized. In various embodiments, utilizing a non-optimal strategy does not necessarily mean that the gaming device does not make the same decisions that it would have made if it had utilized an optimal strategy. In various embodiments, two different strategies may sometimes make the same decisions. For example, a strategy to maximize expected winnings may sometimes make the same decisions as a strategy that always aims for the highest possible payout. In some embodiments, the determination of which strategy to use may be made in any manner, for example, the optimal and / or non-optimal strategies may be randomly selected from a set of possible strategies.

[0032] In various embodiments, a gaming device may be configured to pursue a first strategy (such as an optimal strategy) for a percentage of time or a percentage of rounds played. During times or rounds when the optimal strategy is not utilized, other strategies may be utilized. The other strategies may be strategies that attempt to obtain the maximum possible payout regardless of whether obtaining the maximum possible payout is a low probability. The other strategies may be strategies that always seek to obtain a payout above a certain level. For example, one strategy in video poker may be to maximize the probability of receiving a flush or better. In other embodiments, the other strategies may be any other desired strategy.

[0033] In various embodiments, a gaming device is configured to automatically play a sequence of rounds. Playing a game automatically may include making decisions according to a strategy without input from a player. However, in various embodiments, the gaming device may suspend automatic play of a game and wait to accept player input into the game and / or request input from the player. The player may then provide input. This input may indicate a strategy to be pursued in a round, a decision to be made at the current state of the round, etc. For example, the input may indicate which cards to hold in a round of video poker, or whether to hit or stand in blackjack. The gaming device may suspend automatic play to allow player input for a variety of reasons. The gaming device may determine whether a winning payout is guaranteed to occur when (a) two possible decisions are equally valid according to a certain strategy (e.g., when both of the two possible decisions lead to the same expected winnings for a player), (b) the possible payout for a round is greater than a predetermined threshold (e.g., when the possible payout for a game is greater than 500 times the bet), (c) the payout above the threshold is greater than an occurrence probability threshold (e.g., when a royal flush has a greater than 1% occurrence probability), or (d) when a winning payout is guaranteed to occur (e.g., when a player receives three cards of the same rank in the first five cards dealt in a game of video poker, players may play against each other to experience the joy of winning). (e) if the gaming device is configured to stop for any particular outcome or intermediate outcome (for example, if the gaming device is configured to stop autoplay when two aces are dealt to the player in a game of blackjack, the gaming device may actually stop autoplay when two aces are dealt to the player in a game of blackjack); (f) if the amount that needs to be bet in accordance with the strategy exceeds a certain threshold, or if any other situation or criterion dictates that the gaming device should stop autoplay.In various embodiments, automatic play may stop so that the gaming device accepts player decisions. However, in various embodiments, automatic play may resume once the player makes their own decisions. In various embodiments, after automatic play stops, the player must explicitly indicate that they wish to end automatic play. For example, the player may press a button indicating "resume automatic play." Otherwise, the player may start the game and continue making decisions manually.

[0034] In various embodiments, automated play may be stopped in response to any event or sequence of events. A sequence of events may include a sequence of outcomes. Automated play may be stopped, for example, if a player wins five games in a row, if a player loses five games in a row, if a player wins more than a predetermined amount in a certain number of games (e.g., if a player wins more than $50 on a ten-card hand), if a particular card appears in a predetermined number of games in a row, if a particular outcome appears in a predetermined number of games in a row, or in response to any other sequence of events or patterns of events. Additional patterns are described herein, and various embodiments may be stopped upon the occurrence of any particular or specified pattern or sequence of events.

[0035] In some embodiments, if one or more criteria are met, the player may be requested to make a decision in playing a round of a game. In various embodiments, automatic play may be stopped for a period of time to allow for player input. However, if the player does not provide input after a certain period of time, the gaming device may automatically make an input decision or make a decision without input. For example, the gaming device may make an input decision according to an optimal strategy. In various embodiments, the interruption or cessation of automatic play may be accentuated by an audio, vibration, or other alert. In various embodiments, requesting a decision may include making an indication to request the player to make an input to the gaming device indicating the decision. For example, an audio may inform the player that the player should make a decision in the game, and that the player will not stand by and let the game proceed automatically. Similarly, a vibration of the mobile gaming device may alert the player to remove the mobile gaming device from his pocket because input is required. In various embodiments, the player may set preferences regarding the type of alert provided to the player. In various embodiments, when automatic play is stopped, the gaming device may display or communicate a message to the player. The message may indicate that input is required from the player. The message may further indicate a time period during which the player has to provide input (e.g., before automatic play resumes). In various embodiments, when the player is required to provide manual input, the player may have the option to inform the gaming device of his or her decision. For example, a button may read "CONTINUE PLAY." Pressing such a button may cause the gaming device to make a decision. This decision may be made according to any particular strategy, such as according to an optimal strategy.

[0036] In some embodiments, a player may respond to a request for a decision by indicating a decision via a gaming device, for example by selecting a control (pressing a button, clicking a link, etc.). An indication may be accepted (e.g., by a gaming device, a processor, etc.) and used to determine the final outcome and / or next intermediate state of a round of a game. Any number of further decisions may be required from the player, for example, until the end of the round, until a change in criteria, etc.

[0037] In various embodiments, a gaming device may stop automatic play. A gaming device may stop automatic play to allow a player to view the current game state. A gaming device may resume automatic play after a period of time has elapsed. In various embodiments, interrupting or stopping automatic play may allow a player the opportunity to intervene and make their own decisions. For example, a player may press a button that typically indicates a player strategy. For example, a player may press a button below the cards being dealt in a game of video poker indicating that the player wishes to keep the cards. By pressing such a button, the player may override the gaming device's decision making and have their decision registered in the game. In various embodiments, a player may override a gaming device's decision at any time, not just when the gaming device has stopped. For example, a player may press a button indicating "stop" at any time during automatic play. The player may then have the opportunity to enter their own decision. The player may subsequently press a button labeled, for example, "resume." In response, automatic play may resume.

[0038] In various embodiments, the gaming device may make decisions automatically. However, the gaming device may request confirmation from the player, and upon learning a decision (as an indication of the decision is displayed on the screen of the gaming device), the player may have the opportunity to press a button to stop the gaming device (or provide other input) and cause the gaming device to make a different decision. In various embodiments, the gaming device may make decisions automatically. The gaming device may allow a period (e.g., 3 seconds) for the player to override the decision. However, in the absence of input from the player, the gaming device may generate the remainder of the game resulting from that decision.

[0039] In various embodiments, when automated play is stopped or interrupted, a player may have the opportunity to identify a new strategy to be used. When automated play is subsequently resumed, this new strategy may be utilized.

[0040] In various embodiments, when a player selects to bet on a certain number of rounds, a state of such rounds may be generated and an initial decision may be made for the player. In various embodiments, when a player selects to bet on a certain number of rounds, such rounds may represent rounds that have already been played by other players (e.g., by the primary player, etc.). Thus, for example, a player may select to bet on 100 rounds. The casino server may then select the 100 previously played rounds. This selection may be random. If such rounds were wins for the player who originally played them, the current player may also win. If such rounds were losses for the player who originally played them, the current player may also lose. In various embodiments, a player may select to play a certain number of rounds. The casino server may then use rounds that are currently being played or will be played. For example, a casino may use rounds that are being played on video poker machines at the casino. A player may participate in such rounds and win if the rounds result in a win for the player, or lose if the rounds result in a loss for the player. In various embodiments, a player may place a bet against a primary player, for example, to win when the primary player loses and to lose when the primary player wins. Thus, it will be understood that when a player selects a certain number of rounds to participate in, the rounds may be initially generated for that player or may be rounds that have been played or will be played by other players.

[0041] In various embodiments, two or more players may desire to utilize automatic play. For example, both players may desire to have 50 rounds automatically played by their respective gaming devices. In various embodiments, the players may participate in the same rounds. The commonly played rounds may be from, for example, other players at a casino. In various embodiments, a casino may be provided with game outcome data from the casino, which may be provided to the gaming device of the player desiring automatic play to enable the player to participate in the casino's rounds. In various embodiments, when players participate in a common set of rounds, the players may participate in the rounds disjointedly. For example, player A may participate first in round X and then in round Y. Player B may participate first in round Y and then in round X.

[0042] In various embodiments, several interfaces may be associated with autoplay. Input buttons may allow a player to override a strategy, inform the gaming device to stop autoplay, inform the gaming device to resume autoplay, indicate the strategy to be utilized, indicate the parameters the gaming device will use to initiate an autoplay session, or perform any other function. In various embodiments, a player may be required to perform two button presses to override a strategy suggested by the gaming device. The two button presses may include pressing each of two buttons or may include pressing the same button twice (e.g., double-clicking). In this manner, the probability that a player will automatically override a good decision of the gaming device may be reduced. In various embodiments, a wheel, such as a thumb wheel, may allow a player to change the speed of autoplay. For example, a player may move the wheel in one direction to speed up play and move the wheel in the other direction to slow down play. In various embodiments, a button may be used to indicate that the gaming device should transition to autoplay, such as after the gaming device is stopped.

[0043] In various embodiments, every round played may include an entry into a drawing. The faster rounds are played (e.g., via an auto-play mode), the more entries a player may receive. The drawing may be performed at a particular time, such as at 4:00 each day or at a random time. Thus, players may be encouraged to play rounds at a faster pace in order to accumulate a large number of entries by the time any random drawing is performed (e.g., to allow the game to be played automatically at a faster pace). In various embodiments, cards received in each round may constitute an entry into the drawing. If the card a player receives in a round matches a card drawn in the drawing, the player may win. As will be appreciated, other game indices may be used as entries into the drawing, and the drawn indices may be compared to indices received from players who have participated in the drawing. In various embodiments, rounds played, cards received, or other indices received may be used as entries into the drawing. In various embodiments, a meter may indicate to a player how many hands the player has played, how many cards the player has received, and / or how many other types of indicia the player has received. The meter may thus indicate to a player how many entries the player has for a future draw. The player may be encouraged to play more quickly in order to watch the meter rise.

[0044] In various embodiments, a jackpot, such as a progressive jackpot, may receive a portion of a bet made from auto-play as contributions. Auto-play may increase the size of the jackpot. Players who participate in auto-play may also have an opportunity to win a jackpot, such as a progressive jackpot. Thus, players may have an additional incentive to utilize auto-play.

[0045] In various embodiments, a particular area of ​​a casino has facilities that allow a secondary player to monitor a primary player in one or more games throughout the casino or in one or more games across the casino. The area of ​​the casino may include one or more monitors. Such monitors may be small or large. A large monitor may, for example, be displayable to multiple secondary players. A small monitor may be displayable to each secondary player. Additionally, each player may customize a small monitor to observe the primary player of interest, statistics, games, or anything else. The monitors may display various information. The monitors may display video feeds from the games. For example, the monitors may display a video feed of a blackjack game in progress. The monitors may replay the results of the games. For example, the monitors may display slot machine games that are being played or have been played by the primary player. The monitors may also display statistics. For example, the monitors may display the total amount recently won by the primary player, the number of times a particular dealer has lost in the last 30 minutes, the number of consecutive reds that have appeared on a roulette wheel, etc. In various embodiments, the monitor may display betting rules, odds, payout ratios, and other information that apply to bets made by a secondary player. For example, the monitor may indicate that for a bet by the primary player on red at roulette, the secondary player can receive odds of 1:1 payout, and for a bet by the primary player on four consecutive reds at roulette, the secondary player can receive odds of 16:1 payout.

[0046] In various embodiments, an area of ​​a casino may include facilities where bets on one or more games are monitored. For example, a terminal may enable a secondary player to place bets on the monitored games, etc. The terminal may include a key, a means for accepting a charge card (e.g., a credit card or a debit card), a means for accepting cash or gaming chips, a means for accepting cashless game tickets, keys or buttons for entering betting information (such as for entering a bet amount, selecting a game on which a bet is to be made, etc.), and any other facilities or interfaces for accepting bets. The terminal may include a monitor. The monitor may be used to display betting information to the secondary player, to display to the secondary player the games on which the player is betting, to display to the secondary player amounts won by the player, and to display to the secondary player the bets or any other information related to the player.

[0047] In various embodiments, a betting area where a secondary player places bets and monitors the games of a primary player may have the appearance of a sportsbook.

[0048] In one example implementation, a player may request to automatically play multiple rounds of a game of blackjack. A processor may determine a strategy to be used to play the rounds. One or more rounds may be determined according to an optimal strategy. One or more rounds may be played according to a non-optimal strategy. Playing may include determining intermediate states, deciding according to each strategy, and determining an outcome. After playing the rounds, an indication of the outcome may be provided to the player.

[0049] In another exemplary implementation, a player may request to automatically play multiple rounds of a game of blackjack. A processor may make decisions according to a desired strategy for one or more of the rounds. In one or more of the rounds, certain criteria may be met by intermediate states of the round. For example, if there is a possibility of a particularly exciting outcome, a payout exceeding a payout threshold may be likely to be obtained, or if any other desired criteria is met, the probability may exceed a probability threshold. For example, a jackpot payout may have a probability of occurring above a certain threshold, and one of the top two, three or more payouts for the game may exceed a probability threshold. The probability threshold may be, for example, 10%, 50%, 5% or more. It may be greater than or equal to any other desired threshold. The percentage threshold may be different for different payout amounts (e.g., the highest jackpot amount may require a lower probability than the next highest jackpot amount). In some implementations, if a criterion is met, the player may be required to make a decision in the round that meets the criterion. Allowing the player to make such decisions directly, rather than automatically according to a strategy, may provide the player with the possibility to experience a particularly exciting decision and / or round. The request to the player may include alerting the player (via the gaming device, mobile gaming device, etc.), such as by audio and / or vibration alerts. The player then makes a decision (e.g., by selecting an option via the mobile gaming device) and the game continues according to the decision. An outcome may be determined and the outcome may be displayed.

[0050] It should be understood that the above embodiment is merely an example and that other embodiments are contemplated, each of which may involve the use of any strategy, any game, any criterion, device, etc.

[0051] Sections I through IX below provide a guide for interpreting this application. I. Terminology The term "product" means any machine, manufacture, and / or composition of matter, unless otherwise specified.

[0052] The term "process" means any process, algorithm, methodology, or the like, unless otherwise specified.

[0053] Each process (also referred to as a method, algorithm, or the like) inherently has one or more steps, and thus any reference to a "step" of a process has an inherent antecedent basis in the mere recitation of "process" or a similar term. Thus, any reference to a "step" of a process in a claim has sufficient antecedent basis.

[0054] "Invention" and similar terms mean "one or more inventions disclosed in this application" unless otherwise specified.

[0055] The terms "embodiment", "each embodiment", "one or more embodiments", "some embodiments", "particular embodiment", "one embodiment", "other embodiments" and the like mean "one or more (but not all) embodiments of the disclosed invention", unless specifically stated otherwise.

[0056] The term "variant" of the invention means an embodiment of the invention, unless otherwise specified.

[0057] The phrase "other embodiments" in the description of an embodiment does not mean that the referenced embodiment is mutually exclusive with other embodiments (such as embodiments described before the referenced embodiment) unless otherwise specified.

[0058] The terms "comprise", "comprise" and variations thereof mean "including but not limited to", unless otherwise specified.

[0059] The terms "a," "an," and "said" mean "one or more," unless otherwise specified.

[0060] The term "plurality" means "two or more" unless otherwise specified.

[0061] The term "herein" means "including anything incorporated by reference in this application" unless specifically stated otherwise.

[0062] The term "at least one of," when the term modifies a plurality of items (such as an enumerated list of items), means any combination of one or more of those items, unless otherwise specified. For example, the term "at least one of an apparatus, a vehicle, and a wheel" means either (i) an apparatus, (ii) a vehicle, (iii) a wheel, (iv) an apparatus and a vehicle, (v) an apparatus and a wheel, (vi) a vehicle and a wheel, or (vii) an apparatus, a vehicle, and a wheel. The term "at least one of," when the term modifies a plurality of items, does not mean "each of the plurality of items."

[0063] Numerals such as "one," "two," and the like, when used as a cardinal number to indicate any quantity (e.g., one device, two devices, etc.), refer to the quantity indicated by the numeral, but not to at least the quantity indicated by the numeral. For example, the term "one device" does not mean "at least one device," the term "one device" does not cover two devices, etc.

[0064] The term "based on" does not mean "based only on," unless specifically stated otherwise. That is, the term "based on" refers to both "based only on" and "based at least on." The term "based at least on" is equivalent to the term "based at least in part on."

[0065] "Represents" and similar terms are not exclusive unless specifically stated otherwise. For example, the term "represents" does not mean "represents only" unless specifically stated otherwise. That is, the phrase "the data represents a credit card number" means "the data represents only a credit card number" as well as "the data represents a credit card number, and also represents something else."

[0066] The term "whereby" is used only to precede a clause or other words that express only the intended result, purpose, or consequence of what has been previously and expressly described. Thus, when the term "whereby" is used in a clause, the clause or other words it precedes do not establish specific further limitations on the claim or limit the meaning or scope of the claim.

[0067] "Eg" and similar terms mean "for example" and do not limit the term or phrase they describe. For example, in the sentence "a computer sends data (e.g., instructions, a data structure, etc.) over the Internet," the term "eg" explains that "instructions" are an example of "data" that a computer sends over the Internet, and that a "data structure" is an example of "data" that a computer sends over the Internet. However, both "instructions" and "data structures" are merely examples of "data," and other things besides "instructions" and "data structures" can be "data."

[0068] "Ie" and similar terms mean "that is" and limit the term or phrase it describes. For example, in the sentence "a computer sends data (i.e., instructions) over the Internet," the term "ie" explains that the "instructions" are the "data" that a computer sends over the Internet.

[0069] A given numerical range includes integers and fractions within that range, for example, "1 to 10" is interpreted to include integers from 1 to 10 (e.g., 1, 2, 3, 4, ..., 9) and non-integer numbers (e.g., 1.1, 1.2, ..., 1.9).

[0070] The term "round" may include any one instance of a game that is played from start to finish. For example, a round of a game of blackjack may include playing one hand of the game of blackjack, a round of roulette may include one spin of the roulette wheel, and a round of a slot machine may include one spin of the reels of the slot machine. In some instances, the term game may be used interchangeably with "round" herein. II.Decision The term "determining" and its grammatical variations (e.g., determining a price, determining a value, determining objects that meet certain criteria, etc.) are used in a very broad sense. The term "determining" encompasses a wide range of actions and thus may include calculating, computing, processing, deriving, investigating, looking up (e.g., searching a table, database or other data structure), ascertaining, etc. "Determining" may also include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory), etc. "Determining" may also include resolving, selecting, determining, etc.

[0071] The term "determined" does not imply certainty or absolute accuracy, and may include estimation, extrapolation, prediction, inference, and the like.

[0072] The term "determining" does not imply that mathematical operations must be performed, that a numerical method must be utilized, or that an algorithm or process must be used.

[0073] The term "determining" does not imply that any device must be utilized, for example, a computer does not necessarily perform the decision. III.Display The term "indication" is used in a very broad sense: it may include, among other things, any sign, symptom or token.

[0074] The term "display" is used to refer to any display and / or other information that shows or is associated with a subject, item, entity, and / or other object or idea.

[0075] As used herein, "information indicative of" and "indication" may be used to refer to any information that represents, describes, and / or is associated with a relevant entity, subject, or object.

[0076] A representation of information may include, for example, a code, a reference, a link, a signal, an identifier, and / or any combination of these and / or any other representation of information.

[0077] In some embodiments, an indication of information (or a representation of information) may be or include the information itself and / or any portion or component of the information, In some embodiments, an indication may include a request, request, distribution, and / or any other form of information gathering and / or distribution. IV. Text Format If a limitation in a first claim covers more than one of the features as well as one of the features (e.g., a limitation such as "at least one device" covers multiple devices as well as one device), and a second claim also depends from the first claim, and the second claim uses the definite article "the" to express that limitation (e.g., "device"), this does not mean that the first claim covers only one of the features, and this does not mean that the second claim covers only one of the features (e.g., "device" can cover both one device and multiple devices). When ordinal numbers (such as "first," "second," "third," etc.) are used as modifiers before a term, the ordinal numbers are used only to indicate a particular feature (unless otherwise specified), such as to distinguish that feature from other features described by the same or similar term. For example, a "first device" may be named only to distinguish it from a "second device," etc. Thus, the use of ordinal numbers such as "first" and "second" before a term such as "device" does not indicate any other relationship between the two devices, nor does it indicate any other characteristics of either or both devices. For example, the use of ordinal numbers such as "first" and "second" before the term "device" does not (1) indicate that any device is before or after any other in order or position, (2) indicate that any device is before or after any other in time, or (3) indicate that any device is before or after any other in importance or equivalence. Moreover, the use of an ordinal number does not impose numerical limitations on the feature identified by the ordinal number. For example, the use of the ordinal numbers "first" and "second" before the term "device" does not indicate that there are at most two devices.

[0078] Where one device or thing is described herein, multiple devices / things (whether or not they are coordinated) may be substituted for the one device / thing described, and thus functionality described as possessed by a device may be possessed by multiple devices / things (whether or not they are coordinated).

[0079] Similarly, where multiple devices or objects are described herein (whether or not they are coordinated), one device / object may be substituted for the multiple devices or objects described. For example, multiple computer-based devices may be substituted for one computer-based device. Thus, various functionality that is described as being possessed by multiple devices or objects may be possessed by a single device / object.

[0080] Functionality and / or features of one described device may be implemented by one or more other described devices, even if not explicitly described as having such functionality / features, and thus other embodiments need not include the described device itself, but may include one or more other devices that have such functionality / features in those other embodiments. V. Disclosed Examples and Terminology Are Not Limiting Neither the Title (provided at the top of page 1 of this application) nor the Abstract (provided at the end of this application) should be construed as limiting as to the scope of the invention(s) disclosed. Because an Abstract is required by 37 CFR § 1.72(b) to be no more than 150 words, an Abstract has not been included in this application.

[0081] The title of this application and the section headings provided in this application are for convenience only and are not to be construed as limiting the disclosure.

[0082] Numerous embodiments are described in this application, which are provided for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting. The presently disclosed invention is broadly applicable to numerous embodiments, as will be readily apparent from the present disclosure. Those skilled in the art will recognize that the disclosed invention can be realized through various modifications and alternatives, including structural, logical, software, and electrical changes. Although certain features of the disclosed invention have been described with reference to one or more embodiments and / or figures, it should be understood that, unless otherwise specified, the features are not limited to use in one or more of the described embodiments or figures.

[0083] This disclosure is not a literal description of all embodiments of the invention, nor is this disclosure a listing of inventive features which must be present in all embodiments.

[0084] Devices that are described as communicating with each other need not communicate with each other continuously, unless otherwise specified. On the other hand, such devices may only transmit to each other when necessary or desired, and may not actually spend the majority of their time exchanging data. For example, a machine that communicates with other machines over the Internet may not transmit data to other machines for an extended period of time (such as weeks). Furthermore, devices that communicate with each other may communicate directly or indirectly through one or more intermediaries.

[0085] A description of an embodiment having multiple components or features does not imply that all or any of the components / features are required. On the contrary, a variety of optional components are described to illustrate the wide range of possible embodiments of the present invention. Unless specifically stated, no component / feature is essential or required.

[0086] Although process steps, algorithms, or the like may be described in a particular sequential order, such processes may be configured to function in different orders. That is, any sequence or order of steps explicitly described does not necessarily dictate a requirement that the steps be performed in that order. The steps of processes described herein may be performed in any order that is practical. Furthermore, some steps may be performed simultaneously even though they are described or implied as being performed non-concurrently (e.g., because one step is described after the other). Furthermore, the description of a process by depicting a drawing does not imply that the described process is exclusive of other variations and modifications thereto, nor does it imply that the described process or any of its steps are required by the invention, or that the described process is preferred.

[0087] Although a process may be described as including multiple steps, that does not imply that all or any of those steps are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other processes that omit some or all of the described steps. Unless specifically stated, no steps are essential or required.

[0088] Although a process may be described in isolation or without reference to other products or methods, in some embodiments, the process may interact with other products or methods. For example, such interaction may include linking one business model to other business models. Such interaction may be provided to increase the flexibility or desirability of the process.

[0089] Although a product may be described as including multiple components, aspects, qualities, properties, and / or features, this does not indicate that any or all of these are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the multiple features described.

[0090] An enumerated list of items (whether numbered or unnumbered) does not imply that any or all of the items are mutually exclusive, unless specifically stated. Similarly, an enumerated list of items (whether numbered or unnumbered) does not imply that any or all of the items are inclusive of any category, unless specifically stated. For example, the enumerated list "computer, laptop, PDA" does not imply that any or all of the three items in the list are mutually exclusive, nor does it imply that any or all of the three items in the list are inclusive of any category.

[0091] An enumerated listing of items (whether numbered or not) does not imply that any or all of the items are equivalent to each other or readily substituted for each other.

