Multi-display computer terminal system

JP2025157461A5Pending Publication Date: 2025-10-28CFPH LLC
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Patent Information

Application Number
JP2025121820
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2007-04-11
Filing Date
2025-07-22
Publication Date
2025-10-28

AI Technical Summary

Technical Problem

Traditional gaming systems face limitations in spatial constraints, inability to play games remotely, and challenges in viewing game information and strategies due to physical separation of players.

Method used

A multi-display computer terminal system that allows players to access multiple information feeds, participate in games from different locations, and combine live game information with generated data for enhanced gaming experiences.

Benefits of technology

Enables players to overcome spatial constraints, play multiple games simultaneously, and engage in remote gaming with enhanced visibility and interaction across terminals.

✦ Generated by Eureka AI based on patent content.

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Abstract

To alleviate some of drawbacks of traditional systems for playing games.SOLUTION: Provided is an apparatus, comprising: a display device; and at least one processor which: displays a graphical user interface on the display device; receives information for identifying a second player in a casino; in response to the reception of the information for identifying the second player, associates the information for identifying the second player with a control section on the graphical user interface; determines that the control section is activated; in response to the determination that the control section is activated, displays the information about the second player on the display device; receives data representing the betting of a game played by the second player; and displays real-time information about the game played by the second player on the display device.SELECTED DRAWING: Figure 1
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Description

[Background technology]

[0001] Games of chance have gained widespread popularity. Traditional systems for playing these games have certain drawbacks. Computer-implemented systems have the potential to alleviate these drawbacks. Summary of the Invention [Means for solving the problem]

[0002] summary According to some embodiments, a game of chance may be played on a computer system. [Brief explanation of the drawings]

[0003] [Figure 1] FIG. 1 shows a block diagram of an interactive gaming system A10 according to various embodiments. [Figure 2] FIG. 2 is a schematic diagram showing a roulette table in a casino, along with associated video cameras and other parts of the system. [Figure 3] FIG. 3 is a schematic diagram of a terminal, computer or television type display. [Figure 4] Figure 4A illustrates a casino that offers both in-house and online (via a network) gaming, according to various embodiments. Figure 4B illustrates a casino, according to some embodiments. [Figure 5] FIG. 5 illustrates a player communicating via a server to the casino of FIG. 4A, according to some embodiments. [Figure 6] FIG. 6 illustrates the casino of FIG. 4A providing amenities to players, according to some embodiments. [Figure 7] FIG. 7 shows a display used by the casino of FIG. 4A to electronically verify that a player is eligible for a facility, according to some embodiments. [Figure 8] FIG. 8 illustrates a system for detecting and managing collusion, according to some embodiments. [Figure 9]FIG. 9 is a functional description of software programs stored on the application web server of FIG. 8, according to some embodiments. [Figure 10] FIG. 10 is a functional description of software programs stored on the collusion detection server of FIG. 8, according to some embodiments. [Figure 11] FIG. 11 is a block diagram of a general-purpose computer system on which various embodiments may be implemented. [Figure 12] FIG. 12 is a block diagram of a computer data storage system in which various embodiments may be implemented. [Figure 13] FIG. 13 is a diagram illustrating components of a sports betting calculator, according to some embodiments. [Figure 14] FIG. 14 is a diagram illustrating components of a payment subsystem, according to some embodiments. [Figure 15] FIG. 15 illustrates components of a dispensing subsystem, according to some embodiments. [Figure 16] FIG. 16 is a diagram illustrating components of a sports betting calculator, according to some embodiments. [Figure 17] FIG. 17 illustrates a process for placing a sports bet, according to some embodiments. [Figure 18] FIG. 18 is a schematic diagram of a method for validating a pre-generated random event sequence in an online casino game, according to some embodiments. [Figure 19] FIG. 19 is a schematic diagram of a method for authenticating a pre-generated random event sequence that is converted into a digital digest, according to some embodiments. [Figure 20] FIG. 20 is a schematic diagram of a method for authenticating a pre-generated random event sequence that is encrypted and converted into a digital digest, according to various embodiments. [Figure 21]FIG. 21 is a schematic diagram of a method for validating pre-generated random event sequences in a multi-player game, according to various embodiments. [Figure 22] FIG. 22 illustrates a gaming system, according to some embodiments. [Figure 23] FIG. 23 illustrates a communication network according to some embodiments. [Figure 24] FIG. 24 illustrates a gaming service provider in communication with a gaming communication device, according to some embodiments. [Figure 25] FIG. 25 illustrates a communication network, according to some embodiments. [Figure 26] FIG. 26 illustrates a gaming system, according to some embodiments. [Figure 27] FIG. 27 illustrates a wireless gaming system, according to some embodiments. [Figure 28] FIG. 28 illustrates a mobile gaming device with solicitation content, according to some embodiments. [Figure 29] FIG. 29 is a block diagram of a gaming system according to some embodiments. [Figure 30] FIG. 30 is a block diagram of a payment system that forms part of the gaming system shown in FIG. 8, according to some embodiments. [Figure 31] FIG. 31 is a schematic diagram of a portable gaming device of the gaming system shown in FIG. 8, according to some embodiments. [Figure 32] Figure 32a is a flow diagram illustrating a method for a player to use a portable gaming device, according to some embodiments. Figure 32b is a flow diagram illustrating a particular method for a player to use a portable gaming device, according to some embodiments. [Figure 33] FIG. 33 is a flow diagram of a method for using a portable gaming device by a gaming device operator, according to some embodiments. [Figure 34] FIG. 34 is a flow diagram of a method of using a portable gaming device, according to some embodiments. [Figure 35] FIG. 35 illustrates one embodiment of a spin reel slot machine. [Figure 36] Figure 36a shows a direct video view of the display area, according to some embodiments. Figure 36b shows a virtual video view of the display area, according to some embodiments. [Figure 37] FIG. 37 shows a video image superimposed with instructional information prompting the player to insert coins or gaming credits, according to some embodiments. [Figure 38] FIG. 38 shows a superimposed video image depicting activated paylines and the number of credits wagered, according to some embodiments. [Figure 39] FIG. 39 shows a superimposed video image depicting a pay table in response to a player's command (eg, by pressing "Pay Table" on a button panel), according to some embodiments. [Figure 40] FIG. 40 shows a superimposed video image highlighting a winning combination (eg, "7," "7," "7") and its payline, depicting the prize for that winning combination, according to some embodiments. [Figure 41] FIG. 41 illustrates one embodiment of a gaming system consistent with some embodiments. [Figure 42] FIG. 42 is a perspective view of the slot machine 10. [Figure 43] FIG. 43 shows a diagram of one embodiment of a player tracking card 59 placed in a card reader 58. [Figure 44] FIG. 44 is a perspective view of various possible embodiments of the gaming device. [Figure 45] FIG. 45 is a gaming device, according to some embodiments. [Figure 46] FIG. 46 illustrates an apparatus for playing games, according to some embodiments. [Figure 47] FIG. 47 is a block diagram of components of a palm reading system, according to some embodiments. [Figure 48] FIG. 48 illustrates a system according to some embodiments. [Figure 49]FIG. 49 illustrates a casino server according to some embodiments. [Figure 50] FIG. 50 shows a terminal for use by a second player, according to some embodiments. [Figure 51] FIG. 51 illustrates a gaming device, according to some embodiments. [Figure 52] FIG. 52 illustrates a monitoring device (eg, camera, card reader), according to some embodiments. [Figure 53] FIG. 53 shows a database entry containing various information related to a game (eg, date, time, outcome, player, amount bet). [Figure 54] FIG. 54 shows a database entry containing various games played by players. [Figure 55] FIG. 55 shows a touch screen display for entering betting information and tracking game progress, according to some embodiments. [Figure 56] FIG. 56 shows a touch screen display for entering betting information and tracking game progress, according to some embodiments. [Figure 57] FIG. 57 shows a table display of information about various games, according to some embodiments. [Figure 58] FIG. 58 illustrates a gaming environment, according to some embodiments. [Figure 59] FIG. 59 illustrates a gaming environment, according to some embodiments. [Figure 60] FIG. 60 shows information about a gaming device, according to some embodiments. [Figure 61] FIG. 61 illustrates a terminal according to some embodiments. DETAILED DESCRIPTION OF THE INVENTION

[0004] Graphical reconstruction of events In various embodiments, an event may occur out of the view of an interested player. The event may occur at a location separate from where the interested party is located. The event may occur before the interested party arrives at the location where the event occurred. The event may be missed by the interested party because they are looking away or not paying attention. According to various embodiments, one or more details of an event are recorded. The details may be recorded using a recording device such as a camera, microphone, scanner, or other recording device. For example, in a game, a card shuffler may include a scanner to capture images of cards being dealt. The details may be recorded in a networked environment and made available to one or more other computing devices connected to the network. The details may then be accessed by one or more computing devices.

[0005] In various embodiments, the recorded details of the event may be used to reconstruct the event. For example, an image processing algorithm may determine the rank and suit of cards dealt based on captured images of the cards. The details of the event may be staged by a server or any computing device that stores the details.

[0006] After the details of the event are staged, a reenactment of the event may be performed. For example, a cartoon reenactment of the event may be performed based on the stored details of the event. For example, a depiction of the card may be computer-generated.

[0007] The rendition of the event may then be presented to a public. The rendition may be in the form of video, audio, tactile, or any other format. In various embodiments, the rendition of the game as it is played may be presented to a person who is away from the game or who was not watching when the rendition took place. Such a person may include a secondary player or players who bet on the outcome of the game without directly participating in the game themselves.

[0008] In various embodiments, details of the event are not staged. Rather, details of the event are presented as they were recorded. For example, a video of the event may be presented.

[0009] Presenting information to players at the table In various embodiments, players sit shoulder to shoulder with other players and generally have little space to place cash, gaming chips, food, drinks, or other items. Furthermore, they have little space to view desired information, such as information about other players, game strategies, or non-game related information. According to various embodiments, a terminal with multiple screens allows a player to view multiple information feeds and many different types of information. The desk area of ​​the terminal provides players with space to place personal possessions or game items. Players can also, in various embodiments, participate in multiple games at a terminal. In this manner, the terminal helps alleviate the spatial constraints found at traditional gaming tables.

[0010] Using the terminal, a first player can access information about a second player. The first player can access information indicating how many times the second player won or lost within a given time period. The first player can access information indicating what strategy the second player used. The first player can access information indicating the amount won or lost by the second player. The first player can access any other information about the second player. The first player can view multiple different pieces of information, such as different statistics about the second player, or predetermined statistics about many other different players (e.g., the amount won by each of 10 other different players).

[0011] The terminals may include a variety of input devices, such as keyboards, computer mice, telephone pads, cameras, microphones, and other input devices that a player can use to indicate his or her desire to view information about other players, about any of the games the player is playing, or other information.

[0012] People playing in different parts of the casino can see everyone else, server-based gaming In various embodiments, people participating in an interactive event may not be able to gather in the same physical location. For example, people may have physical weaknesses that prevent them from easily moving from one location to another. For example, in a casino, players may wish to play the same poker game, but may be unable or unwilling to all travel to the same area of ​​the casino. Thus, in various embodiments, each of multiple players may go to their own terminal. The terminal may include multiple display screens. Each display screen may display images of other players participating in the same poker game. Each terminal may include a camera. The camera may capture images of the player at the terminal. Images captured by the camera may be transmitted to a central server. The server may, in turn, transmit images from the camera to another player's terminal. The other player's terminal receives the images, which may be displayed on one of the terminal's display screens. In this manner, a player may sit at a terminal and play a game opposite a player at another terminal. A player may view each of the other players on one of their terminal's display screens. In various embodiments, players may have an audio link with each other. Each player's terminal may include a microphone. Words spoken into the microphone may be captured and sent to a central server, which may then forward the words to another terminal. The other terminal may broadcast the words spoken to the player at that terminal. In this way, a first player may say something like "bet" or "rise," and another player may subsequently hear the words spoken at the other terminal. Thus, in various embodiments, players may participate in a game that is traditionally played individually, despite being separated from other players.

[0013] Play multiple games simultaneously In various embodiments, a terminal with multiple screens (e.g., six screens) allows a player to participate in multiple games simultaneously. Traditionally, players of gaming devices such as slot machines have had limited space on the display screen to view game action. Terminals in various embodiments provide many display screens. The display screens may span a semicircular arc in front of the player. Thus, the player has ample space to view multiple games simultaneously.

[0014] In live games, you cannot play from the same deck as another player, but you can play against the dealer's cards. In various embodiments, the device combines information from a live game being played at a table with additional information to enable a game to be played by another player not at the table. An information capturing device is located near the table. For example, a camera captures images of the game at the table. Details of the game play are captured by the information capturing device. The details are then communicated to a central server. The details are then interpreted to determine important game information, such as which cards were dealt or are in the dealer's hand. Additional information is then generated. This additional information may include new cards, dice rolls, marks, and other game outcomes or performances. The additional information may be used together with the information from the live game to create a new game or gaming experience for the player at the terminal. A computer processor at the terminal generates cards for the player. The processor may use a random number generator, for example, to select cards to deal to the player. The player's win or loss is determined based on the generated additional information and important information from the live game. For example, a player may receive a blackjack hand generated by his terminal's processor. The player's hand may then be compared to the dealer's hand from the live blackjack game. This comparison is performed by the terminal's processor using the standard rules of blackjack.

[0015] A guide to understanding this application term The term "product" means any machine, manufacture and / or assembly of materials, unless otherwise specified.

[0016] The term "process" means any process, algorithm, method, etc., unless otherwise specified.

[0017] Each process (whether called a method, algorithm, or otherwise) inherently includes one or more steps, and thus reference to a "step" or "steps" of a process has an inherent antecedent basis in the mere recitation of the term "process" or similar term. Thus, reference to a "step" or "steps" of a process in a claim has sufficient antecedent basis. The term "invention" and similar terms mean "one or more inventions disclosed in this application" unless otherwise specified.

[0018] The terms "an embodiment," "embodiment," "embodiments," "the illustration," "the illustration," "one of more illustrations," "some illustrations," "certain illustrations," "one embodiment," "another embodiment," and similar terms mean "one or more (but not all) embodiments of the disclosed invention(s)," unless otherwise specified.

[0019] The term "variant" of an invention means one embodiment of the invention, unless otherwise specified.

[0020] A reference to "other embodiments" in a description of an embodiment does not imply that the referenced embodiment is mutually exclusive with other embodiments (e.g., embodiments described before the referenced embodiment).

[0021] The terms "including," "comprising," and variations thereof mean "including but not limited to," unless otherwise specified.

[0022] The terms "a," "an," and "the" mean "one or more," unless otherwise specified.

[0023] The term "plurality" means "two or more" unless otherwise specified.

[0024] The term "herein" means "in this application, including all that is incorporated by reference," unless otherwise specified.

[0025] The term "at least one of," unless otherwise specified, when such phrase modifies a plurality of items (such as an enumerated list of items), means all combinations of one or more of those items. For example, the phrase "mechanism, automobile, and wheel" means either (i) the mechanism, (ii) the automobile, (iii) the wheel, (iv) the mechanism and the automobile, (v) the mechanism and the wheel, (vi) the automobile and the wheel, or (vii) the mechanism, the automobile, and the wheel. When the phrase "at least one of," when modifying a plurality of items, does not mean "each one" of the plurality of items.

[0026] Unless otherwise specified, numerical terms such as "1," "2," etc., when used as a cardinal number to indicate a quantity of something (e.g., 1 mechanical device, 2 mechanical devices), refer to the quantity indicated by the numerical value, but not to at least the quantity indicated by the numerical value. For example, the phrase "1 mechanical device" does not mean "at least 1 mechanical device," and thus the phrase "1 mechanical device" does not cover, for example, 2 mechanical devices.

[0027] The phrase "based on" does not mean "based only on," unless otherwise specified. In other words, the phrase "based on" means both "based only on" and "based at least on." The phrase "based at least on" is the same as "based at least in part on."

[0028] The term "represent" and similar terms are not limiting unless otherwise specified. For example, "represent" does not mean "represent only," unless otherwise specified. In other words, the phrase "data represents a credit card number" means "data represents only a credit card number" and "data represents a credit card number, and data represents other things as well."

[0029] The term "whereby" is used herein only with a clause or other set of words that express only the intended result, purpose, or outcome of something previously and expressly recited. Thus, when "whereby" is used in a claim, the clause or other words that it modifies do not further limit the claim in any way or otherwise restrict the meaning or scope of the claim.

[0030] The term "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, data structures) over the Internet," the term "eg" explains that "instructions" are an example of "data" that a computer may send over the Internet, and that a "data structure" is also an example of "data" that a computer may send over the Internet. However, both "instructions" and "data structures" are merely examples of "data," and things other than "instructions" and "data structures" can be "data."

[0031] The term "respective" and similar terms mean "treated individually." Thus, if two or more things have "respective" characteristics, each of those things has its own unique characteristics, and these characteristics can, but need not, be different from one another. For example, the phrase "two machines each have a respective function" means that the first machine has a function and the second machine also has a function. The characteristics of the first machine may or may not be the same as the characteristics of the second machine.

[0032] The term "ie" and similar terms indicate "that is" and qualify the term or phrase it describes. For example, in the sentence "A computer sends data (i.e., instructions) over the Internet," the term "ie" describes that the "instructions" are "data" that a computer sends over the Internet.

[0033] All numerical ranges include integers and fractions with a range. For example, a range "1 to 10" should be interpreted as specifically including integers between 1 and 10 (e.g., 1, 2, 3, 4, ... 9) and non-integers (e.g., 1.1, 1.2, ... 1.9).

[0034] Where two or more terms or phrases are synonymous (e.g., because of an express statement that the terms or phrases are synonymous), this does not mean that one instance of such term / phrase must have a different meaning than other instances of the term / phrase. For example, if the meaning of "including" is synonymous with "including but not limited to," the mere use of "including but not limited to" does not cause "including" to mean anything other than "including but not limited to."

[0035] determining The term "determine" and its grammatical variations (e.g., determining a price, determining a value, determining an object meeting particular criteria) are used very broadly. The term "determine" encompasses a wide variety of actions, such as calculating, processing, deriving, examining, examining (e.g., examining a table, database, or other data structure), ascertaining, etc. Also, "determine" includes receiving (e.g., receiving information), accessing (e.g., accessing data in memory), etc. Also, "determine" includes resolving, selecting, choosing, etc.

[0036] The term "determining" does not imply absolute precision; "determining" includes predicting, extrapolating, forecasting, estimating, and the like.

[0037] The term "determining" does not imply that a mathematical operation must be performed, that a numerical method must be used, or that an algorithm or process must be used.

[0038] The term "determining" does not imply that a particular device must be used, for example, a computer does not necessarily need to perform the determination.

[0039] Sentence Format If a limitation in a first claim covers one feature as well as more than one feature (e.g., a limitation such as "at least one machine" can cover one machine as well as more than one machine), and the second claim depends from the first claim, and the second claim uses the definite article "the" to establish a limitation (e.g., "the machine"), this does not mean that the first claim covers only one feature, nor does it mean that the second claim covers only one feature (e.g., "the machine" can cover both one machine and more than one machine).

[0040] Ordinal numbers (e.g., "first," "second," "third," etc.) are used as adjectives before terms; the ordinal number (unless otherwise specified) merely indicates a particular feature, e.g., a distinction from other features described by the same or similar term. For example, a "first mechanism" is designated merely to distinguish it from, e.g., a "second mechanism." The use of the ordinal numbers "first" and "second" before a "mechanism" does not indicate any other relationship between the two mechanisms or any other characteristic of one or the other of the mechanisms. For example, the use of the ordinal numbers "first" and "second" before a "mechanism" (1) does not indicate whether the mechanism is before or after the other in terms of order or location, (2) does not indicate a temporal relationship between the occurrence or operation of the mechanisms, or (3) does not indicate a relationship between the rank or quality of the mechanisms. Furthermore, the mere use of an ordinal number does not impose a numerical limitation on the feature identified by the ordinal number. For example, the use of the ordinal numbers "first" and "second" before "machine" does not mean that there must be no more than two machines.

[0041] Where a single device, article, or product is described herein, one or more devices / articles (whether or not cooperating) may be used in place of the single device / article described. Thus, functionality described as being possessed by a device may be possessed by one or more devices / articles (whether or not cooperating).

[0042] Similarly, where more than one device, article, or other product (whether or not cooperating) is recited, a single device / article may be substituted for more than one of the recited devices / articles. For example, multiple computer-based devices may be replaced by a single computer-based device. Thus, functionality recited as being possessed by more than one device may be possessed by a single device / article.

[0043] The functionality and / or features of a single device described may alternatively be embodied by one or more devices described but not explicitly described as possessing such functionality / features. Thus, other embodiments need not include the exact features of a described device, but may include one or more other devices that have such functionality / features in other embodiments.

[0044] The disclosed examples and terminology are not limiting Neither the title (as set forth at the beginning of page 1 of this application) nor the abstract (as set forth at the end of this application) shall be construed as limiting the scope of the disclosed invention in any way. An abstract has been included in this application only because 37 CFR Section 1.72(b) requires an abstract of not more than 150 words.

[0045] The title of this application and the section headings provided herein are for convenience only and are not to be construed as limiting the disclosure in any way.

[0046] While many embodiments are disclosed in this application, they are presented for illustrative purposes only. The disclosed embodiments are not, and are not intended to be, limiting in any sense. As will be readily apparent from the disclosure, the invention disclosed herein is applicable to many embodiments. Those skilled in the art will recognize that the disclosed invention can be implemented with various modifications and variations, such as structural, logical, software, and electrical changes. Although certain features of the disclosed invention will be described in conjunction with one or more specific embodiments and / or figures, it should be understood that, unless otherwise specified, such features are not limited to use in one or more specific embodiments or figures referenced in the description of the embodiments.

[0047] Except as expressly stated in this specification or as expressly recited in the claims, no embodiment of a method step or product element described in this application constitutes, is essential to, or has the same scope as the invention claimed herein.

[0048] The claim preamble merely recites the purposes, benefits, and possible uses of the claimed invention, and does not limit the claimed invention.

[0049] This disclosure does not describe verbatim all embodiments of the invention, nor does this disclosure list inventions that must be present in all embodiments.

[0050] Devices that communicate with each other need not be in continuous communication with each other unless otherwise specified. To the contrary, such devices need only communicate as needed or desired and may regulate data exchange most of the time. For example, a machine communicating with another machine over the Internet may not send data to the other machine for an extended period of time (e.g., once every few weeks). Furthermore, devices that communicate with each other may communicate directly or indirectly through one or more intermediaries.

[0051] A description of an embodiment using several components or features does not imply that all or any of those components / features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention. Unless otherwise specified, no component / feature is essential or required.

[0052] Although steps, algorithms, or the like may be described or claimed in a particular order, such processes may be configured to operate in different orders. In other words, any sequence or order explicitly described or claimed does not necessarily imply a requirement that the steps be performed in that order. Steps of processes described herein may be performed in any order. Furthermore, some of the steps may be performed simultaneously, even if described or implied as occurring non-concurrently (e.g., one step is described after another). Furthermore, the description of steps illustrated by the figures does not imply that the described process is exclusive of other variations, nor does it imply that the described process, or any of its steps, is required by the invention, or that the described process is preferred.

[0053] Although a process may be described as including multiple steps, that does not include that all or any of the steps are preferred, essential, or necessary. Various other embodiments within the scope of the described invention(s) include other processes that exclude some or all of the described steps. Unless otherwise specified, no step is essential or required.

[0054] Although a process may be described in isolation or without reference to other products or methods, in embodiments the process interacts with other products or methods. For example, such interactions may include linking one business model with other business models. Such interactions may be provided to increase the flexibility or desirability of the process.

[0055] Although a product may be described as including multiple components, features, characteristics, properties, and / or features, this does not imply that any or all of the multiple are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include some or all of the described multiple.

[0056] An enumerated list (whether enumerated or not) of items does not imply that any or all of the items are mutually exclusive unless otherwise specified. Similarly, an enumerated list (whether enumerated or not) of items does not imply that any or all of the items are inclusive of any category unless otherwise specified. For example, "computer, laptop, PDA" does not imply that any or all of the three items in the enumerated list are mutually exclusive, nor does it imply that any or all of the three items in the enumerated list are inclusive of any category.

[0057] An enumerated list of items (whether enumerated or not) does not imply that any or all of the items are identical to or readily interchangeable with one another.

[0058] All embodiments are examples and do not imply that the invention or embodiment has been made or implemented on a case-by-case basis.

[0059] calculation Those skilled in the art will appreciate that the various processes described herein may be implemented by, for example, appropriately programmed general-purpose computers, special-purpose computers, and other computing devices. Generally, a processor (e.g., one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from a memory or similar device), executes those instructions, and performs one or more processes determined by those instructions. The instructions may be embodied in, for example, one or more computer programs, scripts, or the like.

[0060] "Processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, etc., or any combination thereof, regardless of configuration (e.g., chip-level multiprocessing / multicore, RISC, CISC, non-interlocking pipeline microprocessor, pipeline configuration, simultaneous multithreading).

[0061] Thus, a description of a process is also a description of apparatus for performing the process, including, for example, a processor, input devices, and output devices suitable for performing the process.

[0062] Additionally, programs implementing such methods (as well as other types of data) can be stored and transmitted using a variety of media (e.g., computer-readable media) in a variety of ways. In some embodiments, hardwired circuitry or custom hardware can 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 can be used in place of software alone.

[0063] "Computer-readable medium" refers to any medium, or combination of the same or different media, that provides data (e.g., instructions, data structures) readable by a computer, processor, or similar device. Such media can take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent 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 those connected to a system bus connected to a processor. Transmission media include acoustic waves, light waves, and electromagnetic radiation, such as those generated by radio frequency (RF) and infrared (IR) data communications. Common forms of computer readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tape, all other magnetic media, CD-ROMs, DVDs, all other optical media, punch cards, paper tape, and all other physical media with patterns of holes, RAM, PROMs, EPROMs, FLASH-EEPROMs, all other memory chips or cartridges, transmission waves as described below, or any other medium from which a computer can read.

[0064] Various computer-readable formats may be involved in conveying data (e.g., sequences of instructions) to a processor, for example, data may be (i) delivered to the processor from RAM, (ii) conveyed over a wireless transmission medium, (iii) formatted and / or transmitted according to a number of formats, standards, or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth, TCP / IP, TDMA, CDMA, and 3G, and (iv) encrypted for privacy or collusion prevention purposes in various ways known in the art.

[0065] Thus, a description of a process is also a description of a computer-readable medium that stores a program for performing the process. The computer-readable medium can store (in any suitable format) program elements appropriate for performing the method.

[0066] The description of various steps in a process does not imply that all steps described are required, and apparatus embodiments include computers / computing devices capable of performing some, but not all, of the described processes.

