A game with a control structure based on the player's actions.

JP2026102776A5Pending Publication Date: 2026-07-01CFPH LLC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CFPH LLC
Filing Date
2026-03-17
Publication Date
2026-07-01

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Patent Text Reader

Abstract

The present invention provides a game that has a control structure based on the actions of the player. [Solution] The mobile device comprises a housing including a display screen, a motion sensor within the housing designed to detect the movement of the mobile device, a motion control that detects motion-sensitive inputs and alternately enables and disables motion-sensitive inputs for betting commands, and at least one processor, the at least one processor being configured to receive signals from the motion sensor and the motion control and to provide betting commands based on motion signals from the motion sensor when the motion control is configured to enable motion-sensitive inputs, and not to provide betting commands based on motion detection signals when the motion control is configured to disable motion-sensitive inputs.
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Description

Technical Field

[0001] (Related Application) This application claims priority to U.S. Patent Application No. 11 / 742,054, filed Apr. 30, 2007, and incorporates it by reference.

[0002] (Technical Field) This application relates to a portable device for games.

Summary of the Invention

Problems to be Solved by the Invention

[0003] The invention of the present application reduces or eliminates the drawbacks of the prior art.

Means for Solving the Problems

[0004] Generally, in a first aspect, the present invention features a method and an apparatus for implementing the method. A motion sensor detects a first signal that persists over a first period. It is determined whether a second signal persists over the first period. If the second signal persists over the first period, a command is determined based on the first signal, and this command is executed in a gambling game when the second signal persists over the first period.

[0005] Generally, in a second aspect, the present invention features a method and an apparatus for implementing the method. A first signal from a motion sensor of a portable game device is detected. The first signal is interpreted as specifying a first bet in a first game played on the portable game device, and this first bet is in units of worthless currency. A second signal from the motion sensor is detected, and the second signal is interpreted as specifying a second bet in a second game played on the portable game device, and this second bet is in units of valuable currency. The result of the second game is determined only when the first game has ended.

[0006] In general, in a third embodiment, the present invention features a method and an apparatus for carrying out the method. A signal indicating a bet is received by a portable game device having a rectangular display screen. Five cards are determined. The first, second, third, and fourth of the five cards are displayed in the first, second, third, and fourth corners of the display screen. One of the five cards is determined to be discarded. A sixth card is determined, and the discarded card is exchanged for the sixth card. Payouts are determined based on the sixth card and the five cards that were not discarded. Credit balances are determined based on payouts.

[0007] Embodiments of the present invention may include one or more of the following features: A first signal may be detected from a motion sensor provided in a portable game device, and the first signal may persist for a first period of time. The motion sensor may include an accelerometer, a camera, a device for detecting the motion of the portable game device, or a button on the portable game device. A second signal may be detected from a button on the portable game device, and the second signal may be generated by applying pressure to the button. Determining whether the second signal persisted for a first period of time may include determining whether continuous pressure was applied to the button for a first period of time. The second signal may have similar characteristics to the first signal. A command may be one of the following: (a) a command to place a bet, (b) a command to place a bet of a certain amount, (c) a command to start a gambling game, (d) a command to discard a card, (e) a command to receive another card, (f) a command not to receive any further cards, (g) a command to select an option in a bonus round, (h) a command to settle, (i) a command to select a payline, and (j) a command to start a bonus round. A worthless currency may be non-exchangeable for US dollars, and a valuable currency may be exchangeable for US dollars. Before detecting the first signal, a message may be displayed on the display screen of the portable game device, which provides instructions to operate the portable game device in a special manner for the purpose of identifying the first bet. After the first game has finished and before the result is determined, the player may be asked to provide first and second proof of their identity, and the two proof of identity may be authenticated against each other. The first and second proof of identity may be first and second fingerprints provided to the portable game device. The fifth of the five cards may be displayed in the center of the display screen.Deciding which of the five cards to discard may include (a) detecting motion of the handheld game device, (b) deciding to discard the first of the five cards if the motion is tilting the handheld game device toward the first corner of the display screen, (c) deciding to discard the second of the five cards if the motion is tilting the handheld game device toward the second corner of the display screen, (d) deciding to discard the third of the five cards if the motion is tilting the handheld game device toward the third corner of the display screen, and (e) deciding to discard the fourth of the five cards if the motion is tilting the handheld game device toward the fourth corner of the display screen. Payouts may be determined based on the sixth card, based on the five cards that were not discarded, and based on the rules of video poker.