[0092] All embodiments are illustrative and are not intended to imply that the invention or any embodiment may be similarly made or performed. VI.Calculation It will be readily apparent to those skilled in the art that the various processes described herein may be implemented by, for example, a suitably programmed general purpose computer, special purpose computer, computing device, etc. Typically, a processor (such as one or more microprocessors, one or more microcontrollers, one or more digital signal processors, etc.) receives instructions (e.g., from a memory or similar device) and executes those instructions, thereby performing one or more processes defined by the instructions.

[0093] The term "processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, similar devices, or any combination thereof.

[0094] A description of a process is equivalent to a description of an apparatus for performing that process. An apparatus for performing a process may include, for example, a processor, input devices, and output devices suitable for performing the process.

[0095] Additionally, programs implementing such methods (as well as other types of data) may be stored and transmitted in numerous ways using various media, including computer readable media. In some embodiments, hard-wired logic or custom hardware may be used in place of or in combination with some or all of the software instructions capable of implementing the processes of various embodiments. Thus, various combinations of hardware and software may be used in place of software alone.

[0096] The term "computer-readable medium" refers to any medium, combination of the same media or different media that participate in providing data (instructions, data structures, etc.) readable by a computer, a processor, or a similar device. Such media may take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical disks, magnetic disks, and other permanent memory. Volatile media include Dynamic Random Access Memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire, and fiber optics, including the wires that constitute a system bus connected to a processor. Transmission media may include or propagate acoustic waves, light waves, and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer readable media include, for example, a floppy disk, a flexible disk, a hard disk, a magnetic tape, any other magnetic medium, a CD-ROM, a DVD, any other optical medium, punch cards, paper tape, any other physical medium having a pattern of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described below, or any other medium from which a computer can read.

[0097] Various forms of computer readable media may be involved in carrying data (e.g., sequences of instructions) to a processor. For example, data may be (i) transmitted from a RAM to a processor, (ii) carried over a wireless transmission medium, (iii) formatted and / or transmitted in accordance with a number of formats, standards, or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth™, TCP / IP, TDMA, CDMA, 3G, and / or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways known to those skilled in the art.

[0098] Thus, a description of a process is likewise a description of a computer readable medium storing a program for performing that process. The computer readable medium can store (in any suitable format) program elements suitable for performing the method.

[0099] The description of various steps in a process does not indicate that all steps described are required, just as apparatus embodiments include computers / computing devices operable to perform some, but not necessarily all, of the described processes.

[0100] Similarly, the description of various steps in a process does not indicate that all steps described are required, just as apparatus embodiments include computers / computing devices operable to perform some, but not necessarily all, of the described processes.

[0101] Similarly, the description of various steps in a process does not indicate that all steps described are required, just as examples of computer-readable media storing programs or data structures include computer-readable media storing programs that, when executed, can cause a processor to perform a portion, but not necessarily all, of the described process.

[0102] Where a database is described, it will be understood by those skilled in the art that (i) alternative database configurations to those described are readily available, and (ii) other memory configurations are readily available in addition to the database. Any illustrations or descriptions of sample databases provided herein are exemplary configurations for stored representation of information. Any number of other configurations may be used in addition to those suggested by, for example, the drawings or any described tables. Similarly, any described entries of the databases represent example information only, and those skilled in the art will understand that the number and content of the entries may differ from those described herein. Furthermore, despite the description of the database as a table, other formats (including relational databases, object-based models, and / or distributed databases) may be used to store and process the data types described herein. Similarly, object methods or operations of the databases may be used to implement various processes, such as those described herein. Furthermore, the databases may be stored remotely or locally from devices that access the data in the databases in known manner.

[0103] Various embodiments may be configured to operate in a network environment including a computer in communication (e.g., via a computer network) with one or more devices. The computer may communicate with the devices directly or indirectly via any wired or wireless medium (e.g., the Internet, a LAN, a WAN, Ethernet, token ring, telephone lines, cable lines, radio channels, optical communication lines, commercial online service providers, bulletin board systems, satellite communication links, any combination of the above, etc.). Each device may comprise a computer or other computing device, such as one based on an Intel® Pentium® or Centrino™ processor, configured to communicate with the computer. Any number and type of devices may communicate with the computer.

[0104] In some embodiments, a server computer or central authority may not be necessary or desirable. For example, the present invention may be implemented in some embodiments by one or more devices without a central authority. In such embodiments, the functions described herein as being performed by a server computer, and the data described as being stored on a server computer, may be performed by or stored on one or more of such devices.

[0105] Where a process is described, in an embodiment, the process is operable without user intervention. In other embodiments, the process includes human intervention (e.g., a step is performed by or with the assistance of a human). VII. Computational Applications This disclosure provides one of ordinary skill in the art with an enabling description of several embodiments and / or inventions. Some of these embodiments and / or inventions may not be claimed in this application, but may be claimed in one or more continuing applications claiming benefit of priority to this application. Applicants intend to file additional applications to pursue patents on subject matter disclosed and enabled, but not claimed, in this application. VIII.35 U.S.C. § 112, paragraph 6 In a claim, a claim limitation containing the phrase "means for" or "step for" means that 35 USC § 112, paragraph 6 applies to that limitation.

[0106] In a claim, a claim limitation that does not contain the phrase "means for" or "step for" means that 35 U.S.C. §112, paragraph 6 applies to that limitation, whether or not the limitation is functional without recitation of structure, materials, or acts for performing that function. For example, in a claim, the use of the phrase "step for" with reference to one or more steps in the claim or other claims does not mean that 35 U.S.C. §112, paragraph 6 applies to those steps.

[0107] In accordance with 35 U.S.C. § 112, paragraph 6, for a means or step for performing a specified function, the corresponding structure, material, or acts described in the specification, and their equivalents, may perform the specified function as well as an additional function.

[0108] Computers, processors, computing devices, and similar products are configurations capable of performing a wide variety of functions. Such products are operable to perform specified functions by executing one or more programs, such as programs stored in a memory device of the product or in a memory device accessed by the product. Unless otherwise specified, such programs need not be based on any particular algorithm, such as any particular algorithm as described in this application. Those skilled in the art will appreciate that a specified function may be realized through different algorithms, and that any of several different algorithms is merely a matter of design choice to perform a specified function.

[0109] Thus, with respect to a means or step for performing a specified function pursuant to 35 U.S.C. § 112, paragraph 6, a composition that corresponds to the specified function includes a product programmed to perform the specified function. Such a composition includes a product programmed to perform the function, regardless of whether the product is programmed with (i) a disclosed algorithm for performing the function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing the function. IX. Application History In interpreting this application (including the claims), one of ordinary skill in the art would refer to the prosecution history of this application, but not to the prosecution history of any other patents or patent applications, whether or not those other patent applications are considered related to this application. X. Examples of the Invention term As used herein, the term "viewing window" includes an area of ​​a gaming device in which symbols or outcomes are displayed. The area may include, for example, a glass window or other transparent material over the reels of the gaming device. Only the portion of the reels below the transparent material may be displayed to a player. The viewing window may, in some embodiments, include a display screen. The symbols or outcomes displayed in the viewing window may include the symbols or outcomes that determine a player's winnings.

[0110] encryption The term "encryption" as used herein refers to a process of obscuring or concealing information so that the information is not readily understandable without special knowledge. The process of encryption may convert raw information, called plaintext, into encrypted information. The encrypted information may be called ciphertext, and the algorithm that converts plaintext to ciphertext may be called a cipher; a cipher may also be used to perform the inverse process of converting ciphertext into plaintext. Examples of ciphers include substitution ciphers, transposition ciphers, and ciphers implemented using rotor machines.

[0111] In various encryption methods, the encryption means may require a complementary piece of information called a key. The key may consist of, for example, a string of bits. The key may be used in conjunction with the encryption means to encrypt plaintext. The key may also be used in conjunction with the encryption means to decrypt ciphertext. In a category of encryption called symmetric key algorithms (e.g., private key encryption), the same key is used for both encryption and decryption. Whether the encrypted information is uncompromised may depend on the key being kept secret. Examples of symmetric key algorithms include DES and AES. In a category of encryption called asymmetric key algorithms (e.g., public key encryption), different keys are used for encryption and decryption. In asymmetric key algorithms, any member of the public uses a first key (e.g., a public key) to encrypt plaintext into ciphertext. However, only the holder of the second key (e.g., a private key) can decrypt the ciphertext into plaintext. An example of an asymmetric key algorithm is the RSA algorithm.

[0112] Other methods in addition to encryption may be used to hide or obscure information, such as encoding or steganography. Such methods may also be used in conjunction with encryption.

[0113] Encryption may be used to perform the following operations: Sending a message that only a specific recipient can read. For example, Alice and Bob both possess the same private key. Alice encrypts a plaintext message with her private key. She sends the resulting ciphertext to Bob. Bob then decrypts the ciphertext using his private key to view the plaintext version of the message. Allows a message to be encrypted by many parties and decrypted by only one (such as PGP). For example, Alice possesses a public key and a private key. Bob wants to send Alice a message that only Alice can read. Bob generates a message in plaintext and encrypts it using Alice's public key. Bob sends the resulting ciphertext to Alice. Alice then decrypts the ciphertext using her private key and views the plaintext message. If Cindy were to intercept the ciphertext message en route from Bob to Alice, she would not be able to decrypt the message because she does not have access to Alice's private key. Alice's public key is available to Cindy, but not enough to decrypt the ciphertext message in a reasonable amount of time. · Authenticate the sender of a message. This use of encryption might include having the sender generate a digital signature. For example, Alice wants to send a message to Bob so that Bob can be sure that the message is from Alice. Alice composes a plaintext message and encrypts the plaintext into ciphertext using Alice's private key. Alice then sends the ciphertext message to Bob. Bob then uses Alice's public key to decrypt the ciphertext into plaintext. Bob can be sure that the message is from Alice because Alice's public key only serves to decrypt ciphertext messages that were generated using Alice's private key, and it is assumed that only Alice has access to her private key. Allows for non-repudiation. When a sender digitally signs a message or part of a message, the sender cannot subsequently claim that he or she did not send the message. - Guarantees the time / data sent, see hashing below. Guarantee receipt by the recipient, see hashing below. Verify that the message has not been altered since it was sent to the sender. See hashing below.

[0114] Hashing is a process in which input data, typically of arbitrary length, is transformed into output data, typically of shorter and / or fixed length. A hash function is a function that performs this transformation. Often, useful hash functions are one-way functions; that is, for a given input, the output is easily computable. However, for a given output, it is difficult to compute the input that produced that output. Also, useful hash functions often have the property that two different inputs are unlikely to produce the same output. Hashing can be used for the following purposes: To perform data redundancy checks. For example, a database may have many names. These names may be of any length. To check for redundant names, a hash value of these names is generated. This hash value may have a smaller size than the names and may all be of the same length. Hence, it may be easier to compare the hash values ​​of names than to compare the names themselves. To verify that a message has not been altered For example, Alice can send a plaintext message to Bob along with a hash value of the message. Alice can attach a digital signature to the hash value to assure Bob that the hash value was sent by Alice. When Bob receives a plaintext message from Alice, Bob can calculate the hash value of the message. If the hash value Bob calculates is the same as the hash value Alice sent to Bob, Bob can be sure that the message was not altered on its way from Alice to Bob. To prove possession of a message without having to disclose the message For example, Alice can send a message to Bob. Bob can take a hash of the message and send that to Alice. Alice can be sure that Bob has the message without any risk that the message was intercepted on the path from Bob to Alice. To prove possession of a message at a particular time without having to disclose the message For example, Alice might have an important idea and want to prove that she thought of it at a particular time without having to disclose the idea. Alice can write out the idea in text form and calculate a hash value for the text. Alice can then publish the hash of the text in a newspaper. It will then be readily apparent that Alice possessed the idea at least on the date of the newspaper's publication. To timestamp a document For example, a document may be sent to a timestamp service. The service then determines a hash value for the document. The service appends the current date and time to the document's hash value and attaches a digital signature to the product. The date-and-time-appended digitally signed hash value may be published. As long as the timestamp service is believed to provide an accurate date and time (e.g., does not use old dates and times), the published timestamp may serve as proof that the document existed at the date and time provided by the timestamp service. Further precautions may ensure that it is difficult for a timestamp service to provide a false date and time. For example, a timestamp service may append a sequence number (1, 2, 3, etc.) to each document it timestamps. If the service wishes to provide an older date, it would need to find the older sequence number. The older sequence number would need to fit between the two sequence numbers used just before and just after the desired false date. However, no such sequence number is available, for example if there are no skipped numbers from the beginning.

[0115] FIG. 1 illustrates a system according to some embodiments. According to some embodiments, Casino A and Casino B represent facilities where participation in games of chance or other contests is permitted. In various embodiments, at Casinos A and B, players may place bets on games or contests and / or win or lose money based on the games or contests. The system of FIG. 1 may allow secondary players at Casino A and secondary players at Casino B to participate in games of a primary player at Casino A. Additionally, the system of FIG. 1 may allow secondary players outside of Casino A or B to participate in games of a primary player at Casino A. Additionally, the system of FIG. 1 may enable a regulator to track various data regarding games of primary players played at Casino A, participation in games by secondary players at Casino A, participation in games by secondary players at Casino B, and participation in games by secondary players not at either Casino A or B. According to some embodiments, Casino A includes a server 110. The server is in communication with gaming devices 130, monitoring devices 160, and terminals 140 of secondary player X, each of which may be located within the premises of Casino A. The server 110 may further be in communication with a server 120 of Casino B, a server of the regulator 170, and a device 190 of a secondary player Z, which is not located at either Casino A or B. Communication between the server 110 and the device 190 may occur over an external network 180, such as the Internet, for example. Casino B may have a server 120 in communication with the server 110 within Casino B, the server 170 of the regulator 170, and a terminal 150 of secondary player Y.

[0116] In some embodiments, Casino A's server 110 may accept data about the games from gaming devices 130 or monitoring devices 160. The monitoring devices may include devices such as cameras or microphones that can monitor the games at Casino A and transmit data about the games to Casino A's server. Casino A's server transmits the data received from gaming devices 130 or monitoring devices 160 to secondary player X's terminal 140 to enable terminal 140 to reconstruct the games, accept bets from secondary player X on the games, and pay winnings to secondary player X based on the games.

[0117] Casino A's server 110 may further transmit the received data regarding the game to Casino B's server 120. Casino B's server may further transmit the data to secondary player Y's terminal 150 to enable terminal 150 to reconstruct the game, accept bets from secondary player Y on the game, and pay winnings to secondary player Y based on the game.

[0118] Casino A's server 110 may further transmit received data regarding the game, such as via the Internet, to secondary player Z's device 190. Secondary player Z's device 190 may further reconstruct the game for secondary player Z, accept bets on the game from secondary player Z, and / or credit winnings to secondary player Z based on the game.

[0119] Casino A's server 110 may further transmit received data regarding the games to a regulator's server 170. Such data may enable the regulator to monitor the fairness of the games, watch for fraudulent gaming, track the casino's taxable revenue, or perform any other desired function.

[0120] In various embodiments, secondary player X's terminal 140 may transmit data regarding the actions of secondary player X at the terminal to Casino A's server 110. Additionally, secondary player Y's terminal 150 may transmit data regarding the actions of secondary player Y at the terminal to Casino B's server 120. Casino B's server 120 may transmit such data to Casino A's server 110. Additionally, secondary player Z's device 150 may transmit data regarding the actions of secondary player Z at its device to Casino A's server 110. Data received by Casino A's server 110 from terminals 140 and 150 and device 190 may enable Casino A's server to track winnings and losses of secondary players X, Y, and Z, determine data to send to the terminals or devices (e.g., data regarding which games), determine amounts to be paid by Casino B to Casino A for using data from Casino A, etc. Additionally, data received by Casino A's server from terminals 140 and 150 and device 190 may be forwarded to a regulator 170's server. Regulators may use such data to track secondary player bets, check for fraudulent gambling, monitor the fairness of games, etc.

[0121] It should be understood that the system of FIG. 1 represents a system according to some embodiments, and that in various embodiments other servers, devices, terminals, networks, and communication links may be present.

[0122] FIG. 2 illustrates a server for Casino A according to some embodiments. In various embodiments, a similar server may comprise a server for Casino B or any other casino. Storage 230 may store program data. The program data may be used to instruct processor 210 to execute algorithms according to various embodiments. Storage 230 may store other types of data. Such data may include data received from play of a game, data usable to reconstruct a game, data describing bets, wins and losses of primary and secondary players, data describing current locations or actions of primary or secondary players, data describing amounts due to the casino, etc. Communications port 220 may be used to transmit and receive data. Communications port 220 may include an antenna, a wireless transmitter, a signal generating means, a router, or any other communications device. The transmitted and received data may be stored in storage 230 at least at some point in time.

[0123] FIG. 3 illustrates a gaming device 130 according to some embodiments. The memory device 330 may store program data. The program data may be used to instruct the processor 310 to execute algorithms according to various embodiments. The program data may include data used to generate graphics, determine game outcomes, calculate winnings, and the like. The memory device 330 may store other types of data. Such data may include data describing bets, wins, and losses by a primary player at the gaming device 130. The input device 340 may include sensors, buttons, touch screens, microphones, bill validators, coin acceptors, card readers, and any other means for allowing a primary player or other entity to interact with the gaming device 130. For example, the input device 340 may include a "bet" button.

[0124] Output devices 350 may include a display screen, microphone, lights, coin dispenser, buzzer, and any other means that enable a gaming device to provide a signal to a secondary player. Communications port 320 is available for sending and receiving data.

[0125] FIG. 4 illustrates a terminal 140 used by a secondary player according to some embodiments. The memory 430 may store program data. The program data may be used to instruct the processor 410 to execute algorithms according to various embodiments. The program data may include data used to reconstruct or render a game based on data received about an original game. The program data may include data used to generate graphics, display game outcomes, calculate winnings, and the like. The memory 430 may store other types of data. Such data may include data describing bets, wins, and losses by a secondary player at the terminal 140. The input device 340 may include sensors, touch screens, microphones, bill validators, coin acceptors, card readers, and any other means that allow a secondary player or other entity to interact with the terminal 130. For example, the input device 340 may have a "bet" button.

[0126] Output devices 350 may include a display screen, microphone, lights, coin dispenser, buzzer, and any other means that enable a gaming device to provide a signal to a secondary player. Communications port 320 is available for sending and receiving data.

[0127] FIG. 5 illustrates a monitoring device 160 according to some embodiments. The monitoring device receives data about the game via an input device 530. The input device 530 may include a camera, a microphone, a pressure sensor, a barcode scanner, a sensor, a button, etc. For example, the input device may include a camera pointed at a table where a game of blackjack is being played. For example, the input device may include a camera pointed at a viewing window of a slot machine. A communication port 520 may be used to transmit data received by the input device to a casino server, etc. In various embodiments, the monitoring device may be used for multiple purposes, some of which may not be related to receiving data about the game. For example, the monitoring device may include a camera used for security purposes at the casino.

[0128] 6 shows a database entry 600 that contains various information about a game. The database entry may store various aspects of a game played by a primary player (e.g., Jane Smith). Such data may be used to enable a secondary player to later participate in the game.

[0129] 7 shows a database entry 700 that includes various games played by a player. The player may be a primary player. The data in database entry 700 may allow a secondary player to look up historical data about the primary player's games (e.g., for games of Sam Hunter) including statistics about the games (e.g., profits in the last 100 games).

[0130] FIG. 8 illustrates a display screen for entering betting information and tracking game progress according to some embodiments. The display screen may be touch sensitive and function as a touch screen in some embodiments. An area of ​​the display screen lists the favored primary players of the secondary player currently viewing the display. It is assumed that the secondary player is logged in or identified to the terminal or device to which the display belongs. The secondary player may have previously indicated which primary player he or she favors. The casino may track the location of the favored primary player and notify the secondary player when the favored primary player begins play.

[0131] Other areas of the display screen include announcements areas. The casino makes announcements to the secondary player. Such announcements may include promotional announcements. For example, such announcements may include announcements of discounts at the casino or other restaurants, announcements of discounts on shows, announcements regarding upcoming concerts or boxing matches, announcements of discounts on hotel rooms, and the like. The announcements may also include promotions for other products such as cars, toothpaste, or airplane flights to the Caribbean. The announcements may also include announcements regarding primary players in which the secondary player may be interested. For example, an announcement may indicate that a primary player favored by the secondary player has begun playing.

[0132] Other areas of the display screen include a list of primary players that are available to the secondary player, meaning that the secondary player can participate in the games of the primary players. This display area may identify the primary players by their actual names or pseudonyms, such as "TeeBone." The pseudonyms may allow the primary players to maintain a degree of anonymity or privacy. This display area may further indicate the games the primary players are playing (and the games the secondary players are participating in), the minimum wager required of the secondary players to participate in the games, and one or more statistics about the primary players. For example, the statistics may indicate the number of consecutive games the primary players have won. This display area may also include an area that the secondary player can touch to initiate participation in the games of the primary players. For example, the secondary player may initiate participation in Robert Clements' games by touching the area labeled "Select" next to the primary player, Robert Clements.

[0133] Other areas of the display screen include windows that allow the secondary player to track the progress of the game in which he is participating. FIG. 8 shows a first window in which the secondary player can follow the game of the primary player "TeeBone" in which he is participating. The game is blackjack, and the secondary player has bet $5 on the game. The game is currently in progress. FIG. 8 shows a second window in which the secondary player can follow the game of the primary player "Sue Baker." The game is a slot machine game. The game has just ended with a "Cherry Bar Cherry" outcome. The secondary player has won $6 in the game. The secondary player now has the opportunity to place a bet on the next game, as indicated by the "Bet Accepted" status.

[0134] Other areas of the display screen include a display of the secondary player's credit balance. These credits may be used to place bets on games in which the secondary player is participating. Each credit may correspond to, for example, $0.25. The secondary player may place bets using betting areas of the display screen, including a "Bet 25 Cents" area, a "Bet $1" area, a "Bet $5" area, a "Repeat Last Bet" area, and an "Auto Bet" area. When touched, such areas may apply only to games that have a "bet open" status. For example, touching "Bet $1" may place a bet of $1 on the game of "Sue Baker" that is a game in a "bet open" status. In this manner, there need not be a separate set of bet buttons for every game in which the secondary player is participating. The "Repeat Last Bet" area may allow the secondary player to easily repeat a previous bet that may otherwise require additional effort to enter using other bet areas. For example, rather than touching the “Bet $1” area four times to enter a bet of $4, the secondary player may simply touch the “Repeat Last Bet” area to repeat a previous bet of $4. An “Auto Bet” area may allow a secondary player to, for example, continue to place the same bet for each new game without having to constantly enter a bet. In some embodiments, a secondary player touches the “Auto Bet” area to program in a particular betting strategy and have that strategy automatically executed by the secondary player's terminal. A “Lock Game” area may allow a secondary player to prevent other secondary players from accessing the terminal while the secondary player is away on a break. An “Order Drinks” area may allow a secondary player to order drinks or other items and have them delivered to his terminal without leaving his seat.

[0135] As will be appreciated, the various areas of the touch screen that allow for interaction by touch may also be implemented using conventional buttons or any other interactive technology.

[0136] It should be understood that these diagrams do not necessarily depict all that may be included in a system, object, machine, device, etc. For example, although not shown in FIG. 3, gaming device 130 may include a coin hopper. 1. A player bets on the outcome of another player's game.

[0137] For example, a player may bet on whether another player will win in a game. For example, a player may bet on whether another player will win. In various embodiments, a player may place bets and win or lose money based on the outcome of games played by other players. As used herein, terms such as "primary player" may refer to a player who most directly participates in a game, such as a casino game. A primary player may participate in a game at a slot machine, such as a physical presence at a slot machine, by inserting coins representing a bet and pulling a handle on the slot machine. A primary player may also be physically present at a table game, such as a game of blackjack with a real dealer. In various embodiments, a primary player directly initiates a game in which he or she participates, such as by pulling a handle on a slot machine or physically placing a bet at a table game and monitoring the dealer that he or she is interested in playing. In various embodiments, a game is played against the actions of a primary player.

[0138] As used herein, the term "secondary player" or the like refers to a player who participates or seeks to participate in a game played by a primary player or another secondary player. For example, a secondary player bets on a game involving a primary player. If the primary player wins, the secondary player wins, and if the primary player loses, the secondary player loses. In another example, a secondary player bets on a game that has already been played. When placing a bet, the secondary player does not know the outcome of the game. When the secondary player places a bet, the outcome of the game is revealed to the secondary player, and if this outcome is a win, the secondary player is paid out. In another embodiment, secondary player A bets $10 with secondary player B, betting that secondary player B will win a game in which secondary player B bet $20. If secondary player B wins the $20 bet, secondary player A wins the $10 bet. In various embodiments, a secondary player does not initiate a game in which he or she participates. In various embodiments, a game in which a secondary player participates occurs regardless of whether the secondary player chooses to bet on the game, and a game in which a secondary player participates may be initiated by a primary player or may be initiated automatically, such as by a computer program.