[0067] Similarly, just as the description of various steps in a process does not imply that all described steps are required, embodiments of a computer-readable medium storing a program or data structure include computer-readable medium storing a program that, when executed, can cause a processor to perform some, if not all, of the described processes.

[0068] Where a database is described, it will be understood by those skilled in the art that: (i) alternative databases are readily available for the purposes of illustration; and (ii) other memory structures besides databases are readily available. Any illustrations or descriptions of any sample databases presented herein are illustrative arrangements for representing stored information. For example, numerous other arrangements are available besides those suggested by tables shown in figures, etc. Similarly, the illustrative entries of any databases provide example information only. Those skilled in the art will understand that the number and content of entries may vary from those described herein. Furthermore, despite the depiction of databases as tables, other formats (e.g., relational databases, object-based models, and / or distributed databases) can be used to store and manipulate the data types described herein. Similarly, the object methods or behaviors of a database can be used to implement various processes, such as those described herein. Furthermore, databases can be stored locally or remotely, in a known manner, from devices that access data in the database.

[0069] Various embodiments can be configured in a network environment that includes a computer in communication (e.g., via a communications network) with one or more devices. The computer can communicate directly or indirectly with the devices via any wired or wireless medium (e.g., the Internet, a LAN, a WAN, Ethernet, Token Ring, telephone lines, cable lines, radio channels, optical communications lines, commercial online service providers, bulletin board systems, satellite communications links, or any combination thereof). Each device can itself be a computer or computing device, such as one based on an Intel® Pentium® or Centrino™ processor, that communicates with the computer. Any number and type of devices can be in communication with the computer.

[0070] In one embodiment, a server computer or centralized authority is neither necessary nor preferred. For example, the present invention may, in one embodiment, be implemented on one or more devices without a centralized authority. In such an embodiment, functions described as being performed by a server computer, or data described as being stored on a server computer, may instead be performed or stored on one or more devices.

[0071] Where a process is described, in one embodiment the process may operate without user intervention. In another embodiment, the process includes some human intervention (e.g., a step performed by or with human assistance).

[0072] Continuation application This disclosure provides, to one of ordinary skill in the art, an enabling description of several embodiments and / or inventions, some of which may not be claimed in this application, but may be claimed in one or more continuing applications claiming priority from this application.

[0073] Applicant intends to file additional applications claiming patents to subject matter disclosed and implemented but not claimed in this application.

[0074] 112, paragraph 6 of the U.S. Patent Act In a claim, any claim limitation containing the phrase "means for" or the phrase "step for" means that 35 U.S.C. 112, sixth paragraph, applies to that limitation.

[0075] Any claim limitation that does not include the phrase "means for" or "step for" means that 35 U.S.C. 112, paragraph 6 does not apply to that limitation, regardless of whether the limitation recites a function without reciting structure, material, or acts for performing that function. For example, if in a claim the phrase "means of" or the phrase "step of" is used merely to refer to one or more steps in that claim or other claims, it does not mean that 35 U.S.C. 112, paragraph 6 applies to that step.

[0076] With respect to means or steps for performing a specified function pursuant to 3 U.S. Patent No. 112, paragraph 6, the corresponding structure, material, or acts described in the specification and their equivalents may perform additional functions as well as the specified function.

[0077] Computers, processors, computing devices, and similar products are structures that can perform a wide variety of functions. Such products can perform specific functions by executing one or more programs, such as programs stored in the product's memory or in memory accessed by the product. Unless otherwise specified, such programs need not be based on any particular algorithm, such as any particular algorithm disclosed in this application. Those skilled in the art will recognize that specific functions can be performed via different algorithms, and that any of many different algorithms is merely a design choice for performing a particular function.

[0078] Thus, with respect to means or steps for performing a particular function pursuant to 35 U.S.C. 112, paragraph 6, structure corresponding to a particular function includes any product that is programmed to perform the particular function. Such structure includes a programmed product that performs the function, regardless of whether such product is programmed with (i) the disclosed algorithm to perform that feature, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm to perform that function.

[0079] When a means for performing a function, i.e., a method, is described, one structure for performing the method includes a computing device (e.g., a general-purpose computer) that is programmed and / or configured with suitable hardware to perform the function.

[0080] It also includes a computing device (eg, a general-purpose computer) that is programmed and / or configured with suitable hardware to perform its functions via other algorithms, as will be appreciated by those skilled in the art.

[0081] abandonment Multiple references to a particular embodiment do not imply a disclaimer or denial of additional, different embodiments. Similarly, references to a description of an embodiment including a particular feature do not imply a disclaimer or denial of embodiments that do not include that particular feature. An explicit disclaimer or denial in this application will be preceded by the phrase "does not include" or the phrase "cannot perform."

[0082] Incorporation by Reference Any patent application or other document referenced herein is incorporated into this patent application as part of the present disclosure, but solely for purposes of description pursuant to 35 U.S.C. 112, paragraph 1, and for purposes of enabling pursuant to 35 U.S.C. 112, paragraph 1. Furthermore, the referenced documents should not be used to limit, define, or interpret the terms of this application where this application would have permitted an identifiable meaning for the presented terms, rather than where this application would not have been able to provide an identifiable meaning without incorporation by reference. Thus, one of ordinary skill in the art need not be limited by any embodiment provided by reference.

[0083] Any incorporation by reference does not, of itself, imply any endorsement, agreement or unsolicited agreement with any statement, opinion, rebuttal, or characterization contained in the incorporated patent, patent application, or other document, unless specifically stated otherwise in this patent application.

[0084] Procedural history In interpreting this application (including the claims), one skilled in the art would refer to the prosecution history of this application, but not to the prosecution history of other patents or patent applications, whether or not they may be considered related to this application or share a claim of priority with this application.

[0085] Various embodiments Games in different environments In various embodiments, the gaming system provides a platform for rapid play of card games with the objectives of maintaining fair odds in games, allowing players to more easily view the gaming experience, allowing players to play remotely, and allowing players to play between each other when they are not in close proximity to each other.

[0086] In various embodiments, a computerized gaming system displays an electronic representation of the cards. The gaming system may determine the order of the cards, for example, using a pseudo-random algorithm. The gaming system may then deal cards to one or more players and / or the house or dealer in order, dealing cards to one or more players. Depending on the game, a player may place one or more bets. Bets may be keyed using any of many possible interfaces, such as buttons, touch screens, computer mice, trackballs, etc. Depending on the game, a player may make one or more decisions in the game. Decisions may include dealing another card, folding, splitting a hand, or other suitable decisions. The player may make decisions using an interface such as a computer mouse, buttons, a touch screen, a trackball, or other interface.

[0087] In various embodiments, the computer system reshuffles the cards after each game or after a small number of games. Reshuffling is done electronically and may occur nearly instantaneously, thereby saving the time required for the shuffling process if done with a physical deck of cards.

[0088] Reshuffling the card deck between games results in consistent or relatively consistent odds between games. For example, counting strategies used in blackjack or other card games may be less effective or may not be effective at all if the cards are reshuffled between games.

[0089] In various embodiments, cards numbered 1 through 6, or similarly labeled cards, are used to play a game of craps or other dice games. For example, in a game of craps, a "roll" is simulated by the dealing of two cards. As will be appreciated, each roll of the dice is considered an independent, random event. However, with a deck of cards used to play a dice game, it is in principle possible to make predictions about the next deal based on previously dealt cards. This is because each dealt card changes the composition of the remaining deck by using one known card from the deck.

[0090] Computerized systems according to various embodiments allow card games to more closely simulate dice games. In some embodiments, the computerized system may simulate card games by reshuffling an electronic deck so that each new die roll is independent of the previous die roll, and each new card dealt is independent of the previous card dealt.

[0091] Infinite Card Deck A computerized system may simulate an infinite or very large deck of cards. To simulate an infinite deck of cards, the computer system may deal randomly selected cards when necessary. However, after each card is dealt, the computer may not alter its selection process; for example, the computer may not assume that the remaining cards in the deck have been used. In this manner, the computer may deal the next card exactly the same as the card it previously dealt. As will be appreciated, there are other ways to simulate an infinite deck. When an infinite deck of cards is used, the odds of a particular dealt card do not depend on which cards were previously dealt. In this manner, an infinite deck may be used to faithfully simulate a dice game.

[0092] expansion A computer system for playing card games according to various embodiments features a zoom or magnification option. A player can press a button to increase the size of cards displayed on the screen. The player may also touch or designate specific cards on the touch screen. Cards designated by the player may expand in display size on the display screen so that they are more easily visible to the player. A player may also reduce the size of displayed cards or other items, for example, to increase the game field. For example, if a player is playing a game against multiple opponents, the player may narrow the view of each opponent's card so that all opponents' cards can be viewed simultaneously on the same display screen.

[0093] In various embodiments, a game may be played on a physical table. The table may include a marked felt tabletop, a chip rack, chairs, player stations, and a dealer station. However, some players at the table may be visually challenged and unable to see cards, bets, or other items at the table. According to some embodiments, a camera or other imaging device may capture an image of the table. The image may be displayed on a monitor or other display screen near the player. The player may be able to change the magnification of the screen by zooming in or out. In this way, a visually impaired player may be able to follow the action at the table by referring to a display screen that allows the image on the display screen to be magnified.

[0094] simultaneity In various embodiments, a computer system is designed to allow simultaneous actions or decisions by players in a game. In some embodiments, players compete against each other in a card game using, for example, the rules of blackjack. Players put money into a pot and bet and raise against each other. The winning player is the player whose hand has a point total closest to 21 without exceeding 21. In some embodiments, games are played with different point totals, for example, with a maximum point total of 22. In any case, in such a game, a first player may gain an advantage by postponing a hit or stand decision until he has seen whether the other players have chosen to hit or stand. Thus, to prevent any one player from gaining an advantage, the game rules may require that all players in a game make a particular decision (e.g., a hit / stand decision) simultaneously, or at least without knowledge of the other players' hit / stand decisions.

[0095] In various embodiments, a computer system may receive decisions from multiple players in a game. As the computer system receives individual decisions, the computer system may store the decisions in computer memory. The computer may track how many player decisions have been received. When all player decisions have been received, the computer system indicates all decisions to all players by showing the words hit or stand on a diagram depicting the player's position on the virtual table and / or by showing actual cards.

[0096] In various embodiments, individual players in a game may be prompted to take turns making decisions with the decision hidden or only partially revealed to other players. For example, a player may make a hit decision with the resulting cards visible only to that player. Alternatively, a player may make a hit decision with the resulting cards visible only to that player, but with other players receiving instructions on the decision. In either case, other players may be prompted to make a hit decision despite having no knowledge or only limited knowledge (i.e., at least if instructions on the decision were provided) regarding the previous hit decision. After a period of time, such as at the end of the game, all cards may be made visible to all players.

[0097] Similarly, in various embodiments, the computer system may allow bets to be placed simultaneously. For example, all players in a game may simultaneously decide whether to bet, and once all players' decisions have been received, the computer system may show all players the amounts of all their decisions / wagers. Any player who enters a smaller amount than the other players may then be prompted to fold or enter an additional bet until all players have entered, for example, the same amount. In this way, no single player can gain an advantage by monitoring the bets of other players before making their own betting decision.

[0098] People don't touch the cards In a traditional game of blackjack, it is undesirable to allow a player to touch the cards. If a player touches a card, there is a risk that the player will mark the card or even replace it with a card that is more advantageous to them. In a traditional game of blackjack, the cards are dealt face up, and there is no particular need for the player to touch the cards, because the player can see everything they need to know about the cards without touching them. However, if the cards are dealt face down, the player cannot see the cards without touching them.

[0099] A computer system according to various embodiments allows certain cards to be visible only to individual players, while eliminating the need for players to touch their own cards. A computer system according to various embodiments, for example, allows players to play blackjack against each other. Each player is dealt at least one card that he or she is entitled to know but that other players do not. The system allows players to play the game on a remote device, terminal, computer, mobile gaming device, or other interface. Because players are remote from each other, cards can be displayed on a first player's terminal without risk of being seen by other players. A given player's terminal may display some, but not all, of the cards belonging to other players. For example, in a game of blackjack, a player may begin the game with one card private (visible only to that player) and one card public (visible to all players), and / or may receive a hit that remains private (visible only to that player) or public (visible to all players). At some point, e.g., at the end of the game, all cards may be visible to all players.

[0100] The interface screen used by the computer system displays the cards so that the player can view them personally, without touching them.

[0101] In some embodiments, a physical table, such as a blackjack table, may include a display screen, but the screen may be visible only within a very narrow viewing range, for example, due to barriers placed along the sides of the display screen.

[0102] Such a screen may allow a player to view the cards privately without the player having to touch them.

[0103] In various embodiments, any device that includes a display (e.g., a mobile gaming device, a slot machine, or a personal computer) may display some or all of the cards dealt in a game. For example, a mobile gaming device may display not only the cards dealt to a particular player, but also the cards dealt to all other players. For example, during the initial phase of a game, a player may only be able to see the cards in his or her own hand. However, at the end of the game, a central server may transmit to all player devices a representation of all cards dealt to all players during the game. Each player's device displays the cards of all players in the game. In this way, a player can compare the value of his or her hand with the values ​​of the other players' hands, allowing the player to ascertain for himself or herself why he or she won or lost.

[0104] Table without walls A traditional craps table has one or more walls or barriers. Dice are thrown against the walls to ensure randomness. The walls further prevent dice from crossing the boundaries of the table surface. In various embodiments, a craps game or other dice game is played on a table without walls and / or any boundaries. Cards are used at the table instead of dice. Cards are dealt from a deck consisting of only cards numbered 1 through 6. Because cards are not thrown like dice, no boundaries for the cards are necessary. Therefore, various embodiments may include a craps table without walls. The table may include standard felt markings, such as areas for pass line bets, come bets, don't pass bets, odds bets, and other standard areas. However, the table may lack walls.

[0105] Mobile games In various embodiments, players may play blackjack against each other using mobile gaming devices. Each player may carry a gaming device (i.e., a mobile gaming device). Each mobile gaming device may communicate with a central server. Players use their mobile gaming devices to input decisions in the game. Decisions may include a bet amount and an indication of whether to hit or stand. The mobile gaming device may have buttons corresponding to one or more decisions. For example, there may be a hit button, a stand button, a double down button, and other buttons appropriate for blackjack. The mobile gaming device may transmit the player's decisions to the central server. The central server may shuffle the cards using an electronic shuffling algorithm. The central server may use other algorithms to determine which cards should be dealt to which players. The central server may then transmit an indication of the cards dealt to each mobile gaming device. At the end of the game, the central server may refer to the game rules (e.g., game rules stored in computer memory) to determine a game winner. The central server may provide an indication of the game winner to each player participating in the game. The central server may reveal hidden cards to one or more players and transmit indications of such cards to other players.

[0106] The central server may maintain accounts for players. The accounts may include one or more records stored in a database. The records may be stored in computer memory. A player account may include information such as the player's name, the player's address, other identifying information about the player, and / or other information about the player. The account may further include information about a monetary balance, a casino credit balance, or other numerical balance. In various embodiments, when a player indicates a bet or wager, for example, on a mobile gaming device, the server may detect the amount of the bet or wager from the player's account. In various embodiments, when a player wins money, the won money may be added to the player's account.

[0107] In various embodiments, a player device, such as a mobile gaming device, personal computer, standalone slot machine, or other device, may prompt a player to take an action in a game. For example, a mobile gaming device may display text to prompt a player to either hit or stand in a game of blackjack. For example, a player device may prompt a player to decide whether to bet on the pass line or don't pass line in a game of craps. As another example, a player device may prompt a player to decide how much to bet in a game. A central server may initiate a solicitation message and send such a message to a player device, at which point the player device may display the solicitation. In some embodiments, a player device may initiate a solicitation if, for example, logic stored on the device determines that a solicitation should be displayed to encourage a player to take an action and progress along in a game.

[0108] In various embodiments, a player may play craps or other dice games using a mobile gaming device. The mobile gaming device may provide cards instead of dice. The cards may be numbered 1 through 6. On a given turn, a central server may determine two cards from a randomly shuffled deck of cards. The central server may then communicate such card indications to the player's mobile gaming device. The player may indicate a bet via the mobile gaming device. The player may press a button on the mobile gaming device to indicate a desire to play a new turn (e.g., if the game has not ended).

[0109] Motion Control In various embodiments, a mobile gaming device may include one or more motion sensors. For example, a mobile gaming device may include an accelerometer or a gyroscope. A mobile gaming device may include one or more positioning devices, such as a global positioning system sensor. Logic within the mobile gaming device or server may differentiate position sensor readings to detect motion.

[0110] A player may move the mobile gaming device to indicate decisions during a game. Sensors within the mobile gaming device may detect the movements of the mobile gaming device. Logic within the mobile gaming device or server may interpret those movements as instructions to bet, to bet an amount, to raise, to fold, to call, to check, to hit, to stand, to double down, to bet on the pass line, to bet on don't pass, or to make any other bet or action in the game.

[0111] Blackjack Motion Control In various embodiments, a player may use a mobile gaming device to play a game of blackjack. In various embodiments, a player may play against other players. In a traditional game of blackjack, a player indicates a decision with a tapping motion. For example, in a traditional game of blackjack, a player may tap the table twice to indicate a decision to hit. In various embodiments, a player using a mobile gaming device to play blackjack may shake the mobile gaming device twice in an up and down motion.

[0112] Card, Dice, and Motion Control In various embodiments, a player may make a motion with the mobile gaming device as if rolling dice. For example, a player may shake the mobile gaming device as if shaking and rolling dice in his or her hand. The player may then make a large swinging motion with the mobile gaming device as if actually rolling the dice on a table. The mobile gaming device may deal one or more cards (e.g., from a deck of cards numbered 1-6) upon detecting the player's swinging motion.

[0113] internet In various embodiments, players may participate in games over the Internet. Thus, in various embodiments, a computer system may include a central server that communicates with one or more player devices. The player devices may be connected via a wireless or wired network. The network may be the Internet. In various embodiments, players may participate in games via personal computers while communicating with the central server over the Internet. Along with mobile gaming devices, the central server may receive commands and instructions from the player devices, determine dealt cards, calculate winners and losers, and credit or debit player accounts as appropriate.

[0114] Standalone Slot Machines In various embodiments, players may participate in games such as blackjack or dice games that use cards instead of dice. Standalone gaming devices may include slot machines, video poker games, video keno machines, bingo machines, or other devices. Gaming devices may be networked with other gaming devices. For example, many gaming devices may be linked to the same game server. Thus, along with mobile gaming devices and personal computers, a central server may enable competitive gaming between players on different standalone devices.

[0115] In some embodiments, a player may play a game of blackjack according to various embodiments alone on a standalone gaming device. The gaming device may simulate virtual players competing against the player. In this manner, a real, or human, player may play, for example, a game of blackjack against six virtual players. Each of the real and virtual players may place bets and make decisions during the game. The winner may be determined based on which player gets closest to 21 without folding and without going over 21. If the winner is a real player, the amount in the pot may be awarded to the real player's account, paid out in cash to the player, or otherwise provided to the player.

[0116] A player may play a dice game on a standalone device. The standalone device may deal cards numbered 1 through 6 to simulate the rolling of dice. The player's win or loss may be determined according to applicable dice game rules, e.g., craps.

[0117] Deck storage device In various embodiments, a deck of only cards numbered 1 through 6 may be created, either from a standard 52-card deck or from multiple decks. The card deck may be created using a card sorter. According to some embodiments, the card sorter may receive a deck containing cards numbered 1 through 6 and other cards (e.g., 7, 8, 9, 10, J, Q, K). The card sorter may create two decks from this. The first deck may contain cards numbered 1 through 6, and the second deck may contain all other cards.

[0118] The card sorter may include an optical reader or scanner for reading the front of the cards. The card sorter may include a processor and memory. The processor and memory may be constructed of semiconductors or any other materials. The processor may be a standard Intel processor or any other processor.

[0119] Computer-less embodiment In various embodiments, where applicable, the embodiments described herein may be practiced without a computer system. For example, players may play blackjack against each other using physical cards or chips to bet. Players may play craps or other dice games using a physical deck of cards numbered 1 through 6.

[0120] In general, the same numbers but different images do not necessarily refer to the same item. The following reference numbers apply only to Figures 1 through 21 unless otherwise specified.

[0121] System configurations according to various embodiments Referring to FIG. 1, a block diagram of an interactive gaming system A10 according to various embodiments is shown. The system A10 includes a controller A12 and a plurality of gaming devices or gaming machines G1, G2, G3, ... GN (collectively referred to herein as gaming machines A14). Each gaming machine A14 has a plurality of reel-type wagering games, such as video slot machines. Each gaming machine A14 includes at least one display screen for viewing a player's results along with the results of other players. If the wagering game is a video slot machine, the display screen can be used to view the wagering game. The controller A12 is connected to and controls the gaming machines A14. The controller A12 includes a central processing unit (CPU) A16, random access memory A18, read-only memory A20, programmable interface circuitry A22, display A24, user interface A26, random number generator A28, and one or more servers S1, S2, S3, ... SM (collectively referred to as servers A30). Each server A30 is assigned to operate a specific number of gaming machines A14. The interface circuit A22 includes multiplexing circuitry. However, it should be understood that this multiplexing circuitry can be replaced by an address / data bus and appropriate decoders within each gaming machine A14. The system A10 also includes a communications link A32. The communications link A32 electronically connects the controller A12 to the gaming machines A14. The random number generator A28 communicates with and controls the gaming machines A14 via the interface circuit A22 so that the gaming machines A14 have a completely random output as a function of the stimuli provided by the random number generator. Each gaming machine A14 is equipped with an implementation means, such as push buttons, a joystick, a video game pad arm, or a touch screen for operating and playing a wagering game.

[0122] Referring to FIG. 1 , the programmable interface circuit A22 may be programmed to facilitate data communication between the gaming machines A14 and the controller A12 when the gaming machines A14 and the controller A12 are located in different configurations. In various embodiments, the controller A12 is located at one particular location, and the individual gaming machines A14 are located at Internet locations. In other embodiments, the controller A12 and the gaming machines A14 are located at the same physical location, e.g., the same casino. When the individual gaming machines A14 are located at Internet locations, the individual gaming machines A14 typically include a player's personal computer and corresponding software. In various embodiments, the player downloads software available on the Internet via the server A30. This software enables communication between the player and the controller A12 and enables wagering games and the execution of desired themed games.

[0123] When the system A10 is configured for use in a remote location where the gaming machines A14 are connected to the Internet, the display screen of each player's personal computer is initially programmed to display the interior of a casino. The player can navigate the casino by scrolling using the keyboard or mouse. In one embodiment, the player's personal computer and software are configured to provide the audio of a typical casino environment. The "casino" displayed on the display screen includes multiple groups or rows of slot machines. Each group of slot machines is associated with a specific themed game. Markings are provided to identify which group of slot machines is associated with a specific themed game. Each slot machine is associated with an icon representing a chair or stool. When a player decides to play a slot machine associated with a specific themed game, he / she clicks with his / her computer mouse on the "chair icon" on the front of one of the slot machines that is part of the row of gaming machines associated with the desired themed game. The system A10 then labels that particular chair with the player's name or a pseudonym used by the player online. A preprogrammed computer provides a specific screen configuration corresponding to the selected themed game, as described in more detail below.

[0124] System 10 can be controlled by a software program that implements process steps according to various embodiments. Thus, it should be understood that system A10 can have any one of a variety of configurations, as described above, and that interface circuitry A22 can be configured by CPU A16 to handle data transmission between controller A12 and gaming machine A14 in a manner consistent with any particular configuration described above. Similarly, it should be understood that controller A12, as described above, is one example of a suitable controller, and that other suitable controller configurations can be used.

[0125] Gaming system A10, in various embodiments, allows for games to be played by one or more players. Some themed games are configured to allow for group gaming by multiple players playing at a bank of gaming machines. When a group of players plays at gaming system A10, the group of players is referred to as a "group." In some embodiments, games may be configured so that players play individually instead of as a group. In various embodiments, the system allows players to communicate with each other via email while simultaneously playing wagering games.

[0126] Remote participation in live casino games Various embodiments relate to playing casino table-type games, such as roulette and dice, from a remote location while viewing the actual games being played at a casino or similar location.

[0127] One of the games played in casinos is roulette. In this game, many players, standing or seated, gather around a table and place chips on betting grids in blocks, on intersections of blocks, on black and red, and on odd and even selections. A wheel is spun, and when the wheel stops, a ball falls into a numbered pocket, thereby determining the winner of the game, who receives payouts at various odds depending on the type of bet placed. Such games are played in casinos around the world. When the game is played, there is usually a great deal of interest and excitement around the table.

[0128] Roulette games are also played over the Internet, where the betting grid and spinning wheel of a roulette table are simulated by a computer. This type of game can be played from any location where a computer can be installed and the necessary telecommunications facilities can be provided. Players can place bets on the Internet for recreational purposes only, or by opening and using a credit card account. The Internet and other telecommunications facilities make it possible to play roulette from anywhere in the world, provided one has the necessary equipment.

[0129] A similar situation exists for other casino games such as blackjack, dice, and baccarat. In each of these games, players place bets on the table and there is player interaction as the game is played, in addition to reactions under the gaze of the crowd.

[0130] In various embodiments, a player establishes an information link with the casino through an interface station that includes a video monitor and keypad. In response to the player's input of financial account information, the casino establishes an information line with the player's financial institution. The casino assigns the player to a gaming table where a live game is being played and transmits all game images and descriptions to the player. The player transmits bets and game execution information to the casino. Because there is an open line between the casino and the player's financial institution, bets are checked and paid if they win or charged if they lose.

[0131] Various embodiments include systems and methods for interactively playing roulette remotely from the actual casino table while experiencing and viewing the live casino action where the game is being played. According to various embodiments, a camera follows the game being played at the casino's roulette table. A microphone picks up audio of the table players and game play.

[0132] In some embodiments, terminals are located at various locations within the casino that are remote from the tables. The terminals are connected to a distribution system that provides the necessary communications between players at the remote terminals and the games being played at the casino tables.

[0133] The remote terminal accepts cash or credit cards and establishes a player's account. The remote terminal displays an image (video) of the actual casino table where the game is being played. The remote terminal also contains its own computer (microprocessor) with various functions. These functions include generating a betting grid and displaying an electronic representation of the table, which in some embodiments also includes a touch-type keypad. Players at the terminal use the keypad to electronically place bets on the computer representation of the table's betting grid, usually under the casino's (house) roulette rules. The player also uses the touchpad to select the amount of the bet to be placed. The remote terminal microprocessor is programmed with the necessary information regarding payout odds if a player places a winning bet. The casino table manager runs the game in the usual manner. At certain times, usually just before or when the ball is placed on the wheel, no bets are accepted. This sends a signal to the remote terminal's computer, prohibiting players at those terminals from placing any further bets. Players at the remote terminals can view the actual game play at the casino table and the players' reactions. Once the ball lands in the pocket on the wheel and the casino game is over, the player sees the winning numbers result, which is also made available electronically at a remote terminal.