[0008] The effects and features described above are representative of only a few embodiments and are shown solely to aid in understanding the present invention. It should be understood that these should not be considered limitations of the present invention as defined by the claims. Additional features and effects of embodiments of the present invention will become clear from the following description, drawings, and claims. [Brief explanation of the drawing]

[0009] [Figure 1] This figure shows a game system according to several embodiments. [Figure 2] This figure shows a communication network according to several embodiments. [Figure 3] This figure shows a game service provider communicating with a game communication device according to several embodiments. [Figure 4] This figure shows a communication network according to several embodiments. [Figure 5] This figure shows a game system according to several embodiments. [Figure 6]This figure shows a wireless game system according to several embodiments. [Figure 7] This figure shows a portable game device having promotional content according to several embodiments. [Figure 8] This is a block diagram of a game system according to several embodiments. [Figure 9] This is a block diagram of a payment system that forms part of the game system shown in Figure 8, according to several embodiments. [Figure 10] This is a schematic diagram of a portable game device for the game system shown in Figure 8, according to several embodiments. [Figure 11A] This is a flowchart illustrating how a player can use a portable game device according to several embodiments. [Figure 11B] This is a flowchart illustrating a specific method of use of a portable game device by a player, according to several embodiments. [Figure 12] This is a flowchart illustrating how a game service operator uses a portable game device according to several embodiments. [Figure 13] This is a flowchart illustrating the usage method of a portable game device according to several embodiments. [Modes for carrying out the invention]

[0010] In some embodiments, a game device, such as a portable game device, receives input in the form of motion. For example, a person holding a portable game device may issue commands and provide instructions by tilting the device, moving the device in any direction, rotating the device, vibrating the device, hitting the device against something, throwing the device, or by inputting to the device based on any other motion. Motion can be translated into one or more commands or instructions used in the game. Motion can also be translated into commands, instructions or requests used for purposes other than gameplay, for example. Commands, instructions, requests, and specifications include:(a) Command to place a bet, (b) Command to specify the size of the bet, (c) Command to start a game, (d) Command to implement a specific strategy in the game, (e) Command to hold a specific card in a video poker game, (f) Command to hit a specific card in a blackjack game, (g) Command to settle, (h) Command to switch games, (i) Command to specify the type of game to play, (j) Command to make a specific choice in a bonus round, (k) Request to order a drink, (l) Request to order food, (m) Command to call a casino representative, (n) Request to cash out comp points, (o) Request to receive comp benefits, (p) Command to open a communication line with another person (e.g., with a friend also in the casino), (q) Command to withdraw from an account (e.g., from a bank account), (r) Command to deposit into an account (e.g., deposit game credits into an account the player has with the casino), (s) Request to make a purchase, (t) Show tickets (u) a request to purchase a ticket, (v) a request to make a restaurant reservation, (v) a request for information, (w) a request for information about a pay table (e.g., about pay table refunds), (x) a request for the location of a particular room, (y) a request to check into a hotel room, (z) a request to reserve a hotel room, (aa) a request to check the show time, (ab) a request to claim a jackpot, (ac) a request to make a phone call, (ad) a request to access a network, (ae) a request to access the internet, (af) a request to specify a web or URL address, (ag) a request to receive information about another player, (ah) a request to view information about another player's game results, (ai) a request to view another player's game history, (aj) a request to receive information about one or more players, dealers, game machines, or game tables (e.g., a request to view the latest results of any of the above), and any other requests, instructions, commands, or specifications. The portable game device may be equipped with hardware and / or software for detecting motion. The portable game device may operate in conjunction with external hardware or software for detecting motion.A portable game device or another device may be equipped with software for translating motion into commands that can be used in the execution of a game or in any other manner.