[0139] Wherever any data is used herein, it should be understood that such data may be stored in a database or any other suitable medium, format, or data structure. Data may be stored in a fixed location or across distributed locations. Data may be stored in one location or multiple locations (e.g., multiple redundant locations, etc.). Data may be retrieved as needed from its storage location. When data is generated but not immediately needed, such data may be stored for later retrieval. Data may be made accessible by referencing any portion of the data, including any tags or labels associated with the data. For example, if some data elements of a data element set are known, the remaining data elements from the data element set may be retrieved based on the known data elements. For example, the known data elements may serve as search keys to find the remaining data elements of the data element set.

[0140] In all applicable embodiments described herein, any data generated, transmitted, stored, retrieved, or utilized may also be stored for review. Such data may be made available to regulators to casinos (e.g., the casino that generated the data, the casino that utilized the data, etc.) or any other relevant entity. Stored data may include data describing the size of bets placed by primary players on games, types of bets placed by primary players on games, intermediate events that occurred during a game (e.g., the roll before the last roll in a craps game), the date of the game, decision options that were available in the game (e.g., hit blackjack, stand, etc.), decisions made in the game, the outcome of the game, amounts paid to winners of the game, etc.

[0141] In various embodiments, data regarding a search for game-related data may be collected and stored. For example, assume that a secondary player searches for all games that have paid out 100 or more coins. Data indicative of this search criteria may be stored such that it may be possible to later determine that the secondary player has searched for all games that have paid out 100 or more coins. Further data describing the results of the search may be stored. For example, if a search by the secondary player returned 1218 games, this fact may be stored. An identifier for each game identified by the search may also be stored. 1.1. A player places a bet on a game involving other players.

[0142] In various embodiments, a secondary player may bet on the outcome of the game itself. For example, a secondary player may bet on the outcome of a slot machine game. If the outcome "Bar Bar Bar" occurs in the game, the secondary player may receive ten times his or her bet. In various embodiments, a secondary player need not place the same type of bet as a primary player. For example, a primary player may begin a game of craps by "passing." A secondary player may bet on the same craps game, but may bet "don't pass." Thus, even if a secondary player and a primary player bet on the same game, the primary player may lose and the secondary player may win. 1.2. A player bets on how another player will perform.

[0143] In various embodiments, a secondary player may bet on what will happen to a primary player in a game. In various embodiments, the secondary player does not bet on the outcome of the game itself, but rather on how the outcome of the game will affect the primary player, given the primary player's bet on the game. For example, a secondary player may bet that the primary player will win a game. If the primary player wins, the secondary player's bet wins and the secondary player receives a payment. However, if the primary player loses, the secondary player loses.

[0144] In various embodiments, a secondary player may bet that the primary player will lose, so that if the primary player loses, the secondary player may receive a payout for the winning bet, and if the primary player wins, the secondary player may lose his or her bet.

[0145] It should be noted that bets made by a primary player often provide an advantage to the house or casino. This is how the house makes money on average. Thus, if a secondary player is allowed to bet against the primary player, the secondary player may enjoy the same advantage as the house. In various embodiments, the secondary player may be charged a fee for betting against the primary player. This fee may provide the house with an advantage in betting in favor of the secondary player. This fee may be a flat fee. The fee may be a percentage of the secondary player's bet. The fee may be collected only from winnings payouts received by the secondary player. For example, if a secondary player wins a $10 payout based on a $10 bet, 50 cents may be deducted from this payout and kept by the house.

[0146] In various embodiments, the commission charged to the secondary player may be set to an amount that provides the house with the same advantage that the house has over the primary player. As used herein, "house advantage" or "house edge" may be defined as the ratio of the expected amount won by the casino to the initial bet placed by the player. Assume that the house advantage on the game is 1.41%. Thus, a primary player who bets $1 can expect to receive, on average, $0.98.59. Further assume that the primary player initially bets $1 and receives either $0 (a net loss of $1) or $2 (a net gain of $1). Such a bet would be a $1 pass bet in a game of craps. In this example, the secondary player may bet $1 against the primary player. The secondary player would then be expected to receive, on average, $1.01.41. The secondary player may be charged a fee of $0.02.82 to give the house the same advantage over the secondary player that it had over the primary player. Once the fee is taken into account, the secondary player is expected to receive only $0.98.59 for every $1 bet, providing the house with the same advantage over the secondary player that it had over the primary player.

[0147] In various embodiments, the secondary player may not be allowed to take the exact opposite position to the primary player (e.g., if all wins for the primary player result in losses for the secondary player, and vice versa). In various embodiments, an outcome that causes the primary player to lose may not result in a win for the secondary player, even if the secondary player bet against the primary player. For example, the outcome "plum-orange-cherry" may cause the primary player to lose, but may also cause the secondary player to lose. In various embodiments, an outcome that causes the primary player to lose may result in a push or tie for the secondary player. Thus, the house may maintain an edge against the secondary player, even if it has an edge against the primary player. In various embodiments, outcomes that cause losses against the primary player but do not cause wins against the secondary player may be selected to give the house the same advantage against the secondary player that it had against the primary player. For example, assume that a game gives the primary player the possibility of a net gain of $1 or a net loss of $1. Further assume that the game has a house edge of 2%. Further assume that outcomes X and Y in a game are both losing outcomes for the primary player. Outcome X occurs with a probability of 0.03, and outcome Y occurs with a probability of 0.01. By betting $1 against the primary player, the secondary player would typically expect to win $1.02, with an average net payout of $0.02. However, in various embodiments, outcomes X and Y may also be counted as a tie for the secondary player. The expected payout of the secondary player is then reduced by the sum of the probability of X multiplied by the amount that would be won (beyond the bet) due to the occurrence of X, and the probability of Y multiplied by the amount that would be won (beyond the bet) due to the occurrence of Y. This reduction is equal to 0.03 x $1 + 0.01 x $1 = $0.04.Thus, the secondary player's expected winnings is reduced from $1.02 to $0.98. This reduction provides the house with the same 2% edge for tying the secondary player that it had for tying the primary player in the original game.

[0148] In various embodiments, a secondary player may bet against an outcome that would normally win in a game. For example, in a game of blackjack, the secondary player may bet that the dealer will win. In various embodiments, the house may alter the probabilities of various outcomes of the game to give the house an edge back. For example, if the secondary player bets against the dealer in a game of blackjack, the house may remove cards with lower point values ​​from the deck. This may reduce the probability that the dealer will win and reduce the probability that the secondary player will win when betting against the dealer. In various embodiments, the game on which the secondary player bets against the house may not be a game actually played by a primary player. The game may be simulated by the house or may be a simulated game with the probabilities of various outcomes altered from the standard probabilities of the game.

[0149] In various embodiments, the secondary player may take the house's position or approximately the house's position and bet against the primary player. This allows the secondary player to lose when the primary player wins and win when the primary player loses. For example, if the primary player loses a bet of $1, the secondary player may win $1. However, if the primary player wins $10, the secondary player will lose $10. To ensure that the house collects the $10 from the secondary player if the primary player wins $10, the house may require the secondary player to provide a deposit sufficient to cover the secondary player's possible losses. This deposit may be in the form of a credit balance accumulated by the secondary player (e.g., as a result of depositing bills or winning bets), in the form of an account that the house is free to charge to collect against the secondary player's debts (e.g., the secondary player may provide a credit card number), in the form of a check provided to the house by the secondary player, or in any other suitable form. In various embodiments, the house requires a deposit or other commitment from the secondary player equal to the maximum possible payout that may be received by the primary player. For example, assume that the primary player is participating in a game in which he or she has the potential to win up to $100. If the secondary player is betting against the primary player, the secondary player may be at risk of losing up to $100 in the game. Thus, the house may require the secondary player to have a credit balance equal to $100 in order to bet against the primary player.In various embodiments, the house may require the secondary player to confirm (e.g., by pressing a button) that he or she is aware that the secondary player can lose up to X, where X is the maximum amount the secondary player may lose by participating in the game.

[0150] In various embodiments, a secondary player may bet against a primary player without monitoring the primary player's payouts. For example, a secondary player may bet $1 on a game that the primary player will lose. If the primary player loses the game, the secondary player may receive $1.25 for a net gain of $0.25. If the primary player wins, the secondary player may lose the $1 bet for a net loss of $1. The secondary player may lose $1 regardless of how much the primary player wins. For example, the secondary player may lose $1 regardless of whether the primary player wins $1 or wins $100.

[0151] In various embodiments, a secondary player may bet that the primary player will win some integer multiple of the primary player's bet in a given game. For example, a secondary player may bet $5 that the primary player will win at least three times the primary player's bet of $2 in a game. If the primary player wins at least $6, the secondary player may win $20. If not, the secondary player may lose the $5 bet.

[0152] In various embodiments, the secondary player may be paid according to a table or function that maps all possible outcomes of the primary player to payouts for the secondary player. For example, the secondary player might receive $3 if the primary player wins $0, $5 if the primary player wins $1, $0 if the primary player wins $2, $0 if the primary player wins $3, $1 if the primary player wins $4, etc. As will be appreciated, the function need not implement a linear or continuous mapping.

[0153] In various embodiments, a secondary player may be prohibited from making bets that give the secondary player an edge, for example, a secondary player may be prohibited from betting against a primary player, where the house has an edge against the primary player. 1.3. Players bet on games from the past.

[0154] In various embodiments, a secondary player may place a bet on a game that has previously occurred, where at least one of (a) the start of the game, (b) the end of the game, (c) the collection of bets from primary players who played the game, and (d) the payment of winnings to primary players who played the game may have occurred in the past (e.g., before the secondary player placed a bet on the game).

[0155] When a game is initially played, a record of the game is generated. This record may include sufficient data to reconstruct part or all of the game. Such data may include (a) one or more seeds or random numbers used to generate the outcome of the game; (b) one or more outcomes of the game (e.g., a hand of cards such as "cherry-bell-lemon," a hand of five cards such as those constituting a poker hand; a hand of cards such as a player's hand and a dealer's hand or a player's hand and a player's opponent's hand; a sequence of numbers appearing on one or more dice such as in a craps game; a sequence of numbers appearing with each throw of the dice; a set of numbers in a keno game; a payout realized in a bonus round; a level realized in a bonus round; etc.); (c) one or more symbols constituting the outcome of the game; (d) one or more cards; (e) reel positions on one or more reels of a slot machine; (f) the number of decks used; (g) a decision made by a primary player of the game; (h) a number or numbers used to generate the outcome of the game; The information may include one or more algorithms for determining the outcome of a game, (i) an identification of a gaming device used in the game, (j) a pay table used in the game, (k) the make, model, or year of the gaming device used in the game, (l) the date and time the game was played, (m) the location where the game was played, (n) the dealer involved in the game, (o) the position of the primary player at the table used to play the game, (p) an identification (e.g., name) of the primary player who played the game, (q) identification of other players in the game (e.g., other players at the blackjack table where the game was played), (r) bets made by the primary player in the game, (s) winnings received by the primary player in the game, (t) a video recording of the game, (u) an audio recording of the game, and (v) the sequence of cards dealt from a deck of cards. The video recording of the game may include video recordings from various perspectives. In some embodiments, the video recording may show or focus on cards, dice, reels, or other items that determine and / or reveal the outcome of the game. The video recording may include a recording of actions in the game, such as a recording of players placing bets, making decisions, and / or tallying up winnings.Such video footage may, for example, be focused on a player's hand. In some embodiments, the video footage may show or focus on a dealer or other casino representative in charge of a game. In some embodiments, the video footage may focus on a player's face or body. For example, the video footage may show a player's facial expressions or body language during a game. In some embodiments, the video footage may focus on an onlooker. In some embodiments, the video footage is recorded from a live game. In some embodiments, the video footage is generated. The video footage may be generated based on stored data about the game.

[0156] The video footage may be generated in a variety of ways. In some embodiments, the video footage may be generated by assembling stock video clips. For example, one stock video clip may show a primary player (e.g., an actor acting as the primary player) placing a bet. Another stock video clip may show a primary player throwing dice. There may be stock video clips of all possible outcomes in a game. For example, there may be a stock video clip showing all possible throws of two dice. To assemble a video footage of a complete game, the casino may combine a video clip of a bet being placed, a video clip of outcomes being rolled that correspond to outcomes that actually occurred in the original game on which the secondary player is betting, and a video clip of the player tallying up winnings, etc. In some embodiments, the stock video footage may include a video footage of the entire game. If a similar game is subsequently played, the same video footage may be used for the similar game when the secondary player is participating in the similar game.

[0157] In some embodiments, the video footage is generated using a computer algorithm. For example, the computer algorithm may generate a footage showing a simulated primary player placing a bet, rolling dice, dice rolling and landing, a simulated host paying out winnings, etc. In various embodiments, the data of the game may be generated to be as true as possible. For example, the video may be generated to show a video or animated representation of the actual outcomes of the primary player's game.

[0158] In various embodiments, a video may be generated based on data about a game. Data indicative of a bet made by a primary player may be used to generate a video of a primary player (e.g., a simulated primary player) placing the same bet. Data indicative of an outcome of a game may be used to generate a video showing the same outcome being generated. Data indicative of intermediate symbols or indicia appearing during a game may be used to generate a video showing those same intermediate symbols or indicia. For example, data indicative of a position on a blackjack table was the seven of hearts may be used to generate a video showing a simulated deal of the seven of hearts on a simulated blackjack table. Data indicative of the identity of a primary player may be used to generate the video. For example, based on a stored photograph of a primary player, a casino may generate an animated character of the primary player playing a game. Data indicative of an age or other characteristic of a primary player may be used to generate the video. For example, if a primary player is a 60-year-old woman, a casino may generate an animated character of a 60-year-old woman playing a game. In some embodiments, characteristic data about a player may be used to derive a stock record of players with similar characteristics. For example, the stock record of a 60 year old female player may be extracted.

[0159] The record of the game may be stored by the gaming device, the casino server, a third party server, or other device. The secondary player may then place a bet on the game or on some aspect of the game. Once the secondary player has placed a bet, the data stored in the record may be used to reconstruct the game or to reconstruct some aspect of the game. For example, a video recording of the game may be displayed to the secondary player. In some embodiments, the outcome of the game may simply be displayed to the secondary player.

[0160] Depending on the outcome of the game and based on the bet made by the secondary player, the secondary player may lose his bet, lose a portion of it, stay even, or win a prize. For example, if the outcome of the game is a win, the secondary player may be paid according to the standard rules of the game. For example, if the secondary player bets $10 on a game of blackjack and the primary player receives 20 points in the game to the dealer's 19 points, the secondary player may win $10 in addition to keeping his bet.

[0161] If the secondary player bets on what will happen against the primary player, the winnings and / or losses of the primary player may be disclosed to the secondary player. For example, if the secondary player bets against the primary player and the primary player loses, the secondary player may win. If the secondary player bets and receives twice the winnings of the primary player and the primary player wins $20, the secondary player may receive $40. 1.4. The primary player on whom the secondary player placed a bet is no longer available.

[0162] In various embodiments, a secondary player may participate in one or more games played by a primary player. For example, a secondary player may place bets on games played by a primary player. The primary player may end his playing session at some point. Meanwhile, the secondary player may wish to continue participating in the games of the primary player and may consider that an opportunity to place bets on the games of the primary player has been missed. 1.4.1. The primary player is asked to remain.

[0163] In various embodiments, a primary player may indicate a desire to end a playing session. For example, the primary player may stand up, cash out, refrain from placing bets even if at a table game, etc. A secondary player may indicate a desire to continue participating. For example, the secondary player may press a button labeled “Continue Session” on a betting interface. The secondary player may communicate his request verbally (e.g., to a casino representative), via text (e.g., via a text message sent to a casino representative), or by any other method. The primary player may be contacted regardless of whether the secondary player actually indicates a desire to continue participating. For example, a casino representative may contact the primary player. Such representatives may include waitresses, pit bosses, dealers, etc. The primary player may be asked to stay and continue playing. The primary player may be offered benefits for remaining, such as cash, goods or services, free meals, show tickets, increased odds, computer points, etc. The primary player may be informed that there is a secondary player who observes the primary player's results and wishes for the primary player to remain.

[0164] In some embodiments, a primary player who expresses a desire to leave may be asked to stay only if one or more criteria are met. For example, a primary player may be asked to stay only if at least three secondary players are participating in the primary player's games. Other criteria may include: (a) there are at least X secondary players watching the primary player's games, (b) there are at least X secondary players interested in participating in the primary player's games, (c) there are at least X dollars in bets made by secondary players on each of the primary player's games, (d) bets made by secondary players on the primary player's games over a period of time, during a number of games, during a particular playing session, etc. total at least X dollars, (e) the casino has earned at least X dollars in profits from secondary players participating in the primary player's games, (f) the casino has earned at least X dollars in theoretical winnings or profits from secondary players participating in the primary player's games, etc. It will be appreciated that the casino may require that any combination of the above criteria be met in order for the primary player to be asked to remain. There may be multiple ways of satisfying the above criteria, including by partially satisfying two or more of the above criteria. Additionally, it will be appreciated that there may be other criteria that the casino utilizes and based on the satisfaction of such criteria, the casino may ask the primary player to continue the playing session.

[0165] In various embodiments, the casino may offer the primary player an opportunity to play a fair game if the primary player continues to play (i.e., if the primary player's expected winnings, accounting for the cost of betting, is exactly zero). 1.4.2. The casino plays automatically.

[0166] In some embodiments, when a primary player ends a playing session, the casino or house may play in place of the primary player. For example, a dealer at a blackjack table may continue to deal hands where the primary player was. The dealer may make decisions about the hand, such as deciding to hit or stand. This decision may be made according to an optimal strategy. This decision may also be made based on input from a secondary player. Another representative of the casino may also stand in for the primary player. For example, this other representative may sit at the table or slot machine where the primary player was and resume play.

[0167] In some embodiments, game outcomes may be generated automatically when a primary player leaves. For example, a slot machine that the primary player leaves may continue to generate outcomes, and a secondary player may then continue to bet on the outcomes.

[0168] In some embodiments, a computer algorithm may make decisions in a game. The computer algorithm may take the place of a primary player in a game, such that a secondary player may participate in a game without a human primary player. In some embodiments, the computer algorithm may act as a primary player even when a secondary player has not participated in a game with a previous human primary player. That is, the computer algorithm does not necessarily take the place of a primary player, but may be used as a simulated or artificial primary player from the beginning. The computer algorithm may make decisions in a game. The computer algorithm may make decisions about how much to bet, what type of bet to make (e.g., the computer algorithm may decide whether to take insurance in a game of blackjack), whether to check, bet, raise, call, or fold (in a game such as poker), whether to receive additional cards, or any other decision that may be made in a game. The computer algorithm may refer to a stored set of rules for making decisions in a game. For example, a computer algorithm may reference a table that lists one or more situations that may arise in a game and the corresponding decisions to be made if the situation arises. The computer algorithm may include procedures, logic, or other computational methods for computing a decision given a certain game state. For example, in a game of video poker, a computer algorithm may calculate an expected winnings amount given each of a number of possible decisions. The computer may determine which decision will lead to the highest expected winnings amount and execute that decision.

[0169] In various embodiments, a computer algorithm may be programmed to make decisions that will result in the highest expected winnings, payouts, and / or profits in a game. In various embodiments, a computer algorithm may be programmed to approximate the play of a human player. A computer algorithm may be programmed to favor, at least sometimes, strategies that have an emotional or intuitive appeal to the optimal one. For example, a computer algorithm may be programmed to seek high paying hands in a game of video poker, even when the expected winnings would be optimized by seeking lower paying, but more certain, hands. In various embodiments, computer algorithms may be programmed with different personalities. Some may be programmed to take greater risks in the strategies they use. Some may be programmed to play safely. Some computer algorithms may be programmed to bet frequently (such as in a game of poker). Some computer algorithms may be programmed to bet infrequently and only when they have an extremely good hand (such as in a game of poker). 1.4.3. An interrupted session of a primary player will be resumed upon the primary player's return.

[0170] In some embodiments, when a primary player leaves, the secondary player's session may be put on hold, i.e., for a period of time the secondary player may not have the opportunity to place bets and participate in games played by the primary player, however, the secondary player may have the opportunity to resume play when the primary player returns and starts a new game. 1.4.3.1. When the primary player returns, a notification is provided to the secondary player.

[0171] In some embodiments, a notification may be sent to the secondary player when the primary player returns, when the primary player is about to return, or when the primary player is likely to return. This notification may take the form of a phone call, email, text message, verbal notification by a casino representative, etc. 1.4.4. In some embodiments, a secondary player may indicate primary players of games in which the secondary player is interested in participating. The secondary player may thereby "tag" or "bookmark" the primary players as players in games in which the secondary player wishes to participate. In various embodiments, a casino may allow a secondary player to easily determine when a bookmarked primary player is playing (e.g., is seated at a gaming device or gaming table, has inserted a player tracking card at a gaming device or gaming table, has recently played one or more games, etc.). For example, a secondary player may look up a list of bookmarked primary players. The secondary player may select one of the primary players from the list and be shown whether the primary player is currently playing, which game the primary player is playing, where the primary player is playing, or any other information of interest. In some embodiments, a casino may notify the secondary player whenever a bookmarked primary player begins playing. In some embodiments, a casino may track various statistics associated with the primary players that the secondary player has bookmarked. The casino may inform the secondary player of such statistics when the secondary player contacts the casino (e.g., when the secondary player sits down at a terminal to participate in the primary player's game), or at any other time. The statistics may include statistics about most recent games played, most recent winnings, most recent losses, most recent large payouts, most recent profits, etc. The statistics do not necessarily have to be recent, but may be if the secondary player has previously learned older statistics about the primary player.In various embodiments, when the secondary player is ready to begin participating in games of primary players, the secondary player is offered (by default) the opportunity to join the games of the bookmarked primary player. The secondary player may be offered the opportunity to join the games of the first bookmarked primary player (e.g., the primary player who is first on the favorite primary player's list of secondary players). If the secondary player declines, the secondary player may be offered the opportunity to join the games of the second bookmarked primary player (e.g., the primary player who is second on the favorite primary player's list of secondary players), and so on. In various embodiments, each secondary player may share tags or bookmarks of primary players. For example, a secondary player may publicly list primary players that he or she considers to be "lucky" primary players. Other secondary players may view this list and decide to join the games of the listed primary players. 1.4.5. Expected value is paid to the secondary player.

[0172] In various embodiments, a secondary player may place a bet on the outcomes of a primary player across multiple games. For example, a secondary player may bet that a primary player will be temporarily in a winning state after an hour of play. However, if the primary player leaves before completing the hour of play, the secondary player's bet may be unsettled. In various embodiments, a secondary player's bet is settled for the expected value (EV) of the secondary player's winnings. For example, if the secondary player's expected winnings are $8 based on the current time, the primary player's current winnings, and the odds of the game the primary player was playing, the secondary player may be paid $8 when the primary player finishes the session. The bet may also be settled for various functions of the EV, such as the EV less a processing fee, 50% of the EV, etc. 1.4.6. The bet is returned to the secondary player.

[0173] In some embodiments, when a primary player ends a session, any bets placed by a secondary player that were relied upon by the primary player ending the session may be returned to the secondary player. 1.4.7. Secondary players are presented with the option to join the games of other primary players.

[0174] In some embodiments, when a primary player ends a session, the secondary player may be presented with other primary players on which the secondary player can place bets. By selecting one or more of these new primary players, the secondary player may continue participating in the game. For purposes of the bets that required the original primary player to end the session, this new primary player may be treated as if he is continuing where the original primary player left off. For example, the new primary player may be treated as if he lost $6 in the last 30 minutes, as the original primary player actually did. If the new primary player then wins $10 in the next 30 minutes, then the bet made by the secondary player that the original primary player will be in a winning state after one hour of play will win.

[0175] When a selection of new primary players is presented to the secondary player, the presented primary players may be selected by the casino based on similarity to the original primary player. For example, assume that the original primary player was from Texas. When the original primary player finishes his or her session, a new primary player also from Texas may be presented. Other characteristics shared by the original and new primary players may include: (a) they may both play the same type of games (e.g., they may both play IGT's Wheel of Fortune® slot machines), (b) they may be the same gender, (c) they may be the same age, (d) they may have the same occupation, (e) they may both live in the same place or be from the same hometown, (f) they may have common hobbies (e.g., music, food, sports, etc.), and (g) they may have a common birthday. 1.4.8. Secondary players are given the opportunity to become primary players. They are informed where they may sit and begin playing.

[0176] In some embodiments, when a primary player ends his or her session, a secondary player is offered the opportunity to become the primary player. For example, the secondary player is shown the location of the slot machine or table game where the primary player was playing. The secondary player is offered the opportunity to take the seat and / or location of the primary player. 1.4.9. The primary player's game history is discovered.