[0134] In various embodiments, the remote terminal microprocessor maintains account balance information for the terminal player. When the outcome of a game winning number is communicated to the remote terminal, the terminal microprocessor calculates the amount of the bet placed. If the bet is a loss, the amount of the bet is deducted from the player's account. If the bet is a win, the amount of the win is calculated using standard casino odds, or other odds are set, and the appropriate amount of the win is credited to the player's account.

[0135] Various embodiments relate to players who are not present at the casino and may be located effectively anywhere in the world. Here, a camera follows the game at the casino, and images of gameplay and results are transmitted to a remote location via telecommunications. Transmission may be via the Internet, satellite, or other wired or wireless communication systems, with players playing the roulette game using devices such as personal computers or TV sets connected to the Internet using control boxes provided by WEBTV or AOLTV. The devices may be fixed or portable with wireless communication capabilities. Programs having the features of the casino's remote terminal described above, such as calculation and generation of betting odds, and display of betting grids and bet placement on the grid, may be installed or downloaded to the remote terminal player's device.

[0136] In a remote player embodiment, games played at the casino may be viewed by a remote player, and audio of game play may be heard. A central computer, such as a bank or credit card company, is accessible by communication with the player's device, preferably the player's own device, where the player maintains the account. The player follows the table game by viewing the camera transmission. Once the game is completed at the casino, the results are transmitted, and the player's computer performs the necessary winning / losing calculations based on the game results, which are entered into the player's account on the player's device.

[0137] In some embodiments, players not at the casino tables can experience real table play and crowd reactions and place bets without having to be physically present at the casino tables. The results of bets are calculated locally and a rolling total is displayed for the player's account, allowing the player to view the results of their bets and monitor the amounts they have bet.

[0138] Various embodiments relate to games played at tables, such as blackjack, dice, baccarat, and similar games.

[0139] Various embodiments may allow players to play roulette and other casino table-type games remotely while following the actual games being played at the casino tables and using the casino results to determine the outcome of bets.

[0140] Various embodiments provide systems and methods for playing roulette and other casino table-type games in which a player at a terminal or other device remote from the game being played at the casino follows the game at the casino table, the player places bets using a computer located on the terminal or device, and the actual game is played and calculations are made regarding winnings and losses.

[0141] Various embodiments provide a method and system for viewing roulette or other table games played at a casino from a remote location where bets are placed and winnings and losses are adjusted against the remote player's account balance.

[0142] FIG. 2 shows a conventional roulette table B10 commonly used in casinos. While various embodiments are described in connection with a roulette table, the principles are applicable to other table games such as blackjack, dice, and baccarat. The table has a conventional wheel B12 onto which a ball B11 is dropped and manually spun by the house at the start of a game. The ball B11 is placed in a tray B11a during periods of normal inactivity. A betting grid B13 is located on the table, and the grid includes the usual format of numbered squares or rectangles, as well as other betting areas such as odd / even numbers and red / black. Players bet by placing one or more chips of a predetermined denomination on numbers, corner intersections, red / black, etc.

[0143] Shown above the table is a video camera B14, such as a full-color video camera. Camera B14 can be concealed, like many cameras used in casinos for surveillance purposes, or it can be a standalone, visible type, for example, if a remote play feature is advertised. The camera's field of view is limited to the player's hands as they place their bets on the table, and the player's face may not be shown. This is done to protect the player's privacy. Microphone B16 is also positioned to pick up crowd noise from players. The microphone can be directional to pick up the sounds of the spinning wheel and balls.

[0144] An output cable B16 for the camera B14 and an output cable B17 for the microphone B15 are shown. These connect to a distribution device B20 at a suitable location, including the type of broadcast equipment used for the system. For example, if the games are only available through remote terminals in the casino, a closed-circuit TV system type would be used. If the camera and audio output is broadcast over the Internet, suitable transmitters such as "streaming video" and "streaming audio" would be used. If broadcast is by satellite, communications such as digital transmission would be used.

[0145] Also associated with the table B10 is a control box B18, which is used to indicate certain events during play, i.e., betting status signals, such as the start of a game and the end of betting on a game. The control box B18 can be operated in any suitable manner, such as manually by a game manager, by voice, or remotely, such as by a central operator monitoring play at the table. In some embodiments, the control box B18 can be associated with a physical device, such as a tray T containing game balls and having a microswitch or other type of sensor. Placing a ball in the tray signals the start of betting on a new game, and removing a ball from the tray and placing it on the wheel signals the end of betting on a game. The end of betting can be indicated by a motion detector or video camera that detects the start of the wheel rotation and the end of the wheel rotation, thereby initiating betting on a new game. These betting status signals are transmitted to a remote terminal via a dispensing device B20.

[0146] Figure 3 shows a remote terminal B40 for use in a casino or other location. The remote terminal B40 has an input B39 for receiving video and table-originated data signals. The terminal B40 includes a video display B42 that receives video images of the action at the table B10 broadcast from the casino camera B14. There is also an audio module B46 with a speaker and suitable volume control for controlling and implementing audio picked up by the microphone from the casino and other audio information as described below. Images of games being played at the table and audio from the table are features that add a sense of presence to players playing games away from the casino.

[0147] The terminal B40 also includes a computer module B48 having a microprocessor and memory, i.e., the terminal has application programs capable of generating various displays and performing the calculations necessary for maintaining a running account of game odds and player wins and losses. The terminal computer module B48 receives signals of bet results and bet status types generated at the table B10.

[0148] The remote terminal B40 also includes a display B44 which is essentially three-section, controlled by a terminal computer module B48, and the connecting communication lines B50 therebetween are shown.

[0149] The display B44 has a section B44a that displays the table betting grid generated by the computer module B48. This section can also display other information such as odds for various bets and bet combinations. This latter type of information can be displayed continuously or only on request.

[0150] The second section B44b of the display B44 is a touchscreen with a conventional 0-9 numbered numeric keypad B53, touchscreen input keys B54, and a display window B55 that displays entered data. As part of the menu on the touchscreen B44b, there is a set of keys for selecting bet types: sequential numbers, combination numbers, red / black, and odd / even. The third section B44c displays the player's account balance. All sections of the display B44 are generated and controlled by the terminal computer module B48.

[0151] The audio module B46 of the terminal B40 also interacts with the computer module B48. The audio module may be used to provide information to assist the player in placing bets. For example, the audio module may provide a message to initiate a new game, instruct the player to place a bet on a grid number, and indicate when betting is over. Instead of audio messages, messages may be displayed in one of the sections of the display B44, and a combination of audio and visual messages is also possible.

[0152] A bill acceptor B47 is also part of the terminal B40, where a player inserts bills to establish an account. The bill acceptor accepts casino or other types of currency in one or more denominations. When a player inserts one or more bills into the acceptor to open an account, their value is displayed in the display section B44c. The acceptor B47 can also be replaced by, or a credit card reader can be added to, the acceptor.

[0153] The remote terminal B40 also has an internal printer B49. When a player finishes a game at the terminal, he can request a printout of his account, which is provided by the printer B49. When the account balance is positive, the printout can be presented to a casino cashier for conversion into cash or chips. If the player is playing with a credit card, the player can request that the terminal electronically enter any winnings in the player's account, which are stored in the computer module B48, into a credit account with the credit card company or bank. The player can obtain cash using the credit card from an ATM machine or the like.

[0154] In operation of the remote terminal B40 for a new player, the player inserts a bill into the acceptor B47 or uses a credit card. This opens the terminal, and the account value is displayed in section B44c. The player then selects the desired bet amount, i.e., the bet base amount corresponding to chips. For example, if a player opens a $100 account and wishes to bet $5, they would have the equivalent of 20 $5 chips when playing at a casino table. One or more stacks of electronic chips of appropriate value can be displayed in the electronic betting grid section B44a, etc. Chip values ​​can be any amount, even as small as 25 cents. Small bet amounts are not typically permitted at casino tables, which often have minimum bets of $5 or $10. The remote terminal expands the customer base and the amounts that a casino owner or game operator can set during a game.

[0155] The player can view the games in progress at the casino tables and play along with the casino games on the video display B42, which is preferably always on to solicit games at the terminal.

[0156] The player is invited to place a bet as a new game begins. The initiation of an audio or visual new game message is triggered by a control box B18 associated with the casino table. For example, when a ball B11 is placed in the tray B11 or the wheel stops spinning, the casino's dispensing device broadcasts this to the remote terminal. The player enters the bet via the touchscreen B44b. That is, the player selects whether the bet is a sequential number, combination, or other bet. As with playing a casino table, different bet types are available. When placing a bet, the player can refer to the betting grid in the display section B44a. Instead of using the touchscreen section B44b to specify numbers or other types of bets, numbers can be selected by pointing and clicking a computer mouse on the electronic grid table B44a. This configuration is particularly useful when the terminal is a PC or other device physically separate from the casino. In a PC or similar device, part of the display screen is available for video display, and another part is available for computer-generated functions such as the betting grid. In devices using an AOLTV or WEBTV converter box or similar device, the display area of ​​the television screen is similarly divided.

[0157] The type of bet selected is displayed in window B55. If the bet is a combination, the player enters a number or grid intersection number, which is also displayed in window B55. The number, intersection, red / black, or odd / even bet is displayed in the electronic betting grid section B44a. The player then enters the bet amount, which is displayed in window B55. The bet amount can also be displayed on the betting grid section B44a by stacking electronic chips or by showing the amount of the selected chip in the appropriate grid position. The chips bet are removed from the electronic chips purchased by the player.

[0158] The completed bet is displayed in window B55. If the displayed contents are acceptable to the player, the player touches the enter key B54. If not, the bet is cancelled by touching a key on the keypad B53, such as the star key, or a special cancel key provided in section B44b. At this point, the bet data is entered into the memory of the terminal computer module B48. If a mouse is used, the player points and clicks on the enter or cancel box displayed on the screen.

[0159] The player may place additional bets until a signal from the casino game table control box B18, such as the removal of balls from the tray B11a or the start of a wheel spinning, indicates the end of betting for the current game. The remote terminal computer B48 is disabled from accepting bets. This is indicated to the remote terminal player by either an audio or computer-generated visual message, or both. During the time allotted for placing bets, the terminal player can view player activity and bets placed at the casino table B10.

[0160] The game is played at the casino table B10, and both the casino and the remote terminal players can see the wheel spin and the ball drop. Table audio is also broadcast to the remote terminal players. The game results, i.e., the winning number and color of the pocket into which the ball landed, are sent from the casino dispensing device B20 to each remote terminal. The computer module B48 of the remote terminal B40 uses the game results and the bet information to calculate whether there has been a win or loss. If there has been a loss, the computer deducts the bet amount from the player's account. If there has been a win, the remote terminal computer module B48 calculates the amount of the win according to the type of odds and the bet amount. That is, each sequential number and number combination has different odds, and red / black and odd / even have the same odds, but not for number-type bets. The computer B48 has a program that provides this calculation. The calculated winning amount is credited to the player's account. The account value is displayed in the display section B44c.

[0161] In this way, players located away from the actual casino tables can follow the actual game and experience many of the reactions and sounds of the actual players at the casino, making the remote player's participation in the game more immersive and engaging.

[0162] The above description is based on a standard casino setup such as those found in Nevada and New Jersey, USA: a religious or veterans organization is hosting a gambling night. A roulette table and cameras, as well as remote terminals and communication devices, are brought to the organization's location. Remote terminals can be placed anywhere for people who want to play alone or handle overflow crowds.

[0163] While various embodiments are described with respect to a roulette table, they are applicable to other casino table play type games. For example, they are applicable to a casino dice table with a camera and microphone as described above. Here, the remote terminal has a video display of the casino dice table and a computer-generated representation of the table. Players at the remote terminal place bets and play games with casino players. Again, appropriate betting status signals are sent to the remote terminal to indicate the opening and closing of bets, the placement of additional bets, and the outcome of the game. As previously described, a program within the remote terminal computer module calculates wins based on house or other odds and deposits them into the remote terminal player's account. Losses are deducted.

[0164] Remote terminal video display of actual game content is also applicable to blackjack, poker and baccarat.

[0165] A separate remote terminal can be provided for each type of game, or one general-purpose terminal can be provided for two or more table games.

[0166] Specific features of various embodiments are shown in one or more figures for convenience only, as individual features may be combined with other features in accordance with various embodiments. Alternative embodiments will be recognized by those skilled in the art and are intended to be included within the scope of the claims. Accordingly, the foregoing description should be construed as illustrative and not limiting.

[0167] Casinos with online participation FIG. 4A illustrates a casino offering in-house and online (network) games, according to various embodiments. In FIG. 4A, casino C105 includes various gaming devices, such as slot machines C110 and blackjack tables C115. (Those skilled in the art will recognize other games offered by casino C105.) Casino C105 also includes a server C120 that tracks player activity within the casino. Thus, when a player uses a slot machine C110 or a blackjack table C115, the player's coin insertions, winnings, and so on are all tracked via server C120. The tracked data can be stored locally on server C120 or on an off-site, secure server (see the bottom of FIG. 5). Furthermore, while server C120 is shown as being located within the premises of casino C105, it could also be located outside casino C105.

[0168] Casino C105 also provides an online gaming website C125. Website C125 offers Internet games similar to those offered at casino C105, but without using physical equipment available in-house. For example, website C125 could offer online versions of slot machine game C130 or blackjack game C135. Credits used by players in Internet games can come from any source. For example, a player can enter a credit card number into website C125, which then issues credits to the player in exchange for charging the player's credit card. Alternatively, a player can use credits associated with the player's account. Systems for transferring credits from a player's account to a gaming machine are described in U.S. patent application Ser. No. 09 / 134,285, filed April 14, 1998, and U.S. patent application Ser. No. 09 / 694,065, filed November 19, 2000, both of which are incorporated herein by reference. Those skilled in the art will recognize how the system can be modified to transfer credits to websites that offer internet games.

[0169] To access website C125, a user connects to website C125 from a computer, such as computer system C140, over network C145. Computer system C140 typically includes computer C145, monitor C150, keyboard C155, and mouse C160. While computer system C140 is shown as a desktop personal computer, those skilled in the art will recognize that other types of computers are contemplated in various embodiments. For example, computer system C140 could be an Internet appliance with monitor C150, keyboard C155, and mouse C160 integrated into the housing of computer C145. Computer system C140 can also take other forms, such as a personal digital assistant (PDA) or other handheld device, or a mobile phone. Optional devices not shown in FIG. 4A as part of computer system C140 include input / output devices such as a printer. Not shown in FIG. 4A are conventional internal components of computer system C140, such as a central processing unit, memory, and file system. Similarly, network C145 can be a variety of networks, such as a local area network (LAN), a wide area network (WAN), a wireless network, or a global network (such as the Internet), etc. Network C145 can be any combination of the above networks used to connect computer system C140 and website C125.

[0170] While FIG. 4A illustrates website C125 as being stored on server C120 within casino C105, those skilled in the art will recognize that website C125 could be stored on another server. Similarly, website C125 could be accessible via server C105 or could be completely separate, so that connections to website C125 do not require a route through server C120. For example, FIG. 4B illustrates an alternative embodiment. In FIG. 4B, website C125 is hosted by server C150, which is independent of casino C105. Server C150 could be owned by casino C105 but is physically separate from server C120. In this embodiment, where server C150 and server C120 are separate devices, server C150 generally does not store player tracking information, which is preferably stored on server C120. Server C150 could also be located in a different environment, external to casino C105. Alternatively, server C150 could be a third-party server operated by a third party on behalf of (but under direction from) casino C105. Those skilled in the art will recognize other possible variations.

[0171] If casino C105 does not own and operate its own server C150, casino C105 needs to be able to track player activity on website C125. To enable this tracking, server C150 can report player activity to casino C105. Connection C155 enables server C150 to report player activity to casino C105. Those skilled in the art will recognize that connection C155 need not be a direct physical connection. Server C150 can be connected to casino C105 via network C145.

[0172] While Figures 4A and 4B show a website C125 offering online games identical to the casino's in-house games, the website C125 may offer other forms of entertainment to players. For example, rather than playing for money, the website C125 may offer players playing for fun. In this configuration, players do not bet their own money when using the website C125. However, the casino C105 may track player activity to reward player patronage. For example, players may earn points that can be redeemed at the casino. In this way, the casino does not directly benefit from player activity, but there is an indirect profit motive as players visit the casino to redeem their earned points and, hopefully, spend money gambling at the casino. Furthermore, if a casino offers multiple websites to players, some of these websites may be configured as online games and others may be configured for entertainment.

[0173] Returning to FIG. 4A , when a player plays, for example, a slot machine C110 or a blackjack table C115 within a casino C105, information about the player is tracked. Similarly, when a player plays, for example, a slot machine game C130 or a blackjack game C135 online at a website C125, information about the player is tracked. In some embodiments, the combined data is stored on a remote, secure server (as shown at the bottom of FIG. 5). In a second embodiment, the combined data is stored on server C120. Regardless of where the data is stored, the combined data gives the casino more information about the player than it would otherwise have.

[0174] 4A and 4B only show a single casino, those skilled in the art will recognize that various embodiments may include multiple casinos. For example, a single website may track online gaming activity for players registered with more than one casino. Furthermore, a single casino may have more than one website (hosted on more than one server, all different from server C120) with player tracking data reported to server C120. Those skilled in the art will recognize other possible variations.

[0175] Figure 5 illustrates a player communicating via a server at the casino of Figure 4A, according to some embodiments. In Figure 5, a computer system 140 is shown in communication with a server C120. The server C120 communicates with an ASP server C205, which is in communication with a secure server C210 behind a firewall C215. The secure server C210 stores sensitive data: for example, player tracking data, which stores data regarding player behavior and personal information, among other possibilities.

[0176] The ASP server C205 manages secure communications between the server C120 and the secure server C210. ​​In a preferred embodiment, the server C120 sends Extensible Markup Language (XML) data to the ASP server C205, which is only accessible to the server C210 behind the firewall C215. However, those skilled in the art will recognize that the server C120 can communicate with the ASP server C205 by means other than using XML. By having the secure server C210 communicate with the ASP server rather than the secure server C210, sensitive data remains secure on the secure server C210 but is accessible from outside the firewall C215 if requests are sent in the correct manner. The ASP server C205 can communicate with the secure server C210 to obtain responses to requests securely sent to the server C120, preferably using XML. The server C120 can transform the XML responses into Hypertext Markup Language (HTML) using Extensible Stylesheet Language (XSL) Transformations (XSLT). The resulting HTML can be displayed to a player on computer system C140.

[0177] The communication between the server C120 and the ASP server C205 can be encrypted. Any encryption scheme can be used: the Secure Sockets Layer (SSL) encryption protocol used on the Internet can be applied to encrypt the communication. Similarly, it is preferable that the communication between the ASP server C205 and the secure server C210 is also encrypted.

[0178] As an example of how the communication configuration of FIG. 5 can be used, consider the case where a player wants to update personal information. (Encrypted communications are not described in this example, but one skilled in the art would recognize how to implement encryption in this example.) Because personal information is sensitive (the player does not want it to be made public), the data is stored on secure server C210 behind firewall C215. Using server C120, the player can then request to view their player data. (We'll assume the player has identified themselves to the system at this point.) Browser requests made to server C120 are converted into XML requests for ASP server C205, which are forwarded to secure server C210. ​​Secure server C210 responds with the personal information, which is formatted as XML and forwarded to server C120. Server C120 uses XSLT to convert the XML data into an HTML page that is presented to the user. Using a form, the player can update their personal information. The XML-formatted data is posted to ASP server C205, which can then update the database on secure server C210. ASP server C205 returns the XML confirmation message to server C120 which again uses XSLT to convert the XML confirmation message into HTML that is presented to the user.

[0179] Player Registration Of course, before being able to enjoy the benefits of Figures 6 and 7, the player must be registered with the casino. The most traditional way for a player to register with the system is for the player to come to the casino to register. A casino employee enters the player's data (either on a form prepared by the player or data the player provides on-site) into a computer and issues the player a player card. The system can then track the player's actions when the player uses the player card on any gaming device. A unique number can be stamped on the player card: the player can use that number for identification when playing online games.

[0180] Instead of having a player visit a casino to register an account, there are other ways a player can register with the system. For example, a player can fill out an electronic form over the Internet. The player can then be mailed a player card and / or electronically issued an identification number that can be used for online gaming.

[0181] Other methods for registering players are possible. For example, software exists that allows for the location of a computer's Internet Protocol (IP) address. Such software verifies a player's location without the player having to type in any information. When a player first sets up an account, the system can locate the player based on the IP address. However, because an IP address identifies a computer, not an individual, it is not possible to determine who is using the computer from the IP address. Furthermore, if the IP address is dynamically assigned, it cannot even specifically identify the computer.

[0182] Instead of assigning an identification number to a player, the player's existing ID may be used. For example, each state assigns individuals state-specific driver's license numbers. The combination of the issuing state and the ID number may uniquely identify the player. The player enters this information into the system, which may then forward it to a third-party database. The third-party database returns information about the player. The combination of the issuing state and the ID number may be used both to obtain information about the player for registration purposes (in setting up a player account) and for identification purposes (to access the account).

[0183] In various embodiments, a combination of methods is used to register a player. First, the computer's IP address is checked to determine the player's location. The player is then prompted for an ID number and issuer. The ID number and issuer are transmitted to a third-party database to obtain confirmation of the player's location, as determined by the IP address, and demographic information. If the player's location is confirmed, an account is registered using the player's IP address, ID number, and issuer. However, if the player's location is not confirmed, the player must call the casino or personally visit to have a casino employee register the player's account.

[0184] Player preference settings Various embodiments provide gaming machines that are customized to one or more player preferences. A player may view and modify preferred account information stored in a player reference. Preferred account information may include, but is not limited to, favorite points account information, favorite points account settings, reward opportunities, favorite game features for favorite games, favorite gaming machine settings, favorite bonus games, favorite service options, and favorite game progressions. The preferred account information may be stored in multiple preference accounts on a preference account server. Using a preference account interface compatible with a web browser, a player may be able to view and modify the preferred account information stored on the preference account server from a gaming device, a home computer, a hotel room video interface, and a casino kiosk.

[0185] Collusion Detection It is known that the game of poker is a hybrid game of chance combined with skill or strategy, and in a game of poker, two or more players may adjust their playing strategies to gain an advantage over the remaining players in the game, making the game unfair.

[0186] Some embodiments are described with particular reference to a system for detecting and managing collusion in a game of poker, however, this application is not to be construed as limiting on various embodiments.

[0187] Referring to FIG. 8, a system for detecting and managing collusion in a poker game is generally designated by the reference numeral (D1). The system (D1) includes a game server (D2) and portals (D3a, D3b) in the form of websites on the Internet's World Wide Web. In this embodiment, each of the portal websites is an online casino website hosted on a corresponding casino web server (not shown). For convenience, various embodiments will be described with reference to only two online casino websites (D3a, D3b). Each casino website (D3a, D3b) can be accessed by one or more potential poker players (not shown). Each poker player accesses the casino website by way of an Internet-enabled computer workstation having a display (D5) and an associated pointing device (D6), such as a mouse or, alternatively, a touchpad. In this embodiment, the casino website (D3a) is shown as having one computer workstation (D4) to which it is logically connected, although the casino website (D3b) is shown as being connected to two computer workstations. It will be appreciated by those skilled in the art that a casino website (D3a, D3b) can theoretically connect to any number of computer workstations (D4) simultaneously, the number being physically limited only by considerations of processing power and internet access bandwidth.

[0188] The system (D1) further includes a management facility (D13) in the form of an application server that communicates with the game server (D2) via a communication channel (D12). Details of the application web server (D13) are outlined in the following description. The system (D1) also includes a collusion detection server (D14) that can communicate with the game server (D2) via the communication channel (D12).

[0189] The game server (D2), online casino web servers (not shown) corresponding to the online websites (D3a, D3b), computer workstations (D4), application web servers (D13), and collusion detection server (D14) can communicate with each other over an open communications channel, which in this embodiment is the Internet. Although the Internet is a single packet-switched communications network, for convenience it is shown in Figure 8 as separate logical communications channels (D7, D8, D9, D10, D11, and D12).

[0190] The application web server (D13) maintains an account settlement facility (D15) with accounts corresponding to each of the casino web sites (D3a, D3b). Similarly, each online casino web server (D3a, D3b) includes a credit account facility (D16a, D16b) with credit accounts corresponding to each player participating in a poker game via one of the computer workstations (D4). In the illustrated embodiment, the credit account facility (D16a) has an account associated with a single player, while the credit account facility (D16b) has credit accounts associated with two players.

[0191] The game server (D2) operates under a stored program that allows a predetermined maximum number of players, e.g., eight, to participate in a single game of poker. When the number of players reaches this predetermined number, the stored program initiates a new game that allows eight more players to participate. Furthermore, in this embodiment, the stored program initiates a different game for each of the different levels of play: $1 / $2, $2 / $4, $5 / $10, $10 / $20, $20 / $40, fixed-limit games above $20 / $40, and pot-limit games. Thus, under the stored program, the game server can run as many independent games as possible to accommodate the needs of a group of players, up to eight in a group, who wish to play games at different levels of play. Each game initiated in this manner is treated completely independently of the other games.

[0192] The online casino website (D3a, D3b) allows players wishing to participate in a game to request participation in a game through one of the computer workstations (D4) and, once admitted to a particular game round, to place bets on that round. Each participating player is presented with an identical graphical user interface (GUI) on the display (D5) of each player's computer workstation (D4) by a program stored on the game server (D2). The GUI provides the player with an appropriate representation of the poker game (not shown) with appropriate icons that enable the player to determine the gameplay they wish to play and to monitor the gameplay decisions of other participating players in the same game round.

[0193] As shown in Figure 9, the stored program provides a betting means (D17) that allows any participating player to place a bet at a turning point in the game, and an identification means (D18) that can determine whether a bet placed by any one of the participating players at a turning point in the poker game is successful or unsuccessful. The program stored on the game server (D2) also maintains a dynamic register (D19) of all players who are permitted to participate in the game and who actively participate in all games that are started from time to time, along with data representing the corresponding portal (D3a, D3b) through which each participating player accessed the game. The dynamic register (D19) also contains data representing the game round in which the player is participating. The application web server (D13) also determines the participating players' bets after the turning points of all game rounds have been completed.