[0011] In this specification, “motion control” may include using motion as input to a game, using motion as a command, and / or using motion as an instruction. Motion control may include using the motion of a portable game device to provide input to a game played on the portable game device, selecting a game to play, indicating the player's desire to settle, or various other commands or instructions. 1. Technology. Various technologies can be used to enable motion control. Such technologies include motion sensing technologies, which include information such as acceleration, velocity, angular motion, displacement, position, angular displacement, angular velocity, angular acceleration, impact, and any other information that may be associated with motion. Technologies may include sensors, including hardware sensors. Technologies may also include software for translating information received from sensors into position, trajectory, or other spatial information for a portable game device. For example, software can be used to translate acceleration information into position information by double integration, etc. Various technologies may or may not be described in the following references, each of which is incorporated herein by reference.(1) U.S. Patent Application No. 20040046736, Title of Invention: “Novel man-machine interfaces and applications”, (2) U.S. Patent Application No. 20030100372, Title of Invention: “Modular entertainment and gaming systems”, (3) U.S. Patent No. 7058204, Title of Invention: “Multiple camera control system”, (4) U.S. Patent No. 5534917, Title of Invention: “Video image based control system”, (5) U.S. Patent Application No. 20060281453, Title of Invention: “ORIENTATION-SENSITIVE SIGNAL OUTPUT”, (6) U.S. Patent Application No. 20060098873, Title of Invention: “Multiple camera control system”, (7) U.S. Patent No. 6850221, Title of Invention: “Trigger operated electronic device”, (8) U.S. Patent Application No. 20070072680, Title of Invention: “Game controller and game (9) U.S. Patent Application No. 20070066394, title of invention "VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD CONTROLLER", (10) U.S. Patent Application No. 20070050597, title of invention "Game controller and game system", and (11) U.S. Patent Application No. 20070049374, title of invention "Game system and storage medium having game program stored thereon". 1.1. Camera on the device. The camera on the portable game device can capture images. As the portable game device moves, different images will be captured by the camera in the same way. A stationary object will appear to move in the image scroll captured within a series of frames. The motion of the portable game device can be inferred from the apparent motion of the stationary object. 1.2. External Cameras. External cameras, such as fixed wall-mounted cameras, can capture images of the portable game device and / or the player holding the portable game device. The motion of the portable game device can be inferred from the video footage using an algorithm. 1.3. External Reader (Rangefinder, etc.). An external sensor or reader can detect the motion of the portable game device. For example, ultrasonic waves or lasers may be reflected from the portable game device. The motion of the portable game device can be inferred from the changes in the reflected sound or light. 1.4. Accelerometer. Portable gaming devices may be equipped with a built-in accelerometer, which can detect changes in velocity that can be used to infer other forms of motion, such as changes in position or velocity. 1.5. Gyroscope Sensor. Portable gaming devices may be equipped with a built-in gyroscope. This can detect the orientation of the portable gaming device. Information from the gyroscope can be used to infer other information such as angular displacement. 1.6. Built-in position detector (GPS). Portable gaming devices may be equipped with a position detector, such as a Global Positioning System or Local Positioning System. The position is measured over time and can be used to estimate other aspects of motion, such as velocity or acceleration. 1.7. External position detector. An external detector can measure the position of a portable game device. For example, the portable game device may emit signals in all directions. The position of the portable game device can be estimated based on the elapsed time of the signals reaching various fixed receivers. 1.8. RFID. Detection based on the strength of the RFID signal. Portable game consoles may be equipped with RFID (Radio Frequency Identification) tags or other high-frequency emitting devices. Based on the reception of signals from the RFID tags, information about the location of the portable game console can be inferred. For example, if the received signal is weak, it can be inferred that the portable game console is far from the fixed receiver. If the received signal is strong, it can be inferred that the portable game console is close to the fixed receiver. 2. Switch for motion commands. Enable switch for motion commands. When the motion button is pressed and held down, the motion is activated. Commands can be activated by certain commands or by toggling them on and off. When motion control mode is enabled, all motions can be performed. In various embodiments, motion control can be toggled on and off. At some point in time, motion control may be in use, and at other points in time, motion control may not be in use. For example, at a first point in time, decisions in the game may be made by motion control of the portable game device, and at a second point in time, motion control of the portable game device may have no effect on the game. When motion control is enabled, the player can participate in convenient gameplay. When motion control is off, the player may move the portable game device without worrying that motion will affect the game and without taking any special care. Therefore, there may be various reasons for enabling motion control and various reasons for disabling motion control. 