[0177] In some embodiments, when a primary player finishes a session of play, a secondary player may be provided with the opportunity to participate in past games of the primary player. In various embodiments, these past games may include games that the secondary player has not yet participated in. In this way, the secondary player may have the opportunity to continue to share in the skill, luck, or other value associated with the primary player. 1.5. Maintaining Player Privacy In various embodiments, the identity of the primary player may be protected from the secondary player, which may prevent the secondary player from seeking out confidential financial information about the primary player, complaining about the primary player due to unfavorable results, or causing harm or anxiety to the primary player. 1.5.1. Secondary players cannot see who they are betting on.

[0178] In various embodiments, the facial features or any other identifiable characteristics of a primary player are hidden from a secondary player: for example, in a video recording of the primary player's game, the face may be blurred, covered, or removed from view entirely, and the voice may be cut or masked. 1.5.2. A secondary player does not know the location of the person he is betting against.

[0179] In various embodiments, the location of the primary player is concealed. Otherwise, particularly in live games, a secondary player would be able to locate the primary player by simply going to the primary player's location. For this reason, in various embodiments, a video recording of the primary player's game may remove salient features of the primary player's location. Such features may include identifiable features of the casino, such as photographs, sculptures, fountains, restaurant names, bathroom signs, signs of the poker room or other casino sectors, etc. Distinguishing features of table games may also be concealed. For example, the distinctive design or color of the tables may be removed. In various embodiments, games or locations that have easily identifiable and / or distinctive features may be inappropriate for participation by secondary players. 1.5.3. Limiting the number of times a secondary player may bet on any one person In various embodiments, there may be limitations on the number of games of a primary player that a secondary player may participate in. This may reduce the likelihood that a secondary player will develop strong, one-sided feelings toward a primary player. In various embodiments, there may be limitations on the amount of time that a secondary player is allowed to spend participating in a game of a given primary player.

[0180] In various embodiments, a secondary player may be switched from participating in a game of a first primary player to participating in a game of a second primary player. The secondary player may be switched without knowing that he has been switched. For example, the secondary player may receive data about the game, including symbols, indicia, and / or outcomes during the game. However, the secondary player may not necessarily receive identifying information about the primary players of the game. Thus, when the secondary player is switched from participating in a game of a first primary player to participating in a game of a second primary player, the secondary player may not know that he has been switched because he does not have access to identifying information of the first or second primary players. In various embodiments, the secondary player may be switched from participating in a game of a first primary player to participating in a game of a second primary player after a predetermined number of games. For example, after participating in 25 games of the first primary player, the secondary player may be switched to participating in the games of the second primary player. In various embodiments, the switch may be made randomly. For example, after each game played by the first primary player, the casino may randomly generate a number between 1 and 100. If this number is greater than 80, the casino may switch the secondary player from participating in games of the first primary player to participating in games of the second primary player. In some embodiments, this switching may occur after a random number of games, with some upper limit. For example, if the secondary player has not been switched after playing 20 games with the first primary player, the secondary player may be switched automatically. In some embodiments, the secondary player may be switched in response to a request from the secondary player.In various embodiments, if a secondary player is switched between games of different primary players with reasonable frequency, the likelihood that the privacy of the primary players will be compromised can be reduced. In some embodiments, the secondary player may be notified when he is switched from a game of a first primary player to a game of a second primary player. In some embodiments, the secondary player is not notified of this switch. 1.5.4. Introduce a time delay so that the primary player is no longer where he was when the secondary player began participating in the primary player's game.

[0181] In various embodiments, the secondary player is limited to betting on games that have been played within a predetermined period of time, such as one or more days in the past. In this manner, the secondary player will not be able to contact the primary player because the primary player is no longer nearby. In various embodiments, the secondary player is limited to betting on games that were played by a primary player who has already left the location where the game was originally played. 1.6. A secondary player or spectator is provided with knowledge of what the next card will be or what the primary player's opponent is holding.

[0182] The secondary player may watch the primary player make a decision, although he already knows the correct decision. In various embodiments, the secondary player may be informed of information about the game that the primary player does not know, or at least was not aware of at the time the primary player participated in the game. For example, the primary player may be participating in a game of video poker. The secondary player may watch the progress of the game from a remote terminal. The secondary player may be informed that the next four cards in the deck are all aces. However, this information is not known to the primary player. Thus, the secondary player may experience the excitement of hoping that the primary player will draw four cards. 1.6.1. The secondary player knows the next card, the symbols that will appear on the reels, the appropriate door that will be opened in the bonus game, etc.

[0183] In various embodiments, the secondary player may, at some point in the game before the primary player discovers (or has discovered), (a) the outcome of the game (e.g., “cherry cherry cherry”), (b) the payout the primary player will receive based on the game, (c) the game result (e.g., win, loss), (d) the reel position, (e) the symbols appearing on the reels (e.g., the secondary player may know that the third reel of a slot machine will display the symbol “bar” which will result in the winning outcome of “bar bar bar” before the primary player does so), (f) cards received by the primary player, (g) cards received by the dealer, or (h) the top or near the top of a deck used in a card game. (i) the hand of cards realized by the primary player when the primary player makes a decision (such as the decision to hit blackjack); (j) the order of cards in a deck of cards; (k) a payout or outcome resulting from a selection in a bonus game of the gaming device (e.g., the primary player wins 200 coins by selecting door number 3 in a bonus game); (l) cards received by the primary player's opponent; (m) cards held by the primary player's opponent (such as a poker hand); (n) the numbers appearing on the dice in a game (such as craps); (o) the numbers appearing in a game of roulette; 1.6.2. A secondary player may place a new bet with apparently better odds if it is unlikely that the primary player will make a winning decision for the secondary player.

[0184] In various embodiments, after finding out information about the game, the secondary player may be allowed to place a bet on the game to be played by the primary player. This bet may be made with odds clearly favoring the primary player. For example, assume that the primary player has an initial hand of video poker consisting of Ks, Kc, 10h, 3c, and 7d. Unbeknownst to the primary player, but known to the secondary player, the next four cards in the deck are Ah, Kh, Qh, and Jh. Thus, in various embodiments, if the primary player discards Ks, Kc, 3c, and 7d, the primary player will achieve the highest paying outcome, a royal flush. The secondary player may be allowed to bet four coins on the game. The secondary player wins one coin for a pair, jack, or better, two coins for two pair, three coins for three of a kind, and 800 coins for a royal flush. Thus, the secondary player may bet four coins with a clear chance of winning 800 coins. In fact, the secondary player would win 800 coins. However, it would be highly unlikely that the primary player would discard a pair of kings to draw four cards. Thus, the primary player would likely keep the pair of kings, draw three cards, and end up with three kings, which would only pay the secondary player three coins back. Thus, in various embodiments, the strategy of the primary player may be predicted, such as by a casino server. The predicted strategy may be, for example, an optimal strategy in the absence of knowledge of future outcomes (e.g., future cards in the deck). Based on a prediction of the primary player's strategy, the casino server may offer the secondary player betting opportunities such that the house will maintain its advantage given the predicted strategy.The same betting opportunities afforded to a secondary player may put the house at a disadvantage if the primary player is able to utilize knowledge of future outcomes (such as future cards in the deck), and thus the secondary player may place bets on the game in the hope that the primary player will deviate from an optimal or conventional strategy. 1.6.3. The secondary player may provide hints.

[0185] In various embodiments, the secondary player may have the opportunity to communicate a hint to the primary player. A hint may take the form of a suggested decision. For example, a hint may indicate that the primary player should discard the first and third cards of his hand of video poker. A hint may take the form of a veto. For example, the primary player may first indicate a strategy choice, such as a combination of cards to discard in a game of video poker. The secondary player may provide an indication that such a strategy should not be followed. The secondary player may only be allowed one veto, or may be allowed up to a predetermined number of vetoes. A hint may take the form of information regarding the symbols or outcomes of a game. For example, in a bonus round of a slot machine game, the secondary player may inform the primary player of the number of coins behind door 2. There may be more coins behind door 3, but the secondary player may only be allowed to give a hint regarding door 2 in some embodiments. 1.6.4. A secondary player may be watching a primary player for entertainment purposes. A secondary player may observe facial expressions during good results or near misses.

[0186] In various embodiments, a secondary player may derive entertainment or other satisfaction from observing the actions of a primary player. The secondary player may, for example, observe the primary player playing a game in which the primary player wins a large payout. The secondary player may observe (from a video recording) the primary player's facial expressions and see the change in expression from a normal expression to one of surprise and excitement. The secondary player may select to participate in games that have or have caused an emotional impact on the primary player. The secondary player may select games in which a payout of a predetermined amount or more has been won, games in which a certain outcome (e.g., a winning outcome) has been achieved, games in which a jackpot has been achieved, games in which a bonus round has been played, etc. The secondary player may also select games in which the primary player is likely or clearly likely to realize a large payout. For example, the secondary player may select a game in which the primary player has four cards for a royal flush in video poker and draws a fifth card. The secondary player may also select a game in which two of the three reels of a slot machine are lined up with the jackpot symbol. 1.6.5. A search is performed to find games that approximate high payout outcomes or contain any other characteristic.

[0187] In various embodiments, a secondary player may receive information regarding various upcoming, occurring, or already occurring games. Based on this information, the secondary player may select a game to participate in or watch. The secondary player may have games that he has played, primary players that he would like to bet on, dealers for games that he would like to participate in, etc. The secondary player may also wish to participate in games knowing about the outcome or other information regarding the game. For example, the secondary player may wish to participate in a game in which the first two reels of a slot machine show the jackpot symbol.

[0188] In various embodiments, a secondary player may indicate desired criteria regarding games. Various games that meet the criteria may be made available for the secondary player to participate in. The secondary player may then select one or more of the games to participate in. In various embodiments, once a secondary player indicates certain criteria, the secondary player may automatically begin participating in games that match the criteria. The criteria indicated by the secondary player regarding games may include: (a) the game has a particular dealer; (b) the game has a certain number of players; (c) the game is being played on a certain gaming device; (d) the game is being played on a certain type of gaming device; (e) the game is being played by a certain primary player; (f) the game meets certain characteristics (e.g., age, race, martial status, etc.); (g) the game has a potential payout above a certain level (e.g., the game has a payout of 1000 times the amount bet or more); (h) the game has an expected payout above a certain level (e.g., an expected payout of 95% or more of the initial bet); (i) the game has a bonus round; (j) the game is being played in a certain location; (k) the game is being played on a certain date and time; (l) the game is or will be a winning game (e.g., the game pays out at least three times the primary player's initial bet); (m) the game features an outcome that has almost all of the required symbols required for a large payout (e.g., a game of video poker has four cards for a royal flush). 1.6.6. Prohibition of cooperation In various embodiments, measures may be taken to prohibit cooperation between the primary player and the secondary player. The secondary player may be able to give the primary player and himself an advantage by communicating with the primary player, especially if the secondary player knows information about the game, such as hidden cards in the deck. As described above, the identity of the primary player may be protected from the secondary player. Similarly, the identity of the secondary player may be protected from the primary player. One or both of the primary and secondary players may be kept in an enclosed area that reduces the possibility of communication, such as a soundproof room or a Faraday cage. Signal detection means, such as antennas, may be placed near the primary or secondary players to detect possible communication between them. Cell phones, pagers, Blackberries™, and other communication devices may be temporarily confiscated from one or both of the primary and secondary players. The secondary player may only participate in the game after one or more games, including all games in which decisions have been made. 1.7. What happens if a machine requires serving mid-spin? What happens if a primary player takes too long to finish a game? In various embodiments, the completion of a game may be delayed or prevented. For example, a gaming device may malfunction midway through a game. A primary player may begin a conversation with a friend midway through a game of video poker, delaying his decision in the game for several minutes. A secondary player participating in a delayed game may become annoyed by the delay and may wish to end the game in some manner. 1.7.1. The game will end automatically.

[0189] In various embodiments, a game may be terminated automatically, such as by a casino. An automatically terminated game may in fact be a copy of the original game, allowing the primary player to terminate the original game himself. However, the secondary player may receive a payout based on the automatically terminated game. A game may be terminated using a predetermined strategy, such as an optimal strategy. A game may be terminated using a random strategy, for example, where one of a number of possible strategies is randomly selected. 1.7.2. The secondary player makes decisions in the game.

[0190] In some embodiments, the secondary player may have the opportunity to end the game by making his own decision. For example, if the game is blackjack, the secondary player may indicate a decision such as "hit" or "stand" to end the game. The secondary player may end the copy of the original game, in various embodiments. This allows the primary player to end the original game himself. The copy of the original game may include a second game that has one or more parameters or aspects similar to the first game. For example, in the copied version of the game, one or more of the player's hands, the dealer's hand, the order of cards in the deck, the prizes available after a particular door in a bonus game, etc. may be the same as in the original game. 1.7.3. The bet is returned to the secondary player.

[0191] In various embodiments, when a game is delayed, bets placed by a secondary player on the game may be returned to the secondary player. 1.7.4. The secondary player is given the expected value of the player's winnings at that point in the game.

[0192] In various embodiments, an expected payout or winnings to be paid to the secondary player when a game is delayed may be provided to the secondary player, in some embodiments a function of the expected payout, such as the expected payout less a fee. 1.8. Communications Between Secondary and Primary Players In some embodiments, the primary player and secondary player may be given the opportunity to communicate. The communication may be via text, voice, or any other means. The communication may be via a casino server. The communication may be monitored by the casino, such as by a computer program or a casino representative. The communication may be edited or banned if inappropriate or threatening conversation occurs and / or if the communication provides an unfair advantage to the primary or secondary player in any way. The secondary player sends help to the primary player, for example, "You should hit here."

[0193] In some embodiments, the secondary player may send help to the primary player. The secondary player may impart strategies to the primary player in games such as blackjack, video poker, and live poker. In video poker, the secondary player may suggest which cards the primary player should discard. In blackjack, the secondary player may suggest whether to hit, stand, double down, split, etc. In a live game of poker, the secondary player may advise the primary player whether to check, bet, raise, fold, or call. The secondary player may also suggest the amount of a bet or raise. The secondary player may provide other suggestions or opinions, such as suggesting that another player is probably bluffing. The secondary player may provide additional information, such as the probability of various events occurring given a certain strategy. For example, the secondary player may indicate that the primary player has 2 to 1 odds of being able to withstand a flush if the primary player continues in a poker game. 1.8.2. The secondary player takes over the game.

[0194] In various embodiments, a secondary player may take the place of a primary player in making decisions in a game. For example, the secondary player may transmit signals to make game decisions without further input by the primary player. For example, the primary player may press a button on the gaming device labeled "defer to secondary player." The secondary player may then select cards to discard, etc. from a remote terminal. The remote terminal may then transmit an indication of the cards the secondary player selected to discard to the gaming device. The selected cards are then removed from the primary player's hand and replaced with new cards. The primary player may win or lose and receive a payout based on the decisions made by the secondary player. 1.8.3. Sending chips to the primary player.

[0195] In various embodiments, a player may send a tip, other consideration, or other token of appreciation to the primary player. For example, if the primary player wins a large payout, thereby causing the secondary player to win a large payout, the secondary player may wish to express his gratitude and provide a tip to the primary player. The secondary player may give an indication that he has provided a tip to the primary player, for example, by pressing a button on a remote terminal. The casino server may then deduct the tip amount from the account associated with the secondary player and add the amount to the account associated with the primary player. The casino server may also deduct the tip amount at the primary player's gaming device or table, for example, in the form of a coin or a cashless gaming receipt. In some embodiments, the primary player may receive a gift. For example, the secondary player may pay for a bottle of wine. A casino representative, such as a waitress, may then bring the bottle of wine to the primary player. 1.9. Betting Interface A secondary player may participate in a game of a primary player using various interfaces. The interfaces may allow the secondary player to select a game to participate in, including selecting various aspects of the game, such as the machine on which the game will be played, the primary player who will play the game, the time, etc. The interfaces may allow the secondary player to select a bet type. For example, the secondary player may bet on the primary player to win or lose. The interfaces may allow the secondary player to select the amount of a bet. The interfaces may allow the secondary player to insert cash or other consideration, identify himself (e.g., to receive computer points), and withdraw any winnings or remaining balance. Internet The secondary player may participate using a network such as the Internet or a casino intranet. The secondary player may use a computer such as a personal computer for this purpose. The secondary player may use a computer monitor to view the options for games to participate in, the current game progress, credit balance, etc. The secondary player may input decisions using a mouse, a computer keyboard, or any other computer input device. For example, the secondary player may input a bet using the numeric keypad on a computer keyboard. The secondary player may also utilize a telephone, a cell phone, a personal digital assistant, a Blackberry™, or other device. The contents of the following U.S. patent applications listed by application number, title, and case number in parentheses are incorporated herein by reference for all purposes.Namely: (a) 10 / 835,995 “System and Method for Convenience Gaming” (075234.0121), (b) 11 / 063,311 “System and Method for Convenience Gaming” (075234.0136), (c) 11 / 199,835 “System and Method for Wireless Gaming System with User Profits” (075234.0173), (d)11 / 199,831 “System and Method for Wireless Gaming System with Alerts” (075234.0174), (e)11 / 201,812 “System and Method for Wireless Gaming with Location Determination” (075234.0176), (f)11 / 199,964 “System and Method for Providing Wireless Gaming as a Service (g) 11 / 256,568 “System and Method for Wireless Lottery” (075234.0178), (h) 11 / 210,482 “System and Method for Peer-to-Peer Wireless Gaming” (075234.0179), and (i) 60 / 697,861 “Enhanced Wireless Gaming System” (075234.0183). Devices used by the secondary players to participate in games may communicate with a casino server over a network, as is commonly known in the art. Messages are exchanged between the devices used by the secondary players and the casino. The messages may take the form of bit streams represented by electrical pulses, light pulses, or any other practical representation. 1.9.2. Felt tables with live dealers In various embodiments, a secondary player may participate in a game by sitting at a table and interacting with a casino representative. The table at which the secondary player sits may be different from the table at which the primary player sits. Thus, the gaming activity of the primary player may take place at a location different from the location of the secondary player. However, the secondary player may store cash or chips at his table and specify a bet by placing chips on a portion of the table. From this table, the secondary player may observe the action in the game of the primary player, such as by using closed circuit television. Based on the outcome of the game played by the primary player, the secondary player receives a payment at his table. Thus, for example, a casino representative at the secondary player's table may collect bets from the secondary player and pay the secondary player a winnings amount if the outcome of the game of the primary player is a winning game for the primary player. The secondary player's table may be similar to that of the primary player. For example, the table may have the same shape and surface markings. The secondary player sits in the same position at the secondary player's table when the primary player sits at his table. The secondary player may enjoy a similar experience to the primary player, but without the cards, dice, or other gaming devices used at the primary player's table. In various embodiments, the secondary player's table may serve as a means for the secondary player to place bets, receive winnings, and perhaps view the games of the primary players.

[0196] In some embodiments, a secondary player plays at the same table or gaming device as a primary player. For example, the secondary player may place bets in addition to the primary player's hand. The secondary player may then receive payments based on the outcomes of the games of the primary player. 1.9.3. Casino Machines In some embodiments, a secondary player may participate in a game using a machine or terminal configured to allow participation in another game. The terminal may include a coin slot, a bill validator, a credit card reader, and / or other means for accepting value. The terminal may include buttons, keys, roller balls, and / or other input devices that can be used by the secondary player to select a game to play, select a wager, select a bet type, etc. The terminal may be in communication with a device that executes the actual game. For example, the secondary player's terminal may be in communication with a gaming device on which a primary player is playing. Thus, the terminal may receive indications of games played by the primary player, wagers, results received, and other related information from the primary player's device. The secondary player's terminal may be in direct communication with the primary player's device or may be in communication with a casino server that is in communication with the primary player's device. The secondary player's terminal may also be in communication with sensors, detectors, and / or other monitoring devices in a game played by a primary player, such as a blackjack game. For example, the secondary player's terminal may receive footage from a camera at a game of blackjack played by a primary player. In various embodiments, a dealer or other casino representative may report information about the game of the primary player. For example, the dealer may input into a keypad connected to a casino server that a primary player was dealt an ace and a ten in a game of blackjack. Such information may then be received by the secondary player's terminal and used in determining payouts for the secondary player. The secondary player's terminal may be a mobile device, such as a mobile device as provided for in Nevada bill AB471.

[0197] In some embodiments, the secondary player's terminal may be configured or set up similarly to a gaming device. The betting interface of the terminal may be designed to look similar to that of the gaming device. The graphics displayed on the housing or screen may also be similar. However, the terminal may simply reconstruct and re-display the games and outcomes generated by the gaming device. In various embodiments, the terminal may not generate its own games or outcomes, such as using its own processor or locally stored algorithms. In various embodiments, the terminal may comprise a kiosk. 1.9.4. Casino Desk In various embodiments, a secondary player may visit a casino desk, casino cage, or other casino venue where bets are placed by humans. The secondary player may select a game to play. The secondary player may place a bet. The secondary player may receive a record of his bet. This record may be, for example, a paper receipt. The record may include the name of the secondary player, the name of the primary player, the type of game, the time of the game, the machine or location on which the game was played, the amount of the bet, the terms of the bet (e.g., which outcomes constitute a winning outcome, etc.), and any other relevant information. Once the game is decided, the secondary player may return to the desk and receive payment of any winnings. 1.9.5. How to enter a bet In various embodiments, the bet amount and bet selection may be input using a button, keyboard, microphone, computer mouse, joystick, or any other input device. The secondary player may also place bets and specify bet amounts according to rules. The rules include instructions that the computer algorithm follows, which indicate rules or conditions that specify when to bet and the amount of the bet. By betting according to rules, the secondary player can save the effort of repeatedly indicating an intention to place a bet. The rules may include (a) continuing to bet $1 for each new game until the secondary player provides an indication to stop, (b) continuing to bet $1 for each new game for the next 20 games, (c) betting $1 for each game after each win and doubling the previous bet after each loss, (d) continuing to bet until the credit balance reaches 0 or $100, etc. In some embodiments, the rules may be explicitly input by the secondary player. In some embodiments, different rule sets may be predefined. The secondary player need only select one of the predefined rule sets to have his bets automatically executed according to the selected rule set. In some embodiments, the rule set specifies that the previous bet is to be repeated. The secondary player need only confirm each new bet before making it. For example, for the first game, the secondary player may simply press a "repeat previous bet" button to again bet five coins on each of the seven paylines. If such a button was not pressed, the process of re-entering the bet would be time consuming. Furthermore, the primary player may have continued on to the next game until the secondary player had time to enter the bet a second time. In various embodiments, the secondary player may indicate an intent to double the previous bet or to make the same bet that he made two games ago. 1.9.5.1. Betting Screen and Graphical User Interface Layout In various embodiments, the secondary player may select a bet type, select a bet amount, follow the progress of a game, follow the progress of a primary player, and view statistics about the gaming devices, tables, dealer, primary player, casino, etc., all utilizing a betting interface on the display screen. The display screen may also function as a touch screen, allowing the secondary player to interact with the screen by touching specific locations. A first location of the screen may include a selection area. Any number of attributes related to the game may be shown in the selection area. For example, the selection area may list several primary players. The secondary player may select one of the primary players to indicate that he or she has joined the game of the selected primary player. The selection area may provide selections such as (a) a primary player, (b) a gaming device, (c) a time, (d) a date, (e) a casino, (f) a game type (e.g., video poker, slots, etc.), (g) a dealer, (h) opponents, (i) a game outcome (e.g., a range of payouts offered by a game, such as games that pay 0-2 coins, games that pay 3-4 coins, games that pay 5-6 coins, etc.), etc. The possible selections may be presented as a menu, a scroll bar, or any other representation. The secondary player may go through various layers of selections until he or she has fully specified the game in which to participate. For example, the secondary player may first select a primary player, then a gaming device, and then a time for the game. Each set of selections may be presented as a new menu.

[0198] A second location of the screen may include a betting area. In this betting area, the secondary player may specify the amount of a bet on the game. The secondary player may specify the outcomes on which to bet, such as the paylines on which to bet and the hand on which to bet in video poker. The secondary player may also specify the amount of a bet on each payline or outcome. If different types of bets are to be made (e.g., a main bet and an insurance bet in blackjack, or a pass line and a hard eight in craps), the secondary player may specify which of the bets he or she desires. For example, the secondary player may specify a bet on whether the primary player will win or lose, or may specify a bet that the primary player will win by a certain amount.

[0199] The third location of the screen may include an area where information about the game is displayed. This area may allow the secondary player to track the progress of the game. In this area, the secondary player may see new symbols occurring (e.g., symbols on a slot reel or cards in a card game), new bets by the primary player and / or his opponents, decisions by the primary player, decisions by the dealer, hidden symbols being revealed (in a game of blackjack, the dealer's down card is returned), bets being collected (e.g., from the primary player), winnings being paid out (e.g., to the primary player). The third location of the screen may include live video, animations showing reenactments of the game, pre-recorded videos of games, pre-recorded videos showing games similar to the one in which the secondary player is participating, or any other video display. The third location may include a textual description of events in the game. For example, the textual description may be, "Joe Smith was dealt a pair of kings."