[0194] In use, a player wishing to participate in a poker game uses a computer workstation (D4) to access the player's selected online casino website (D3a, D3b). The player is presented with a GUI icon (not shown) on his or her computer workstation, which allows the user to request participation in a poker game at the desired level of play. The player's participation request is forwarded by the online casino website (D3a, D3b) to a game server (D2), which adjudicates and processes the request in the following manner: 1. If all existing poker games at the desired level of play are being played by eight players, the existing game is fully occupied and the prospective player is not admitted. The user is informed of the situation and invited to join a waiting list of prospective players. 2. If there is space available in one of the existing poker games at the desired level of play, the prospective player is removed from the waiting list and admitted to that game, and the newly admitted player is presented with the appropriate GUI to allow the player to play the game and place a bet. The player registration is updated with data indicating the online casino website (D3a, D3b) at which the player is admitted to the game and includes details of the newly admitted player as well as the specific games to which the player is admitted. 4. When the waiting list of players for a game at a particular level of play is full, for example 4 or 5, the game server starts a new game of that level to allow players on the waiting list to join, and the list is cleared. 5. The player registration is updated with data indicating the online casino website (D3a, D3b) at which the player is admitted to the game and includes details of the newly admitted player for the newly started game as well as the specific games to which the player is admitted.

[0195] Any player may leave a poker game in which he or she is participating at any time after one round of that game has been played. When a participating player leaves a poker game, the following actions occur as a result of the player's departure: 1. The GUI corresponding to the poker game on the computer workstation is replaced with one that allows the player to choose to play other casino games. 2. The details of the leaving player are removed from the register of active participating players. 3. The remaining game fields are analyzed in order to close games with insufficient participants and combine participants from these fields into one game field with more participants.

[0196] Players participating in any round of the game place bets from time to time during a round of the poker game, as described above, and utilize the betting means (D17) to make required gameplay decisions as they progress. When a round of the game is completed, the identification means (D18) determines which player is the winner of that round, and the application web server (D13) settles the bets placed by players participating in that round of the game: 1. The game server (D2) notifies the online casino websites (D3a, D3b) associated with each player who placed a round of the game. The individual online websites (D3a, D3b) charge the individual accounts of the associated players an amount equal to the player's bet amount. 2. The accounts of the online websites (D3a, D3b) associated with each player who bet on that round of the game are charged an amount equal to the player's corresponding bet amount. 3. The account of the online website (D3a, D3b) associated with the player who successfully placed a bet on that game round is credited with an amount equal to the total of all bets, including the successful bet. 4. The game server (D2) notifies the successful player's associated online website (D3a, D3b), and the online casino website credits the successful player's personal credit account with an amount equal to the total of all bets, including the successful bet.

[0197] Bets placed by participating players in a game are made using credits purchased by the player before participating in the game. For this purpose, each online casino (D3a, D3b) includes a credit issuing means (not shown) that can issue credits to any player who wishes to participate in a poker game. Players purchase credits using traditional credits or, although not described in detail, well-known debit card payments. Whenever a player purchases credits from the credit issuing means, the corresponding online casino (D3a, D3b) credits the player's credit account with the same amount as the amount purchased by the player.

[0198] In various embodiments, the application server (D13) deducts a portion of the total amount of all bets placed in each game as a collection of operator profits for the game server (D2) and the online casino websites (D3a, D3b). A portion of this collection is credited to the settlement accounts of the individual online casinos (D3a, D3b) as a function of the proportion of players participating in the game round via a particular casino website. In a variation of this embodiment, the settlement accounts of the casinos (D3a, D3b) associated with players who placed successful bets in a game round are credited an amount equal to the total amount of all bets placed, including successful bets, less the amount of the collection. Similarly, the credit accounts of players who placed successful bets are credited an amount equal to the total amount of all bets placed, including successful bets, less the amount of the collection.

[0199] The collusion detection server (D14) maintains record means in the form of a collusion detection database (D20), the function of which will be described in more detail later. The collusion detection server (D14) operates under the control of a stored program that is capable of recording the history of each player participating in a poker game at any one time. The playing history includes the amount of bets placed in each game round in which the player participated, along with the corresponding betting results. The betting results are considered to be the betting profit in the case of a successful bet, or the amount of bet forfeited in the case of a losing bet. In this particular embodiment, the result of a successful bet is the total amount of all bets placed by players participating in a poker game round, minus the amounts bet by winners and any levies. The recorded information is recorded in the collusion detection database (D20).

[0200] As shown in FIG. 10, a program stored in the collusion detection server (D14) provides a ranking facility (D21) that can derive corresponding key statistics from the recorded play of each player. Each time a player's playing history is updated with the results of further games in which the player participated, the player's key statistics are recalculated by the ranking facility (D21). The derived key statistics are stored in the collusion detection database (D20). The key statistics are the win / loss ratio across all game times of the player, calculated as follows: win .times. / .times. loss .times. .times. (all .times. .times. hands .times. .times. played) = Units + / - na, where Units + / - is the sum of all betting results; na is the number of hands played by the player.

[0201] The stored program in the collusion detection server (D14) also provides a monitoring means for continuously monitoring the key statistics of any player in the collusion detection database (D20). If any player's key statistics change beyond a predetermined threshold, the monitoring means (D21) generates an output in the form of a flag. Such a change indicates a change in the player's playing pattern and is an indicator of possible collusion by a player worthy of further investigation. To minimize the possibility of generating false flags, the ranking facility (D21) retrieves key statistics for players whose play history exceeds 300 games recorded in the collusion detection server (D14). A particular player's win / loss ratio may vary depending on the level at which they are playing, and it is believed that players are more cautious when playing at higher levels. For this reason, the ranking facility (D21) calculates each player's key statistics for each level at which they are playing. In this case, the levels of play are: games up to $1 / $2, games from $2 / $4 to $5 / $10, games from $10 / $20 to $20 / $40, fixed limit games above $20 / $40, pot limit games, and no limit games. Thus, key statistics for a particular level of play are only derived by the ranking facility (D21) once a play history of 300 games for that particular level of play has been recorded.

[0202] The stored program in the collusion detection server (D14) also provides a control facility (D23) that acts based on the flag generated by the monitoring means (D21) by terminating the corresponding player from further participation in the poker game.

[0203] The ranking facility (D21) also calculates secondary statistic values ​​for individual players. If the primary statistic has a positive value indicating a winning player, the first secondary statistic is the breakdown of that player's wins from other players in that game. If an excessive percentage of that player's wins come from one or more players, the monitoring means (D22) generates a flag. Such skewed winning patterns are a further indicator of collusion among winning players.

[0204] If a player's primary statistic is negative, indicating a losing player, a secondary statistic that is further calculated is the breakdown of the player's losses relative to other players in the game. If an excessive percentage of the player's losses come from one or more players, the monitoring means (D22) generates a flag.

[0205] A further secondary statistic is calculated as follows: Raises with or without raising hands = R / RH where R = total number of raises; RH = number of raising hands.

[0206] Each game play decision by a player to raise a previous bet is analyzed by an analysis facility (D24) connected to the game server (D2). The analysis facility (D24) evaluates whether the game play decision was optimal in light of the cards in the player's hand. A ratio close to 1 indicates that the player is raising correctly. A ratio much greater than 1 indicates that the player is over-raising with a hand that is not suited to the raising hand. This indicates that the player is a poor player or a colluder, and a flag is raised by the monitoring means (D22).

[0207] As a further statistic, the losses resulting from all raises made by a player are broken down and analyzed. If the loss ratio to one or more other participating players is excessively high, the monitoring means (D22) raises a flag.

[0208] We believe that the first two secondary statistics can be advantageously used to quickly analyze new players. With a record of only 20 or 30 game play histories, these secondary statistics will be accurate enough for the monitoring means (D22) to raise a flag if necessary.

[0209] Sports betting Various embodiments provide systems and methods for conducting sports and event betting. According to one aspect, the ease of using a network (e.g., the Internet, a mobile telephone system, and / or other types of networks) is combined with sports and event betting at a fixed casino. In this way, sports and other types of event betting are improved because betting becomes more convenient for bettors.

[0210] According to one embodiment, bettors place bets on a website (e.g., over the Internet and / or other types of networks) on other sports or events, including professional and college football, soccer, baseball, basketball, auto racing, ice hockey, as well as cricket, rugby, and various sports tournaments, including the NCAA men's and women's basketball championships and World Cup soccer. Other events on which bets may be placed include, for example, types of events such as selecting the winner of a reality television show (e.g., the Survivor reality show), when the first man will land on Mars, or selecting the winner of a U.S. presidential election.

[0211] According to one embodiment, a website (e.g., available via the Internet or other type of network) includes a listing of all bets that may be placed. According to another embodiment, a bettor selects a bet to be placed online and registers the bet with a casino. One advantage of this is evident for complex or multi-choice events that involve multiple selections of occurring events. For example, a bet involving the entire NCAA Men's Basketball Championship Tournament, with its 63 games and 54 teams, is a complex bet that requires multiple event selections. As another example, fantasy league team selections (e.g., for the National Football League) involve 30 team members or positions and 60 selections for each individual position, further complicating the betting process. However, such traditional bets have been limited to bets placed by bettors at gaming establishments. According to one aspect, bettors are permitted to place bets and legally receive payments for their bets outside of gaming establishments.

[0212] According to various embodiments, a bettor may apply to a website operator for consideration of a bet. According to various embodiments, a registration number is issued by the website operator if the bet is accepted. According to various embodiments, the bettor then proceeds to a fixed casino operating the website to pay for the registered bet. According to various embodiments, by allowing bettors to actually pay for their bets at a fixed casino, legal issues regarding Internet betting in the United States are reduced or eliminated. This method is believed to provide convenience to bettors, as they can determine and place their bets before going to the casino. Furthermore, because bettors are required to be physically present at the casino to pay, such a method provides casinos with the necessary customer traffic to encourage bettors to play other games.

[0213] FIG. 17 illustrates an example process for placing sports and event bets according to various embodiments. At block E200, process E230 begins with a player deciding to place a bet on a sport or other event. At block E202, the bettor signs on to a website or other resource accessible through a communications network. In an example system, the player accesses a website that includes an interface (e.g., a graphical user interface (GUI)) to which the player may log on for security purposes. Additionally, the player is allowed access to account information and / or bettor-specific information. This interface may be used to access the website or the Internet, or to access other interfaces (e.g., an interface used to access a download website for downloading betting software). The interface may be, for example, an HTML, JAVA, or other type of interface.

[0214] In block E204, the bettor views the available bets on the website. According to some embodiments, all or some of the possible bets may be listed. The bets that may be shown may be determined by the bettor's account or betting profile (e.g., football bets may not be shown to a bettor who is not interested in football). Available bets may also be shown based on the bettor's historical betting behavior.

[0215] The odds for a bet may be fixed or may vary depending on when the bet is registered or when the bet is paid. For example, in the Major League Baseball World Series, the odds may be 6:1 after the regular season and before the start of the playoffs, 1:1 just before the World Series begins, and 1:4 after the third game of the series. In this example, the odds for a registered bet may be determined at the time the bet is registered or when the bet is paid. If the odds for a registered bet are determined at the time the bet is registered, the fixed casino may be required to pay for registered bets within a specific period (e.g., one minute, one hour, one day, one week, one month, etc.), with this specific period shortening as the sporting or other event approaches.

[0216] In block E206, the bettor decides to place a bet, and in block E208, the bettor registers the bet. For example, the bet is registered on a website (e.g., via a communications network including the Internet, a mobile telephone network, etc.). The bettor may place a bet listed on the website. Alternatively, or in addition to a proposed bet listed, a player may submit a bet outside of the website. For example, if a bet is not listed on the website, the bettor may declare a particular event to be bet on, and the bettor or the website operator may decide to award the bet to the bettor for the bet.

[0217] Once the website operator accepts the bet, the website may provide the bettor with a registration, transaction, or confirmation number for the bet in block E210. The operator then proceeds to the fixed casino for payment in block E212. For example, the bettor may proceed to a cashier, kiosk, or other means available to pay the bet in the casino or other legal gaming jurisdiction. In block E214, the bettor provides the registration number to the casino, and the casino verifies the registration number in block E216. In block E218, the bettor pays the casino for the bet, and the bettor may obtain a slip of paper indicating the bet placed and the odds for that bet.

[0218] At block E220, an event is held to determine the outcome of the bet, and the casino determines whether the bettor is a winner at block E222. If the bettor is a winner, the casino pays at block E226. To collect the winnings, the bettor is required to return to the casino.

[0219] In block E220, the bettor may need to make additional picks on the same bet. For example, the bettor may need to make additional picks for the second and other additional rounds in a multi-round tournament based on the results of previous rounds. Such tournaments include, for example, the FIFA World Cup in soccer or the NCAA Men's Basketball Championship. In such tournaments, the bettor must make picks on all rounds before placing a bet.

[0220] When payment is made for a registered bet, the bettor may pay, for example, with money, loyalty points, a combination thereof, or other payment methods. In particular, the bettor may pay the gaming operator or affiliated organization with money by using a debit card, credit card, check, cash, or account credit. Alternatively, or in addition to other payment methods, the bettor may pay with loyalty points from an account held with the gaming operator or affiliated organization. Loyalty points can be earned from any organization but are typically associated with loyalty programs such as frequent airline flyers, frequent hotel stays, or frequent casino visitors. The bettor may pay in person (e.g., using a cashier) or by other methods within the casino, including by phone, mobile device, or kiosk.

[0221] A computer system or game operator may automatically determine when a bettor is a winner. Such results are automatically verified and validated by the computer system. In this case, the computer system notifies the bettor whether the player has won or lost, and what kind of win it was. Notification to the bettor may be by email, computer web or network, telephone, television, fax, or any other method.

[0222] After the winner is authenticated and verified, the computer system notifies the bettor of the win. Additionally, the computer system may display the winning bet, the bettor's identity, or the payout.

[0223] Bettors may be able to replay and review past bets using audio or video implementation devices. For example, a kiosk, a phone with a display, a television, a computer, or a mobile device may be used to view past bets. By accessing selected bets in a computer system, game players may be able to view event outcomes, bet odds, and payouts.

[0224] In one embodiment, a computer system may be used to perform many actions of a betting operation, including taking, registering, and paying bets. For example, a computer system used to perform betting functions according to one embodiment may include a single or multiple computer systems, one or more of which may include a supercomputer, a minicomputer, a mainframe computer, or a personal computer. A computer system used to perform a betting operation may include any combination of computer system types that cooperate to accomplish system-level tasks. Multiple computer systems may also be used to perform one or more of the betting operations. A computer system may also include output or input devices, a display, and a storage unit to enable the betting operation. It is recognized that any computer system or multiple computer systems may be used, and that some embodiments have no limitations on the number, type, or configuration of computer systems.

[0225] A computer system (e.g., system E300) performing betting operations according to various embodiments may include, for example, one or more component systems (e.g., systems E302, E304, and / or E306 as shown in FIG. 13). One system component (e.g., payment system E302) may handle payments by bettors. Another system component (e.g., sports betting system E306) may handle the taking and registration of bets on one or more events, including sports bets. Yet another system (e.g., payout system E304) may handle payouts to players. Such betting systems may be connected (e.g., by direct line or network) to other computer systems, including those operating casino or hotel loyalty programs, reservations, in-room television, gaming floor kiosks, or other systems. Connections to other computer systems may be made using one or more of the system components described below.

[0226] The payment component (e.g., system E302) may include one or more known systems. For example, a bettor may be able to pay via a casino cashier, kiosk, or other means connected to the payment computer system via an interface. In a computer, data may be stored in a database stored in the computer system's memory. As used herein, a "data structure" is an arrangement of data defined by computer-readable signals. These signals may be read by a computer system, stored on a medium associated with the computer system (e.g., in memory, on a disk, etc.), or transmitted to one or more other computer systems over a communications medium such as a network. As used herein, a "user interface" or "UI" is an interface between a computer and a human user that enables communication between the user and the computer. Examples of UIs implemented in various embodiments include a graphical user interface (GUI), a display screen, a mouse, a keyboard, a trackball, a microphone (e.g., used with a voice recognition system), a speaker, a touch screen, a game controller (e.g., a joystick), etc., and combinations thereof.

[0227] Bettor information is also entered into the payment system component. The entered bettor information may include name, address, phone number, and age, and payment information may include credit or debit card number or loyalty account information. Based on the payment information, a call center representative may verify that the payment information is valid and that there is sufficient credit or funds available to cover the player's bet.

[0228] The various payment systems and one or more user interfaces may be located on computer systems that are connected by a network to a computer system that stores data on bettors, accounts, and signature information. As used herein, a "network" or "communications network" is a group of one or more devices interconnected by one or more segments of a transmission medium or active communications equipment over which communications are exchanged between the devices.

[0229] The above examples are merely exemplary aspects of payment system components. Such exemplary aspects are not intended to limit the scope, as many implementations of a payment system, such as on-site casino payments, are possible and within the scope of various embodiments. For example, the payment system may include a pay-per-view system for interactive television at a casino hotel, or the payment engine may also send receipts to players via email or mail. None of the following claims are limited to any particular implementation of a payment system unless the claim explicitly includes a particular implementation.

[0230] Payment systems (e.g., system E304) are well known. Any of a number of standard systems or payment engines for paying out winnings may be used by various embodiments, as shown in FIG. 15. For example, 'Quicken' (available from Intuit Inc., Mountain View, California, USA) may be used to issue and mail checks or to charge debit cards, credit cards (in jurisdictions where play is legal), or loyalty accounts. 'Quicken' may access a payment data structure over a network to obtain payment information. As used herein, an "application programming interface" or "API" is a set of computer-readable instructions that define functionality such that such functionality is adapted to be executed on a computer in conjunction with an application program.

[0231] 'Quicken' is merely an exemplary embodiment of a payment system. Such exemplary embodiment is not limiting in scope, as many other implementations of a payment system, e.g., variations on online payments, are possible and within the scope of various embodiments. Additionally, a cashier may access payment data over a network using a user interface. The cashier then makes payments to winning players based on the accessed information.

[0232] Sports and event betting systems (e.g., system E306 shown in FIG. 16 ) according to various embodiments may include many components for performing specific functions. These components may include, for example, a storage medium that stores a data structure having information about bet events and odds. For example, this information may include event data, time, location, bettor betting and winning history, and event odds and the payout time dependency of event odds. Sports and event betting systems may include components that access the payout and payout data structure.

[0233] The sports and betting system may also include a betting engine. The betting engine may, for example, perform functions in accordance with process E230 shown in FIG. 17, as described above. Betting process E230 may include more or fewer acts than those shown in FIG. 17, and various embodiments are not limited to a particular number or order of acts (e.g., the order shown in FIG. 17), as acts may be performed in other orders, may include additional acts, and one or more of the acts of process E230 may be performed sequentially or in parallel with one or more other acts or portions thereof. For example, blocks E214 and E218, or portions thereof, may be performed together, and act E216 may be performed at any point in block E214 of process E230 (including after block E218).

[0234] Process E230 is merely an exemplary embodiment of a method for placing a sports or event bet. Such exemplary embodiment is not intended to be limiting in scope, as many other methods for placing a sports or event bet may be used. None of the claims are limited to a particular implementation of a sports or event bet unless the claim includes a limitation that explicitly recites a particular implementation.

[0235] Process E230, its acts, and embodiments and variations of these methods and acts, may be defined, by themselves or in combination, as computer-readable signals tangibly embodied in a computer-readable medium, such as a non-volatile storage medium, an integrated circuit memory element, or a combination thereof. Such signals may define instructions, e.g., as part of one or more programs, that, when executed by a computer, instruct a computer to perform one or more and / or various aspects, variations, and combinations of the methods or acts described herein. Such instructions may be written in any of a number of programming languages, including, for example, Java, Visual Basic, C, C#, or C++, Fortran, Pascal, Eiffel, Basic, COBOL, etc., or various combinations thereof. The computer-readable medium on which such instructions are stored may be located in or distributed across one or more of the components of the general-purpose computer described above.

[0236] The computer-readable medium may be transportable such that the stored instructions can be downloaded to any computer system resource for implementing the various embodiments described herein. Furthermore, the instructions stored on the computer-readable medium, as described above, are not limited to instructions embedded as part of an application program running on a host computer. The instructions may be embodied as any computer code (e.g., software or microcode) usable to program a processor to implement the aspects described above.

[0237] For example, a single component or collection of components of the computer system described below in conjunction with Figure 11 that performs the functions described above may generally be considered one or more controllers that control the functions described above. The one or more controllers may be implemented in a variety of ways, such as with dedicated hardware or with a processor programmed with software or microcode to perform the functions described above.

[0238] Other components of the event betting system may include software components (e.g., drivers) that stream video to users via broadband, satellite, or wireless media. If the game is fully automated, the user interface may simply be a video terminal, including a television with no user input means. Viewing access may be controlled by standard conditional access methods, including the use of set-top box addresses, telephone numbers, or Internet Protocol (IP) addresses.

[0239] The above are merely exemplary embodiments of a sports and event betting system. Such exemplary embodiments are not intended to be limiting in scope, as many other sports and event betting system, e.g., conditional access, variations are possible and within the scope of various embodiments. None of the claims set forth below are limited to a particular implementation of a sports and event betting system, unless the claim includes a limitation that explicitly recites a particular implementation.

[0240] System E300 and components thereof, such as the payout, payout, and betting engines, may be implemented using software (e.g., C, C#, Java, or a combination thereof), hardware (e.g., one or more application-specific integrated circuits, processors, or other hardware), firmware (e.g., electronically programmed memory), or a combination thereof. One or more components of E300 may be on a single system (e.g., a payout subsystem), or one or more components may be on separate, individual systems. Furthermore, individual components may be distributed across multiple systems, and one or more systems may be interconnected.

[0241] Furthermore, on each of one or more systems that include one or more components of E300, the individual components may reside in one or more locations. For example, different portions of component E300 may reside in different areas of memory (e.g., RAM, ROM, disk, etc.). Each of such one or more systems may include, among other components, several well-known components such as one or more processors, a memory system, a disk storage system, one or more network interfaces, and one or more buses or internal communication links that interconnect the various other components.

[0242] System E300 may be implemented on a computer system described below with reference to FIGS.

[0243] System E300 is merely an example of one embodiment of a gaming system. Such an example embodiment is not intended to be limiting in scope, as many other sports and event systems, such as variations of E300, are possible and within the scope of various embodiments. For example, an interactive television may also be used to view available bets. None of the claims described below are limited to a particular implementation unless the claim includes a limitation that explicitly recites a particular implementation.

[0244] Various embodiments may be implemented on one or more computer systems. These computer systems may be general-purpose computers, such as those based on Intel PENTIUM-type processors, Motorola PowerPC, Sun UltraSPARC, Hewlett-Packard PA-RIK processors, or other types of processors. One or more computer systems of any type may be used to partially or fully automate game play according to various embodiments. Furthermore, the software design system may be located on a single computer or distributed among multiple computers attached via a communications network.

[0245] For example, various embodiments may be implemented as specialized software executing within a general-purpose computer system E400, such as that shown in FIG. 11 . The computer system E400 may include a processor E403 connected to one or more memory devices E404, such as a disk drive, memory, or other device for data storage. The memory E404 is typically used to store programs and data during operation of the computer system E400. The components of the computer system E400 may be connected by an interconnection mechanism E405, including one or more buses (e.g., components integrated within the same machine) and / or networks (e.g., between components on separate, discrete machines). The interconnection mechanism E405 enables communication (e.g., data, instructions) between system components of the system E400. The computer system E400 also includes one or more input devices E402, such as, for example, a keyboard, mouse, trackball, microphone, or touchscreen, and one or more output devices E401, such as, for example, a printing device, a display screen, or speakers. Additionally, computer system E400 may include one or more interfaces (not shown) that connect computer system E400 to a communications network (in addition to or as an alternative to interconnection mechanism E405).

[0246] The storage device E406 shown in FIG. 12 typically includes a computer-readable and writable nonvolatile storage medium E501 on which programs executed by the processor or signals stored on or in the medium E501 defining information processed by the programs are stored. This medium may be, for example, a disk or flash memory. Typically, during operation, the processor reads data from the nonvolatile storage medium E501 and moves it to another memory E502 that allows faster access to the data by the processor than the medium E501. This memory E502 is typically a nonvolatile random access memory such as dynamic random access memory (DRAM) or static random access memory (SRAM). It may be located in the illustrated memory system 406 or in a memory system E404 (not shown). The processor E403 typically manipulates data in the integrated circuit memory E404, E502 and copies the data to the medium E501 after processing is complete. Various mechanisms are known for managing data movement between the medium E501 and the integrated circuit memory elements E402, E502.

[0247] The computer system may include specially programmed, special-purpose hardware, such as, for example, an application-specific integrated circuit (ASIC). Various features or aspects may be implemented in software, hardware, or firmware, or a combination thereof. Furthermore, such methods, acts, system elements, and components thereof may be implemented as part of the computer system described above or as separate components.

[0248] Computer system E400 is shown for illustrative purposes as one type of computer system on which various embodiments may be implemented, but the embodiments are not limited to implementation on a computer system such as that shown in Figure 11. Various embodiments may be implemented on one or more computers having different configurations or components such as those shown in Figure 11.

[0249] Computer system E400 may be a general-purpose computer system that can be programmed using a high-level computer programming language. Computer system E400 may also be implemented using specially programmed, application-specific hardware. In computer system E400, processor E403 is typically a commercial off-the-shelf processor, such as the well-known Pentium-class processors available from Intel Corporation. Such processors run operating systems such as, for example, Windows 95, Windows 98, Windows NT, and Windows 2000 (Windows ME) available from Microsoft Corporation, the MAC OS system available from Apple Computer, the Solaris operating system available from Sun Microsystems, or UNIX, available from a variety of sources.

[0250] The processor and operating system define a computer platform for applications written in a high-level programming language. Various embodiments are not limited to a particular computer system platform, processor, operating system, or network. It will be apparent to those skilled in the art that various embodiments are not limited to a particular programming language or computer system. Furthermore, other suitable programming languages ​​and other suitable computer systems may be used.

[0251] Portions or more of the computer system may be distributed across computer systems (not shown) connected to one or more communications networks. These computer systems may be general-purpose computer systems. For example, various embodiments may be distributed among one or more computers configured to provide services (e.g., servers) to one or more client computers or to perform overall tasks as part of a distributed system. For example, various embodiments may be implemented on a client-server system with components distributed among one or more server systems that perform various functions according to various embodiments. These components may be executable in intermediate (e.g., IL) or translation code (e.g., Java) that communicate over a network (e.g., the Internet) using a communications protocol (e.g., TCP / IP).

[0252] Various embodiments are not limited to running on any particular system or group of systems. Various embodiments are not limited to any particular distribution configuration, network, or communication protocol. Various embodiments may be programmed using an object-oriented programming language such as SmallTalk, Java, C++, Ada, or C# (C-Sharp). Other object-oriented programming languages ​​may also be used. Alternatively, functional, scripting, and / or logic programming languages ​​may be used. Various embodiments may be implemented in a non-programmed environment (e.g., a document created in HTML, XML, or other format that, when viewed in a browser program window, provides the appearance of a graphical user interface (GUI) or performs other functionality). Various embodiments may be implemented as programmed or non-programmed elements, or any combination thereof.