2.1. Switching On and Off. In various embodiments, the player must provide continuous, near-continuous, or sustained input for the purpose of maintaining the activation of motion control. Continuous input includes continuous pressing, such as continuously pressing and holding a button. Continuous input includes continuously gripping a button or the device (such as a portable game device). In some embodiments, continuous input includes, for example, repeatedly pressing a button such that each button press occurs within a predetermined interval between previous button presses. In various embodiments, continuous input includes continuous contact. For example, to maintain the activation of motion control, the player must maintain constant contact of their finger or other body part with a touch sensor device (e.g., on a portable game device). In various embodiments, continuous input includes requiring the player to provide a continuous supply of heat, such as body heat through contact. In various embodiments, continuous input includes requiring the player to provide a continuous fingerprint, such as continuously touching a fingerprint reader with their finger. In various embodiments, continuous input may include continuous noise or vocalization, such as continuous humming, by the player. As long as the player provides continuous input, the player may move the portable game device or other device for the purpose of controlling actions that otherwise provide commands, instructions, or other inputs. For example, to provide motion-based input, the player may press a button on the portable game device and move the portable game device around while the button is pressed. When the player releases the button, the movement of the portable game device ceases to be used as input. If the player then resumes pressing the button, the player can use the motion of the portable game device again as input. In various embodiments, continuous input may be provided to the portable game device, for example, when the player holds down a button on the portable game device. In various embodiments, the player can provide continuous input to another device. For example, the player may hold down a foot pedal.The foot pedal may communicate directly or indirectly with the portable game device, and the foot pedal may communicate with another device controlled by the motion of the portable game device. Therefore, a decision can be made based on whether the foot pedal is pressed, regarding whether the motion of the portable game device is used to control the game or provide other input. In some embodiments, continuous input from the player is required to disable motion control. In the absence of continuous input (e.g., no button is pressed), the motion of the portable game device is used to control the game or provide other instructions. 2.2. Consistent Commands. In various embodiments, a single input, a series of inputs, or a series of inputs limited in other ways can switch motion control on and off. For example, a player can press a button to switch motion control on. A player can press a button to switch motion control off. Another example is that a player can switch a switch in one direction to turn motion control on, and switch the switch in the other direction to turn motion control off. Another example is that a player can select an option from a menu to enable motion control. The player can later select another option from the menu to disable motion control. Once motion control is enabled (for example, by pressing a button once), the motion of the portable game device can be used to control the game or provide other instructions. For example, no further input may be required to enable motion control other than the initial switch flicking or button press. 2.2.1. When cutting off the motion control. In some embodiments, the motion control can be automatically disabled under certain circumstances. For example, when a player selects the option to enable the motion control from the menu, the motion control can remain enabled until some trigger condition occurs that automatically disables the motion control. 2.2.1.1. No motion for a while. If there is no motion for a period of time, no significant motion, no detectable motion, and / or no motion that can be translated into coherent instructions, the motion control may be automatically cut off. The motion control may be automatically cut off, for example, after 30 seconds. 2.2.1.2. Device lowered or placed in a pocket. When the portable game device is lowered, the motion control may be disabled. For example, the player may place the portable game device and it may be presumed that the player is no longer playing the portable game device, and thus the motion control may be automatically disabled. When the portable game device is placed in the player's pocket, the motion control may be automatically disabled. For example, if the sensor in the portable game device does not detect light and / or does not detect the body temperature in the vicinity, the motion control may be disabled. 2.2.2. Keypad Lock to Avoid Accidental On / Off Switching of Motion Control. In various embodiments, a key, switch, or other input device may be operated (e.g., pressed) for the purpose of activating motion control. In some embodiments, a player may press a button or operate an input device in some other way without particular care in an attempt to activate motion control. In various embodiments, the keypad of a portable game device may be locked. For example, a player may press a key or key sequence that locks the keypad, causing the same input device that activates motion control to be temporarily disabled. In various embodiments, only the input devices that can be used to activate motion control are disabled. 