[0200] A fourth location of the screen may allow the secondary player to view statistics regarding the gaming devices, the tables, the dealer, the primary player, the casino, etc. For example, the fourth location may show the number of times the primary player has won or lost in the last 100 games, a graph showing the primary player's bankroll over the last two hours, the number of times a gaming device has recently paid out 20 coins or more, etc. The statistics may be presented in any conceivable format, such as using a table, graph, bar graph, line graph, pie chart, etc.

[0201] A fifth location on the screen may allow the secondary player to communicate with the primary player, casino representatives, other secondary players, or others. This fifth location may, for example, have a chat area where text conversations are recorded and each utterance is labeled with the name of the originator of that utterance.

[0202] A sixth portion of the screen may allow the secondary player to track his progress. For example, the secondary player may view his account balance and statistics regarding his winnings or losses.

[0203] A seventh position of the screen may allow the secondary player to cash out a portion of his winnings and / or account balance.

[0204] An eighth position on the screen may allow the secondary player to ask a casino representative to order food, etc.

[0205] As will be appreciated, the locations described herein may overlap. All locations need not have the same functionality and may have other functionality. For example, at a first time, the screen may be fully occupied by a video recording of the game. Once the game is over, the video recording may be replaced with statistics about the player. Additionally, it will be appreciated that there may be additional locations on the screen. 1.9.6. To participate in the games of a primary player, a secondary player may provide identifying information about himself / herself. The identifying information may include name, age, state of residence, nationality, driver's license number, social security number, and / or any other identifying information. The casino may use such identifying information to verify that the secondary player is authorized to place bets and / or participate in games as a secondary player. For example, the casino may use the identifying information to verify that the secondary player is at least 21 years of age. The casino may allow the secondary player to participate in the games of a primary player only if the secondary player is at least 21 years of age.

[0206] In various embodiments, the secondary player may be automatically identified by the casino. For example, the secondary player may seek to participate in a game while at a remote terminal or device. The remote terminal or device may be configured to check the identity of the secondary player before communicating with the casino. In some embodiments, the terminal or device may communicate with the casino only if the secondary player is a particular player. Thus, the casino may automatically identify the secondary player by the terminal or device at which the secondary player is present. If the terminal or device is configured to communicate with the casino only when a particular secondary player has identified himself to the terminal or device, the casino may be able to determine that a particular secondary player wishes to participate in a game. This particular secondary player may be, for example, a particular secondary player who is authorized to participate in a game. In some embodiments, the remote device or terminal may comprise a mobile device (such as a mobile device as provided in Nevada bill AB471). This mobile device may be programmed to be used only by a particular secondary player. Thus, if secondary players are allowed to place bets and the mobile device is configured to communicate with the casino only if a particular secondary player is using it, the casino can verify that the person placing a bet via the mobile device is an authorized secondary player. 1.10. A secondary player bets on an outcome that the primary player did not make.

[0207] In various embodiments, the secondary player may bet on an outcome that was not bet on by the primary player. As will be appreciated, for a given game, there may be many possible outcomes and many types of bets on the various outcomes. For example, in craps, many different bets may be placed in the same game, including pass or no pass. 1.10.1. A secondary player bets on a payline that the primary player did not bet on.

[0208] In various embodiments, the secondary player may bet on paylines of a slot machine that were not bet on by the primary player. For example, a slot machine may have three paylines, such as lines 1, 2, and 3. The primary player may bet on payline 1. The secondary player may bet on payline 2 and / or payline 3. In various embodiments, the secondary player may also bet on payline 1. In some embodiments, the secondary player is only permitted to bet on paylines that the primary player has not yet bet on. Such embodiments may help the secondary player determine a game in which the primary player has realized a winning payline and then avoid placing a bet on the same payline. In some embodiments, the secondary player may bet on paylines that were not available to the primary player at the time of play. For example, the secondary player may bet on a custom payline consisting of the top two symbols on the first reel and the lower symbols on the second reel of the slot machine. In some embodiments, the secondary player may bet on paylines that were not displayed to the primary player during play of the game. For example, a slot machine may display only one symbol on each reel in the viewing window. The symbols on each reel one position above the viewing window may not be displayed. Nevertheless, the secondary player may have the opportunity to bet on a payline that comprises a row of symbols one position above the viewing window. Similarly, the secondary player may bet on a payline that comprises a row of symbols one position below the viewing window. In various embodiments, any other paylines or outcomes may be formed using visible and non-visible symbols. For example, a payline may be formed using symbols that were visible and symbols that were not visible to the primary player. 1.10.2. In various embodiments, a secondary player may bet on symbols that were not displayed to the primary player (such symbols may have appeared above a viewing window, for example) and in some embodiments, such symbols may be displayed to the secondary player. Playing card games with unused cards. For example, in video poker, only the top ten cards may be used in a game. A secondary player would be able to play other games with cards from the lower part of the deck.

[0209] In various embodiments, the secondary player may play a game using cards, symbols, or other indicia that were not disclosed to the primary player. For example, the primary player may participate in a game of video poker. The primary player may use the top nine cards from a shuffled deck during the game. (For example, the primary player receives an initial hand of five cards and then draws an additional four cards.) However, in a standard 52-card deck, 43 cards remain in the deck. Thus, the secondary player may use the results in a game that no one knows yet. This may help to avoid situations where the secondary player may choose to participate in a game where he knows the results will be in his favor. In various embodiments, the secondary player may use cards remaining after a game of blackjack, after a game of poker, after a casino war game, or after any other game to participate in a new game. In various embodiments, the secondary player may make his own decisions in the game, for example, rather than relying on the decisions of the primary player. In various embodiments, a secondary player may utilize cards remaining in a deck for games other than the game the deck was originally used in. For example, after a deck has been used in a game of video poker with a primary player, a secondary player may use the remaining cards in that deck in a game of blackjack. 1.10.4. The secondary player bets on some function of the data from the game.

[0210] In some embodiments, a secondary player may bet on some function or transformation of outcomes or other data used in a game played by a primary player. As used herein, the term "function" may refer to a process or procedure for relating allowed inputs to outputs such that there is only one output for a unique input. The output and the inputs may be numerical or non-numerical. As used herein, a "function of" an input may refer to the resulting output when that function is used to relate an input to an output. As used herein, the term "transformation" may refer to a process or procedure for relating allowed inputs to outputs. The outcome is generated using a function of the random number used to generate the outcome in the primary game. Suppose the random number 10232 was used to generate the outcome in the primary player's game. One has the option to add 1 to this random number and 10233 is used. This could result in a completely different outcome.

[0211] Various games played at a casino may utilize random number generators. For example, a slot machine may utilize a random number generator to select a random number for each reel of the slot machine. Each random number is then used to determine the symbol that should be revealed by the corresponding reel. In various embodiments, a game played by a secondary player may utilize a new set of random numbers that is generated based on some function of the random numbers used in the game played by the primary player. For example, the random numbers used in the game played by the secondary player may be constructed from the random numbers used in the game played by the primary player by adding 1 to each of them. Thus, {10245, 31189, 19320} is transformed to {10246, 31190, 19321}. This new set of random numbers may be used as input to an algorithm (such as the same algorithm used in the game played by the primary player) to generate symbols or outcomes for the game played by the secondary player. As will be appreciated, a function of the random numbers of the game of the primary player may be used to provide the random numbers in the game of the secondary player. For example, one might be subtracted from each random number, the order of the random numbers might be permuted (eg, so that each such random number corresponds to a different one of the reels), each random number might be multiplied by a coefficient, and so on.

[0212] In various embodiments, a seed number may be used to generate random numbers, and thus, in some embodiments, a seed number used in a game played by a primary player may be transformed according to a function (e.g., added by 1) to generate a seed number used in a game played by a secondary player.

[0213] In various embodiments, a game played by a primary player may result in a first outcome having a first associated payout. The game may be disguised by changing the first outcome to a second outcome having the same payout. Thus, the primary player may see the first outcome while he is playing the game, but the secondary player may see the second outcome when he participates in the game. Monetarily, the primary player and the secondary player may have had the same experience; that is, given the same bet, both the primary player and the secondary player would have had the same payout, in various embodiments. However, the primary player and the secondary player may have observed different representations of the game. For example, assume a slot machine game includes multiple possible outcomes. Of these possible outcomes, "Bar Bar Bar" has an associated payout of 10 coins, and "Cherry Cherry Cherry" also has an associated payout of 10 coins. The primary player may play the game and obtain the "Bar Bar Bar" outcome. The secondary player may also participate in the game. When the game is offered to the secondary player, the secondary player may be shown the "cherry cherry cherry" outcome. Thus, in various embodiments, a first outcome of the game may be generated for the primary player. The casino may determine which other outcomes have the same payout as the first outcome. From the other outcomes, the casino may select one to offer to a secondary player who participates in the game.

[0214] In various embodiments, the outcomes presented to the secondary player may differ both in terms of the constituent symbols and the payouts from the outcomes identified by the primary player. However, over the course of two or more games, the secondary player may be presented with outcomes whose payouts add up to the same total as the payouts for the outcomes presented to the primary player over the course of the same two or more games. For example, both the primary player and the secondary player may participate in the same two games. In a first game, the primary player is presented with outcome A and receives an associated payout of four coins. For the first game, the secondary player is presented with outcome C and receives an associated payout of three coins. In a second game, the primary player is presented with outcome B and receives an associated payout of six coins. For the second game, the secondary player is presented with outcome D and receives an associated payout of seven coins. Thus, both the primary player and the secondary player have been presented with different outcomes over the course of the two games. However, after the two games, each received a total of 10 coins, and both received the same total payout.

[0215] In various embodiments, the secondary player may view substantially the same game as the primary player is playing. However, the game may be disguised by substituting symbols from the presentation to the primary player with new symbols for presentation to the secondary player. For example, a "cherry" when viewed by the primary player may become a "dog" when viewed by the secondary player. However, with respect to the underlying logic, the game may be identical. For example, a "cherry" may always be transformed into a "dog," and similarly, a function may exist that converts the symbols displayed to the primary player to the symbols displayed to the secondary player. The pay tables on the displays for the primary and secondary players may exhibit similar functional relationships. For example, assume that the pay table for the primary player has a line showing a payout of 15 for "cherry cherry cherry." The corresponding line of the pay table for the secondary player may include a line showing a payout of 15 for "dog dog dog." In various embodiments, other graphics may be altered. For example, the background color of a game viewed by a primary player may be blue, while the background color of the same game viewed by a secondary player may be green.

[0216] In various embodiments, the second game presented to the secondary player may be a different type of game than that presented to the primary player. However, an outcome having the same payout as the outcome that occurred in the game played by the primary player may be selected for presentation to the secondary player. For example, the primary player may be involved in a casino war game. The secondary player may view the outcome of the primary player's game, but disguised as a game of craps. For example, if the primary player wins the casino war game (e.g., by being dealt a card having a higher ranking than the card dealt to the dealer), the secondary player may be shown an animated sequence of dice rolling a 7 during the first roll of the game (i.e., a winning outcome in craps). However, if the primary player loses the game of casino war, the secondary player may be shown an animated sequence of dice rolling a 2 during the first roll of the game (i.e., a losing outcome in craps).

[0217] The various methods of disguising games described herein can, in certain embodiments, provide the advantage of making it difficult for a secondary player to determine details about the original game that he or she is participating in. For example, this may make it difficult for a secondary player to change his or her bet based on advanced knowledge about the outcome of the original game. The same random numbers are available, but with a different reel setup.

[0218] In various embodiments, a gaming device may store internal tables or functions that convert random numbers into symbols or outcomes. For example, random number 1293 may be converted to the "cherry" symbol on reel 1 of a slot machine. In various embodiments, a game played by a secondary player may utilize the same random numbers as used in a game played by a primary player. However, the game of the secondary player may have a different table or matching function between random numbers and symbols. Thus, for example, in a game played by a secondary player, 1293 is converted to a "bell" instead of a "cherry". Thus, using the same random number, the game of the secondary player may arrive at a different symbol or outcome than that which occurred in the game of the primary player.

[0219] In various embodiments, a gaming device may store internal tables or functions that convert random numbers into reel positions. For example, random number 2451 may instruct the gaming device to stop reel 1 at position 12, which is displayed in the viewing window of the gaming device. Each position of the reel may represent a symbol. For example, a reel may have 10 positions, each position corresponding approximately to 36 degrees of arc of a cyclical reel. Thus, by instructing the gaming device to stop a reel at a particular position, the random number will also instruct the reel to display the symbol represented at that position. In various embodiments, a game played by a secondary player may utilize the same random numbers as those used by a game played by a primary player. However, the position and / or order of one or more symbols may be altered. Thus, the same reel position in a game of a secondary player may correspond to a different symbol than in a game of a primary player. Thus, using the same set of random numbers, a game of a secondary player may result in different symbols or outcomes than a game of a primary player. 1.10.4.3. What happens if all the cherries are converted to bars? The secondary player bets on the actual outcome by having one side changed to the other.

[0220] In some embodiments, one or more symbols obtained in a game played by a primary player may be transformed into other symbols in a game played by a secondary player. For example, any “cherry” symbol in the game of the primary player may be transformed into a “bar” symbol in the game of the secondary player. Thus, if the primary player receives a “cherry-bell-cherry” outcome, the secondary player will receive a “bar-bell-bar” outcome. The pay table between the two games may be the same. In embodiments where the pay table is the same, a winning outcome may be transformed into a losing outcome and a losing outcome may be transformed into a winning outcome. In some embodiments, a first card in one game is transformed into a second card in the other game. For example, a 2 of hearts becomes a King of Diamonds. In some embodiments, an entire outcome in a game of a primary player may be transformed into a different outcome in a game of a secondary player. For example, a “bell-lemon-plum” may be transformed into a “cherry-cherry-cherry”. In various embodiments, when one symbol in a game played by a primary player is transformed into another symbol in a game presented to a secondary player, the same transformation may occur in the pay table. For example, assume a "lemon" in a game played by a primary player is transformed into a "tree" in a game presented to a secondary player. If there is a line in the pay table of the primary player that shows a payout of 100 for the "lemon lemon lemon" outcome, there may be a corresponding line in the pay table of the secondary player that shows a payout of 100 for the "tree tree tree" outcome. 1.10.4.4. A secondary player may bet on the original deal of cards, although 7 is now wild.

[0221] In some embodiments, symbols in a game played by a primary player may take on new meaning in a game of a secondary player. For example, in a card game, a 7 dealt in a primary player's game may be considered a wild card in a secondary player's game. Thus, for example, a primary player may receive a final poker hand of Qs, Qh, Jd, 3h, and 7s. The primary player may then be paid based on having a hand with a pair, a jack, or a better. The secondary player may be paid based on having a hand of three of a kind, because the 7 is considered a queen, which is a wild card. 1.10.4.5. A secondary player may bet against any resulting blackjack hand in poker, or vice versa.

[0222] In various embodiments, a secondary player may utilize the same symbols or outcomes obtained by a primary player, but to play a different game. For example, a primary player may participate in a game of blackjack. A secondary player may construct a poker hand using cards received by a primary player. Thus, if a primary player receives 2s, 7s, 3s, As, and 6s and scores 10 points in a game of blackjack, a secondary player may receive a flush (all spades) in a game of poker. The secondary player may bet on shifted data, for example an outcome consisting of the last two reels from one slot pull and the first reel from the next slot pull, or a poker hand consisting of the last three cards from one hand and the first two cards from the next hand.

[0223] In various embodiments, data, symbols, or outcomes from two or more games of a primary player may be combined to form one game for the primary player. For example, three cards used in a first game of the primary player and two cards used in a second game of the primary player may be combined to form one hand of cards for one game of the secondary player. The data used in successive games of the primary player may be treated as a stream of data frames, with each frame having all the data from one game. For example, each frame may include three symbols appearing on a payline of a slot machine. A new data frame stream may be constructed by shifting the frame limit (left or right) by a number of data points, e.g., by a number of symbols. Thus, for example, each frame of the new data frame stream may include the symbol from reel 2 and the three symbols preceding the symbol from reel 1. That is, a new game is constructed by utilizing the last two symbols in the first game of the primary player and the first symbol in the second game of the primary player. Thus, by shifting the data frames used in the game sequence of the primary player, a new game sequence may be generated for the secondary player. A secondary player may bet on the same outcome but with a different pay structure. For example, the secondary player may lose on a royal flush.

[0224] In some embodiments, the secondary player may receive the same outcomes as the primary player. However, the pay table that applies to the secondary player may be different from that that applies to the primary player. For example, in a game of video poker, the primary player may win 5 coins for a flush, but the secondary player may only win 2 coins. A secondary player may bet on the outcome of a primary player. For example, a secondary player may bet on whether a primary player will be winning or losing after an hour.

[0225] In some embodiments, a secondary player may place bets that depend on multiple games or outcomes of a primary player. For example, a secondary player may bet that the primary player will win the next three games in a row, or that the primary player will win the next game but lose the game after that. A secondary player may bet that the primary player's wins or losses will satisfy one or more conditions after a specified time. A secondary player may bet that the primary player's winnings will be equal to or greater than a given amount in the next hour. A secondary player may bet that the primary player's losses will be equal to or greater than $1000 in the next six hours. A secondary player may bet that the primary player will lose equal to or greater than $100 or win equal to or greater than $200 in the next 15 minutes. Winnings and losses may be net amounts of one another (e.g., a win of $20 and a loss of $10 results in a net win of $10), or may be calculated independently (e.g., total winnings are the sum of all amounts won regardless of losing bets). The secondary player may bet on statistics regarding the results received by the primary player. For example, the secondary player may bet that the primary player will receive 10 or more payouts of 20 coins or more in the next 25 minutes. The secondary player may bet that the primary player will achieve 4 full houses in the next 50 games. In various embodiments, the secondary player may track the net winnings or net losses of the primary player. So, for example, if the primary player loses $200 after an hour, the secondary player will also have lost $200. If the primary player wins $734, the secondary player will also win $734. 1.11.1. A secondary player may take the upside but not the downside of a primary player.

[0226] In some embodiments, the secondary player may make a payment or bet that gives the secondary player an amount equal to the primary player's winnings, if any, during a certain period of time, but owes the secondary player nothing if the primary player has a net loss. For example, if the primary player wins $50 during the next hour, the secondary player may also receive $50. However, if the primary player loses during the next hour, the secondary player does not owe anything beyond the original bet or payment. In various embodiments, the secondary player may receive or pay money based on one or more complex functions of the primary player's profits and losses. For example, the secondary player may receive three times the primary player's winnings (if any) during the next hour, but pay 1.5 times the primary player if there is a loss. 1.11.2. In some embodiments, a secondary player may bet that a primary player will receive five payouts of 20 coins or more. A secondary player may bet the difference between what the primary player bet and what the primary player was able to bet. The secondary player may then close a partial bet and thus win only the excess payout resulting from the excess bet.

[0227] In some embodiments, the secondary player may place bets that the primary player could have made but did not, including terminating bets that the primary player made. In this manner, the secondary player may win more than the primary player would have won if the primary player had made the bet. For example, many machines require a bet of three coins to hit the jackpot. If the primary player bets only two coins, the secondary player might bet a third and win the difference between what either player won on the three coin vs. two coin bet.

[0228] Various gaming devices have pay tables based on the number of coins bet. For example, if a player bets one coin and receives the outcome "Bell Bell Bell," the player wins 100 coins. However, if the player bets two coins and receives the same outcome, the player wins 200 coins. Many gaming devices offer better payout odds for each increment of coins bet. Thus, in the example above, if a player bets three coins and receives the outcome "Bell Bell Bell," the player wins 400 coins. Thus, the incremental payout odds for the third bet coin are better than those for the second bet coin, at least for "Bell Bell Bell." Thus, for example, if a primary player has bet only two coins in a game, a secondary player may obtain the better incremental payout odds offered for the third bet coin by betting a third coin himself. If the “Bell Bell Bell” outcome occurs, the secondary player may receive the difference between the payout for the three coins bet and the payout for the two coins bet, i.e., 200 coins, which is the difference between 400 coins and 200 coins.

[0229] In various embodiments, a secondary player may add to or end a bet on a game made by a primary player such that the total payout for both the primary player and the secondary player is a larger payout. The secondary player may receive an additional payout on his or her bet. Thus, if the payout on the primary player's bet is X and the payout on the sum of the secondary player's bet and the primary player's bet is Y, the primary player may receive X and the secondary player may receive YX. 1.12.2. In craps, you place your bet after everyone else's.

[0230] In various embodiments, a primary player in a game of craps is given the opportunity to make further bets during the game. For example, if a primary player sets a point on a pass line bet, he or she then has the opportunity to make a bet after the pass line bet, called an "odds bet." Odds bets often have no house edge and typically favor the player more than almost any other bet in the casino. However, players at a craps table often do not make odds bets or do not make the full amount of an allowed odds bet. In various embodiments, a secondary player is allowed to make any odds bet that a primary player could make. The secondary player may then be paid on the odds bet if the odds bet wins. Thus, the secondary player may enjoy the opportunity to bet at true odds without having to first make an unfavorable pass line bet. 1.12.3. In various embodiments, a secondary player may place a partial bet, such as betting a third coin on a slot machine, or an odds bet, even if the primary player has already placed such a bet. The secondary player may nevertheless receive an incremental payout on such a bet. For example, the secondary player may bet one coin that counts as the third coin bet on a slot machine. The secondary player may thus be entitled to the difference in the payout between the payout for the three coins bet and the payout for the two coins bet. 1.13. A primary player may check which players are betting on him or how many players are betting on him.

[0231] In various embodiments, the primary player may become aware of secondary players who are participating in the games of the primary player or who will subsequently participate in the games of the primary player. The primary player may receive names, pictures, and descriptions of various attributes of the secondary players (e.g., age, occupation, area of ​​residence, etc.). The primary player may also receive indicators of the performance of the secondary players while participating in the games of the primary player. For example, the primary player may see how much the secondary players have won or lost, what types of bets the secondary players have made, how many games the secondary players have participated in, how long the secondary players have participated in the games of the primary player, etc. The primary player may derive a degree of satisfaction or appreciation from the participation of the secondary players. For example, the primary player may be pleased that a large number of secondary players have participated in his games. The primary player may be pleased that he has caused the secondary players to win money. In various embodiments, the primary player may have the opportunity to communicate with the secondary players. For example, the casino server may provide contact information for the secondary player to the primary player.

[0232] In various embodiments, a primary player may be compensated based on participation by secondary players in the games of the primary player. A primary player may be compensated on a per secondary player and per game basis. For example, a primary player may receive 0.5 cents per secondary player per game. Thus, if three secondary players each participate in two games of a primary player, the primary player may receive 0.5 cents x 3 secondary players x 2 games = 3 cents. Thus, a primary player may benefit by having more secondary players and by increasing the number of games each secondary player participates in. A primary player may be compensated with a percentage of bets made by secondary players participating in his games. A primary player may be compensated with a percentage of expected winnings derived from bets of secondary players participating in the games of a primary player.

[0233] Thus, a primary player may be encouraged to communicate some value to the secondary player to make the secondary player interested in participating in his game. The primary player may communicate value, for example, by utilizing good strategy. The primary player may also attempt to provide entertainment, for example, by telling jokes or making comments about his game.

[0234] In various embodiments, the games of the primary players and / or game data may be made available for participation and / or viewing by interested secondary players. Data from the games of the primary players may be made available on an ongoing, ongoing, and / or real-time basis. The secondary players may view or participate in the games for leisure or entertainment. Data from the games of the primary players may also be broadcast or transmitted in an analog format on a television or radio program, or provided by a web page that is similarly or periodically updated. The secondary players may choose to receive or ignore as they wish. Each primary player may constitute a "channel" or "station." The secondary player may view a list of primary players, for example, similar to a list of television stations. The secondary player may then decide which primary players or "stations" the secondary player wishes to participate in. Upon selecting a primary player, the secondary player may also have the opportunity to review data regarding past games played by the primary players. For example, the secondary player may be able to see the wins and losses of the primary players in the last 20 games.

[0235] In various embodiments, the casino may select from a subset of available primary players to select primary players from which game data is made available to the secondary player. In some embodiments, the casino may act as a “disc jockey” by selecting which primary players have made their data available to others. The disc jockey may be a human (e.g., a casino representative) or a computer algorithm that automatically selects particular primary players based on a predefined set of rules or the like. The disc jockey may select primary players based on any number of factors. Primary players may be selected based on (a) recent results (e.g., recent wins or large payouts), (b) long-term results (e.g., long-term profits), (c) skill at playing the game (e.g., based on the use of basic strategy in blackjack), (d) their fame status (e.g., based on whether the primary player's name has been published in any newspaper in the past few years), and (e) a history of favoring secondary players. At any given time, the disc jockey may decide to stop making data from a particular primary player available and / or to start making data from other primary players available. For example, the disc jockey may determine that a primary player has had a losing streak and is therefore no longer of interest to any secondary players. Thus, the disc jockey may stop making data from that primary player available. For example, the disc jockey may determine that a given primary player has won large payouts and is therefore of interest to secondary players. Thus, the disc jockey may start making data from that primary player available.