[0253] While several exemplary embodiments have been described, it will be apparent to those skilled in the art that they have been presented by way of example only, and that the foregoing description is illustrative only and not limiting. Many variations and other exemplary embodiments are within the purview of those skilled in the art and are contemplated within the scope of the various embodiments. In particular, while many of the examples described herein include specific combinations of method acts or system elements, it should be understood that other combinations of these acts and elements are possible to achieve the same purpose.

[0254] Confirm to the player that the event was random Various embodiments may provide a means for verifying the integrity and authenticity of random events used in online casino games.

[0255] Various embodiments may provide a method for using pre-generated random event sequences for running an online game.

[0256] Various embodiments may provide a method for sending a pre-generated random event sequence to a user in an encrypted and / or digested manner so that the user cannot predict the random event sequence in an online casino game.

[0257] Various embodiments may provide the player with a cryptographic key and the original random event sequence at the end of a game session to verify the pre-generated random event sequence by comparing the decrypted and stored random event sequence with the original random event sequence, thereby authenticating the random events used in the online game.

[0258] Various embodiments may provide a way to send pre-generated random event sequences to a user so that the user can reconstruct the random events after a game session is completed.

[0259] Various embodiments may provide a method for authenticating a pre-generated random event sequence for an online casino game. In a preferred embodiment, a user establishes communication with an online casino to request a game session. The user requests a game to play from a list of online casino games, such as blackjack, roulette, or craps. Once the user has selected a game, the online casino accepts the request and begins the game session. For each game, there is a certain number and type of expected random events required to play the game session to completion or to end the game session at the user's discretion. Each random event represents an action that would occur in a real casino, such as drawing a card or rolling dice. The online casino includes a random number generator that pre-generates the expected number of random events and places the random events into the random event sequence. The random event sequence is encoded into an encryption sequence and transmitted to the user, who stores the encryption sequence until the game verification stage. Regarding the encryption step, the random event sequence may be converted into a digital digest and transmitted to the user, or it may first be encrypted, converted into a digital digest, and then transmitted.

[0260] At this stage in the game session, the user cannot understand the pre-generated, encrypted random event sequence received from the online casino, and the online casino does not need to worry about the user being able to fraudulently predict the sequence of random events in the future. The user initiates play of a particular game by requesting a random event from the online casino. The online casino receives these requests from the user and responds by sending the user the next number drawn in sequence from the pre-generated random event sequence. Events from the random sequence are consumed by the online casino during the game session. The user records all random events received from the online casino. Once the number of random events in the pre-generated sequence has been used up, or the user indicates their intention to end the game session, the online casino communicates "game over" to the user, and the game ends.

[0261] The online casino then sends the user a game verification encryption key to verify the integrity of the game. The encryption key allows the user to decrypt the encrypted random event sequence sent to the user at the start of the game session. The user decrypts the encrypted random event sequence, and the decrypted event sequence is compared to the record of the random event sequence sent by the online casino and stored by the user. If the sequences are identical, the random event sequence was not altered or tampered with by the online casino during the game session. If the random event sequence recorded by the user and the random event sequence presented by the online casino differ, the verification fails. The user communicates the failure to the online casino, which takes appropriate action.

[0262] A game session may be played by one or more players, and the online casino may send identical pre-generated encrypted sequences to each participant, allowing the participant to recompile their individual random event sequences back into the original pre-generated random event sequences and compare the recompiled random event sequences with the random event sequences sent by the online casino for verification purposes.

[0263] Various embodiments are described with reference to Figures 18 through 21, which generally disclose methods for ensuring the authenticity and integrity of online games, and more specifically, disclose methods for authenticating pre-generated random event sequences in online casino games.

[0264] Referring to FIG. 18, in a preferred embodiment, a user establishes communication with an online casino F10 to request a game session that is identical to a real game. The user possesses the necessary computer, customer game software, and other basic equipment and hardware necessary to establish communication with the casino line. The online casino may be a single computer that acts as a game server, or it may be several computers with databases and processors located elsewhere. The user requests games to play on the online casino during a game session by selecting from a list of available games. The list of common games to play during a game session may include the following: blackjack, roulette, craps, baccarat, slot machines, lottery, sports betting, and poker. Various embodiments are not limited to these games and may include games not included in the above list.

[0265] Once the user has completed game selection and communicated the selected game to the online casino, the online casino receives the request and begins the game session F12. For each game, there is a certain number and type of expected random events required to play the game to completion or to end the game session at the user's discretion. Each random event represents an action that occurs in a real casino, such as drawing a card or rolling a die. For example, in a game of blackjack, the type of random event that occurs during the game is drawing a card. The number of random events in a single game session generally does not exceed 10,000. Events from the random sequence are consumed by the online casino during the game session. The online casino is equipped with a random number generator that pre-generates random events F14.

[0266] The online casino generates an expected number of random events and places the random events into a random event sequence F16, which is a set of random events generated for the game session. The random event sequence is encoded into an encrypted sequence F18 and then transmitted to the user, who stores the encrypted sequence until the game verification stage F20. The method for encrypting the random event sequence can be any known encryption method used. For the encryption step, the random event sequence may be converted into a digital digest and transmitted to the user, or may be first encrypted and then converted into a digital digest and transmitted to the user, as shown in Figures 19 and 20, respectively.

[0267] Referring again to FIG. 18, at this stage of the game session, the user does not understand the pre-generated, encrypted sequence, and the online casino need not be concerned about the user predicting future random event sequences. The user then begins playing a particular game by requesting random events from the online casino F22. The online casino receives these requests from the user and responds by sending the user the next number consecutively drawn from the pre-generated random event sequence. The user records all random events received from the online casino F24. The user may manually record random events as a function of the customer game software or other known recording methods. When the number of random events in the pre-generated sequence is exhausted, or the user indicates their desire to end the game session, the online casino communicates "game end" to the user, and the game ends F26.

[0268] The online casino then sends the user an encryption key for game verification to prove the integrity of the game F28. The encryption key allows the user to decrypt the encrypted random event sequence sent to the user at the start of the game session. The user decrypts the encrypted random event sequence F30, and the encrypted random event sequence is compared to the user's record of the random event sequence sent by the online casino at the start of the game session F32. The user may manually compare the random events, as a function of the customer's game software, or by other known record-keeping methods. If the sequences are identical, the game is fair F34, and the random event sequence has not been altered or tampered with during the game. If the verification fails, the user communicates the failure to the online casino, and appropriate action is taken.

[0269] As shown in FIG. 17, in an encryption step, the online casino may encrypt the pre-generated random event sequence using a digital digest. The online casino converts the random event sequence into a digital digest F36 before transmitting the digital digest to the user F38. A particular game is played F22. The user records random events during the game session F24. When the game ends F26, the online casino transmits the undigested random event sequence to the user F40. The user then verifies the authenticity of the random event sequence transmitted by the online casino by converting the undigested random events into a digital digest and comparing it with the digital digest transmitted by the casino at the beginning of the game F42. For the verification to be successful, the two digital digests must be identical. Once the random event sequence transmitted by the online casino has been verified in this manner, the user proceeds to verify the random event sequence transmitted by the casino during the game session F44 by comparing the verified undigested random event sequence transmitted by the online casino at the end of the game with the random event sequence retained by the user.

[0270] For verification to be successful, the two random event sequences must be identical. Again, the comparison can be performed manually by the player or by customer software. If the sequences are identical, the game is fair F46 and the random event sequence was not changed or tampered with during the gaming session. If verification fails, the user communicates the failure to the online casino, and appropriate action is taken.

[0271] Referring to FIG. 20, an online casino may signal a pre-generated random event sequence through initial encryption and then convert the encrypted sequence into a digital digest to complete the signaling step. The online casino encrypts the random event sequence and converts it into a digital digest F48 before transmitting it to the user F50. A particular game is played F22. The user records the random events during the game session F24. When the game ends F26, the online casino transmits the undigested random event sequence in encrypted form to the user. The online casino also transmits an encryption key F52 to the user. The user first authenticates the encrypted random event sequence by converting it into a digital digest and comparing it with the digital digest transmitted at the beginning of the game session F54. The random event sequence is decrypted F56 and compared to the user's record of the random event sequence transmitted by the online casino F58. The user comparison can be performed manually or by customer game software. For verification to be successful, the sequences must be identical. If the sequences are identical, the game is fair and the random event sequence has not been changed or tampered with during the game session. If the verification fails, the user communicates the failure to the online casino, which takes appropriate action.

[0272] Using the above method, the encrypted sequence is generated in advance and sent to the user before the start of the game session, eliminating the opportunity for the online casino to change the event sequence in response to the user's actions or steps during the game, so the user can be confident that the random event sequence was generated without any fraudulent activity or information from the online casino.

[0273] Referring to FIG. 21, a game session may be conducted by one or more players F62. The online casino may send identical pre-generated sequences (e.g., encrypted sequences representing the same deck of cards) to each participant. Each user must have access to the random event sequences received by other users during the game session. At the end of the game session, the users collectively compare the received random event sequences with the random event sequences sent by the online casino at the beginning of the game session to verify that the sequences were not altered.

[0274] Although embodiments have been described for verifying the authenticity and integrity of online games, the described features can be used in any electronic game or technology requiring authentication of random event sequences. As such, the above features and aspects should not be construed as limiting.

[0275] team Various embodiments relate to a computerized system for implementing team play in a card game. The computerized system includes at least a first computer for use by a first participant on a first team, a second computer for use by a second participant on a second team, a third computer for use by a third participant on the first team, and a fourth computer for use by a fourth participant on the second team. A computer network interconnects the first and second computers, allowing the first and second participants to compete for team points in a first set of the card game. Similarly, the computer network interconnects the third and fourth computers, allowing the third and fourth participants to compete for team points in a second set of the card game. A central server computer connected to the computer network coordinates the first, second, third, and fourth computers and tallies team points earned by participants on each team to calculate a total team score for each team. Preferably, the central server computer also calculates team points earned individually by the first, second, third, and fourth participants. The computer network may be in the form of a local area network, assuming the computers are located relatively close together, such as in a casino. Alternatively, the computer network may be the Internet, if one or more of the computers are located remotely from one another.

[0276] Incorporated by reference The following is incorporated herein by reference: U.S. Patent 6,375,568; U.S. Patent 6,575,834; U.S. Patent 5,800,268; U.S. Patent Application No. 20070015587 U.S. Patent 6,319,125; U.S. Patent 5,655,961; U.S. Patent Application 20060194633; U.S. Patent Application 20060189381: U.S. Patent Application 20060172803; U.S. Patent Application No. 20060094497; and U.S. Patent Application No. 20060089189

[0277] Moving Game The following reference numbers apply only to Figures 22 to 34 unless otherwise specified.

[0278] In various embodiments, a distributed gaming system allows participants to participate in gaming activities from remote and / or mobile locations. Possible gaming activities include gambling offered by casinos. Gambling activities include any casino-type gambling activity, including, but not limited to: slot machines, video poker, table games (e.g., craps, roulette, blackjack, pay-go poker, Caribbean stud poker, baccarat, etc.), spinning wheel games, sports betting, horse racing, dog racing, jai alai, and other gambling activities. Gaming activities include betting on any type of event. Events include, for example, sporting events such as horse racing or auto racing, and athletic events such as football, basketball, baseball, golf, etc. Events also include events that are not typically wagered on. Such events include political elections, entertainment industry awards, movie box office results, and others. Games also include games and events without wagering. Games also include lotteries or lottery-type activities, such as state and interstate lotteries. These include number selection lotteries, scratch cards, and other lottery contests. The gaming system may be implemented over a communications network, such as a mobile network or a personal wireless and / or wired network. Examples of the latter include Wi-Fi and WiMax networks. In some embodiments, the gaming system communications network is completely independent of the Internet. In some embodiments, gaming system operation minimizes Internet usage so that only secure information is transmitted over the Internet and / or the information is encrypted. In various embodiments, the communications network allows players to participate in games from remote locations (e.g., outside the gaming area of ​​a casino). The system allows players to be mobile while participating in gaming activities. In various embodiments, the system has a location verification or determination feature that allows or disallows remote participation in games based on whether the location meets one or more criteria. The criteria may, for example, be whether the location is within a predetermined area where gambling is legally permitted.

[0279] For example, as shown in FIG. 22, gaming system 10 may include at least one user 12. The system may include additional users, such as at least a first user 12 and a second user 14. Multiple users may access first gaming system 10, with multiple other users communicating with a second gaming system (not shown). Users 12 and 13 may access system 10 using gaming communication devices 13. Gaming communication devices 13 may include any suitable device for sending and receiving electronic communications. Such devices include, without limitation, mobile phones, personal digital assistants (PDAs), computers, minicomputers, etc. Gaming communication devices 13 transmit and receive gaming information to and from communications network 16. Gaming information is communicated between network 16 and a computer 18, such as a server, located within the premises of a gaming service provider 20. The location of computer 18 is flexible, and computer 18 may be located near or remote from gaming service provider 20. Various embodiments may not include a gaming service provider. Computer 18 and / or gaming service provider 20 may be located within, nearby, or remote from a gaming provider (not shown in FIG. 22 ). A gaming service provider may be the actual controller of a game, such as a casino. As an example, the gaming service provider may be located on casino property, and computer 18 may be within the geographic boundaries of the gaming service provider. However, as noted above, there are other possibilities for remote locations of computer 18 and gaming service provider 20. Computer 18 may function as a gaming server. Additional computers (not explicitly indicated) may function, for example, as database management computers and redundant servers.

[0280] In various embodiments, software resides on gaming communication device 13 and computer 18. Software on gaming communication device 13 may be capable of presenting information corresponding to gaming activities (including gambling and non-gambling activities as described herein). Information may include, but is not limited to, graphical depictions of objects associated with the activity and depictions of options associated with the activity that are selectable by the user. The gaming communication device may be capable of receiving data from a computer and data entered by a user. Software on the computer may be capable of exchanging data with the gaming communication device, accessing additional computers and data storage devices, and performing all of the functions described herein in addition to those commonly known for electronic gaming systems.

[0281] The game information transmitted over network 16 may include any information, in any format, necessary or desirable for the operation of the gaming experience in which the user participates. The information may be transmitted, in whole or in combination, in any format, including digital or analog, text or audio, based on any known or future transmission technology, including, for example, wired or wireless technology. Wireless technology may include, for example, licensed or license-exempt technology. Specific technologies that may be used include, but are not limited to, Code Division Multiple Access (CDMA), Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x), Public Switched Telephone Network (PSTN), Digital Subscriber line (DSL), Integrated Service Digital Network (ISDN), or cable modem technology. These are merely examples, and one skilled in the art will recognize that other communication technologies are also contemplated. It is further understood that additional components may be used to communicate information between the user and the game server. Such additional components include, but are not limited to, lines, tracks, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optic communication equipment, repeaters, amplifiers, and the like.

[0282] In some embodiments, communication of gaming information occurs without the involvement of the Internet. However, in some embodiments, some of the gaming information may be transmitted over the Internet. All or some of the gaming information may be transmitted partially over Internet communication paths. In some embodiments, some information is transmitted partially or fully over the Internet, but the information is non-gaming or gaming information that does not need to be kept confidential. For example, data that graphically depicts a table game on a user's gaming communication device may be transmitted partially over the Internet. The betting information submitted by the user is transmitted at least in part over the Internet, while the betting information is transmitted entirely over a non-Internet communications network.

[0283] According to some embodiments, as shown in FIG. 23, the communications network includes a mobile communications network 22. The mobile communications network 22 includes a plurality of base stations 23, each having a corresponding service area 25. Base station technology is commonly known, and the base stations may be of any type found in typical mobile communications networks. The base stations may have overlapping service areas. Furthermore, the service areas may be sectioned or not. The network includes mobile stations 24, which function as gaming communications devices used by users to access the gaming system and participate in activities available on the gaming system. Users are connected to the network of base stations by transmitting and receiving radio signals. The communications network also includes at least one voice data switch connected to the wireless portion of the network via dedicated, secure land lines. The communications network may also include a gaming service provider connected to the voice data switch via dedicated, secure land lines. The voice data switch may be connected to the wireless network of base stations, for example, via a mobile switching center (MSC), with land lines provided between the voice data switch and the MSC.

[0284] Users access the gaming system by means of a mobile station that is in communication with and is part of a communications network. The mobile station may be any communications device that operates in connection with a network as described above. For example, in this particular embodiment, the mobile station comprises a mobile telephone.

[0285] In various embodiments, for example, in the case of a mobile communications network, the gaming system is enabled through the use of a private label carrier network. Individual base stations are programmed by the cellular carrier to receive and transmit private secure voice and / or data transmissions from and to mobile station handsets. The handsets may be pre-programmed with both gaming software and carrier authentication software. The base stations communicate with the switch via private T1 lines. The gaming service provider leases private T1 or T3 lines that route calls back to a gaming server managed by the gaming service provider. Encryption is configured into the phones if required by a gaming regulatory agency, such as a gaming commission.

[0286] A mobile communications network may be a private, closed system. Mobile stations communicate with base stations, which are connected to a central switch within a gaming jurisdiction. Voice calls at the switch are transmitted locally or long distance. Gaming traffic for a particular service provider is transmitted from the central switch to a gaming server at a host location, which may be a casino or elsewhere.

[0287] When a subscriber launches a particular gaming application, the handset communicates only with a particular base station whose cell or sector is designated entirely as the gaming jurisdiction. For example, if a base station is close enough to capture or transmit a signal on state lines, the base station cannot communicate with the device. When a customer uses the device for gaming, the system may prohibit making and receiving voice calls, if desired. Furthermore, voice may be excluded entirely if requested. Furthermore, the device is not allowed to connect to the Internet. This provides a high level of assurance that bets originate and end within the boundaries of the gaming jurisdiction and that private wireless systems cannot be circumvented or bypassed. In some embodiments, some data and / or voice traffic is communicated at least in part over the Internet, while in other embodiments, the communication path does not include the Internet. Alternatively, in some embodiments, certain non-gaming information may be communicated over paths that include the Internet, while other information related to the system's gaming activity is communicated over paths that do not include the Internet.

[0288] As shown in FIG. 24, the gaming communication device 32 communicates with a gaming service provider over a network 34. The gaming service provider preferably owns one or more servers on which various games and other applications are hosted. As shown in FIG. 24, some examples of gaming applications include horse racing and other sports, financial exchanges, casinos and / or virtual casinos, entertainment and other event exchanges, news, and real-time entertainment. Each of these applications may be implemented by one or more software modules. The applications may be combined in any possible combination. Furthermore, it should be understood that these applications are not exhaustive and that other applications may exist to provide users with an environment associated with any of the described or potential activities.

[0289] In another embodiment, the communication network includes a private wireless network, as shown in FIG. 25. The private wireless network may include, for example, 802.11x (WiFi) network technology covering a "game spot" or "entertainment spot." In FIG. 25, various WiFi networks are shown as networks 41. Networks 41 may use other communication protocols to provide a private wireless network, including, but not limited to, 802.16x (WiMax) technology. Additionally, networks 41 may be interconnected. A gaming system may also include a combination of networks, as shown in FIG. 25. For example, a combination of private wireless network 16, a cellular network including a multi-channel access unit or sectorized base station 42, and a satellite network including one or more satellites 46 is shown.

[0290] With regard to private wireless networks, this technology can cover small areas and provide very high throughput, making private wireless networks particularly suitable for gaming commissions that require location and identity verification for gaming service providers. Gaming venues enabled by network 41 include current casino areas 48, new areas such as swimming pools, lakes, or other recreational areas 49, guest rooms and restaurants such as those found in casinos 48 or hotels 45 and 47, and other remote gaming areas 43. The overall gaming system configuration depicted in Figure 25 is exemplary only and may be modified to suit various embodiments.

[0291] In some embodiments, the system configuration of the gaming system includes: (1) Wireless LAN (Local Access Network) components, often consisting of 802.11x (WiFi) and / or 802.16x WiMax technology; highly robust security and authentication software; gaming software; mobile carrier-certified handsets running the Windows® or Symbian® operating systems; and (a) Secure CDMA technology for over-the-air data protection; (b) at least two layers of user authentication (one provided by the mobile carrier and one provided by the gaming service provider); (c) Forced tunneling to game servers (static routing); (d) end-to-end encryption at the application layer; and (e) Current state of the art firewall and DMZ technology; (2) Metropolitan Wireless Access Network (MWAN) consisting of licensed or license-exempt point-to-point links and licensed or license-exempt point-to-multipoint technologies. (3) Private Metropolitan Access Network (MAN) T1 and T3 lines providing connectivity to areas where wireless service is unavailable. (4) Redundant private line communication from the mobile switch back to the game server Each "game spot" or "entertainment spot" is preferably connected to a central and redundant game server via MWAN / MAN. To access the private wireless network 41, the gaming communication devices may be PDAs or mini-laptops running WiFi or WiMax and may not be managed by a third party partner.

[0292] In various embodiments, the gaming system includes a location verification feature that allows or disallows gaming from a remote location depending on whether the location meets one or more criteria. The criteria may be, for example, whether the location is within a predefined location where gaming is legally permitted. As another example, the criteria may be whether the location is a non-gaming zone, such as a school. Location verification techniques used in the system may include, without limitation, "network-based" and / or "satellite-based" techniques. Network-based techniques may include, for example, multilateration, triangulation, and geofencing. Satellite-based techniques may include, for example, global positioning satellite (GPS) technology.

[0293] As previously mentioned, the mobile telephone approach may involve the use of at least one mobile telephone, mobile voice, and data network. For gaming in jurisdictions such as Nevada, techniques may include triangulation, global positioning satellite (GPS) technology, and / or geofencing to prevent the possibility of bets or wagers being placed outside Nevada state lines. In some embodiments, the network does not cover all of a particular jurisdiction, such as Nevada. For example, the network does not cover areas where a particular base station's mobile telephone coverage area crosses state or other jurisdictional boundaries. This allows for the use of location verification to prevent the opportunity for bets to be placed outside the state. Triangulation is used as a method to prevent gaming from unauthorized locations. Triangulation is performed, for example, by comparing signal strength from a single mobile station received by multiple base stations, each with its own GPS coordinates. This technique may be used to pinpoint the location of the mobile station. The location is compared to a map or other source to determine whether the mobile station is in an unauthorized area, such as a school. Alternatively, GPS technology may be used for this purpose.

[0294] 26, the gaming system includes multiple gaming communication devices 54, 55, and 56. Devices 55 and 56 are both located within a gaming jurisdiction. However, only device 56 is located within a geofence 57 established by the coverage areas of multiple base stations 53. In this manner, geofencing may be used to allow gaming via device 56 but not gaming via devices 54 and 55. Some gaming communication devices within gaming jurisdiction 58, such as device 55, are not allowed to access the gaming system, but geofence 57 ensures that gaming communication devices outside jurisdiction 58, such as device 54, are not allowed access.

[0295] Geofencing does not identify a location. Rather, it ensures that a mobile station is within certain boundaries. For example, geofencing can be used to ensure that mobile stations that cross state lines do not access a gaming system. Triangulation, on the other hand, identifies a pinpoint or near-pinpoint location. For example, as shown in FIG. 26, a device 56 is triangulated between three of the base stations 53 to determine the location of the device 56. Triangulation may be used to identify whether a device, such as a mobile station, is located in a specific spot (e.g., a school) where gambling is not permitted. Preferably, the location determination technology used with various embodiments complies with the Federal Communications Commission's (FCC) Phase 2 E911 regulations. Geographical Institute Survey (GIS) mapping may be utilized to compare the identified coordinates of a gaming communication device with GIS map features or elements to determine whether the device is within a non-gaming area. Any type of location verification, such as triangulation, geofencing, global positioning satellite (GPS) technology, or other location determination technology, that provides an acceptable level of confidence that the user is within a permitted gaming area may be used.

[0296] In various embodiments, location verification is performed by channel address checking or other identification numbers or information indicating which network or which portion of a network is being accessed by the gaming communication device. Assuming the use of an identification number for this purpose, location verification methods involve, for example, a participant accessing a gaming system via a mobile phone. The identification number of the mobile phone, or of the network component being accessed by the mobile phone, identifies the caller's connection to the mobile network. The number indicates that the caller is within a defined area and on a particular mobile network. A server application may reside on the mobile phone to communicate this information to a gaming service provider over the network. In some embodiments, the identification number or information may be transferred from a first network provider to a second network provider. For example, the caller's home network may be provided by the second provider, but the caller roams on a network (within a jurisdiction) provided by the first provider. The first provider transfers the identification information to the second provider so that the second provider can determine whether the caller is within a defined area where the relevant gaming activity is permitted or prohibited. In various embodiments, the gaming service provider maintains or has access to a database that maps numbers identifying various worldwide mobile communication networks to geographic areas. Various embodiments contemplate the use of numbers or proxies that indicate the network, part of a network, or network component to which the mobile phone is connected. The identification number may represent one or more base stations, base station groups, lines, channels, tracks, switches, routers, repeaters, etc.

[0297] In various embodiments, when a user connects a mobile phone to a gaming server, the gaming server retrieves network identification information and communicates that information to a gaming service provider. Software on the gaming communication device may incorporate functionality to determine the user's location (based at least in part on the identification information) upon user login or access and send a message to the gaming service provider. The identification number or information used to determine location may be country-specific, state-specific, city-specific, or specific to other definable boundaries.

[0298] In connection with any of the location determination methods, the gaming system may periodically update the location information. Updates may be performed, for example, at predetermined intervals during a game session to ensure that movement of the gaming communication device into unauthorized areas is detected during play, not just upon login or initial access.

[0299] Thus, depending on the location determination technology used, a decision may be made to allow or prohibit gaming activity at the gaming communication device, the gaming server, or any component of the telecommunications network used to transmit information between the gaming communication device and the gaming server (e.g., a base station).

[0300] One aspect of private wireless networks related to preventing gaming in unauthorized areas is the installation of sensors, such as radio frequency identification (RFID) sensors attached to gaming communication devices. If a user takes the device outside of a permitted gaming area, the sensors will sound an alarm. Additionally, the device may be tethered to an immovable object. Users log in to such devices using an ID and password.

[0301] In various embodiments, a gaming system may include the ability to determine the location of a gaming communication device within a large building, such as a casino complex. This adds the ability to enable or disable the device based on the device's location within the building. For example, government regulations prohibit the use of gambling devices from guest rooms in a casino complex. Therefore, certain embodiments may include the ability to determine the device's location within the building and disable the gambling function of the device from guest rooms or other areas where gambling is prohibited. FIG. 27 illustrates an example of a wireless gaming system in which the location of a gaming communication device 604 is determined according to various embodiments.