2.3. In various embodiments, a warning is provided when motion control is enabled. For example, a portable game device may beep, buzz, or emit a sound when motion control is enabled. A text message may be displayed, lights may flash, or other visual warnings may be output when motion control is enabled. In various embodiments, an audio output may be used to warn the player when motion control is enabled. In various embodiments, the warning may indicate that motion control has been disabled. The warning may take the form of text, flashing lights, audio, voice, buzzer, vibration, or any other form. 3. Use of very precise or clear motion for important matters (where money is at risk) and less precise motion for less important matters. This avoids accidental "maximum bets," etc. Similarly, certain types of bets, such as "maximum bets," are not permitted when motion is on. In various embodiments, the nature or degree of motion required to provide a command may depend on the nature of the command itself. Some commands may require motion encompassing relatively small displacements, small accelerations, small angular changes, and / or other small changes. Other commands may require motion encompassing relatively large displacements, relatively large accelerations, relatively large angular changes, or other relatively large amounts of change. What constitutes a large displacement, acceleration, angular change, or other change can be defined in various ways, for example, by some threshold. For example, a displacement of 6 inches (approximately 15.3 cm) or more may be considered large and at least large enough for one type of command. Some commands may require motion involving a large number of repetitions or a long series of motions (e.g., the device is moved up, then down, left and right, and then up again). Some commands may require motions that are either infrequent or involve a small number of motions in sequence (e.g., upward, then downward). 3.1. Bet Size. The nature of the required motion may depend on the size of the bet placed. For players placing large bets (e.g., bets exceeding a certain threshold), the player may be required to use motions that involve large displacements, accelerations, angular changes, and / or other large changes. For smaller bets, the player may use motions that involve smaller changes. In various embodiments, the degree of motion does not in itself specify the size of the bet. For example, performing motions that involve large displacements does not in itself and in itself specify that the bet is $25. Bet identification may further require a precise set of motions, such as one motion for each digit listing the bet, or one motion for each credit bet. However, large bets may require each of the motions used to be extended or emphasized more than those required for smaller bets. What constitutes a large bet may vary and may include any bet exceeding some threshold, such as $10. Furthermore, there may be multiple thresholds for bets, each threshold requiring a more emphasized or extended set of motions. 3.2. Size of Potential Payouts. The nature of the required motion may depend on the size of the potential payout. For example, a player may participate in a video poker game and receive an intermediate result containing five cards. If the intermediate result contains four cards for a royal flush, the player may have a large potential payout if they complete the royal flush. Therefore, an extended or emphasized motion may be required when the player selects which cards to keep and / or discard. If the intermediate result does not result in a similarly large payout, a less extended or emphasized motion may be required for the player to select which cards to discard. In various embodiments, a portable game device, casino server, or other device may be able to determine whether there is a large payout and / or the possibility of a large payout. Based on the size of the payout, the possibility of the payout, and / or the likelihood of the payout, the nature of the motion required to make in-game decisions may vary. 3.3. Making a second-best decision. In various embodiments, the motion required to make an optimal decision may be smaller than the motion required to make a second-best decision. For example, making a blackjack decision that maximizes the player's expected win may require a relatively small displacement, while making another decision may require a large displacement. In various embodiments, a portable gaming device, casino server, or other device can determine a strategy that maximizes the player's expected win, maximizes potential payouts to the player, or maximizes some other criterion for the player. The portable gaming device may accept relatively unextendable motions that provide instructions following the best strategy, while the portable gaming device may request more extended motions if those motions correspond to instructions following strategies other than the best strategy. 4. Calibration sequence, tutorial. Something that may be required so that a player cannot later claim that they did not intend to bet. In various embodiments, the player can experience practice in calibrating the portable gaming device in their own way of providing motion. The players can each be unique. For example, each player may have different arm lengths, different hand sizes, different body mechanics, different muscle strengths, and other differences that can affect the way the player moves the portable gaming device. Thus, the player can experience the process of training the portable gaming device to recognize the individual player's motion. In various embodiments, the portable gaming device can guide the player through a series of steps for the purpose of calibrating the portable gaming device. The portable gaming device can provide usage instructions to the player, for example, using the screen display of the portable gaming device or using an audio prompt. 