[0236] In various embodiments, data regarding the games of the primary players may be made available through one or more casinos. A first casino may broadcast or transmit data from one or more games of the primary players to a second casino. This broadcast may occur via radio or television spectrum, cellular radio frequencies, microwave frequencies, copper or optical cables, or any other means. At one or more casinos, a secondary player may view the data (e.g., view games reconstructed based on the data). The data may be made available via the Internet, one or more radio stations, television, interactive television, etc. For example, a secondary player may visit a web page that lists the names or identifiers of one or more primary players. The secondary player may click on an identifier to view data regarding the games of the corresponding primary player. In some embodiments, the secondary player may set his television to a particular channel, and identifiers of the various primary players are listed in a menu. The secondary player may select an identifier from this menu (e.g., using a remote control) to bring up further data regarding the games of the primary players on the television screen.

[0237] In various embodiments, data about a game of a primary player may originate at a first casino. For example, the primary player may play a game at the first casino. The data about the game is transmitted to a second casino. From the second casino (e.g., from a terminal at the second casino), the secondary player may participate in the game. The second casino may then benefit from the secondary player by using the data from the first casino. In various embodiments, the first and second casinos may split any revenue, winnings, profits, theoretical winnings, or any other financial gains derived from the use of the data at the second casino. For example, 50% of the theoretical winnings from a bet by the secondary player (i.e., the casino's advantage over the amount of the bet multiplied by the amount of the bet by the secondary player) may be provided by the second casino to the first casino. The financial gains may be split by allocating one percentage to the first casino and another percentage to the second casino. In some embodiments, the second casino pays a flat fee to the first casino for the use of the data. The flat fee may cover all possible uses of the data (i.e., using the data in as many games as the second casino desires) or may cover a single use of the data (i.e., one game). In some embodiments, the second casino keeps a fixed financial gain from the use of the data and pays the remaining financial gain to the first casino. For example, the second casino keeps 2 cents of the theoretical winnings for each game in which the data is used and provides the remaining portion of the theoretical gain to the first casino. As will be appreciated, the financial gain may be split between the first and second casinos in numerous other ways. 1.14. The secondary player observes the game in progress.

[0238] A secondary player may have various ways of observing or tracking a game that he or she is participating in. Tracking a game may include receiving information regarding the outcome of the game, receiving information regarding symbols or indications that have appeared in the game (such as cards that have been dealt), receiving information regarding decisions available or made in the game (such as a decision by the primary player to hit or stand), receiving information regarding bets on the game (such as bets made by the secondary or primary player), receiving information regarding winnings on the game (such as bets made by the primary or secondary player), etc. 1.14.1. A split screen allows a secondary player to observe all of the casino's roulette wheels at once.

[0239] In various embodiments, a secondary player may use one or more display screens to track the progress of one or more games in which he participates. The display screens may include cathode ray tube (CRT), flat panel displays, plasma displays, liquid crystal displays, diode displays, light emitting diode (LED) displays, organic LED displays, projection displays, rear projection displays, front projection displays, digital light processing (DLP) displays, surface-conduction electron emitter (SED) displays, electronic ink displays (such as E-Ink Corp's display technology), holographic displays, and the like. A secondary player may track the progress of a game using a device such as a Blackberry®, an iPod®, a personal digital assistant, a mobile phone, a laptop computer, a camera, a personal computer, a television, an electronic book (eBook), and the like. A single screen may contain information about one game in which the secondary player participates. A single screen may also contain information about multiple games in which the secondary player participates. A display screen may display information about one game on one portion of the screen and information about other games on another portion of the screen. For example, the screen may be divided into four quadrants, each displaying information about a different game that the secondary player is participating in. A secondary player participating in two games may view one of the two games on one display screen and the other on the other display screen. The secondary player may use the multiple display screens to watch or track the progress of the games. 1.14.2. The view is provided by an overhead camera.

[0240] In various embodiments, a secondary player may follow the progress of a game in which he participates using video and / or audio recordings from near the game. For example, a camera may capture the progress of a game of blackjack being played by a primary player. By watching the video recording, the secondary player may observe cards being dealt in the game, decisions made by the primary player, decisions made by the dealer, and the outcome of the game (primary player wins, dealer wins, primary player blackjack, tie, etc.). In various embodiments, the video or audio recordings may be live or delayed, and may be recorded and played back at a later time. 1.14.3. Data is piped electronically from the slot machines.

[0241] In various embodiments, data may be captured from a gaming device or a live table game, encoded into electronic form, and transmitted to a display, speaker, or other output device that is used to present the data to the secondary player. The output device may decode the electronic data and provide it in a form suitable for human viewing. The presentation may include a textual description of events in the game. For example, the text may state, "At 9:02 PM, slot machine number 1423 delivered a Bar-Bar-Bar result. Congratulations, you have won 20 coins." The presentation may include a reconstruction of the game. For example, the game may be reconstructed using animations of the game. For example, an animated slot machine may display animated reels spinning and stopping to represent the results achieved by the actual slot machine that generated the game in which the secondary player participated. In another example, an animated dealer using animated cards may be used to reconstruct a live table game of blackjack. In various embodiments, a computer-synthesized voice may inform the secondary player of events in the game in which the secondary player participates. Only active machines are shown to the secondary player, i.e. the machine that is currently determining a certain outcome.

[0242] In various embodiments, a secondary player may participate in more than one game at a time. Not all games may progress at the same pace. For example, one game may finish while another game is in progress. In some embodiments, a game or aspects of a game may be presented to a secondary player only when an important or relevant event occurs in the game. For example, when a first game finishes, some or all of the game may be presented to the secondary player. For example, when a first game finishes, a description or image of the final outcome (such as the primary player's final hand of cards) may be flashed onto a display screen viewed by the secondary player. The image relating to the first game may be removed when a second game finishes. When a second game finishes, a description or image of the final outcome of the second game may be flashed onto the display screen. In this way, the secondary player need only view those aspects of the game that are most relevant, important, or interesting to him / her. When a game is in a boring phase (e.g., when the reels of a slot machine are spinning), the secondary player may view information about other games.Information that is deemed worth displaying to the secondary player may include information regarding decisions made in the game (e.g., the primary player has received an initial hand of blackjack and must now decide to hit or stand), information regarding decisions made in the game (e.g., the primary player has decided to hit), information regarding new cards, symbols, or other indications obtained in the game (e.g., a new reel of a slot machine has stopped displaying new symbols on a payline), information regarding the final outcome of the game, information regarding a bonus round or entry into a bonus game (e.g., the primary player has just had an opportunity to play a bonus round), information regarding symbols, cards, or other indications obtained by the dealer or opponents of the primary player, information regarding bets made (e.g., by the primary player or the secondary player), and information regarding winnings won (e.g., by the primary player or the secondary player). 1.15. Secondary players are notified when their favorite primary player is seated.

[0243] In various embodiments, a secondary player may prefer to participate in games of a particular primary player, games of a particular gaming device, games played at a particular gaming table, games played by a particular dealer, etc. The secondary player may explicitly record his or her preference, for example, by notifying the casino. In some embodiments, a secondary player may be assumed to have a particular preference, for example, based on a history of participating in games of a particular primary player. For example, if a secondary player has participated in 300 games of a particular primary player, it may be assumed that the secondary player prefers or enjoys participating in games of that primary player. In some embodiments, a casino may notify a secondary player when a game in which the secondary player is interested in participating is in progress or will be in progress. For example, assume that a secondary player indicates a desire to participate in games played by primary player Joe Smith. When Joe Smith sits down at a gaming device and begins to play, the casino may detect Joe Smith's presence (e.g., by a player tracking card inserted by Joe Smith) and then notify the secondary player that Joe Smith has begun playing. The secondary player may place a bet on Joe Smith's game. The casino may notify the secondary player using any number of communication means. A casino representative may call the secondary player, send a text or email message to the secondary player, contact the secondary player, locate the secondary player, etc. 1.15.1. A secondary player is notified regarding the presence of a primary player who has performed well for him / her.

[0244] A secondary player may be notified when a primary player begins playing if the secondary player has had favorable results when previously participating in the games of the primary player. Favorable past results may mean that the secondary player has won prizes based on all previous participation in the games of the primary player, that the secondary player has won in the most recent period in which the secondary player has participated in the games of the primary player, that the secondary player has won more than a predetermined amount (e.g., $500) in a single session while participating in the games of the primary player, that the secondary player has won a jackpot or other high paying outcome while participating in the games of the primary player, that the secondary player has won the last X games at the time of participating in the games of the primary player, or any other indication of the primary player's performance while participating in the games of the primary player. 1.15.2. Secondary players are informed of the presence of primary players with good statistics.

[0245] If a primary player has a historical record or statistics that may be of interest to a secondary player, the secondary player may be notified when that primary player begins to play. This historical record may include records of winning one or more jackpots or other high paying outcomes, winning money for other secondary players, achieving profitable sessions in the most recent game session or other previous game sessions, realizing profits during a period of time (e.g., within the last six months), etc. If a primary player with a certain popularity begins to play, the secondary player may be notified. For example, a primary player may be rated by one or more secondary players based on the secondary player's satisfaction with the primary player or other feelings toward the primary player. A primary player may be highly rated, for example, if that primary player has won money for many secondary players in the past. Thus, for example, if a highly rated primary player begins to play, the secondary player may be notified and given the opportunity to participate in the primary player's games. 1.15.3. When a good machine is in use, the secondary player will be notified.

[0246] In various embodiments, a secondary player may be notified when play has begun at a gaming device or table that is or may be of interest to the secondary player. A gaming device may be interested in a number of factors, such as whether the secondary player has won a jackpot or other high paying outcome while participating in a game of the gaming device, whether the secondary player has had a profitable session at the gaming device, whether the secondary player has had recent profitable sessions at the gaming device, whether the secondary player has had profitable sessions at other gaming devices similar to the gaming device (e.g., on gaming devices of the same type or manufacturer, etc.), whether one or more recent games of the gaming device have resulted in a jackpot or other high paying outcome, whether a recent game of the gaming device has resulted in a profit for the player of the gaming device, whether the gaming device is highly rated (e.g., by the secondary player, etc.), etc. 1.16. Secondary players pay a fee to participate in a game.

[0247] In various embodiments, a secondary player may be required to pay to participate in a game of a primary player. The amount of the payment may be based on the status, rating, outcome history, or request of the primary player. For example, if the primary player has a well-known celebrity, the fee required from the secondary player may be higher than if the primary player does not. If the primary player has a favorable outcome history (e.g., having made large profits in the past), the fee required from the secondary player may be higher than if the primary player does not. In various embodiments, the primary player may declare a fee required for a secondary player to participate in his or her games. A portion of such fees paid by the secondary player may be paid to the primary player. 1.17. Rules using outdated data in real money games There is an opportunity for cheating, since the data may already be known by the player and / or the casino.

[0248] The use of past games, outcomes, and other data about games provides an opportunity for an advantage by any entity with knowledge of the data. For example, a casino may offer a secondary player the opportunity to participate only in games where outcomes known by the casino are losing to the player (i.e., winning against the casino). In another example, a secondary player may have already participated in a game (as a primary player) and know the outcome of that game in advance. Thus, the secondary player may bet larger on a game if he knows it will result in a winning outcome for him, and bet smaller or not at all on a game if he knows it will result in a losing outcome for him. Before the original data is generated, it may be tagged for reuse at a specific future date and time. In this way, the casino may not need to make a decision as to whether or not to use the data.

[0249] In various embodiments, before a game is played for the first time, the casino specifies the date, time, location, and / or any other circumstances under which the game will be made available for participation by others. The circumstances under which the game will be made available may be selected randomly, according to an algorithm, or in any other manner. Once the circumstances for future participation in the game have been determined, the game may begin. In this manner, the casino determines the future circumstances under which the game will be made available for participation by others (such as secondary players) before knowing the outcome of the game. Thus, the casino cannot decide not to allow participation in a game if it finds that the game will bring a jackpot for that player. In various embodiments, the determination of the future circumstances under which the game will be made available for participation by others is binding on the casino. Regulators track when the game should be made available for future participation and verify that the game is actually made available. In various embodiments, a player or other entity may not necessarily know the circumstances under which the game should be made available. Thus, a player cannot selectively choose which games to participate in based on prior knowledge of the outcome. In various embodiments, a record is stored that contains information about the game and the circumstances under which the game will subsequently be made available for participation by others. Data may be placed in a queue, and when it reaches the head of the queue it must be used.

[0250] In various embodiments, when a game is first played or created, data or information about the game is placed in a queue. Games from the queue are then made available for participation by secondary players based on a first-in first-out (FIFO) model. Thus, games are made available for participation based on a relatively straightforward scheduling algorithm, and no decision is made by the casino as to when a game is made available for participation. In various embodiments, other scheduling algorithms may be used. For example, games may be made available according to a last-in first-out (LIFO) scheduling algorithm. Any other scheduling algorithm may be used, especially if the casino has little control over the schedule once it knows the outcome of the game. 1.17.3. Some data sets may be used only after other data sets.

[0251] In various embodiments, data regarding a second game may be associated with data regarding a first game. This association may provide that the data regarding the second game may be used to enable participation in the second game by the secondary player only if the data regarding the first game is used. Similarly, data regarding a third game may be associated with data regarding the second game such that it is used only if the data regarding the second game is used. In this manner, through a chain of associations, data regarding each game may be made available sequentially, enabling the secondary player to participate in a series of games. The data regarding each game may be associated in many ways. For example, data regarding the first and second games may be stored in locations having sequential addresses in a semiconductor memory. The casino accesses each memory location sequentially by address, thereby making the data regarding the first and second games available successively. In some embodiments, data regarding a given game may be associated with an index. This index may be a numerical index, for example using an integer number. With such an indexing scheme, for example, data relating to a game associated with index 235 may be made available once data relating to a game associated with index 234 has already been made available. In some embodiments, the index may be a time. This time may represent the time when the associated data was originally generated or the time when the data should be made available again. For example, when the time associated with a data set actually matches the current time, that data set may be made available to allow a secondary player to participate in a game generated using that data. 1.17.4. The date, time and / or machine from which the generated data is randomly selected In various embodiments, games made available for participation by a secondary player are randomly selected using one or more randomly selected variables or parameters. For example, a time and / or date may be randomly selected. Once a secondary value is selected, for example, games to be played at that date and time may be made available for participation by a secondary player. The gaming device, player, dealer, casino, location, and game type may also constitute randomly selected parameters. In various embodiments, multiple parameters need to be selected at one time to narrow down the overall game to one game. For example, determination of a unique game, date, time, and machine number may be required. In various embodiments, these parameters may be selected by the secondary player, the casino, or a third party such as a regulator. In various embodiments, the parameters may be selected after the game is played for the first time. 1.17.5. The secondary player may select the time and / or machine.

[0252] In various embodiments, a secondary player may select the date, time, machine, or other parameters used to select a game, and this selection is not necessarily made randomly. 1.17.6. The regulator may select the time and / or the machine.

[0253] In various embodiments, a third party, such as a game regulator, may select the games that are made available for participation by a secondary player. The third party may not be betting specifically on the outcome of the games. As such, the third party may not have a bias toward selecting games that will be winning for the secondary player or winning for the casino. The regulator or other third party may not necessarily select the games directly. The third party may select one or more parameters (such as time, date, machine number, etc.) that can be used to select games that match the selected parameters. 1.17.7. A player who had his or her own Player Tracking Card in the gaming device when the data was originally generated and who is prohibited from playing games based on that data.In various embodiments, the casino may verify that the secondary player was not participating in the game and / or did not know the outcome of the game at the time of the first play of the game. The casino may verify that the player was not staying at the casino's hotel on the date or time the game was played. For example, the casino may check records of who checked into the hotel on the game day. The casino may check if the player inserted a player tracking card into the gaming device or if there is a record on the game day. The casino may verify the presence of the player not only on a specific day, but also for a longer or shorter period of time. For example, the casino may verify that there is no record of the player's presence in the five days surrounding the game day. The casino may verify that there was no player in the city where the game was played at the time the game was played. For example, the casino may verify that there is no record of the player in any other casino affiliated with the casino (e.g., with the same ownership as the casino) on the game day. The casino may use any feasible means to verify that the player did not know anything about the game or the outcome of the game. 1.17.8. Do not allow bet size changes.

[0254] In various embodiments, a secondary player may be prohibited from changing the size of his bet during a game session. In particular, a secondary player may be prohibited from changing his bet size if he is participating in a game that has previously been played initially. This may prohibit a secondary player from changing his bet size based on prior knowledge of the game outcome. For example, a secondary player may be prohibited from placing a larger bet when he knows the game outcome will be favorable and from placing a smaller bet when he knows the game outcome will be unfavorable. 1.17.9. Wagering Limits for Games In various embodiments, there may be limitations on the size of bets made on games that have already been created or played. For example, a secondary player may not be allowed to bet more than $1 on a game that has previously been played. In this manner, the casino's losses are limited even if the secondary player knows the outcome of the game. In some embodiments, the total amount of bets made on a game may be limited. For example, bets made by all secondary players participating in a game may be limited to less than $5 in total. 1.17.10. Restrictions on winnings In various embodiments, a cap may be placed on the possible winnings or payouts for a game. For example, if the payout for the "Bell Bell Bell" outcome in the original game was 2000 coins, the potential payout for the same game may be reduced to 500 coins when a secondary player is participating in the game. This may limit potential losses to the casino due to a secondary player knowing the game outcome. 1.17.11. Fake Games In various embodiments, one or more aspects of the game may be disguised before a secondary player is allowed to participate in the game. Thus, secondary players who previously participated in the game may not be able to recognize the game and bet accordingly. The game may be disguised in a number of ways. One or more graphics of the game may be altered to have a different appearance. For example, a "cherry" symbol may be represented by a different shade of red, or with three cherries emerging from a stem instead of two. In some embodiments, new symbols are substituted for old symbols. For example, rather than a "cherry" symbol, the game may use a "blueberry" symbol. However, an outcome with a blueberry may result in the same win as an outcome with a cherry symbol in the original game. In some embodiments, sound effects are altered or disguised. For example, the background music of the disguised game may be different from that of the original game. In some embodiments, animations or video sequences may be altered. For example, the reels of a gaming device may be represented as spinning faster or slower than in the original game, or may be represented as more jittery. For live games, one or more player characteristics may be hidden or disguised. For example, the face of a live game dealer may be blurred on the screen of the game. In some embodiments, a new face may be overlaid on the old face of the dealer or player to enhance the effect of disguise. As will be appreciated, there are many ways to disguise a game so that the outcome is unpredictable even to players who are familiar with the original game. As described elsewhere herein, a game may be disguised by using different game aspects while maintaining the same underlying events, outcomes, logic, etc. In some embodiments, a game may be generated and provided using at least two steps. In a first step, the outcome of one or more random events is determined to determine the final outcome and final payout of the game.In a second step, data regarding the random events, the final outcome, and the final payout are utilized to generate a graphical display for the player. For example, such data may be provided to the second step when it is determined that the player will receive an outcome consisting of three similar symbols, with an associated payout of 200 coins. In the second step, a graphical rendering of the reels of the slot machine is generated, such rendering showing the reels spinning and ultimately resulting in an outcome having three similar symbols. Additionally, the graphical rendering may include a flashing message saying, "Congratulations, you won 20 coins." It will be appreciated that the first step may be performed by a first device, processor, algorithm, or algorithm set, and the second step may be performed by a second device, processor, algorithm, or algorithm set. Thus, the second device, processor, algorithm, or algorithm set may be deleted and replaced with a third device, processor, algorithm, or algorithm set. This third device, processor, algorithm, or algorithm set may generate graphics, graphical renderings, or other display formats that are different from the second device, processor, algorithm, or algorithm set. Thus, the basic structure of the game remains the same, but is presented using different aspects. 1.18. Choosing a Game Dimension In various embodiments, a secondary player may select a game to participate in based on one or more attributes of or associated with the game. The secondary player may indirectly select a game by first selecting an attribute and then having the opportunity to participate in one or more games having the selected attribute. Various attributes may be particularly meaningful to the secondary player and thus the secondary player may desire to play games having those attributes. In various embodiments, a casino may select games having attributes that are expected to be meaningful to the secondary player. In various embodiments, a casino may provide a secondary player with the ability to search for games based on one or more attributes of the game. 1.18.1. Select a special day In various embodiments, a secondary player may find a particular date to be meaningful, and thus the secondary player may select a game that was played on that date. If the casino knows a date that is meaningful to the secondary player, the casino may select for the player a game that is played on that date. 1.18.1.1. Select the secondary player's birth date.

[0255] A date that is meaningful to a secondary player may be a birthday. The birthday may be the birthday of the secondary player, the secondary player's relative, the secondary player's pet, the secondary player's friend, etc. The secondary player may indicate to the casino that such a date is meaningful to the secondary player. Thus, the casino may select for the secondary player a game that was played on that date. The casino may also have a record of the secondary player's birthday based on information provided to the casino by the secondary player. For example, the secondary player may have provided the casino with his or her birthday when signing up for a player tracking card or when receiving a loan from the casino. The casino may select a game that was first played on the secondary player's birthday without a request from the secondary player. 1.18.1.2. Choose the day when a big jackpot was won.

[0256] In various embodiments, a secondary player may wish to play a game that was first played on the day that a large payout, such as a jackpot, was won. This may provide the secondary player with an opportunity to participate in games in which a jackpot was won. The secondary player may indicate to the casino that he or she wishes to play a game that was first played on the day of a large jackpot. The casino may then allow the secondary player to participate in one or more games that were played on the day of the jackpot. The secondary player may not know the date on which the large jackpot was won. Thus, the secondary player may request to be allowed to participate in games from the same date on which the most recent large jackpot was won. 1.18.1.3. Choose a day when the progressive was still large. The secondary player may have a shot at a large progressive.

[0257] In various embodiments, a secondary player may desire to have the opportunity to win a large progressive jackpot. As is known, the size of a progressive jackpot may vary over time. Typically, the more time that passes without the progressive jackpot being won, the larger the progressive jackpot becomes. The current size of the progressive jackpot may not be large enough to satisfy the secondary player's needs. Thus, the secondary player may desire to participate in older games from a time when the progressive jackpot was larger. Thus, the secondary player may request to participate in games that were first played when the progressive jackpot exceeded a certain threshold. Thus, the casino may allow the secondary player to participate in such games. 1.18.2. Selection of gaming device In various embodiments, a secondary player may search for a gaming device that has a desired attribute or characteristic. Upon finding a gaming device with a desired attribute or characteristic, the secondary player may select to participate in a game played on the gaming device. The secondary player may search for gaming devices using a search form. In this search form, the player may select from various characteristics of the gaming device, some of which are described below. 1.18.2.1. A secondary player may search for gaming devices based on the past results of the gaming devices. For example, a secondary player may search for gaming devices based on the past results of the gaming devices if (a) the gaming device has paid out an amount equal to or greater than X in the last Y hours, (b) the gaming device has paid out an amount equal to or greater than X overall, (c) the gaming device has paid out an amount equal to or greater than X over the amount it has received in the last Y hours, (d) the gaming device has paid out an amount equal to or greater than X over the amount it has received overall, (e) the gaming device has provided players with winning games in X% of its games in the last Y hours, (f) the gaming device has provided players with winning games in X% of its games from the last Y games, (g) the gaming device has provided players with winning games in its last Y games, (h) the gaming device has provided players with winning games in its last Y games, (i) the gaming device has provided players with winning games in its last Y games, (j) the gaming device has provided players with winning games in its last Y games, (k) the gaming device has provided players with winning games in its last Y games, (l) the gaming device has provided players with winning games in its last Y games, (m) the gaming device has provided players with winning games in its last Y games, (n ... A search may be conducted to find gaming devices that have one or more of the following characteristics: (h) the gaming device has provided the player with winning games in X of the most recent games; (i) the gaming device has paid out X payouts higher than Y in the last Z games; (j) the gaming device has paid out a jackpot in the last X days (or other period); (k) the gaming device has paid out X jackpots overall; (l) the gaming device has offered X bonus rounds in the last Y games; (m) the gaming device has offered X bonus rounds ever. 1.18.2.2. A secondary player may search for gaming devices based on the characteristics or game types of the games played on the gaming devices. The secondary player may be able to determine whether a gaming device is a particular game device, based on the following criteria: (a) the gaming device uses mechanical reels; (b) the gaming device uses video reels; (c) the gaming device has three reels; (d) the gaming device has five reels; (e) the gaming device has X reels; (f) the gaming device accepts a certain betting denomination (e.g., pennies, nickels, quarters, dollars, etc.); (g) the gaming device has X paylines; (h) the gaming device has one payline; (i) the gaming device has three paylines; (j) the gaming device has multiple paylines; (k) the gaming device allows multiple bets per payline; (l) the gaming device is manufactured by a particular manufacturer; (m) the gaming device or the games on the gaming device were introduced in the last X years (e.g., the games are new games); (n) the gaming device has a particular theme (e.g., I Love Lucy, Regis (e.g., Philbin), (o) the gaming device comprises a slot game, (p) the gaming device comprises a video poker game, (q) the gaming device comprises a video blackjack game, or (r) the gaming device is part of a gaming device group (e.g., a gaming device group in which the outcome of one gaming device may affect the outcome of other gaming devices in the gaming device group). 1.18.2.3. A secondary player may search for gaming devices based on one or more payouts that may be provided by the gaming device. Such payouts may be associated with a primary player of a gaming device obtaining a particular outcome at the gaming device. A secondary player may search for gaming devices that have payouts of X times the bet or more, payouts of X or more, and / or at least X payouts greater than Y. A secondary player may search for gaming devices that have X or more outcomes that have paid Y or more. A secondary player may search for gaming devices that have a payout frequency or a range of payout frequencies. For example, a secondary player may search for gaming devices that pay out on average between every 5 games and every 7 games. 1.18.3. Simulated games meet the search criteria.