[0302] As shown in FIG. 27 , the wireless gaming system includes a wireless network at least partially covering a casino complex 600 through which one or more gaming communication devices 604 are used to participate in various gaming activities. The wireless network may include at least three signal detection devices 602, although various embodiments may include fewer or more than three signal detection devices. As shown in FIG. 27 , the wireless network includes four signal detection devices 602, each located at a corner of the casino complex 600. In various embodiments, these signal detection devices may include wireless access points, wireless routers, wireless base stations, satellites, or other suitable signal detection devices. Furthermore, although the signal detection devices 602 are illustrated as being located on the perimeter of the casino complex 600, the signal detection devices may be located either inside or outside the casino complex 600, as long as the signal detection devices are capable of receiving signals from gaming communication devices 604 within the casino complex 600. In various embodiments, the signal detection devices 602 may be used to transmit signals to the gaming communication devices 604, as well as receive signals.

[0303] In various embodiments, casino complex 600 may be divided into one or more zones 608 representing different areas of the casino complex, such as the lobby, guest rooms, restaurants, shops, entertainment venues, or pool area. For example, as shown in FIG. 27 , zone 608a may correspond to the casino lobby, zone 608b may correspond to guest rooms, zone 608c may correspond to restaurants, and zone 608d may correspond to the casino gaming floor. Each zone 608 may be further divided into one or more subzones 606 that identify specific locations within the zone 608. The subzones 606 may be arranged in a grid-like configuration, each of which may be uniformly sized. In some embodiments, each subzone may be 9 square feet (i.e., 3 feet by 3 feet). In some embodiments, each subzone may be 10 square feet (i.e., 10 feet by 10 feet). The selection of the size of the area covered by a subzone may be determined by administrator preference, technical constraints of the wireless network, government regulations, and other considerations.

[0304] Certain embodiments may use a map dividing the casino complex 600 into multiple zones 608 and subzones 606 to determine the location of the gaming communication device 604 within the complex. These embodiments may utilize signals received by the signal detection device 602 from the gaming communication device 604 to determine the location of the device.

[0305] In various embodiments, the location of the gaming communication 604 may be determined based on signal strength received from the devices 604 by individual signal detection devices 602. In various embodiments, signal strength determination is performed using received signal strength indicator (RSSI) values ​​or any other suitable indicator of signal strength. Generally, the closer a subzone is to the signal detection device, the stronger the signal the signal detection device receives from gaming communication devices located in that subzone. Thus, given multiple signal strength readings obtained from different points (e.g., signal detection devices 602) within the casino complex, these different signal strength readings may be used to determine the location of the devices. With this in mind, each subzone 606 may be associated with a reference set of signal strengths received by the signal detection device from devices located in that particular subzone. Generally, these values ​​are generated and periodically calibrated by obtaining reference readings from gaming communication devices located in the subzone. After each subzone is associated with a reference set of signal strengths, these reference signal strengths may be compared to signal strengths received from gaming communication devices by the signal detection device. Since each sub-zone has its own set of signal strengths, this comparison may be used to identify the particular zone in which the gaming communication device is located.

[0306] In various embodiments, the location of a gaming communication device 604 may be determined based on the elapsed time between transmitting a signal from the device 604 and receiving the signal by an individual signal detection device 602. In various embodiments, this elapsed time may be determined based on time difference of arrival (TDOA) or other suitable techniques. As with signal strength, each subzone 606 may be associated with a predetermined, or reference, elapsed time between transmitting and receiving a signal from the gaming communication device. This set of elapsed times will be different for each individual subzone of the casino complex because the time it takes for the signal to arrive at an individual signal detection device depends on the proximity of the subzone to an individual base station. Comparing the time between signal transmission and receiving the signal from the gaming communication device by a signal detection device determines the subzone in which the device is located.

[0307] Once the location of the gaming communication device is determined, certain embodiments may enable and / or disable certain functions of the device based on this determination. For example, as described above, certain embodiments may disable the gambling communication device from performing gambling functions from a user's guest room, while allowing the user to perform other functions of the device, such as purchasing goods or services or tickets to entertainment events. When the user leaves the guest room, the gambling functions of the gaming communication device may be enabled. Similarly, certain embodiments may prevent the gaming communication device from being used for financial transactions from the gaming casino floor. Such functions may be enabled when the user leaves the casino floor. Similarly, other functions of the gaming communication device may be enabled or disabled based on the device's location within the building, according to various embodiments.

[0308] In various embodiments, various functions of the gaming communication device may be enabled or disabled based on the zone 608 in which the device is located. In such embodiments, individual zones 608 of the casino complex may be associated with a set of permitted activities. For example, the lobby zone 608a of the casino complex may allow all activities, while the guest room zone 608b of the building may allow all activities except gambling. Depending on the location of the gaming communication device, the functionality of the gaming communication device may be limited to the set of activities permitted for the zone in which the device is located. As the gaming communication device moves from zone to zone, the location of the device may be re-determined and the functionality of the device may be updated to reflect the set of activities permitted for the zone in which the device is currently located.

[0309] Various embodiments may use location determination to transmit location-specific information to a gaming communication device. For example, if the device (and therefore the user) is located in another part of the casino complex, a notification may be sent to the user's device that an entertainment event for which the user has a ticket is about to begin. In other embodiments, if the user is in a guest room, the user may be notified that the user's preferred dealer is on the casino floor.

[0310] In various embodiments, a gaming communication device may be used to deliver goods and services purchased or ordered by a user of the device. For example, in various embodiments, a user may use the device to purchase food and drinks. The location of the device may be used to deliver the food and drinks to the user, even if the user moves to another subzone after placing their order.

[0311] The location determination of the gaming communication device may be used to provide the user with directions to other locations in the casino complex. For example, a user on the casino floor who wants to go to a particular restaurant within the casino complex may be given directions based on the user's location. These directions may be updated as the user progresses toward the desired location. If the user veers off course, the updated location determination as the user moves may be used to alert the user that they have veered off course and to plot a new course to the desired location.

[0312] It should be understood that the above description encompasses only some of the implementation techniques that may be used by various embodiments. Other techniques are available and encompassed by various embodiments. Various embodiments may be implemented using any suitable technique, whether existing or later developed.

[0313] User Profile According to various embodiments, the wireless gaming system can incorporate a user profile element. One or more user profiles can be created, maintained, and modified, for example, on one or more servers of the gaming system. Generally, a user profile contains information about an individual user. The information may be maintained in one or more databases. The information is accessible to a gaming server and / or one or more mobile devices. Devices that access the information, according to some embodiments, include gaming devices or game management devices. Game management devices may include wireless devices used by casino staff to provide gaming or game management services.

[0314] Various embodiments include software and / or hardware that enables the creation, modification, and maintenance of one or more user profiles. As such, one or more user profiles may each comprise a data set maintained in a data storage device. The data set for an individual user may reflect numerous parameters or information about the particular user corresponding to the profile. Without limitation, such information may include, for example, preferred games and / or game configurations, preferred screen configurations, betting preferences, gaming activity preferences such as game location preferences, dining and other service preferences, etc. Information may include name, address, hotel name and room number, telephone number, social security number, user code, and electronic files such as voice, photograph, retinal scan, or other biometric information. User profile information may also include information about a user that is not determined by the user or their activities. Such information may include any information associated with or forming part of a profile. For example, a corporation such as a casino may include, as part of a profile, rules governing the distribution of rewards or offers to users. User profile information may also include any codes, account numbers, credit information, consents, interfaces, applications, or any other information associated with a user. Thus, user profile information may include any information specific to a given user. For example, profile information may include the positions a particular user has played, their skill level, their level of success, the types of games played, and their betting style, as well as trend information regarding user activity.

[0315] In various embodiments, user profile information may include user-related curator or other service information. Curator services may include restaurant services, entertainment services, hotel services, money management services, or other suitable services provided to users of gaming devices. For example, restaurant services may include, without limitation, services for enabling users to order drinks, food, make reservations, or other restaurant-related activities. As another example, entertainment services may include, without limitation, services for enabling users to purchase show tickets, arrange reservations or services, make actual purchases, coordinate transportation, or other entertainment-related activities. Hotel services may include, for example, services for enabling users to check in, check out, make spa reservations, check messages, leave messages, review hotel bills, or perform other guest-related activities. Money management services may include, for example, services for enabling users to transfer funds, pay bills, or perform other money-management-related activities.

[0316] The gaming system may be configured to set a new profile for any user using a gaming device for the first time. Alternatively, a new profile may be set for a previous user who has not played for a predetermined period of time. The gaming system may set the profile, monitor user activity, adjust the profile, and adjust information (such as graphics) displayed to the user. The gaming system may be configured to use the profile information to modify the presentation of game information to the user. For example, if a previous user returns to the gaming system, the system may examine the profile for the user and determine that in a previous gaming session, the user lost money playing craps and won money playing blackjack. Based on this information, the system may adjust the default game screen and present the user with a blackjack table. As another example, the profile information may indicate that the majority of the user's previous blackjack time was spent at a table with a $25 minimum. The system may further adjust the gaming environment accordingly, making the blackjack table a $25 table. In this sense, the gaming system enables personalized wireless gaming based on one or more criteria maintained in a user profile.

[0317] A user profile may be established, maintained, and periodically updated as necessary to enable game providers to provide an enhanced, current, and / or customized gaming experience. Updates may be based on any appropriate trigger, such as the occurrence of an event, the occurrence of user activity, or the passage of a predetermined period of time. Any or all of the profile information may be updated.

[0318] caveat In some embodiments, the gaming system may be configured to initiate one or more alerts to one or more users based on any number of criteria. For example, the alert may be based on the user's location. The system may be configured to track other location-independent parameters. Game alerts may be based on this and / or other information stored in a user profile. Alerts may be presented preferentially, and the content and presentation of the alert may be customized by the user or other entity. In a related concept, the system may be configured to provide directions and / or maps. Another related concept may include allowing the user to remotely view a particular activity or area. Alerts may be generated in response to the presence of data in a user profile. Furthermore, the design and presentation of the alert may be determined based on information in the user profile. In this manner, when an alert occurs and what the alert indicates may be customized or adapted according to the user's preferences (or other information stored about the user (e.g., the user profile)).

[0319] In some embodiments, alerts may be presented or displayed to a user in a format determined, at least in part, by any of the parameters described or contemplated herein. For example, if a user is outdoors, the alert may be automatically brightened to make it more visible to the user. Alerts may be textual, visual, audio, or any other information exchange format, or a combination thereof. Alerts presented to a user on a gaming communication device may be configured in any desired manner, for example. Preferably, the information is displayed in a manner that makes the most efficient use of screen space for conveying the alert message. Thus, different alerts of different types or with different priorities may be displayed differently on a gaming device. For example, secondary alerts may scroll to the bottom of the screen, while more important alerts may be displayed as pop-ups. A player may register alerts and determine their particular alert configuration preferences.

[0320] According to some embodiments, instructional information may be provided to one or more users. The instructional information may be related to an alert. The instructional information may be based on any of the parameters described herein (e.g., profile, alert, location, change of play or other activity, etc.). Instructions may be provided to an activity, location, seat, table, recreational sport, restaurant, cage change, information booth, casino, hotel, sports venue, theater, etc. For example, instructions may be provided to a particular table or gaming area, a casino other than the user's current location or a casino with other users, a restaurant identified in the user profile, a sports reservation area of ​​a casino, a hotel room, etc.

[0321] The instructions can be presented audibly, textually, and / or graphically (e.g., as a map with zoom capabilities). An example of how instructions may be provided includes a user profile indicating that the user likes to play high-limit blackjack on Saturday nights, but that the user has no preference for a particular casino. When a user enters any casino where the system is operating, the system provides the player with an alert inviting the player to a high-limit hijack table and visual roulette-style instruction information. Another example includes a user leaving a sports reservation within a casino and indicating a desire to play craps. The device provides walking instructions to the craps table. Another example includes a user with a list of dinner restaurant preferences. At a predetermined time (e.g., 8:00 p.m.), the system provides the user with the list and allows the user to select and make a reservation. The system provides the user with audio instructions from the user's current location to the selected restaurant. The system may be configured to provide supplemental information based, at least in part, on the alert, profile, or instruction information provided. For example, depending on where the user is going and the route the user takes, the system may inform the user that the user needs a taxi, needs to take the train, needs a jacket and tie, etc.

[0322] According to various embodiments, the system allows users to remotely view specific activities or areas. For example, cameras (or other viewing devices) may be installed throughout a casino building (or other related area). On a kiosk or wireless gaming device, a user can peer into one or more selected areas to view activity in the selected areas. For example, from a pool, a user can see if a craps table has changed limits or is filling up. From a craps table, a user can see if a restaurant or bar is becoming busy.

[0323] According to various embodiments, the operation of the alert module and alert methods are integrated with various techniques for managing user profiles. In an example of this aspect, when playing casino games, the system may be configured to recognize that a user has a preferred dealer or stickman. If these dealers or stickmen are on duty and the user is located within a certain area or distance, an alert may be sent to invite the user to participate in gaming activity at the particular table where the dealer or stickman is on duty.

[0324] If the user profile information indicates that one or more criteria are satisfied, the system may send an alert to the corresponding user or other users. For example, the system may know that the user is a fan of a particular sports team. The system may monitor upcoming events involving those teams at a predetermined time and check whether the user has placed a bet on that event. If not, the system may invite the user to visit a sports book and place a bet. In another example, the system may know that the user prefers tables with a $10 minimum bet and alert the user to open a seat at such a table. In other examples, an alert may be triggered by information not directly related to or associated with a particular user (e.g., non-user-specific information). For example, an alert may be triggered by a particular time or a particular event (e.g., the odds offered on a particular sport change by a particular predetermined amount).

[0325] Service Applications According to various embodiments, gaming services may be provided as an application adjunct to an existing communication or data service. In this manner, gaming service applications may be made available to customers of an existing communication or data service. For example, customers of a particular wireless telephone or data service may be offered any one or a combination of the various gaming service applications described herein as an add-on feature bundled with their telephone or data service. While this document refers to a communication service bundled with a provided gaming service application as including an existing communication service, the gaming service application may be provided and received as part of a package that includes a newly activated communication service plan. In yet other embodiments, gaming services may be established first, and communication services added later.

[0326] Gaming service applications bundled with or provided in conjunction with a communications service may be customized to meet the needs of the customer, the service provider, or both. For example, a service provider may select and make gaming service applications available to only a subset of the service provider's customers. In this manner, customers associated with the service provider may receive, but not all, gaming services. As another example of a customized gaming service application, a communications service may offer customers a number of gaming service plans that provide different levels of service. For example, certain services, such as advertising services and / or promotional services, may be free to communications service customers. Such levels of service may be selected by the customer, selected by the service provider, or both.

[0327] A customer may be billed separately for the additional gaming services, or the services may be billed along with an invoice the customer already receives for their existing communications services. For example, in certain embodiments, gaming services may be billed as an additional fee, in the same way that caller ID, call waiting, and call messaging services are charges added to the base fee associated with a communications service.

[0328] Peer-to-peer wireless games According to various embodiments, the gaming service enables peer-to-peer wireless gaming. In particular, the system allows multiple players from distributed locations to participate in the same gaming activity simultaneously. This is particularly desirable for certain games, such as, but not limited to, horse racing, poker, and blackjack. The system may allow a single player to participate in multiple positions for a particular game. For example, a user may be allowed to play multiple hands of blackjack. Certain aspects include assisting users in locating particular activities. For example, a first player may wish to play poker at a six-person table. The gaming system may be used to identify poker tables with available positions for the first player. Additionally or alternatively, if the first player wishes to play at the same table as a second player, the system may be configured to assist the first player in locating a game in which the second player is already participating.

[0329] Location determination technology may be incorporated to enable peer-to-peer gaming or related services. For example, a "buddy network" may be established to track members of a selected group. For example, a group of friends may be in a gambling jurisdiction, but may be in various discrete locations within the jurisdiction. The gaming system allows this group of friends to create a private buddy network of peers. The system allows one or more members of the group to track one or more other members of the group. In various embodiments, the system may also enable messaging from or to one or more group members. For example, the system may allow members to invite other members to participate in a particular wireless gaming activity. Additionally or alternatively, the system may allow members of the group to bet on the gaming activities of other members of the group participating in virtual or real games.

[0330] Location determination technology may be incorporated to establish an "alert system." The alert system may be used to invite certain types of players to participate in gaming activities. Criteria may be used to identify users of gaming devices who meet the criteria. For example, a gaming participant may wish to initiate a gaming activity with other users of gaming devices who are recognized as "high rollers" or "high-stakes gamers." As another example, a celebrity user may wish to initiate a gaming activity with other celebrities, or a senior citizen may wish to initiate a gaming activity with other senior citizens. In either case, the user identifies criteria that are used to identify other gaming participants who meet the initiation criteria for a peer-to-peer gaming event.

[0331] It should be understood that the foregoing description includes only some implementations of technologies that may be used by various embodiments. Other technologies may be used and contemplated, depending on the various embodiments. Various embodiments may be implemented using any suitable technology, including any currently existing or yet to be developed technology.

[0332] Gaming and Wireless Systems Various embodiments include a gaming system that includes handheld personal gaming devices, the gaming system adapted to present one or more games to a user holding one of the handheld gaming devices.

[0333] In various embodiments, the gaming system includes a mobile gaming device or interface. The mobile gaming device has a display for displaying game information to a player and an input device for receiving input from at least one user, and is capable of transmitting and receiving information to and from a remote device / location. The gaming system also includes a game server for generating game data, transmitting game data to the mobile gaming device, and receiving information, such as player input, from the mobile gaming device. The gaming system further includes a payment transaction server for enabling payments and granting players the right to play games via the mobile gaming device provided by the game server.

[0334] In various embodiments, the gaming system includes one or more fixed gaming machines or other devices capable of printing tickets loaded with value, and the mobile gaming device includes a ticket reader for reading ticket information used by the payment transaction server in verifying the value loaded to allow the player to play a game.

[0335] In one or more embodiments, the mobile gaming device communicates with other devices (such as game servers) via wireless communication channels, with appropriate relays and transceivers provided to enable wireless communication.

[0336] In one or more embodiments, the mobile gaming device includes multiple interfaces for modifying the configuration of the gaming device or for interacting with one or more transaction servers. In some embodiments, a login interface is provided for receiving login information for a user of the device. In various embodiments, the number of interfaces, other functions, or features displayed or accessible are configured according to the user of the device. Once a game representative has verified their identity, interfaces are provided that allow access to various control functions. Once a player has verified their identity, such control functions are not accessible, but instead only consumer-related functions, such as game play, are accessible.

[0337] In one or more embodiments, the gaming system includes one or more transaction servers, such as a food transaction server. Using the interface of the mobile gaming device, a player or other user may request services from the food transaction server. For example, a player may request food, drinks, restaurant reservations, or other services.

[0338] One or more embodiments include a method for playing a game via a mobile gaming device connected to a gaming network. In some embodiments, a player acquires a mobile gaming device such as checking out the device from a restaurant hostess station or hotel / casino reception. The player provides value to the gaming operator, such as a credit card or cash deposit. This value is associated with a server and matches a ticket number, player tracking number, or other identifier.

[0339] The gaming device is configured for player play using a login interface. Login is performed by the player or the game operator. The player then demonstrates value and establishes entitlement to obtain services, such as playing games. In some embodiments, the player scans his or her ticket using the device's ticket reader. The scanned information is transmitted to a payment transaction server to verify the player's entitlement to play games or obtain other services. Once entitlement is confirmed, the player is permitted to participate in game play or request services.

[0340] If a player wishes to play a game, the player indicates that desire by selecting a particular game using a gameplay interface. Upon receiving such an indication, the game server generates and transmits game data to the personal gaming device. The transmitted data may include audio and video data used by the personal gaming device in presenting the game. The player may participate in the game by providing input to the game server via the personal gaming device. The game server determines whether the outcome of the game is a win or a loss. If the outcome is a win, a prize may be awarded. This prize may be a cash value associated with the player's account with the payment transaction server. If the outcome is a loss, the bet or wager placed by the player may be lost and the amount may be withdrawn from the player's account with the transaction server.

[0341] FIG. 29 illustrates a block diagram of a gaming system according to various embodiments.

[0342] As illustrated, the gaming system B20 includes a plurality of gaming machines B22a, B22b, B22c, B22d, B22f, B22g, B22h, B22i, and B22j. In some embodiments, these gaming machines B22a, B22b, B22c, B22d, B22f, B22g, B22h, B22i, and B22j are fixed type. Generally, the gaming machines B22a, B22b, B22c, B22d, B22f, B22g, B22h, B22i, and B22j are adapted to present one or more games to players. In various embodiments, these games are of the type that require the placing of a wager or bet, or of the type that provides a player with a prize, such as a cash award, upon receiving a winning outcome. These devices include, for example, video poker and slot machines. Additionally, the gaming system B20 includes one or more handheld, portable gaming devices (PGDs) B24. The PGDs B24 are adapted to provide one or more games to players and may be used as access points for various other services, as described below. Devices referred to herein as "personal gaming devices" may be referred to by other terms, such as portable game interfaces, personal gaming units, etc., but regardless of the device name, they will have one or more of the features described herein.

[0343] Additionally, in various embodiments, the PGD B24 communicates with at least one game server B28. As described below, in various embodiments, one or more games presented to a player via the PGD B24 are provided by the game server B28.

[0344] The gaming machines B22a, B22b, B22c, B22d, B22f, B22g, B22h, B22i, B22j and the individual PGDs B24 communicate with a system referred to herein as "EZ-Pay." This system includes a server B26 for receiving and transmitting information. In general, the EZ-Pay system is used to receive payments from players for playing games and obtaining other goods and services, and to pay winnings or prizes to players.

[0345] In an exemplary embodiment, the gaming system B20 includes other servers B30, B32 for transmitting and / or receiving information. In some embodiments, one server B30 includes a prize transaction server. The other server B32 includes a food transaction server. In some embodiments, information may be transmitted between the PGD B24 and the servers B30, B32.

[0346] The EZ Pay system, according to various embodiments, is described in more detail with reference to Figure 30. When a player wins a game or wishes to cash out, the EZ Pay system may implement a prize ticket system that allows for the issuance of prize ticket coupons instead of traditional coin awards or payouts. These tickets may also be used by gaming machines and other devices that provide value, such as payment for items, including bets or wagers to play games.

[0347] Figure 30 illustrates, in block diagram form, some embodiments of such a system. As shown, a first group of gaming machines B22a, B22b, B22c, B22d, and B22e are connected to a first CVT (Convenient Verification Terminal) B34, and a second group of gaming machines B22f, B22g, B22h, B22i, and B22j are connected to a second CVT B36. All of the gaming machines print ticket coupons that can be exchanged for cash or accepted as credit or marks on other gaming machines. If the CVTs B34 and B36 are not interconnected, ticket coupons printed by one gaming machine may be used only as credit marks on other gaming machines in the group of gaming machines connected to the same CVT. For example, a prize ticket printed from gaming machine B22a may be used as a mark of credit on gaming machines B22b, B22c, B22d and B22e which are connected to a common CVT B34, but may not be used on gaming machines B22f, B22g, B22h, B22i and B22j because these gaming machines are connected to CVT B36.

[0348] CVTs B34 and B36 store ticket coupon information corresponding to outstanding ticket coupons awaiting redemption. This information is used when tickets are validated and cashed. CVTs B34 and B36 store information about ticket coupons printed by gaming machines connected to the CVT. For example, CVT B34 stores ticket coupon information for tickets printed by gaming machines B22a, B22b, B22c, B22d, and B22e. If a player desires to cash out a ticket coupon and CVTs B34 and B36 are not interconnected, the player may cash out a coupon printed from a specific gaming machine at the CVT for that gaming machine group. To cash out a ticket coupon, the ticket coupon is verified by comparing information obtained from the ticket with information stored in the CVT. After a ticket coupon is cashed out, the CVT marks the ticket as paid in its database to prevent ticket coupons with similar information from being cashed out multiple times.

[0349] Multiple groups of gaming machines connected to the CVTs B34, B36 may be interconnected by a cross-validation network B38. The cross-validation network typically includes one or more concentrators B40 that accept input from two or more CVTs and allow communication to and from two or more CVTs using a single communication line. The concentrators B40 are connected to a front-end controller B42 that may call the CVTs B34, B36 for ticket coupon information. The front-end controller B42 is connected to an EZ Pay server B26 that may provide various information services to the prize ticket system, including accounting B44 and administration B46.

[0350] The cross-validation network allows ticket coupons issued by any gaming machine connected to the cross-validation network to be accepted by other gaming machines in the cross-validation network. Additionally, the cross-validation network allows cashiers at cashier stations B48, B50, and B52 to validate any ticket coupons issued by gaming machines in the cross-validation network. To cash a ticket coupon, a player may present the ticket coupon at one of the cashier stations B48, B50, and B52. Information obtained from the ticket coupon is used to validate the ticket by comparing the information on the ticket with information stored in CVTs B34 and B36 connected to the cross-validation network. Once the ticket is validated, this information may be transmitted to another computer B54 to provide auditing services.

[0351] As mentioned above, the gaming system B20 may also include one or more PGDs B24. In various embodiments, the PGD B24 is a mobile device capable of transmitting and receiving over a wireless communication link / network.

[0352] 29, the gaming system B20 may include a printer B56, wireless communication relays B58 and B60, and wireless transceivers B62, B64, B66, and B68 connected to remote transaction servers B26, B28, B30, and B32. In various embodiments, a player may acquire a PGD B24 and, after obtaining appropriate authorization, play one or more games and / or obtain other services, including food or lodging services.

[0353] FIG. 31 shows a block diagram of a PGD B24 and a gaming and services system implemented by the gaming system B20 illustrated in FIG. 29. In various embodiments, the gaming and services system B100 consists of at least a PGD B24 and a number of input / output devices. The PGD B24 generally includes a display screen B102 that may display a number of gaming service interfaces B106. The gaming service interfaces B106 are generated on the display screen B102 by some type of microprocessor (not shown) within the PGD B24. An example of a handheld PGD B24 that accommodates the gaming service interfaces B106 shown in FIG. 31 is manufactured by Symbol Technologies, Inc. of Holtsville, New York. Interface or menu data may be stored in local memory, or the data may be transmitted to the PGD B24 from a remote location (such as a data server). This reduces the memory requirements of the device.

[0354] The game service interfaces B106 may be used to provide various game service transactions and game operation services, including presenting one or more games for play by a user. The game service interfaces B106, including the login interface B105, input / output interface B108, transaction reconciliation interface B110, ticket validation interface B115, prize provision interface B120, food provision interface B125, accommodation provision interface B130, game operations interface B135, and game play interface B137, may be accessed via a main menu with a number of submenus that allow a game service representative or player to access different display screens associated with a particular interface.

[0355] In one or more embodiments, some or all of the interfaces may be available to users of the PGD B24. For example, in one or more embodiments, the PGD B24 may have a dual purpose, being available to players who play games and participate in other activities, and also used by game execution personnel to provide services to players and perform administrative functions. In various embodiments, some PGDs B24 may be specially configured for use only by players, while other PGDs B24 may be specially configured for use only by game-related or other personnel. In such cases, the interfaces B106 may be specially programmed.

[0356] In one or more embodiments, only certain interfaces B106 may be displayed depending on the status of the user of the PGD B24. In some embodiments, the particular interfaces B106 that are displayed and accessible are determined by the user's status, as indicated via a login function. In various embodiments, when the PGD B24 is operational (such as when the power button is on), the default status of the PGD B24 is to display the login interface B105. When a user of the PGD B24 logs in, the status of the PGD changes.

[0357] In one or more embodiments, the login interface B105 may allow the game service representative to enter some type of user identification and verify the user identification with a password. If the display screen B102 is a touch screen, the user may enter user / operator identification information on the display screen that includes the login interface B105 using an input pen B103 and / or one or more input buttons B104. Using menus on the display screen of the login interface, the user may select other display screens related to the login and registration process. For example, other display screens obtained via menus on the display screen in the login interface may allow the game service representative's fingerprint to be scanned for identification or the game player's fingerprint to be scanned.

[0358] If the user identifies themselves as a game operator or representative, the PGD B24 may be configured to display one or more interfaces such as those listed above and described in more detail below. In one or more embodiments, the default status or login may be a "player" mode login.

[0359] In various embodiments, the login interface B105 may allow a player to identify themselves in order to configure the PGD B24 to allow access to multiple player services, such as game play, etc. In various embodiments, the login interface B105 includes a request that the user identify themselves as a “player” or “authorized personnel.” If “authorized personnel” is selected, the user identification (including password) referenced above is requested. If “player” is selected, in various embodiments, the player is requested to provide an EZ pay ticket. As described in more detail below, in various embodiments, a player wishing to play one or more games or obtain other goods or services utilizes an EZ pay ticket to provide or pay for credits. Tickets may be obtained from a cashier or by play of other gaming devices (such as devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B222i, and B22j in FIG. 29). Tickets will be validated via the EZ payment system mentioned above.

[0360] In various embodiments, the PGD B24 includes a ticket reader B145 and a card reader B140. In some embodiments, the ticket reader B145 can be of various types. In some embodiments, the reader includes a barcode reading optical scanner. In this case, the user of the PGD B24 simply passes the barcode ticket in front of the barcode reader. In some embodiments, the card reader B140 includes a magnetic stripe card type reader for reading information associated with the magnetic stripe of a card, such as a player tracking card.

[0361] Once appropriate authorization is granted, access is given to the user of the PGD B24, which consists of one or more of the following interfaces B106:

[0362] In one or more embodiments, authorized users are given access to the input / output interface B108. In various embodiments, such access is given only to the game service operator, and not to the player. In one or more embodiments, the input / output interface B108 allows a user to select a device from a list of devices stored in the memory of the PGD B24 to which the PGD may input game service information or output game service transaction information. For example, the PGD B24 may communicate with a ticket reader B145. As another example, the PGD B24 may input information from a card reader B140. Such input may be useful, for example, when a game service operator wishes to verify the authenticity of a player tracking card, etc.

[0363] The PGD B24 may output game and service transaction information to many devices. For example, to print a receipt, the PGD B24 may output information to a printer B150. In this game service transaction, the PGD B24 may send a print request to the printer B150 and receive a print response from the printer B150. The printer B150 may be a large device at some fixed location or a portable device carried by a game service representative. As another example, the output device may be a card reader B140 that can store information on a magnetic card or smart card. Other devices that may accept input or output from the PGD B24 are personal digital assistants, microphones, keyboards, storage devices, game consoles, and remote transaction servers.

[0364] The PGD B24 may communicate with various input and output mechanisms using both wired and wireless communication interfaces. For example, the PGD B24 may be connected to a printer B150 via some type of wired connection. However, the PGD B24 may communicate with a remote transaction server B160 via a wireless communication interface, including a spread spectrum mobile communication network communication interface. An example of a spread spectrum mobile communication network communication interface is Spectrum24, which operates between 2.4 and 2.5 GHz and is offered by Symbol Technologies of Holtsville, New York. Information communicated using wireless communication may be encrypted to provide security for certain gaming service transactions, such as validating a ticket for cashing. Some devices may be equipped with multiple communication interfaces. Such a spread spectrum network is just one possible communication scheme.

[0365] Another type of interface that may be stored in the PGD B24 is a prize ticket validation interface B115. In some embodiments, this interface is only available to authorized game service operators and not to players. Some embodiments of the prize ticket interface B115 are compatible with the EZ pay ticket coupon system and may validate EZ pay tickets as previously described. However, if other ticket coupon systems are used, the prize ticket validation interface B115 may be designed to interface with the other ticket coupon systems. Using the prize ticket validation interface B115, a game service representative may read and validate information from a ticket presented to the game service representative by a user using a ticket reader and pay out the prize indicated on the ticket.

[0366] In various embodiments, the prize ticket includes game service transaction information that may be verified against information stored in the remote transaction server B160. The ticket requires a number of game service transactions to be verified. For example, after obtaining the game service transaction information from the prize ticket, the PGD B24 may use a spread spectrum communication interface to send a ticket verification request to the remote transaction server B160 and receive a ticket verification response from the remote server B160. In particular, the verification response and verification request may be for an EZ pay ticket. After the prize ticket is verified, the PGD B24 may send a transaction confirmation to the remote server B160. Details of the game service transaction verification process are described with reference to FIG. 33. In various embodiments, the prize ticket interface may verify the prize information from a smart card or other portable information device, or may verify the prize information directly from the gaming console.

[0367] When game and service transactions are completed, the game and service transaction information may be stored in the storage device B155. The storage device B155 may be a remote storage device or a portable storage device. The storage device B155 may be used as a backup for audit purposes in case of memory failure of the PGD B24, or may be removable from the PGD B24.

[0368] One type of game service interface that may be stored in the PGD B24 is a prize service interface B120. As a prize on a gaming machine (i.e., gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 29) or while playing a game via the PGD B24, a player may receive tickets (such as those issued by other gaming machines) convertible into merchandise including bicycles, computers, or luggage, or may receive such prizes directly (such as while playing the PGD B24). Using the prize service interface B120, a game service representative or a player may validate the prize service ticket and check the availability of a particular prize. For example, if the prize service ticket indicates that the player has acquired a bicycle, the game service representative may check the availability of that prize at a nearby prize distribution center. Alternatively, the player may be authorized to do the same. In some embodiments, a player may be awarded a prize at a particular level if there is more than one particular prize for that level. In such cases, the player may use the interface B120 to determine which prizes are currently available at the awarded prize level. The PGD B24 may validate the prize ticket and communicate with a remote prize server to check the availability of the particular prize. Additionally, a game service representative may ship the prize to the player's home or may send a request to send the prize to a prize distribution location. The game service transactions necessary to validate the prize ticket, verify prize availability, and order or ship the prize, including the prize confirmation request and prize confirmation response, are performed using various display screens located within the prize interface. Different prize screens of the prize service interface may be accessed using menus located on each screen of the prize service interface. In some embodiments, the prize service interface B120 may validate information from a smart card or other portable information device, or may validate prize information directly from the gaming console.

[0369] One type of game service interface that may be stored in the PGD B24 is a food service interface B125. A player may receive complimentary food or drink as a prize on a gaming machine or in exchange for a certain amount of gaming. Using the food service interface, a player may redeem a food or drink prize, or a game service representative may validate such a prize (e.g., the prize may be given to a player at a gaming device B22a in the form of a ticket) and check the availability of the prize. For example, if a player receives a prize ticket valid for a free meal, the food service interface may be used to check the availability of and make a dinner reservation. As another example, the PGD B24 may be used to take food or drink orders by a player. Such orders may be processed via a remote food server B32 (see FIG. 29). The transactions necessary to validate a food ticket or prize, check the availability of food service, request food service, and receive a response to the food service request are performed using various display screens located within the food service interface B125. These display screens may be accessed using menus located on each screen of the food service interface. In some embodiments, the food service interface may be configured to validate food service information from a smart card or other mobile information device.

[0370] Another type of game service that may be stored in the PGD B24 is an accommodation service interface B130. As a game play award or in exchange for a certain amount of game play, a player may receive an award in the form of an accommodation service, such as a room upgrade, free nights, or other accommodation services. Using the accommodation service interface B130, a player may check the availability of a particular accommodation award. For example, if a player receives a room upgrade award, the accommodation service interface may be used to check room availability and reserve a room. Regardless of whether a player wins an accommodation award, a player may use the accommodation service interface to make a room reservation (such as booking an additional night) or to upgrade a room. In some embodiments, a player of a game may be issued a ticket (e.g., from a separate gaming device B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j shown in FIG. 29), and a game representative may use the accommodation services interface to validate the player's prize ticket, check the availability of the prize, and fulfill the prize. As another example, the PGD B24 may be used to call a taxi or other form of transportation for a player who is at a gaming machine and intends to leave the game playing area. The game playing area may be a casino, hotel, restaurant, bar, or shop.

[0371] The PGD B24 may communicate with a remote accommodation server to validate accommodation service awards and check the availability of specific accommodation awards. The operations necessary to validate accommodation tickets, check the availability of accommodation services, request accommodation services, and receive responses to accommodation service requests may be performed using various display screens located within the accommodation service interface. These display screens may be accessed using menus located on the individual screens of the accommodation service interface. In some embodiments, the accommodation service interface may be configured to validate accommodation service information from a smart card or other portable information device.

[0372] One type of game service interface that may be stored on the PGD B24 is a game operations interface B135. Using the game service interface B135 on the PGD B24, a game service representative may perform a number of game service transactions related to game operations. For example, if a game player spills a drink in the game play area, the game service representative may send a request to maintenance to dispatch personnel to clean up the incident and receive a response to the request from maintenance. The maintenance request and maintenance response may be sent and received via a display screen selected through an on-screen menu of the game operations service interface. As another example, if a game service representative notices damage to a gaming machine, such as a burned-out light, the game service representative may use the PGD B24 to send a maintenance request for the gaming machine. In one or more embodiments, a player may be permitted various options by the game service interface B135. For example, a player may be permitted to make requests of a service representative or attendant using the interface B135.

[0373] One type of game service interface that may be stored on the PGD B24 is a transaction reconciliation interface B110. In various embodiments, the PGD B24 incorporates memory that stores game service transaction information. The memory may record the type and time that a particular game service is performed. From time to time, the records of game service transactions stored within the PGD B24 may be compared to records stored in other locations. For example, for validation of prize tickets, a confirmation is sent to the remote server B160 each time a prize ticket is validated and paid out. In this manner, information about prize tickets validated using the PGD B24 should match information about transactions performed by the PGD that is stored on the remote server B160. The transaction reconciliation process involves using the transaction reconciliation interface B110 to compare this information. In various embodiments, only game service representatives (and not players) are allowed access to the transaction reconciliation interface B110.

[0374] One type of game service that may be stored on the PGD B24 is a voice interface B138. Using the PGD's built-in spread spectrum mobile communications or other communications network, a player and / or a game service representative may use the PGD B24 as a voice communication device. This voice interface B138 may be used to supplement some of the interfaces previously described. For example, if a game player spills a drink, a game service representative may use the voice interface B138 on the PGD B24 to send a maintenance request and receive a maintenance response. As another example, if a game player requests confirmation of a food service, such as a free meal, the player or a game service representative at a restaurant or other location may make such a request using the voice interface B138 on the PGD B24. In some embodiments, a player may be allowed to communicate with players on other PGDs B24, such as by entering a code number assigned to the PGD B24 with which they wish to communicate. In this manner, for example, a married couple using two different PGDs B24 may be allowed to communicate with each other. The voice interface B138 may allow the player to communicate with the hotel / casino front desk, the gaming location switchboard operator, and the like.

[0375] One type of game service interface that may be stored on the PGD B24 is a game play interface B137. In various embodiments, a player is permitted access to the game play interface B137 to select one or more games for play. The game play interface B137 may include a menu listing one or more games that the player may play via the PGD B24. In various embodiments, game play is implemented by a game server B28 (see FIG. 29).

[0376] In one or more embodiments, the game control code does not reside in the PDG B24, but resides on a secure, remote server. Referring to FIG. 29, game play data is transmitted from the game server B28 to the PGD B24 and from the PGD B24 to the game server B28. The PDG B24 is adapted to receive and process video data by receiving the data and processing it to present it as information on the display B102. Similarly, the PGD B24 is adapted to accept input and transmit the input or commands to the game server B28. This arrangement provides the advantage that nearly every aspect of game play can be monitored, since game play data is required to be transmitted to and from a remote location. This prevents, for example, the storage of tampered, copied, or otherwise altered game software on the PGD B24.

[0377] In one or more embodiments, each PGD B24 has a unique identifier that is used to identify which PGD B24 data is being sent from and which PGD B24 data is being sent to. In some embodiments, a game server B28 may be used to present the same or different games to multiple players using different PGDs B24 by directing game data relating to a particular game being played on a particular PGD B24 to that PGD B24 using a particular identifier.

[0378] As will be appreciated by those skilled in the art, the PGD B24 may have a variety of configurations. As noted above, the PGD B24 may be used in a gaming system B20 in which game code is not stored directly on the PGD. In such embodiments, the PGD B24 may have a significantly more limited amount of data memory. In some embodiments, the PGD B24 includes a processor for executing control code necessary to operate the display B102, accept input from the pen B103 or input buttons B104, etc. Additionally, the PGD B24 preferably includes buffer memory for accepting data transmitted from the game server B28. This data may include data for displaying game information, such as video and audio content.

[0379] Various uses of the PGD B24 are described above. In one or more embodiments, the PGD B24 may be used directly by a player. In various embodiments, a player may use the PGD B24 to play one or more games and to obtain products and services, such as food.

[0380] Use of the PGD B24 according to some embodiments is illustrated in Figures 32(a) and 32(b). Generally, a player must first obtain a PGD B24. For example, a player may borrow a PGD B24 from a gaming operator. The player then sets permissions for use of the PGD B24. In some embodiments, the player must identify himself or herself at a login interface and obtain a valid ticket to operate the PGD B24. Once activated, the player is permitted to use the interface B106 to participate in various transactions, such as playing games, realizing prizes, ordering food and beverages, making reservations, seeking assistance from a gaming operator, and various other goods and services as described in more detail below.

[0381] An example of how a player may use the PGD B24 is described with reference to Figure 32(a). In a first step B400, a player first obtains a PGD B24. In some embodiments, a gaming operator may have a location where a player may obtain the PGD B24 from a gaming attendant or other desired location, such as a hotel / casino front desk, a restaurant hostess stand, etc. In some embodiments, a gaming operator may actually allow a player to keep the PGD B24, such as to loan, sell, or gift it to the player.

[0382] In step B402, the PGD B24 is operated. In some embodiments, this step includes turning on the PGD B24 (such as with a power switch) and logging in. In some embodiments, when the PGD B24 is turned on, a login interface B105 is automatically displayed. The login interface B105 may include "player" and "authorized personnel" buttons that may be operated using the pen B103.

[0383] In some embodiments, a gaming operator may log a player in. For example, a player may obtain a PGD B24 from a restaurant hostess, who may then log the player in. In some embodiments, a gaming operator may have PGDs B24 used by players and other devices used by gaming personnel. In such cases, a PGD B24 configured for a player may be automatically configured into player mode after being turned on.

[0384] In step B404, the player establishes eligibility to use the PGD B24. In some embodiments, this step may include the player providing a valid ticket that can be verified using the EZ pay portion of the gaming system B20. In some embodiments, the player may obtain a ticket by playing at one of the gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, or B22j. In some embodiments, the player may be issued a ticket by a game service representative. For example, the player may pay credit to the cashier cage (by credit card or cash) and be issued a ticket. The player may also pay cash or the like to a restaurant hostess and be issued a ticket.

[0385] Once the player has the ticket, the ticket may be scanned using a ticket reader B145 of the PGD B24. For example, the player may pass the ticket in front of the ticket reader B145. Once the information is read by the PGD B24, the data may be sent to the EZ pay server B26 for verification. This verification preferably authenticates the particular ticket, including the fact that it is unpaid and has the appropriate value.

[0386] In one or more embodiments, entitlement may be established in other manners, for example, in some embodiments, entitlement may be established on a player tracking or identification card that may be read using the card reader B140 of the PGD B24.

[0387] By establishing the credentials of the PGD B24, a player may be assured that they have the necessary funds to pay for services and products available through use of the PGD B24. However, in one or more embodiments, this step may be eliminated. For example, in some embodiments, a player may use the PGD B24 to pay for goods or services in other ways. In some embodiments, a player may order food, for example, and pay for the food with a room charge or cash to a server when the food is delivered. In some embodiments, a player may use a credit card to play games, pay for food, etc. In this case, the credit card may be swiped by the card reader B140 when the service or product is delivered or ordered by the player.

[0388] In step B406, the player is permitted to select one or more of the interfaces B106. As noted above, the player may not be permitted to access all of the interfaces B106. In any event, the player may select a service from a group of interfaces B106, such as by using the pen B103. An example of engaging in a particular activity using the PGD B24 is described below with reference to Figure 32(b).

[0389] When the player no longer wishes to engage in activities using the PGD B24, the PGD B24 usage session ends in step B408, and in one or more embodiments, the PGD B24 is returned to the gaming operator. In various embodiments, when the player no longer wishes to use the PGD B24, the player returns the PGD B24 to the gaming operator. At that point, the gaming operator may verify that the transaction using the PGD B24 is closed or completed and pay the player any winnings. In some embodiments, the player B24 is issued a new ticket representing the player's credits (including all payments made for the first use of the PGD B24, with all winnings added and expenses subtracted).

[0390] When a game player selects a gameplay option using the gameplay interface B137, one example of a method for using the PGD B24 is described in detail with reference to Figure 32(b). In step B410 (which comprises a specific embodiment of step B406 of Figure 32(a)), the player selects a "gameplay" event or service using the gameplay interface B137.

[0391] In some embodiments, when a player selects a gameplay interface B137, the player may be presented with a menu of one or more games that the player is authorized to play. In some embodiments, when a player selects a gameplay interface B137, a signal is sent from the PGD B24 to the remote game server B28, instructing the game server B28 of the player's game play desires. In response, the game server B28 may send an updated game menu to the PGD B24 for display. In this configuration, the menu of available games may be constantly updated at one or more central locations (such as the server B28) instead of at each individual PGD B24.

[0392] If the system B20 allows the player to select a game from a menu of games, the method includes the player selecting a particular game to play. Once a game is selected, or if only a single game option is provided, game play begins. In some embodiments, the game server B28 transmits data such as video and audio content to the PGD B24 for use in presenting the game by the PGD B24.

[0393] In some embodiments, step B412 requires the player to place a bet or wager to participate in the game. In some embodiments, the player may place a bet or wager using an EZ pay system. As noted above, the player preferably establishes entitlement to use the PGD B24 with an EZ pay ticket or other ticket that indicates the player has cash or credit in their account that may be used to pay for goods and services. These services include game playing services.

[0394] In some embodiments, once a player has established their eligibility on the PGD B24, the player's credit value or cash amount is displayed to the player so that the player visually draws their attention to these amounts. When the player begins to play a game, the player may enter a bet or wager that does not exceed the credit value or cash amount the player has in their account. Once the player places the bet or wager, the information is transmitted to the EZ pay server B26, which deducts it from the player's account. The new credit value is displayed to the player on the PGD B24.

[0395] In various embodiments, a player may provide a bet or wager in other ways. For example, a player may swipe a credit card through the card reader B140 to provide the credit needed for the bet or wager.

[0396] In a step B414, the player is permitted to participate in the game. In some embodiments, game play involves the game server B28 executing game code and transmitting information to the PGD B24 to present certain aspects of the game to the player. If necessary, the player is permitted to provide input, and input data is transmitted from the PGD B24 to the game server B28.

[0397] As an example of a game, the game may include video poker. In this embodiment, the game server B28 executes code to randomly generate or select five cards. Data representing video images of the cards is transmitted to the PGD B24, which displays images of the five dealt cards on the display screen B102.

[0398] A "Draw" or "Stay" instruction may be displayed to the player, at which point the player may select one or more cards to keep or exchange. If the player chooses to exchange cards, the instruction is sent to the game server B28, which randomly generates or selects replacement cards. The exchange card data is sent to the PGD B24, and an image of the exchange card is displayed.

[0399] If the game server B28 determines that the five-card hand (including the replacement card) contains a predetermined winning hand, the player may be paid the winning amount. If not, the player loses the bet or wager. This step comprises step B416 of the method for determining the outcome of a game.

[0400] If the outcome is a win, the player may be paid for the win by crediting the player's account by the EZ payment server B26, in which case the player's displayed credit value is updated to reflect the player's win.

[0401] The player may select to play a game again, play a different game, or select one or more of the offerings. In some embodiments, a "return to main menu" button or the like may be constantly displayed to the player, allowing the player to return to the display containing the various interfaces B106.

[0402] In some embodiments, when a player has completed using the PGD B24, the player returns the PGD B24 to the gaming operator. For example, the player may return the PGD B24 to a cashier cage or a gaming service operator. In various embodiments, the gaming service operator or other party issues the player a ticket for any credits or value remaining in the player's account. The PGD B24 may be deactivated so that it can be used by another player. In some embodiments, the PGD B24 may be deactivated by turning off its power. In some embodiments, a "logout" interface or option may be provided that causes the PGD B24 to return to a default state requiring a player or user to log in.

[0403] The PGD B24 may be used by gaming service operators, some examples of such uses are described in detail below in conjunction with Figures 29 and 30.

[0404] When a game service representative contacts a game player seeking game services in the game playing area B70 (see FIG. 29), the game service representative uses the appropriate game service interface on the display screen of the PGD B24 to provide the game services requested by the game player, as described with reference to FIG. 31. For example, if the game player requests EZ ticket verification, the game service representative uses the menus available on the display screen B102 to cause an EZ pay ticket verification interface to appear on the display screen of the PGD B24. The game service representative scans the EZ pay ticket using a ticket reader connected to the PGD B24 to obtain unique ticket information. The PGD B24 then transmits the EZ pay ticket verification request to the EZ pay server B26 using a wireless communication interface.

[0405] In various embodiments, the ticket validation request is comprised of one or more information packets conforming to the wireless communication standard being used. Using a wireless link B72, the one or more information packets containing the ticket validation request are transmitted to a transceiver B62 connected to the EZ pay server. The transceiver B62 is designed to receive and transmit messages from and to one or more PGDs B24 in the game playing area B70 in the communication format used by the PGD. Depending on the location of the PGD B24 within the game playing area B70, the communication path of the information packets to or from the PGD B24 may pass through one or more wireless communication relays, including B58 and B60. For example, if the PGD B24 is located near the gaming machine B22a, the communication path for a message from the PGD B24 to the EZ pay server B26 may be from the PGD B24 to the relay B60, from the relay B60 to the relay B58, from the relay B58 to the transceiver B62, and from the transceiver B62 to the EZ pay server B26. As the location of the PGD B24 within the game playing area B70 changes, the communication path between the PGD B24 and the EZ pay server B26 may also change.

[0406] After receiving the EZ payment ticket confirmation response from the EZ payment server B26, the EZ payment ticket may be confirmed using an appropriate display screen on the PGD B24. After cashing the ticket, the game service representative may use the PGD B24 to send confirmation of the transaction to the EZ payment server B26. A transaction history for the PGD B24 may be stored on the PGD B24 as well as the EZ payment server B26. A receipt for the transaction may then be printed. The receipt may be issued from a portable printer carried by the game service representative and connected in some manner to the PGD B24, or the receipt may be issued from a fixed location printer B56.

[0407] After using the PGD B24 to provide a number of game services, including a number of game service transactions, to different game players in the game playing area B70, the game service representative may log off the PGD B24 and return it to secure storage. For example, at the end of a shift, the game service representative may inspect the PGD B24 at several locations, and if the device is not assigned to a particular game service representative, it may be assigned to another game service representative. However, before the PGD B24 is assigned to another game service representative, the transaction history stored on the PGD B24 may be reconciled with an independent transaction history stored on a transaction server, such as the EZ payment server B26.

[0408] The assignment and de-assignment of the PGD B24 to a game service representative and transaction reconciliation are performed for security and audit purposes. Another security measure used by the PGD B24 is the fixed connection time between the PGD B24 and the transaction server. For example, when a PGD B24 is assigned to a game service representative and the game service representative logs on to the PGD B24, the PGD B24 may establish a connection with one or more transaction servers, including the EZ payment server B26, server B28, server B30, or server B32. The connection between the transaction server and the PGD B24 allows the PGD B24 to send information to and receive information from the transaction server. The length of the connection may be fixed so that the connection between the PGD B24 and the transaction server is automatically terminated after a predetermined time. To connect to the transaction server, a login and registration process must be repeatedly performed on the PGD B24.

[0409] A transaction server may provide one or more game service transactions. However, the PGD B24 may connect with multiple transaction servers to obtain different game services. For example, server B30 may be a prize transaction server that enables prize service transactions, and server B415 may be a food transaction server that enables food transactions. When a game service representative receives a prize service request from a game player, the PGD B24 may be used to contact the prize transaction server B30 using a wireless communication link between the PGD B24 and a transceiver B64 connected to the prize transaction server B30. Similarly, when a game service representative receives a food service request from a game player, the PGD B24 may be used to contact the food transaction server B32 using a wireless communication link between the PGD B24 and a transceiver B66 connected to the food transaction server B32.

[0410] The different transaction servers, including servers B26, B28, B30, and B32, may be on separate networks and may be linked in some manner. For example, server B32 is connected to network B74, server B26 is connected to network B38, server B30 is connected to network B76, and server B28 is connected to network B78. In this embodiment, a network link B80 exists between network B76 and network B38. Thus, server B26 may communicate with server B30 via network link B80. Communication links between the different servers may enable these servers to share game service transaction information and may enable different communication paths between the PGD and the transaction servers. Similarly, a network link B82 exists between network B78 and network B38, enabling the game servers to communicate with the EZ payment server B26.

[0411] FIG. 33 is a flowchart illustrating a method for providing game services using a handheld device. In step B500, a game service representative receives a PGD B24 and logs into the device to allocate the device. The checkout and allocation processes are for security and audit purposes. In step B505, the game service representative contacts a game player in the game playing area requesting a certain type of game service. In step B510, the game service representative selects the appropriate interface on the PGD B24 using a menu on the PGD's display screen B102 that enables the game service representative to provide the requested game service. In step B515, the game service representative enters the game service transaction information required to execute the game service transaction. For example, to verify a prize ticket, the game service representative may read information from the ticket using a ticket reader. As another example, to provide food services, including dinner reservations, the game service representative may enter the game player's name to make the reservation.