[0258] In various embodiments, a secondary player may specify search criteria to seek a game to play in. The casino may offer the secondary player an opportunity to play in a simulated game that matches the search criteria. For example, the secondary player may search for a game of blackjack where the dealer's upcard is a six. The casino may then offer the secondary player an opportunity to play in a simulated game of blackjack where the dealer has an upcard of a six. The simulated game may have been simulated in the past. For example, the casino may have simulated a number of games in the past and stored data about the games. The casino may then find a game from a set of stored games such that the found game matches the secondary player's search criteria. The casino server may then offer the secondary player an opportunity to play in the found game. In the example above, the casino server may offer the secondary player the possibility to play in a simulated game where the dealer has an upcard of a six. In various embodiments, the simulated game may include a game in which player decisions are made by a computer routine. In various embodiments, the simulated game may include a game in which random events are generated using a computer routine. In various embodiments, a secondary player may perform a search for games of a primary player that meet certain criteria. The casino may generate one or more simulated games that meet the search criteria once the search criteria are specified by the secondary player. For example, the secondary player may search for a series of games in which the primary player won ten games in a row. In response, the casino may simulate the series of games. The casino may continue to simulate games until the simulated primary player has won ten games in a row.The casino may then, for example, offer the secondary player an opportunity to next participate in the simulated game. In various embodiments, the casino may configure one or more games that meet the secondary player's search criteria. For example, if the secondary player is interested in participating in a game of craps where the first roll of the dice is an 8, the casino may start a simulated game with the first roll being an 8. Subsequent rolls of the game may be randomly generated. In the embodiments described herein, a search made by the secondary player for a particular type of game may be satisfied by the simulated games and / or games configured by the casino server. In various embodiments, the odds, payouts, rules, and / or required stakes of a game may be changed when the secondary player specifies criteria that the game must meet. For example, if the secondary player specifies a game of blackjack where the primary player has a good starting hand (e.g., a total of 11 points), the payout for a winning hand may be reduced. 1.18.4. Searching for trends In various embodiments, a secondary player may search for a particular trend or pattern in one or more games. For example, a secondary player may search for 10 consecutive games played by the same primary player where the primary player won all 10 games. Upon detecting a trend, the secondary player may participate in games that follow the trend. For example, a secondary player may detect a trend of roulette spins where three consecutive spins result in 13. The secondary player may participate in the roulette spins following the three spins that resulted in 13. The secondary player may not know the outcome of the spin following the three spins that resulted in 13.The secondary player may be able to determine whether or not a particular symbol (e.g., a bell) has occurred in every game played by the same primary player, (a) a series of consecutive games played by the same primary player in which the primary player lost every game, (b) a series of consecutive games played by the same primary player in which the primary player won every game, (c) a series of consecutive games played by the same primary player in which the primary player tied in every game, (d) a series of consecutive games played by the same primary player in which the primary player has generated at least a predetermined net winnings amount, (e) a series of consecutive games played by the same primary player in which the primary player has generated at least a predetermined gross winnings amount, or (f) a series of consecutive games played by the same primary player in which a particular symbol (e.g., a bell) has occurred in every game played by the same primary player. A variety of trends may be searched for, including a sequence of consecutive games played, (g) a sequence of consecutive games played by the same primary player where the primary player alternated every game between winning and losing, (h) a sequence of consecutive spins of roulette that resulted in the same outcome (e.g., a four), (i) a sequence of consecutive spins of roulette that resulted in the same type of outcome (e.g., a red outcome), (j) a period of time (e.g., five minutes) during which 80% of the blackjack games played by any primary player were winning, (k) a period of time (e.g., an hour) during which three jackpot outcomes were won at slot machines in a casino, (l) a sequence of games in which a certain starting hand occurred at least 20% of the time (e.g., a primary player received a blackjack at least 20% of the time), and the like. In various embodiments, a secondary player may search for primary players with the highest losing numbers in a given population for a given period of time. For example, a secondary player may search for primary players who lost the most at reel slot machines in an hour. In various embodiments, a secondary player may search for a primary player who will be the highest winning player within a given pool within a given period of time.In various embodiments, a secondary player may search for primary players who have the highest payouts of $50 or more in a given time period for a given group. In various embodiments, a secondary player may search for primary players who are the highest losers over their entire playing session compared to any other primary players. In various embodiments, a secondary player may search for trends based on an area of ​​a casino. For example, a secondary player may search for an area of ​​a casino where games played in that area in the last hour have resulted in a net winnings to all players of $3000. In various embodiments, a secondary player may search for trends based on a type of game. For example, a secondary player may search for a type of game where games of that type have resulted in an average winnings to primary players of $20 or more in the last X minutes. In various embodiments, a secondary player may search for trends based on primary players with certain characteristics. For example, a secondary player may search for a trend where primary players from Arkansas have won an average of $50 or more per play in the last hour. 1.18.5. Primary Player Selection In various embodiments, a secondary player may search for a primary player with a desired attribute or characteristic. Upon finding a primary player with the desired attribute or characteristic, the secondary player may choose to participate in the games of that primary player. The secondary player may search for a primary player using a search form. In the search form, the player may select from various characteristics of the primary player, some of which are described below. For example, the secondary player may enter a desired age or age range for the primary player. The secondary player may also select the characteristics of the primary player from a menu. For example, the secondary player may select one of the 50 states from a menu indicating a desired place of residence for the primary player. As will be appreciated, the secondary player may search for a primary player in numerous other ways. For example, the secondary player may communicate a description of the primary player to a casino representative (such as via text message). The casino representative may then check records of people currently playing at gaming devices or currently checked into a hotel (e.g., via an inserted tracking card) to attempt to identify anyone who fits the description provided by the secondary player. In some embodiments, the secondary player may seek out a unique individual. That is, the secondary player may provide a description that can only be fulfilled by one person in the world. For example, the secondary player may provide a name. In some embodiments, the secondary player may provide a description that can be fulfilled by multiple primary players or by any primary player. The secondary player need not have a specific individual in mind. 1.18.5.1. A secondary player may search for a primary player based on the primary player's past results. For example, a secondary player may search for a primary player based on the primary player's past results if (a) the primary player has won an amount equal to or greater than X in the last Y time periods, (b) the primary player has won an amount equal to or greater than X overall, (c) the primary player has made a profit equal to or greater than X in the last Y time periods, (d) the primary player has made a profit of X overall, (e) the primary player has won X% of his games in the last Y time periods, (f) the primary player has won X% of his games out of the last Y games, (g) the primary player has won X of the most recent games, (h) the primary player has made a payout of X greater than Y in the last Z games, (i) the primary player has won X of the most recent games, (ii) the primary player has won X of the most recent games, (iii) the primary player has won X of the most recent games, (iv) the primary player has won X of the most recent games, (v) the primary player has won X of the most recent games, (vi) the primary player has won X of the most recent games, (vii) the primary player has won X of the most recent games, (viii ... A user may search for primary players with one or more of the following characteristics: (a) primary player has won X payouts greater than Y; (b) primary player has won a jackpot in the last X days (or other period); (c) primary player has won X jackpots overall; (d) primary player has used an optimal strategy in the last X games; (e) primary player has used a good or expert level strategy in the last X games; (f) primary player has played X bonus rounds in the last Y games; (g) primary player has played X bonus rounds in the last Y games; (h) primary player has played X bonus rounds in the last Y games; 1.18.5.2. A secondary player may search for a primary player based on a past relationship between the primary player and the secondary player. A secondary player may search for primary players in games in which the secondary player previously participated. A secondary player may search for primary players who, when participating in a game of the primary player, (a) won a jackpot, (b) contributed a profit, (c) contributed X bonus rounds, (d) won X of the last Y games, (e) won X% of the last Y games, (f) won X more than Y payouts, etc. 1.18.5.3. A secondary player may search for primary players based on demographic characteristics of the primary players. For example, a secondary player may search for primary players based on one or more of the primary players' (a) age, (b) race, (c) marshal status, (d) number of children, (e) number of grandchildren, (f) religion, (g) hometown, (h) residence, (i) gender, (j) occupation, (k) income, (l) disability status, (m) education level, (n) high school, (o) college, etc. For example, a secondary player may wish to participate in games of primary players who share one or more demographic characteristics with the secondary player. 1.18.5.4. A secondary player may search for primary players based on hobbies enjoyed by the primary players. For example, a secondary player may search for primary players who are fans of a particular sports team or who enjoy a particular game or sport. 1.18.5.5. A secondary player may search for primary players with whom the secondary player has previously been associated or connected. A secondary player may search for primary players of games in which the secondary player previously participated. A secondary player may search for primary players of games in which the secondary player previously won money, hit a jackpot, won a large payout, or had other outcomes that may be of interest to the secondary player. 1.18.6. A secondary player may search for games based on game attributes. This search may be specific to an individual game. For example, a search may distinguish between two games played by the same primary player on the same gaming device. In some embodiments, a secondary player may search for games in which a certain amount has been won. For example, a secondary player may search for games in which three coins have been bet. A three coin bet may provide the primary player of the game with the right to hit a jackpot. A secondary player may search for games in which X paylines are activated, or games in which X hands of video poker are being played simultaneously. A secondary player may search for games based on the date and time the games were played. 1.18.6.1. In some embodiments, a secondary player may search for games based on events that have occurred within the game. For example, the game may have already occurred or the game may be in progress at the time of the secondary player's search. The secondary player may search for games in which (a) a particular set of cards has been dealt (e.g., a video poker game in which a pair was dealt in the opening hand, or a hand of blackjack in which a total of eleven cards was dealt in the starting hand), (b) a particular symbol of a certain outcome has been determined (e.g., two bar symbols appearing on the reels of a gaming device from an outcome of three symbols), (c) a bonus round has been reached, and / or (d) a certain level of bonus has been reached, etc. Offering games that involve secondary players.

[0259] At some point, the secondary player may be ready to participate in games with particular attributes. These attributes may be attributes specified by the secondary player. For example, the secondary player may search for games with particular attributes, or may have provided an indication that he or she wishes to participate in games with particular attributes. In some embodiments, the casino may want to have the secondary player participate in games with particular attributes for other reasons. 1.18.7.1. Actual games from the past are provided.

[0260] Given an attribute or set of characteristics, the casino may retrieve data about past games that have that attribute or set of characteristics. Past games may be games that have actually been played by real human players. For example, when a secondary player indicates a desire to play a game of video poker played by a 60-year-old primary player, the casino may retrieve data about games that have actually been played in the past by a 60-year-old primary player and played on a video poker machine. The retrieved data may be used to display information about the game to the secondary player (e.g., displaying screenshots of cards dealt in the game), determine what the outcome of the game was, determine if the secondary player was a winner based on bets he made on the game, and determine the amount to be paid to the secondary player. The data about past games may be indexed by each attribute, such as the player's age or type of game. Thus, games may be searched by attribute, and data about games that have the attributes desired by the secondary player may be retrieved. 1.18.7.2. Historical simulated games will be provided.

[0261] Given a set of attributes or characteristics, the casino may extract data about simulated past games. The games are not played by real humans. In some embodiments, the outcome of the game may have been determined prior to play by a real human. However, a person (such as a secondary player) may have participated in the game before the outcome was generated. For past games originally played by live players, the data about the simulated past games may be stored in a database and indexed by attributes. The data about the past games may then be searched according to the desired attributes. This data may then be used to reconstruct the game for the secondary player and determine the outcome and amount to be paid to the secondary player. 1.18.7.3. The current actual game is provided.

[0262] Given an attribute or set of characteristics, the casino may determine a current game in progress that has that attribute or set of characteristics. For example, a 60-year-old primary player from Wisconsin may be currently participating in a game at a video poker machine that has been dealt an initial hand of a pair. A secondary player may be permitted to participate in the game in progress. For example, the secondary player may be permitted to place bets on what the final outcome of the game will be. In various embodiments, the secondary player does not need to have the same pay table advantage as the primary player, because the secondary player places bets during the course of the game and has more information than the primary player at the start of the game. 1.18.7.4. A current simulated game is provided.

[0263] Given a set of attributes or characteristics, the casino may simulate a game having the attributes or characteristics. The casino may, for example, use a computer algorithm to determine the cards that are dealt in a card game (such as video poker) or to determine the symbols that are displayed in a simulated reel slot machine. For example, if the secondary player wishes to participate in a video poker game, the casino may simulate a video poker game. If the secondary player wishes to participate in a video slot machine game, the casino may simulate a video slot machine game. In various embodiments, the casino may use algorithms to simulate games that are typically played on gaming devices along with table games. For example, the casino server may simulate craps, blackjack, or poker. When other players are in a regular game, the casino may use computer algorithms to simulate decisions made by a human. For example, to simulate a poker game, the casino may use an algorithm designed to bet, call, fold, raise, or check according to preprogrammed rules. In some embodiments, the secondary player may wish to participate in a game in which a particular symbol or outcome occurs. In some embodiments, the casino may simulate multiple games until a desired symbol or outcome occurs. The secondary player may have the opportunity to participate only in games in which the desired symbol or outcome occurs. For example, a secondary player may indicate a desire to participate in a game in which three of a kind was dealt in the first hand of a game of video poker. The casino may deal several simulated hands of video poker. Only when the casino eventually deals the first hand having three of a kind, such as by random probability, does the casino allow the secondary player to place bets and receive winnings on the final outcome of the game.In some embodiments, the casino may first accept bets from a secondary player, simulate multiple games until a game with desired characteristics is simulated, and then pay out to the player based on the outcome of the game with the desired characteristics. In some embodiments, the simulation may begin with a game with the desired attributes. For example, if the secondary player wishes to play a game of video poker with a starting hand of three cards, the simulation may begin by dealing three cards. The simulation may randomize the remaining cards (e.g., shuffling the cards remaining after three cards of the same rank have been dealt). The game continues with two additional cards being dealt from a randomized deck to complete the initial hand, after which one or two cards are discarded and the discarded cards are replaced with new cards from the randomized deck. In various embodiments, the secondary player may or may not have the opportunity to make decisions in the simulated game. For example, in some embodiments, the secondary player may select cards to discard in a game of video poker. In some embodiments, the cards to be discarded may be selected automatically, for example, by a computer algorithm utilizing an optimal poker strategy. 1.18.7.5. Notification is provided when a game with the desired characteristics is played.

[0264] Given a set of attributes or characteristics, the casino may determine when such games are or may be played. For example, a secondary player may wish to participate in a game played by a primary player at a three-reel slot machine. This primary player has three children and has a birthday in April. The casino may determine that a primary player with three children and a birthday in April is in fact seated at the three-reel slot machine. The primary player may have already been playing for 20 minutes and will likely continue to play. Thus, the secondary player may be permitted to participate in the primary player's games from that point onward. The casino may notify the secondary player that a primary player with the desired characteristics has been detected and that the secondary player may begin placing bets in the primary player's games. Additionally, the casino may begin transmitting information about the primary player's games to the secondary player. 1.19. Secondary players participate in games that offer progressive jackpots.

[0265] In various embodiments, a secondary player may participate in a game in which a primary player is eligible to win a progressive jackpot, however, in various embodiments, the progressive jackpot constitutes a single pool of money and therefore cannot be paid out in its entirety to multiple individual players. 1.19.1. The secondary player receives a fixed substitute.

[0266] In various embodiments, when a primary player hits a progressive jackpot, a secondary player playing the same game receives a fixed payout, which may be some predetermined amount, such as $10,000. 1.19.2. The secondary player receives a fixed percentage.

[0267] In various embodiments, when a primary player hits a progressive jackpot, secondary players playing the same game receive a percentage of the progressive jackpot. 1.19.2.1. The primary player receives the full or lesser amount and the secondary player may receive payment.

[0268] In various embodiments, when a secondary player receives a percentage of a progressive jackpot won by a primary player, the amount received by the primary player from the jackpot may be reduced accordingly. For example, if a secondary player receives X% of a progressive jackpot, the primary player may receive 100-X% of the progressive jackpot. In various embodiments, for each bet made on a game that has a progressive jackpot, a portion of that bet contributes to increasing the size of the progressive jackpot. Thus, when a primary player and a secondary player each make separate bets on a game, a portion of the primary player's bet may be added to the size of the progressive jackpot and a portion of the secondary player's bet may contribute to the size of the progressive jackpot. A fixed contribution to the progressive jackpot may be required for each game. Thus, when both a primary player and a secondary player participate in a game, the primary player's contribution to the progressive jackpot may be smaller for that game than if only the primary player participated in the game. In various embodiments, the primary player may receive the full amount of the progressive jackpot. The amount received by the secondary player may be equal to or greater than the amount paid to the primary player. The secondary player may receive an amount equal to a predetermined percentage of the progressive jackpot, such as 10% of the progressive jackpot. 1.19.3. A portion of the progressive amount is set aside for the secondary player before payment.

[0269] In various embodiments, a progressive jackpot is divided into two or more portions. A first portion is available to be won by a primary player. A second portion is available to be won by a secondary player. If a progressive jackpot is won in a game, a primary player who participates in that game will win a portion of the progressive jackpot available to primary players, and a secondary player who participates in that game will win a portion of the progressive jackpot available to primary players. If there is no secondary player in a game, a portion of the progressive jackpot available to secondary players may remain unclaimed. 1.19.4. Is progressive only for secondary players.

[0270] In various embodiments, a progressive jackpot (other similar terms used herein may include “progressive prize”, “progressive prize pool”, “progressive pool”, “progressive payout”, etc.) may grow from contributions only of the secondary player. The progressive jackpot may be available to be won only by the secondary player. For example, for each bet made by a secondary player on a particular type of game, a portion of that bet may be reserved and added to the progressive jackpot. If a secondary player who subsequently participates in that type of game wins the progressive jackpot, the jackpot may be awarded to that secondary player. The size of the progressive prize pool may then be reduced to zero. In some embodiments, once the progressive prize pool has been claimed, a subsequent pool may be provided by the casino with an amount, such as $10,000, to capture interest from secondary players. In various embodiments, a display viewable by a secondary player may track the size of the progressive. For example, a secondary player may participate in a game using a mobile phone (such as a mobile device such as those provided for in Nevada bill AB471). The mobile device may keep a running tally of the size of the progressive pool on its display screen.

[0271] In various embodiments, two or more separate progressive jackpots may be available to a secondary player. In various embodiments, a secondary player may be eligible to win progressive prizes based on the location or geographic area from which the secondary player participates in the games. For example, a secondary player who participates while seated at Casino A may be eligible for a first progressive prize pool of $10,000. Another secondary player who participates while seated at Casino B may be eligible for a second progressive prize pool of $20,000. Progressive prize pools may be based on (a) the demographics of the secondary player, such as age, date of birth, place of origin, marshal status, education level, etc. (there may be a first progressive pool for secondary players age 60 and over and a second progressive pool for secondary players age 59 and under); (b) the particular type of game the secondary player is playing (e.g., there may be separate progressive pools for slot machine games and video poker games); (c) the location or geographic area in which the secondary player is playing (e.g., there may be different progressive pools for different casinos, cities, states, etc.); (d) the date and time in which the secondary player is playing (e.g., For example, there may be different progressive prizes offered during each of the six hours of a day; (e) the identity of the primary players (there may be a first progressive prize pool associated with the games of a first set of primary players and a second progressive prize pool associated with the games of a second set of primary players); (f) the characteristics or circumstances of the primary players (the primary player's demographics, location, etc.); (g) the bet made by the secondary player (for example, a secondary player may be eligible for a first progressive prize if his bet is $3 or more and a second progressive prize if his bet is less than $4).A progressive prize pool may be available to be won by a secondary player based on one or more characteristics or circumstances of the secondary player, including, but not limited to, the number of times a progressive prize pool is won ... For example, if a secondary player is expected to play 10,000 games within a given time period that has a probability of hitting a progressive, the probability of hitting each game may be set at 1 / 5000. The probability of hitting a progressive within that time period may be approximately 86%. In some embodiments, because the casino knows in advance the outcome of the games played by the secondary player, the casino may purposely offer to play at least one game that will win a progressive prize. Such games may be offered during any time period during which a progressive prize is guaranteed to be won. In various embodiments, two or more progressive prize pools may be simultaneously made available for acquisition by the secondary player. One progressive pool may be associated with a relatively short time period and another progressive pool may be associated with a relatively long time period. For example, a first progressive prize pool may be hit on average once a year. In fact, the first progressive prize pool may be guaranteed to have a winner every year.The second progressive prize pool may be won, on average, once per day. The secondary player may be eligible to win either of the progressive prize pools in the same game. In some embodiments, the secondary player may only win the first progressive prize pool during participation in the first game. In some embodiments, the secondary player may only be eligible to win the second progressive prize pool during participation in the second game. 1.19.5. Secondary players may not play progressive games.

[0272] In various embodiments, a secondary player may not be allowed to participate in games with progressive payouts. 1.19.6. The secondary player wins the full progressive amount.

[0273] In various embodiments, when a progressive payout is won in a game, the secondary player may receive the full amount of the progressive. For example, assume a primary player wins a progressive jackpot in a game where the progressive jackpot is $100,000. The primary player may receive the $100,000. The secondary player may also receive the $100,000. 1.19.7. Organizing additional funds to be paid to secondary players.

[0274] In various embodiments, a progressive payout (such as a progressive jackpot) may consist of funds that are reserved until the time when the jackpot needs to be paid out. If the progressive jackpot is won in a game in which the secondary player is participating, the progressive jackpot is transferred to the primary player and additional funds must be obtained by the casino to pay the secondary player. In various embodiments, the casino may pay the secondary player from a separate pool of funds, such as an account used by the casino for general business expenses. In some embodiments, the secondary player may receive a promise of payment. The secondary player may receive a portion of the contribution towards future progressive payouts. For example, the secondary player may receive 50% of all portions of the bet reserved against future progressive jackpots until the future progressive jackpot is won. 1.20. Anti-Vulture Rules A secondary player may be prohibited from playing in games that have positive expected value.

[0275] Various situations may arise with respect to a gaming device or live table game where the betting situation is favorable to the player. Favorable situations may include situations where a player is expected to receive, on average, 100% or more of his or her bet from a winning game. For example, if a progressive jackpot or other payout in a slot machine reaches a certain level, the slot machine may return, on average, 100% or more of the bet. In some slot machines, certain symbols, tokens, or other objects may be accumulated per game. For example, the Double Diamond Mine® manufactured by IGT allows a player to accumulate diamond symbols per game. When ten diamond symbols from a reel are accumulated, the player receives a payout. A slot machine with the accumulation of such objects may return, on average, 100% or more of the bet. A game of blackjack, such as a live table game of blackjack, may return 100% or more of the bet if the cards remaining in the deck are dominated by one type of card (e.g., a high-numbered card).

[0276] In various embodiments, a secondary player may be allowed to search for past games in which the expected payout is 100% or more of the bet. For example, a secondary player may search for games in Double Diamond Mine® where nine diamond symbols have already been accumulated on each reel. In another example, a secondary player may be allowed to search for gaming devices in which the progressive jackpot has exceeded a certain threshold. The secondary player may be permitted to participate in such games. However, in some embodiments, a secondary player may be prohibited from participating in games in which the expected payout is 100% or more of the bet. In some embodiments, a secondary player may be permitted to participate in games that return 100% or more of the bet only if such games occur during a longer play sequence or session period. For example, a secondary player may be permitted to participate in a Double Diamond Mine® where nine diamonds have been accumulated on each reel only if the secondary player has already participated in a previous game played on the same slot machine.