[0412] In step B520, the transaction information obtained in step B515 is validated, if necessary. For example, if a player attempts to cash in a prize ticket, the information from the prize is validated to ensure that the ticket is authentic (e.g., the ticket may be counterfeit) and has not yet been validated. The validation process requires the transfer of several packets of information between the PGD B24 and the transaction server. Details of the prize ticket validation process are described with reference to FIG. 34. If the transaction information is valid in step B522, the game service transaction is provided. For example, a room may be reserved for a player requesting accommodation services. Confirmation of the game service transaction may be sent to the transaction server for transaction reconciliation in step B545. In one or more embodiments, the method may include issuing a receipt for the game service transaction.

[0413] In step B535, after the service is provided, the game player may request another game service. If the game player requests an additional game service, the game service representative returns to step B510 and selects the appropriate interface for the game service. If the game player does not request an additional game service and the shift is not over in step B530, the game service representative returns to step B505 and contacts a new game player. If the shift is over in step B540, the game service representative logs out of the PGD B24 and deposits the PGD in a safe location for assignment to another game service representative. In step B545, before the PGD B24 is given to a different game service representative, a transaction history reconciliation is performed to ensure that the transaction history recorded on the PGD is consistent with transactions previously confirmed with the transaction server during the game service representative's shift. The transaction history on the PGD B24 may be stored on a removable memory storage device of the PGD. As such, the memory may be removed from the device for transaction reconciliation and replaced with a new memory. In this way, transaction information from the previous game service representative assigned to the device is reconciled, while the device with the new memory is given to the new game service representative.

[0414] FIG. 34 is a flow diagram illustrating a method for validating information to provide personalized gaming services. In the illustrated embodiment, the ticket is validated in a manner consistent with the EZ Pay ticketing system. EZ Pay tickets are typically used for prize tickets. However, the system may be adapted to provide tickets for other services, including food, prize, or accommodation services. In step B600, a request for game service transaction information read from the ticket is transmitted to the appropriate transaction server via the wireless communication interface of the PGD B24, as described with reference to FIG. 29. In step B605, the server identifies which attendant-verified ticket (CVT) B34, B36 owns the ticket. Once the CVT has possession of the ticket, it stores information regarding the status of the particular ticket issued by the gaming machine connected to the CVT B34, B36. In step B610, the server transmits a ticket payment request to the CVT identified as the ticket owner. Generally, a payment request is requested for the service indicated on the ticket. For cash tickets, a payment request means that a request to cash the ticket has been made. For free meals, a payment request means that a request to obtain the meal has been made. In step B615, the CVT receives the payment request for the ticket and marks the ticket as pending. While the ticket is pending, all attempts to verify the ticket with similar information are blocked by the CVT.

[0415] In step B620, the CVT B34, B36 responds back to the server with the context information. As an example, the context information may be the time and location when the ticket was issued. The information from the CVT to the server may be sent as one or more data packets according to a communications standard shared by the CVT and the server. In step B625, after receiving an acknowledgment from the CVT, the server marks the payment request as pending and sends a payment instruction to the PGD B24. While the payment request is pending, the server will not allow other tickets with the same information as the ticket for which the payment request is pending to be confirmed.

[0416] In step B630, the game service representative may choose to accept or reject the payment order from the server. If in step B640 the game service representative accepts the payment request from the server, the PGD B24 sends a response to the transaction server confirming that the transaction has been carried out. The transaction server marks the request as paid, thereby preventing other tickets with the same information from being validated. In step B645, the server sends a confirmation to the CVT, allowing the CVT to remark the request from pending to paid. If the game service representative rejects the payment order from the server, the PGD B24 sends a response to the server to remark the payment request from pending to unpaid. Once the ticket is marked unpaid, it may be validated by another PGD B24 or another validation device. In step B655, the server sends a response to the CVT to remark the payment request from pending to unpaid, allowing the ticket to be validated.

[0417] In one or more embodiments, the ticket may be used to provide credit / value to establish entitlement for a service or good, such as the right to play a game or obtain food. The PGD B24 may include a card reader B140. In such a configuration, a user of the PGD B24 may use a credit card or other magnetic stripe type card to provide credit / value. In various embodiments, the PGD B24 may include one or more other types of devices for obtaining / receiving information, such as a smart card reader. In such a configuration, the PGD B24 device may read information from a credit card, smart card, or other device. Such cards may include well-known credit or debit cards. This information may be used to provide credit / value. In the credit card example, the user's account information may be read from the card and transmitted from the PGD B24 to the controller B42. The credit card / credit verification information may be associated with a credit card server (not shown). This credit server may be associated with a bank or other business that is remote from the casino or the location of use of the PGD B24 and controller B42. A communications link may be provided between the controller B42 and a remote server for transmitting credit card information.

[0418] In some embodiments, if a player uses a smart card or credit card, the associated credit or value may be communicated to the EZ payment server B26, and the credit amount may be treated in the same manner as if the credit / value had been provided by a ticket. When the player wishes to cash out, the EZ payment server B26 may have a record of the original credit amount, any winnings, losses or payments, and may issue the player a ticket corresponding to the total amount of credit.

[0419] According to various embodiments, a gaming system is provided that includes one or more mobile gaming devices that allow players to play one or more games in a variety of locations, such as hotel rooms, restaurants, or other locations, which may be separate from traditional gaming areas where free-standing, generally stationary, gaming machines are located.

[0420] In one or more embodiments, players may use mobile gaming devices not only to play games but also to obtain other products and services. Additionally, in one or more embodiments, mobile gaming devices may be used by game service representatives to perform various functions and provide various services to players.

[0421] It should be understood that the foregoing description encompasses only some of the implementation technologies that may be utilized, according to various embodiments. Other technologies may be used, or are contemplated, according to various embodiments. The various embodiments may be implemented using any suitable technology, whether existing or yet to be developed.

[0422] Wireless two-way system According to various embodiments, a wireless interactive gaming system includes one or more wireless gaming devices, a receiver, and a central processor. The wireless interactive gaming system may also include a terminal in communication with the central processor.

[0423] In a gaming environment using a wireless interactive gaming system, a player receives a wireless gaming device from a gaming administrator representing a gaming company or "house." The wireless gaming device can receive betting information as commands entered by the player and transmit the received betting information, along with identifying information, to the recipient via wireless transmission.

[0424] A wireless interactive gaming system may support many wireless gaming devices within a single gaming establishment. The wireless transmission range from a wireless gaming device may be up to 100 feet.

[0425] According to various embodiments, a player enters information into a wireless gaming device, for example, by pressing buttons or keys on the device. The wireless gaming device may include any number of buttons, e.g., 5 to 20, in a keypad-type arrangement. To facilitate player entry of betting information, the buttons may be marked with numbers 0 through 9 and may include a "$" (dollar sign) key and an "Enter" key. In various embodiments, the wireless gaming device includes at least eight player selection buttons (e.g., numbers) and at least five special function buttons (e.g., for requesting a player's balance). In various embodiments, a player can enter some or all of his betting information into a wireless gaming device by swiping a smart card containing a microprocessor chip or magnetic stripe with encrypted information through the smart card reader of the wireless gaming device.

[0426] In various embodiments, a wireless gaming device may include an identifier. The identifier may be, for example, an alphanumeric sequence, a bar code, or a magnetic stripe affixed to the device. In various embodiments, the identifier may be a digital code stored in secure memory, such as an electronically erasable programmable read-only memory (EEPROM). If the identifier is an alphanumeric sequence, the identifier may be read directly by the game administrator, or the identifier may be read automatically by a bar code reader or magnetic tape reader. In various embodiments, the identifier may be programmed into the EEPROM or read from the EEPROM via an RS-232 port that is directly connected to the encryption and decryption circuitry of the terminal.

[0427] The wireless gaming device may store an encryption key, which may be used to encrypt information transmitted from the device to the receiver. Encrypting the information transmitted to the receiver limits tampering with the wireless gaming device and prevents unauthorized or counterfeit devices from being used with the system.

[0428] In various embodiments, the encryption key may be stored in EEPROM, which has the advantage of being a storage device that is difficult to access unless suitable encryption circuitry is available. In this manner, the encryption circuitry that downloads the encryption key to the device is believed to be kept secure by the game administrator.

[0429] Alternatively, at the time the gaming device is handed over to a player, the gaming device may be directly connected via a port to an encryption and decryption device in the terminal, so that the encryption key stored in the EEPROM may be updated and changed for each player who receives a gaming device. Additionally, other digital information related to the game being played may be transferred from the terminal to the EEPROM via the direct connection to the wireless gaming device. may be downloaded to.

[0430] In various embodiments, a microprocessor controls the operation of the wireless gaming device. The microprocessor receives digital betting information entered by a player using buttons or keys on the wireless gaming device. The microprocessor stores an identification code for the wireless gaming device, which is the digital equivalent of an identifier for the wireless gaming device. The microprocessor also executes a software application for encrypting the identification code and the player's betting information for transmission to a receiver. The software includes an algorithm for encrypting data packets containing the identification code and betting information with an encryption key.

[0431] In various embodiments, the wireless gaming device has a unique address, i.e., identification code, for communication with the receiver and stores a player identification that is programmed into the device by a central processor. The wireless gaming device may include a bet amount register that is maintained and updated using a key on the device. The value stored in the bet amount register may be included in transmissions from the device to the central processor. The value of the bet amount register may default to a predetermined value, e.g., $1, when the device is initialized, and may be further adjusted by the player. The wireless gaming device may also include an account balance register located within the device and periodically updated by the central processor. The value of the account balance register should default to $0 when the device is initialized.

[0432] A wireless gaming device may include player function keys that may be used to accomplish the following functions: 1. Send a message to the receiver 2. Request account balance information 3. Adjust the device condition 4. Ensure data is sent with the next outgoing message 5. Increase the bet register by a predetermined amount, e.g., $10, $5, or $1. 6. Reset the bet amount register to its default value, e.g. $1

[0433] The firmware of the wireless gaming device may only allow one button or key press every 100 ms. In various embodiments, key presses are not queued; once a key press message is queued and sent, no other player input is accepted until the queued message is sent.

[0434] The wireless gaming device may include a transmitter. The transmitter may receive encrypted digital information from the microprocessor and convert it into a signal for wireless communication to the receiver. The transmitter transmits the signal wirelessly, for example, using a radio signal or an infrared signal. Communication between the receiver and the wireless gaming device may be asynchronous at 2400 bits per second.

[0435] The wireless gaming device may include an identification circuit that activates the transmitter to periodically transmit an identification signal to the receiver. Through the use of the identification circuit, the receiver and central processor can verify that the wireless gaming device is operational, functional, and within the gaming establishment. In this manner, if the wireless gaming device is removed from the gaming establishment, the receiver and central processor will no longer receive the periodic identification signal transmitted by the identification circuit and transmitter, and the gaming administrator may be alerted that the wireless gaming device has been removed from the gaming establishment.

[0436] The wireless gaming device may include a real-time clock that allows the microprocessor to monitor the current time and date. The clock may be a timing circuit. The microprocessor can use the time and date obtained from the clock to perform calculations and other functions based on the current time and date.

[0437] The wireless gaming device may include a tag, such as an electronic or magnetic component, that generates an alert when the tagged wireless gaming device passes through a detection device located at the entrance and / or exit of the gaming establishment, thereby notifying game administrator that the wireless gaming device is being removed from the gaming establishment.

[0438] The wireless gaming device may be powered by a battery power source built into the device. A portable power source, such as a battery power source, extends the cordless operation of the wireless gaming device in a gaming environment. The battery power source may be part of a removable, rechargeable battery pack that allows the device to be charged when not in use.

[0439] In some embodiments, the wireless gaming device displays information, such as game information, on a display device, such as a backlit liquid crystal display (LCD). The LCD can be used to display values ​​stored in a bet amount register and an account balance register. The wireless gaming device may include a receiver or display receiver that receives digital information transmitted from a central processor.

[0440] The device may also include a bicolor light-emitting diode (LED). The bicolor LED displays at least two colors, e.g., red and green. The green light may flash for a period of time so that it is visible to the player each time the wireless gaming device transmits to the receiver. When a key is pressed on the wireless gaming device, a red light may be illuminated and remain lit until a transmission is received by the receiver, and while the red light is lit, no additional keystrokes are performed. The wireless gaming device may also include additional light-emitting diodes, for example, to indicate when an account balance register is updated and balance information is displayed on the LCD.

[0441] The receiver can receive signals transmitted from the transmitter of the wireless gaming device. The receiver contains a decoder that converts the received signals into, for example, digital information. This digital information includes at least the identification code of the wireless gaming device and the player's bet information. The digital information obtained by the decoder is sent to a central processor. In various embodiments, communication between the central processor and the receiver can be via a 9600 or 19,200 bytes per second RS-232 electrical interface data serial communication link.

[0442] The receiver may receive signals from many wireless gaming devices in succession or rapid succession using, for example, multiplexing techniques, so that many players can place bets using the wireless gaming devices in a short period of time. The receiver identifies the signals received from the various devices by identification codes present in the signals received by the receiver.

[0443] The central processor receives the identification codes of the wireless gaming devices and the player's wager information from the receiver. The central processor decrypts this information using an encryption key. The central processor can receive data from multiple wireless gaming devices in a seemingly simultaneous manner.

[0444] In various embodiments, player accounts are stored in a database on a central processor, which stores monetary values ​​of account balances associated with identifiers of wireless gaming devices.

[0445] The central processor manages the player's account in the database based on signals received from the player's wireless gaming device when the player places a bet and when a prize is awarded during the game. The central processor deducts money from the player's account balance when the player places a bet. The player's account balance may be automatically increased by the central processor if the player wins a game on which he or she placed a bet.

[0446] The central processor can also store and execute software applications, including algorithms that calculate player account balances, bets, and winnings. The central processor should be able to execute all of the algorithms that define the activities that are performed on a player's account during the course of a game, such as when bets are entered, winnings are paid out, and funds are added to a player's account.

[0447] Software algorithms in the central processor may calculate odds and payouts for certain games, such as lottery-type games, during game execution. The odds and payouts at a particular point in time may depend on the characteristics of the game being played by the central processor and may change as the game progresses. These algorithms may be executed by the central processor to accurately calculate the odds of certain game events occurring and to provide prizes for players correctly predicting one of these events to occur. The algorithms may be running continuously so that real-time odds and payouts are calculated as the game progresses.

[0448] The central processor may perform various actions on a player's account, which result in various effects on the account. For example, when a player wins a game, his account is credited for a payment based on his bet. When a player places a bet using a wireless gaming device, his account is debited by the amount of the bet. When the gaming operator receives additional funds from the player, the player's account is credited by the amount of the funds. When the gaming operator closes a player's account and pays the player the funds, the balance in the player's account is debited by the amount of the payment.

[0449] The central processor may be located at the gaming establishment housing the receivers. In various embodiments, the central processor may be located remotely from the receivers and communicate with the receivers via electronic digital telephone communications or wireless transmissions, such as a serial communications link. Furthermore, the central processor may perform multiple functions for different receivers in different gaming environments.

[0450] In some embodiments, communication between the central processor, receiver, and wireless gaming devices may involve a polling scheme. Polling allows many wireless gaming devices to communicate with the receiver without interfering with each other. Such a polling scheme may involve transmitting a digital signal in the form of a string of hexadecimal digits. Preferably, all communication between the central processor, receiver, and wireless gaming devices is encrypted.

[0451] In such polling schemes, hexadecimal digits may be reserved for specific control protocols. For example, an attention character is a header character used to begin all communication from the central processor to the receiver, delineating the message and synchronizing message receipt at the receiver. The same function is implied when an attention character follows a message communication. An acknowledgement character is another header character that provides confirmation to the sending device that the previous message data has been received and acknowledged. The acknowledgement character can also function as an attention character to begin the next message. An end-of-message character is used to indicate the end of a transmission. Additionally, a complement-next-byte character allows the use of reserved protocol characters in successfully transmitted messages by preventing erroneous control signals when a message data byte matches one of the control characters. If the message byte to be transmitted matches one of the protocol control characters, a complement-next-byte character is transmitted, followed by the complement of the matching message byte.

[0452] Verification of received data may be performed using a single-byte checksum of the message information. This checksum may be the complement of the original message data sum, not including the header characters. If the checksum equals one of the protocol control characters, the next byte is treated according to the function of that character.

[0453] In the above polling scheme, there are three different communication modes in the link between the central processor and the receiver. First, the central processor may send a message intended for the receiver. Second, the central processor may send a message intended for the wireless gaming device. Third, the wireless gaming device may send a message intended for the central processor. In various embodiments, messages sent by the central processor may be in the form of a character string formatted with a header character, followed by the destination device's identification code, a command or message, a message termination character, and a checksum character. Messages received by the receiver or wireless gaming device may be confirmed by sending a confirmation character, but the central processor is not required to confirm messages sent from the wireless gaming device. Messages sent by the central processor and received by the wireless gaming device may be broadcast to all wireless gaming devices. A device address may be reserved as a broadcast address for all wireless gaming devices, and all devices will receive messages sent to this address. In this case, no confirmation is required back from any of the wireless gaming devices.

[0454] Each command or message may begin with an instruction code that indicates how the information contained in the message should be used. Instruction codes for messages sent by the central processor to receivers and wireless gaming devices include: 1. Send the device address list to the receiver 2. Send account balance information to the device with the address 3. Send a command to disable the device with the address 4. Send a command to operate the device with the address

[0455] In various embodiments, messages sent between the receiver and the wireless gaming device may be in the form of a character string formatted with a header character followed by the destination device's identification code, the current bet amount, a request, command or data, a message termination character, and a checksum character. The command codes, commands and data for requests sent between the receiver and the wireless gaming device include: 1. Read user identification 2. Read the device address 3. Reading the balance register 4. Read the bet register 5. Provide device status 6. Write user identification 7. Write the device address 8. Write the balance register 9. Write the bet amount 10. Run a self-test

[0456] These instruction codes may be used to program the device address and user identification information into the wireless gaming device, which may be used to initialize the device to a default state, i.e., a player's account balance of $0. The account balance register and user identification each contain two characters, a least significant byte and a most significant byte, which may allow for a wider range of numeric values ​​to be used for these values.

[0457] Various embodiments include a method by which a central processor communicates with a wireless gaming device. The central processor transmits a string of hexadecimal digits, including, for example, a header character followed by a device identification code, a request, command, or data, a message termination character, and a checksum character. After the central processor transmits the character string, the wireless gaming device receives the string, recognizes its identification code, and executes the instructions in the string. If the central processor transmits instructions to all wireless gaming devices simultaneously, all currently active devices will receive and execute the instructions. The receiver may receive a transmission from the wireless gaming device that the instruction was successfully received, but the wireless gaming device does not transmit an acknowledgment message to the central processor. The central processor communicates with the receiver in a similar manner, except that the receiver may transmit an acknowledgment message to the central processor that includes an acknowledgment control protocol character.

[0458] Similarly, the wireless gaming devices communicate with the receiver and central processor using, for example, hexadecimal digit strings. The receiver regularly and periodically polls active wireless gaming devices for information or wagering requests. If a player has entered a request into the wireless gaming device since the wireless gaming device was last polled, the player's request is transmitted to the receiver.

[0459] Various embodiments include a method by which a wireless gaming device receives a player's request and relays it to a central processor. First, a player inputs a request into the wireless gaming device using a button or key. Next, the player presses a button, such as one labeled "Enter" or "Send," which instructs the wireless gaming device to transmit the request the next time the receiver interrogates the wireless gaming device. When this button is pressed, a red light source of a bi-color LED is illuminated, informing the player that a request is waiting to be transmitted. The request is converted into a hexadecimal character string containing, for example, a header character, an identification code (or, alternatively, a separate identification string reserved for a particular player), the current bet amount, the player's request (e.g., a bet amount change or a balance update), a message termination character, and a checksum character. The next time the receiver interrogates the device, the device's transmitter transmits the character string to the receiver. When the wireless gaming device is interrogated by the receiver, a green light source of the bi-color LED flashes, informing the player that the request has been transmitted. The receiver receives the request string and transmits the string to the central processor, which then acts upon the player's request.

[0460] Using the terminal, the gaming official may process betting transactions and distribute wireless gaming devices. In various embodiments, the terminal may include a bar code and / or magnetic stripe reader for quickly entering an identifier for the wireless gaming device before releasing it to the player. The reader provides information to the terminal in the form of digital data. The t...

Claims

1. An apparatus comprising a database containing information identifying a plurality of players, a game terminal having a display, and at least one processor, The at least one processor displaying a graphical user interface (GUI) on the display, the GUI including control buttons; identifying a first player from a plurality of players at the casino based on said information; associating the first player with the control button and, upon actuation of the control button, displaying an image associated with the first player on the GUI; receiving from an observer at least one criterion for selecting a first game from among a plurality of games played by said first player; determining when the first game meets the at least one criterion; receiving bets placed by the observers on the performance of the first player playing the first game; displaying on the display the past performance results of the first player and the current performance results of the first player playing the first game; determining a payout based on a current performance outcome of the first player, wherein the current performance outcome of the first player is a sum of a plurality of individual outcomes; awarding a payout to the observer who placed a bet on the current outcome of the first player playing the first game; and notifying the observer if a second game from among a plurality of games played by the first player does not meet the at least one criterion; wherein displaying the video associated with the first player includes displaying depictions of a plurality of game elements in the first game that affect a current performance outcome of the first game, and at least one of the depicted game elements is changed into at least one other game element that produces a plurality of individual outcomes, the sum of which equals the sum of the plurality of individual outcomes; configured to: Device.

2. The device described in claim 1, wherein the at least one criterion identifies the first player as the player with the highest net profit among the plurality of players over a certain period of time.

3. The device described in claim 1, wherein the at least one criterion specifies that the first game should be played at a first game table that has won the most winnings among multiple game tables over a predetermined period of time.

4. The device described in claim 1, wherein the at least one criterion specifies that the first game should be played by the first player who has won the last five games played by the first player.

5. The at least one processor receiving a bet from the observer on a third game of the plurality of games played by the first player after the first game and before the second game; determining an outcome of the third game and a payout for the third game based on the bet on the third game and the outcome of the third game; and awarding a payment to the observer based on the payment based on the bet on the third game; The apparatus of claim 1 , further configured to:

6. The at least one processor receiving, in response to the notification, an indication from the observer regarding a third game of the plurality of games that meets the at least one criterion; determining the third game that meets the at least one criterion; receiving a bet on the third game from the observer; determining the outcome of said third game; determining a payout based on a bet on the third game and an outcome of the third game; and awarding a payment to the observer based on a payment on a bet on the third game; The apparatus of claim 1 , further configured to:

7. The device described in claim 6, wherein the third game is not played by the first player.

8. The at least one processor determining a third game from among said plurality of games that is not played by said first player and that meets said at least one criterion; receiving a bet placed by the observer on the third game; determining the outcome of said third game; determining a payout based on the bet placed on the third game and the outcome of the third game; awarding a payment to the observer based on the payment for the third game; The apparatus of claim 1 , further configured to:

9. A method for managing a gaming terminal having a display, at least one processor, and a connection to a database containing information identifying a plurality of players, comprising: the at least one processor: receiving from an observer at least one criterion for selecting a first game from among a plurality of games played by said first player; determining a first time at which the first game meeting the at least one criterion should be played at a first game table; presenting and displaying footage relating to a first player playing a first game by displaying representations of a plurality of game elements in said first game that affect a plurality of individual outcomes, wherein at least one of said plurality of depicted game elements is changed into at least one other game element that produces a plurality of individual outcomes, the sum of which equals the sum of the plurality of individual outcomes; receiving a first bet from the observer on the first game to be played at the first game table; determining an outcome of the first game played at the first game table; determining a first payout based on the first bet and a respective outcome of the first game, the respective outcome being equal to a sum of a plurality of the respective outcomes; providing a payment to the observer based on the first payment; determining a second time after the first time at which the second game of the plurality of games that does not meet the at least one criterion should be played at the first game table; and notifying the observer that the second game of the plurality of games does not meet the at least one criterion; Wow, a method.

10. A method of managing a gaming terminal having a display, at least one processor, and a connection to a database containing information identifying a plurality of players, comprising: displaying, by at least one processor, a graphical user interface (GUI) on the display, the GUI including one or more control buttons; identifying, by the at least one processor, a first player from a plurality of players at the venue based on the information; associating, by said at least one processor, said first player with a corresponding button among said one or more control buttons, and displaying an image associated with said first player on said GUI upon actuation of a control button; by the at least one processor (1) at least one criterion for the gaming device provided by an observer; (2) a first time that the first gaming device met the at least one criterion; (3) a second time, after the first time, at which a second gaming device meets the at least one criterion; and (4) a third time after the second time, at which a third gaming device meets the at least one criterion; determining the displaying, by the at least one processor, the first gaming device, the second gaming device, and the third gaming device on the GUI; and determining, by said at least one processor, a payout based on a current performance result of said first player, said current performance result being a sum of individual results; Including, Displaying the image associated with the first player includes displaying a representation of a plurality of game elements of the first game that affect a current outcome of the first game, wherein at least one of the depicted game elements is changed into at least one other game element that produces a plurality of individual outcomes, the sum of which equals the sum of the plurality of individual outcomes. method.

11. The method of claim 10, wherein the at least one criterion can be satisfied by only a single gaming device at any one time.

12. The method of claim 10, further comprising notifying an observer of at least one of: (a) a result generated on the first gaming device; (b) a result generated on the second gaming device; (c) a result generated on the third gaming device; (d) a payment made on the first gaming device; (e) a payment made on the second gaming device; and (f) a payment made on the third gaming device.

13. The method of claim 10, wherein determining the at least one criterion further comprises determining that the gaming device has made a higher payout than any other gaming device in the casino in the past hour.

14. The method of claim 10, wherein determining the at least one criterion further includes determining that for a second player of the plurality of players, the gaming device had the longest winning streak of any gaming device in the casino in the past hour.

15. The method of claim 10, wherein displaying includes presenting a visual representation of a casino floor including the first gaming device, the second gaming device, and the third gaming device, a first arrow pointing from the first gaming device to the second gaming device, and a second arrow pointing from the second gaming device to the third gaming device.

16. The method of claim 10, further comprising generating a prediction of a fourth gaming device that meets the at least one criterion based on the first gaming device, the second gaming device, and the third gaming device, and displaying the fourth gaming device.

17. The method of claim 10, further comprising generating a prediction of the location of a fourth gaming device that meets the at least one criterion based on the locations of the first gaming device, the second gaming device, and the third gaming device, and displaying the fourth gaming device.

18. The method described in claim 9, wherein the at least one criterion identifies the first player as the player with the highest net profit among the plurality of players over a certain period of time.

19. The method described in claim 9, wherein the at least one criterion specifies that the first game of the plurality of games should be played at the first game table among the plurality of game tables at which the most winnings have been won over a predetermined period of time.