[0277] Tracking Usage of Game Data In some embodiments, a game originally played at a first casino or other establishment may subsequently be reconstituted at a second casino or establishment. For example, a secondary player at the second casino may participate in the game originally played at the first casino. The second casino may derive revenue, profits, or other monetary gains from the reconstitution of the game at the second casino. For example, when a secondary player bets on a game at the second casino, the second casino may expect to win, on average, a portion of the amount wagered. In some embodiments, the second casino may compensate the first casino for the right to use or reconstitute the game originally created or played at the first casino. In various embodiments, usage of the game for participation by secondary players may be tracked. Tracking such usage may enable tracking of how much the first casino (e.g., the casino that originally created the game) is benefiting and tracking how much the second establishment (e.g., the casino that reconstituted the game for play by the secondary player) is benefiting. Usage of the game at the casino may be tracked in several ways. Data about the game, such as a game identifier, may be stored in a database. The time the game was reconstituted may be stored. Other items that may be stored include (a) the identity of the secondary player who played the game, (b) the amount wagered on the game, (c) the amount won or lost by the casino that reconstructed the game, (d) the type of bet on the game, (e) the number of secondary players who participated in the game, (f) the locations of the secondary players who bet on the game, and (g) the amount paid to the casino that originally created the game. Data about each game may not be stored in some embodiments. Data about blocks or groups of games may be stored. For example, a casino may store a record indicating that a group of 1000 games was reconstructed in the afternoon of August 17, 2010, and that a total of $40,000 was wagered on the games.

[0278] In various embodiments, a casino that uses or reconstructs one or more games may send a report regarding the usage of the games to the casino that originally created the games. For example, the casino that reconstructs the games may send a printed report with each line of the report detailing the game, the date the game was reconstructed, the amount wagered, the amount paid to the casino that originally created the game, etc. This report may be a paper or electronic report. The report may be sent by mail, email, fax, download from the Internet, or any other means. The report may cover one game or a group of games. The report may be sent in real time (e.g., a report regarding the usage of a game may be sent to the casino that originated the game when the game is used or immediately after the game is used), periodically (e.g., hourly), or once (e.g., at the end of the period during which the casino that used the game is permitted to use the game by the casino that originally created the game).

[0279] Data stored by the casino regarding the utilization or reconstruction of games within the casino may be obtained from devices used to play by the secondary player. For example, the terminal at which the secondary player participates in games may store and / or transmit various data to the casino server, such as the amounts wagered by the secondary player, the games played by the secondary player, etc.

[0280] In various embodiments, casinos using data about games originally created at other casinos may track or record the use of various images associated with the games. Copyright royalties may be paid to the owners of the images based on the use of the images. Additionally, the casino that originally created the game may track the use of images from the game. 1.21. Rogue trading paradigm Under this paradigm, the establishment wants to invest the minimum amount possible in casino infrastructure, including games, and grants a license to become a casino operator. Alternatively, the establishment plans to reuse data from real casinos, set up a good appearance, and open for business.

[0281] In various embodiments, an operator may set up a gaming establishment that solely or predominantly utilizes games or outcomes that have already been generated. This may save the operator various costs, including perhaps the costs of purchasing gaming equipment, the costs of acquiring accounting software and other infrastructure, and the costs associated with complying with various regulations. For example, by reusing already generated outcomes, the operator does not need to purchase expensive gaming equipment to generate original outcomes. Furthermore, the operator does not need to submit such gaming equipment for regulatory approval or inspection. In some embodiments, an operator of an establishment that only reuses already generated games and outcomes may not be required to undergo the same type of regulatory approval as an establishment that generates original games and outcomes. In some embodiments, an operator of an establishment that reuses games and outcomes does not need to submit equipment used by secondary players to the same type of regulatory approval process that regular gaming equipment (such as slot machines) undergoes. Rather, the regulatory approval process may be simpler for equipment used only by secondary players. In some embodiments, an entire establishment that only reuses games or outcomes may not be subject to the same regulatory process as an establishment that generates original outcomes. Rather, the regulatory process may be simpler for an establishment that only reuses games or outcomes.

[0282] In some embodiments, by utilizing already generated results, the operator may utilize already generated accounting data to account for amounts received and amounts won and lost based on the results, and thus the operator may conserve accounting software and other accounting infrastructure, such as networks or intranets, for communicating accounting related information. 1.21.1. Using a shell machine to simply display results from another machine In various embodiments, an operator may install machines or devices with simplified functionality. These machines may include cash acceptance means, credit card acceptance means, or other acceptance means contemplated for use in betting. The machines may include output devices such as a microphone for audio output, a display screen for video or graphical output, etc. The machines may also have dispensers for cash, coins, cash, tokens, chips, cashless game receipts, or other means. Payouts to players may be contemplated based on amounts won during game participation or based on amounts remaining from an initial deposit made by the player. The machines may also have a media player and / or media storage device. For example, the machines may include a DVD player or VHS player. The machines may have VHS tapes, DVDs, CDs, flash memory, or other media storage devices. The machines may also have a network interface for receiving and transmitting information over a network, such as an intranet or the Internet. The network interface may include a wireless network interface, such as an antenna. Optionally, the machines according to various embodiments may accept recordings of past games to be stored on a storage device, such as a DVD. The machine may accept cash from the player. The machine may then accept an indication of a wager. The machine may then accept a signal to start a game from the player. The player may transmit the start signal, for example, by pressing a button labeled "Spin" on the machine. The machine may then play a stored video or other representation of the game from the DVD to the player. For example, the machine may play a 10-second video clip from the DVD. The video clip may show a past game that has occurred on an actual slot machine. The machine may determine the outcome of the game. For example, the DVD may store, in association with each game, information regarding the payout or payout ratio associated with the game.Based on the payout information, the machine may pay the player. The player may be paid, for example, by dispensing cash via a dispenser on the machine or by adding to the player's credit balance stored on the machine. In various embodiments, the machine itself does not generate any outcomes or games. The machine simply plays previously generated games. In various embodiments, the machine may reconstruct a game based on a limited amount of information about the game. For example, the machine may receive information about the outcome of a game. The machine may then display an animated sequence showing slot reels spinning and stopping to indicate the outcome. In some embodiments, the machine need not store information about previous games locally on the machine. Rather, the machine receives information about past games over a network. Once the information about past games is received, the machine may reconstruct past games for a secondary player at the machine. 1.21.2. Simplified regulatory license Operators do not need to generate their own accounting data.

[0283] In various embodiments, a casino operator may generate a number of original games or outcomes. Based on these outcomes, the casino may generate records of amounts won, amounts lost, totals, amounts paid in taxes, etc. Such data may constitute accounting data. The casino operator may then share such accounting data with a second casino operator that reuses the results generated by the first casino operator. Because the outcomes used are the same, the accounting data required may be the same or similar. Thus, in some embodiments, the second casino operator may receive accounting data from the first casino operator and reuse the accounting data for its own records. 1.21.4. Advance inspection of data is not permitted, as this would expose fraudulent transactions to prosecution with prior knowledge of the outcome.

[0284] In various embodiments, an operator who uses past games or outcomes may be prohibited by law, regulation, custom, or other policy from gaining knowledge of the games or outcomes prior to participation in the game by a secondary player. In this manner, the operator may be prevented from selectively making available games or outcomes that are unfavorable to the operator. 1.22. Multi-level poker games In various embodiments, a poker game is played. The poker game may include multiple live players at a table in a casino. The poker game itself may be referred to as a first tier game. Based on the first tier game, a second tier game may be played. The second tier game may involve a different set of players. In some embodiments, the second tier game has one player for each player in the first tier game. Each person in the second tier game may be associated or matched with a person in the first tier game. In various embodiments, a person in the second tier game may bet on what their associated player will do in the first tier game. For example, a player in the second tier game may bet on whether their associated player in the first tier game will check, bet, raise, call, or fold. Additionally, a person in the second tier game may bet on the amount that their associated person in the first tier game will bet. For example, if Joe in the second tier game is associated with Sue in the first tier game, Joe may bet that Sue will raise by at least 30 chips. In various embodiments, no one in the second tier game can communicate with anyone in the first tier game, and vice versa. In various embodiments, a person in the second tier game knows the cards of their associated person in the first tier game, but does not know the cards of any other players in the first tier game.

[0285] In various embodiments, a person in the second stage game may check, bet, raise, fold, or call against other people in the second stage game, or may bluff and hope that the other people in the second stage game will fold. If there are more than one players remaining in the second stage game when the first stage game reaches its conclusion, the pot in the second stage game may be awarded to the people in the second stage game based on the outcome of the first stage game. That is, if a person in the second stage game is associated with a person in the first stage game who won the first stage game, the person in the second stage game will also win in the second stage game. In some embodiments, the outcome of the second stage game is determined as if each person in the second stage game held the cards of the associated person in the first stage game. In various embodiments, if a player in the first stage game folds, the associated player in the second stage game automatically folds, thereby losing in the second stage game.

[0286] In various embodiments, there may be higher tiers. For example, the third tier may include the same number of players as in the second tier (or equivalently the first tier). Each player in the third tier may be associated with a player in the second tier. Thus, a player in the third tier may be automatically associated with a player in the first tier who is associated with a player in the second tier who is associated with a player in the third tier. That is, one player in each tier may be associated with a particular hand of cards, and all such players may be associated with each other. Players in the third tier may bet on which bets will be made by associated players in the second or first tier, and how much will be bet by such players. Further players in the third tier may make bets against each other that are determined by the results of the lower tiers. A player in the third tier may win a prize if he does not fold, if a player associated with him in the second tier does not fold, if a player associated with him in the first tier does not fold, and if a player associated with him in the first tier has the best poker hand at the end of the first tier game. However, if an associated player in the first or second tier folds, the player in the third tier is automatically folded. Note, however, that a player in the second tier is not automatically folded if an associated player in the third tier folds. It will be appreciated that there may be any number of tiers, with a fourth, fifth, sixth, etc. tier functioning similarly to that described with respect to the first three tiers. In some embodiments, a person in a tier higher than the first tier may view the cards of all players in the first tier. 1.22.1. There may be time limits for people at higher tiers so that we can see what happens in the actual game.

[0287] In some embodiments, players in the second or higher tier may have a time limit for making bets or other gaming decisions. This time limit may force players in the second or higher tier to take action before the game progresses in the first tier and before the players in the second or higher tier discover important information from reviewing players in the first tier that may have aided them in their gaming decisions. 1.22.2 Higher level games may not be played in a live environment, so higher level players may bet after the fact.

[0288] In various embodiments, second, third and higher tier games may be played after a first tier game has been played, and thus playing of the action in the first tier game may be stopped until all appropriate actions have been taken in the higher tier games. 1.22.3. Stages can be formed among people in the pool using handheld devices.

[0289] In various embodiments, second, third or higher tier games may be formed between players remote from the poker table. For example, players poolside at a casino may participate in second tier games using portable devices such as personal digital assistants. Thus, second tier players may benefit from the work of a dealer and the use of physical cards without having to be physically present at a poker table. 1.23. In various embodiments, a first secondary player may receive notifications regarding the activities of the primary player and / or the second secondary player. Activities that trigger a notification may include (a) a primary player inserting a tracking card into a gaming device, (b) a primary player inserting cash or other consideration into a gaming device, (c) a primary player providing a tracking card or other identifying information to a table game (e.g., a blackjack game), (d) a primary player purchasing chips in a table game, (e) a primary player placing a bet in a slot machine game, (f) a primary player placing a bet in a game, (g) a primary player participating in a game, (h) a primary player receiving a payout in a game, (i) a primary player checking into a hotel, (j) a primary player paying for a meal at a restaurant (thereby identifying himself, for example, by a credit card), etc. Similar activities by a second secondary player may trigger a notification of the first secondary player. If the primary player is flagged or has been flagged for any reason, such as being interested in the first secondary player, a notification may be sent to the secondary player. For example, a first secondary player may have indicated that the primary player is the secondary player's favorite player.Thus, a first secondary player may wish to be notified of times when a primary player is playing or will be playing so that he may have the opportunity to participate in the games of the first primary player. Notifications may be sent to devices of a second secondary player, including a cell phone, personal digital assistant, Blackberry, laptop, personal computer, television, etc.

[0290] Notifications may also be sent to the first and second secondary players under other trigger conditions. A notification may be sent to the first secondary player if the eligible primary player (a) is playing a certain game (e.g., the favorite game of the second secondary player), (b) has a trend, such as a winning trend or a losing trend (e.g., the primary player wins 10 games in a row, the primary player loses games in a row), (c) the primary player wins a certain amount of money (e.g., the primary player wins more than $100), etc. Notifications may be sent to the first secondary player based on similar trigger conditions related to the second secondary player. 1.24. The embodiments described herein need not apply only to casino games. Rather, when applicable, the disclosed embodiments may apply to a wide variety of games, contests, sporting events, random events, unknowns, and the like. When applicable, the disclosed embodiments may apply to anything that may be the subject of a bet. The disclosed embodiments may apply to table games, video games, boxing matches, sporting events, equity price movements, bond price movements, other marketable securities movements, election results, weather, temperature, average test scores of a group of students, and the like. For example, a secondary player may bet on whether a stock price will go up or down in the next 10 minutes. Note that in various embodiments, a primary player need not be explicitly present. For example, a secondary player may bet on the temperature for a future date, even if there is no primary player to generate the temperature. 1.25. The embodiments described herein need not apply only to complete games. When applicable, the embodiments described herein may be applied to events within a game. For example, a secondary player may bet on the next card a primary player will receive in a game. A secondary player may bet on the next roll of the dice, on the number of times a player will hit in a game of blackjack, on the total points of the dealer's hand in a game of blackjack, on the contents of the flop in a game of Texas Hold'em poker, etc. A secondary player may be notified when a certain sequence of events occurs. For example, a secondary player may be notified when the last ten cards dealt in a game are red cards (i.e., hearts or diamonds). A secondary player may view historical data regarding events within a game. For example, a secondary player may look up historical data regarding the number of times the number 12 has been rolled in craps in the last ten minutes. 1.26. Secondary players shall only watch the primary players.

[0291] In various embodiments, a secondary player may wish to watch the play of a primary player, watch the games of a primary player, watch the facial expressions of a primary player, follow the strategy of a primary player, learn past results of a primary player, or simply track a primary player. A secondary player may wish to track a primary player without placing or risking any money on the games of the primary player. For example, a secondary player may wish to watch the games of a primary player who is a celebrity. Simply watching a famous player may provide entertainment to the secondary player.

[0292] A secondary player may search for primary players based on any number of criteria, such as those described above. A secondary player may search for primary players based on name (e.g., Ben Affleck), demographics, celebrity status (e.g., names that generate more than 1000 hits in a Google search), typical bets (e.g., a secondary player may search for players who bet more than $100 per game), winning or losing history, strategies used, facial expressions (e.g., a computer algorithm may score the expressiveness of the primary players' faces, allowing the secondary player to search for the most expressive faces), and / or any other criteria.

[0293] In various embodiments, a secondary player may pay a fee for watching the games of a primary player. The fee paid by the secondary player may allow the casino to profit from the secondary player even if the secondary player does not place a bet. The secondary player may pay a fee per game watched, per hour watched, or based on some other metric. In various embodiments, the primary player may receive a portion of the fee paid by the secondary player.

[0294] In various embodiments, the primary player's permission must be obtained before a secondary player can track the play of the primary player. 2. Betting on smaller aspects of someone else's game, such as what the next card will be, or what the next roll of the dice will be, etc.

[0295] In various embodiments, persons not directly participating in casino games may bet on various events of a game. Events may include the roll of dice, the drawing of cards, the spin of a roulette wheel, the spin of a slot machine reel, etc. Events may be determined in the form of numbers shown on the top of the dice, the rank or suit of a card drawn, the numbers achieved by a roulette wheel, symbols appearing on the reels of a payline, etc. Events may also include decisions or actions by players that relate directly to a game. For example, events may include a player deciding to hit or stand in blackjack, a player deciding to bet or fold in poker, a player deciding which prize door to select in a bonus round of a slot machine game, etc. Such events may be determined in the form of actual decisions made. For example, actual decisions made by players may include "hit", "draw", or "fold". Events may include decisions made by a dealer in a game. For example, in a game of Pai Gow poker, an event may include the arrangement of a dealer's seven cards into a two-card hand and a five-card hand. The determination of the event can take the form of an actual five-card hand arranged by the dealer and an actual two-card hand.

[0296] The term "payout odds" as used herein may refer to a specification of the amount a player will receive per bet in the event of a win. For example, payout odds of 3:2 means that a player will receive 3 units for every 2 units bet (in addition to keeping the original bet) if the bet wins. It will be appreciated that payout ratios can be readily determined from payout odds through mathematical operations. Thus, it will be appreciated that the embodiments described herein using payout ratios can be readily implemented with payout odds.

[0297] For a given event, an appropriate set of payout ratios may be determined. For example, if a secondary player bets on a roll of a six-sided die on a 2, the secondary player will receive 5 times the original bet if a 2 is actually rolled (a payout ratio of 5). Note that it is assumed that the player initially waives his or her bet. Thus, the net profit is 4 times the original bet if a 2 appears. The payout ratio set may be determined based on the inherent probability of various possible resolutions of the event. In the above example, the inherent probability of rolling a 2 is 1 / 6. Thus, a payout ratio of 5 attempts to provide the player with a payout commensurate with the inverse probability of the winning resolution while still allowing the casino profit on average.

[0298] Once the event has been determined, it may be determined whether the secondary player has won. For example, assume that a secondary player bets that the next card dealt in a game of poker will be the ace of spades. Once the next card is dealt, it is determined whether the card is in fact the ace of spades and the secondary player has won. If the secondary player wins, the secondary player is paid according to the payout odds.

[0299] In various embodiments, the events on which a secondary player bets do not constitute a complete game for a primary player of the game. For example, the outcome of a game of video poker is based not only on the next card but also on at least four other cards that make up a complete poker hand. Thus, a primary player may place a bet and receive a payout based on the outcome of the first and second events of the game and the amount of his or her bet.

[0300] In various embodiments, a secondary player may be remote from a game. For example, a primary player may participate in a game while physically present at a slot machine, video poker machine, table game, or other gaming location. However, the secondary player may be remote from the primary player, such as 50 feet away, in a different room, in a different building, in a different city, etc.

[0301] In various embodiments, a secondary player may bet on events of a game after the game has finished, for example, a secondary player may bet on events of a game that finished last week.

[0302] The events of the game may be unknown to the secondary player because the secondary player may not have observed or participated in it when it was originally played. 2.1. Betting Interface In various embodiments, a secondary player may use a betting interface to bet on events within a game. The betting interface may be a graphical user interface and may include interactive features such as buttons, microphones, touch areas, mice, keyboards, and other features that accept a secondary player's betting instructions. An example betting interface is shown in FIG. 9. The betting interface shown in FIG. 9 includes an area in which the names of the available primary players are listed. A secondary player may select to bet on events of a game played by these primary players. Next to each primary player is listed an indication of the outcome of the last event. For example, next to primary player Robert Clemens, a jack of spades is listed, indicating that in the last event in which a card was dealt in Robert Clemens' game, the outcome of the event was that a jack of spades was dealt. Next to Sue Baker, a "bar" is listed, indicating that in the last event in which Sue Baker's game, the event was a random outcome of symbols displayed in the viewing window of the slot machine, and the outcome of the event was that a bar appeared. In the case of TeeBone, the most recently dealt card was the Two of Hearts. The betting interface shown in FIG. 9 includes two game windows in which the secondary player bets on events within the game. In the TeeBone game, the secondary player bets $5 that the next card dealt in the game will be a Club. In Sue Baker's game, two symbols have already appeared in the viewing window of the slot machine game in which Sue Baker is participating. The state of the game is such that the secondary player may bet on a third symbol that will yet appear in the same game of Sue Baker. The secondary player may use a "bet menu" area of ​​the screen to select symbols to bet on.Currently, the betting menu area has a "cherry" symbol appearing, however, the secondary player may scroll through further symbols in the menu and select a symbol to bet on (e.g., by touching three times in succession, etc.). 2.2. Determining the Pay Table In various embodiments, a payout ratio may be determined for an event in a game. The payout ratio may be based on the probability that a bet on the event will win. The payout ratio may also be determined based on a number of other factors. The payout ratio may be displayed or presented to the secondary player. In some embodiments, the payout ratio is displayed in the form of a pay table. The pay table may include a first column showing various possible outcomes of the event and a second column showing the amount paid per amount wagered for each outcome. 2.2.1. Determining the appropriate odds In various embodiments, the payout ratio may be determined based on the desired average amount won by the casino on bets accepted by the casino (e.g., the desired house advantage), the house advantage of the game in which the event occurs, and / or jurisdictional rules regarding the allowable house advantage. 2.2.1.1. Desired House Advantage In various embodiments, a casino may determine a desired house advantage for a bet on an event of a game. It is understood that the casino may determine any number of equal desired indices. This equal indices may be determined via a deterministic mathematical transformation of the house advantage. For example, the casino may equal the desired average amount a player will win per bet unit. Exemplary house advantages may be 15%, 10%, and 5%. The desired house advantage may be determined based on any number of factors, including a perception of what house advantage is attractive to players while providing an appropriate profit to the casino. 2.2.1.2. Same as the game device In various embodiments, the house advantage for an event within a game is determined based on the house advantage of the game itself. For example, the house advantage for a bet on an event of a game may be the same as the house advantage for a bet on that game. In various embodiments, the house advantage for an event within a game may be close to, but not identical to, the house advantage of the game. For example, the house advantage for an event may differ from the house advantage of the game by 2 percentage points. Achieving an identical house advantage may not be feasible due to, for example, a requirement for integer payouts or a limited number of possible outcomes of an event (e.g., there are only six outcomes for a roll of a dice). 2.2.1.3. Wager In various embodiments, the house advantage of an event in a gam...

Claims

1. in response to receiving a request to play a series of games on behalf of a player initiated at a portable computing device, the computing device makes a plurality of respective decisions, each of the plurality of respective decisions being made at a respective intermediate point of a different one of a plurality of games in the series of games for the player during the series of games without input from the player; the computing device determines, for each game of the plurality of games, a respective final outcome based on a respective intermediate point of the game and a respective decision made for that game from the plurality of respective decisions; in response to determining that a second intermediate point of a second game in the sequence of games satisfies one or more criteria, the computing device solicits from the player a second decision to be made by the player in the second game, the soliciting including providing an alert via the portable computing device, the one or more criteria including an opportunity for a payout by resuming play of the second game from the second intermediate point exceeds a threshold opportunity, the payout exceeds a first non-zero payout threshold, the first payout threshold exceeds a product of a multiplier greater than one and a bet amount, and determining, by the computer device, a second final outcome of the second game based on a result of the solicitation of the second decision from the player; The method includes:

2. receiving a decision from the player in response to prompting the player, and using the decision to determine the second final outcome; The method of claim 1.

3. the one or more criteria include the second intermediate point associated with two or more decisions that are likely to result in the same expected winnings to the player; The method of claim 1.

4. the one or more criteria include the second intermediate point being associated with a bet amount that exceeds a non-zero threshold when following a selected strategy for playing the second game. The method of claim 1.

5. the one or more criteria include the second intermediate point at which the second final outcome becomes a winning outcome regardless of the second determination. The method of claim 1.

6. the warning indicates the amount of time the player has to provide input before automatic play of the sequence of games is resumed. The method of claim 1.

7. providing the player with an option to change each respective decision in the plurality of games after making each respective decision. The method of claim 1.

8. and in response to receiving, without input from the portable computing device, a second request from the player during the sequence of games to change a speed of the player's play in the sequence of games, the computing device changing the speed in response to the second request. The method of claim 1.

9. a computing device operable to execute a set of instructions; a non-transitory recording medium storing said set of instructions; An apparatus comprising: The set of instructions, when executed by the computing device, causes the device to: making a plurality of respective decisions in response to receiving a request to play a series of games on behalf of a player initiated at a portable computing device, each of said plurality of respective decisions being made at a respective intermediate point of a different one of a plurality of games in said series of games for said player during said series of games without input from said player; determining a respective final outcome for each game of the plurality of games based on a respective intermediate point of the game and a respective decision made for that game from the plurality of respective decisions; soliciting from the player a second decision to be made by the player in the second game in response to determining that a second intermediate point of a second game in the sequence of games satisfies one or more criteria, said soliciting including providing an alert via the portable computing device, said one or more criteria including an opportunity for a payout by resuming play of the second game from the second intermediate point exceeds a threshold opportunity, said payout exceeds a first non-zero payout threshold, said first payout threshold exceeds a product of a multiplier greater than one and a bet amount; and determining a second final outcome of the second game based on the result of soliciting the second decisions from the players; To carry out Device.

10. determining the second final outcome of the second game based on the outcome; if the second decision is received from the player, determining the second final outcome of the second game based at least in part on the second intermediate point and the second decision; and if the second decision is not received from the player, making a third decision on behalf of the player in the second game without input from the player.

10. The apparatus of claim 9.

Citation Information

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