4.1. Perform the motion x times. Now, this is how you bet. In various embodiments, the portable game device can guide the player to perform a specific motion. Illustrative guidance includes: "Move the portable game device upwards," "Move the portable game device upwards 6 inches (approximately 15.3 cm)," "Move the portable game device downwards," "Move the portable game device to the left," "Move the portable game device to the right," "Tilt the portable game device to the left," "Tilt the portable game device to the right," "Rotate the screen of the portable game device towards you," "Shake the portable game device," "Tap the portable game device towards something." The portable game device can guide the player to perform a series of motions. Illustrative guidance includes: "Move the portable game device upwards, then to the right," "Move the portable game device upwards, then downwards, then upwards again," "Tilt the portable game device to the left, then move it to the left." The portable game device can guide the player to perform a given motion one or more times. For example, the portable game device can guide the player to perform a given motion five times. When a player performs multiple motions, the portable game device can have more data to establish an "average" motion or expected range of motion that will be used in response to a given command. In various embodiments, the player may be asked to repeat the same motion several times in a row. In various embodiments, the player may be asked to perform a number of different motions, some of which are repeated but do not need to be immediately following one another. Throughout the process of the player performing the motions (for example, while holding the portable game device), the portable game device or another device can record data about the motions. For example, the portable game device may record the amount of displacement, the amount of acceleration, the velocity, the time taken to complete the motion, the amount of angular rotation, and / or any other aspect of the motion. In the future, the portable game device or another device may associate similar data with the same motion.For example, if a player is asked to move the portable game device in a specific manner, and data is recorded on how the player actually moves the portable game device, then if similar data is received in the future, it can be inferred that the player will have retried moving the portable game device in the same specific manner. In various embodiments, certain motions from the player may not be accepted. For example, the portable game device may have software that has built-in predictions about what an "up" motion is. If the portable game device asks the player to move the portable game device "up," and the portable game device detects what it interprets as a downward motion, the portable game device can take various actions. The portable game device may ask the player to try again. The portable game device may inform the player that they did not follow the instructions and that they should move the portable game device upward. 4.2. Testing. In various embodiments, the player may be asked to perform a motion of their choice. The portable game device may then attempt to identify the motion. For example, the portable game device may indicate whether the motion was, for example, up, down, left, etc. The portable game device may indicate the command to which the motion was interpreted. For example, the portable game device may indicate that the motion was the command to "discard the first card" or the motion to "spin the reels". After the portable game device has indicated its interpretation of the motion, the player can verify whether the portable game device was correct. For example, the player can press a "correct" or "incorrect" button on the portable game device. If the portable game device incorrectly identifies one or more of the player's motions, the player may be asked to undergo a training process, for example, an additional training process. In various embodiments, training may continue until the portable game device can successfully identify all player motions and / or all player commands (for example, until the portable game device correctly identifies 50 consecutive attempts). 4.3. Tutorial. In various embodiments, a training session or tutorial may be adapted to the player. A portable game device, another device, or a person (e.g., a casino representative) may show the player which motion to use for various commands. For example, a portable game device may instruct the player to tilt the device twice to the left in order to discard the first card in a video poker game. The player may then be asked to try the motion once or more times. At some point, the player may be tested on their understanding of which motion performs which command. The player may be asked to perform various tasks, such as starting a game, deciding to "double down" in blackjack, settling accounts, or any other matters. In various embodiments, the player may be asked to repeat the tutorial and / or may not be allowed to play games using motion controls until they pass a test of their knowledge of which motion performs which command. Passing the test could, for example, be providing the correct motion for all 10 tasks that the player is asked to perform. In some embodiments, players may be required to undergo a game-specific tutorial and / or pass a game-specific test prior to playing a particular game. A game may require certain motions, and therefore it may be wise for the player to undergo a tutorial regarding such motions. Even if a player does not take a game-specific test or tutorial, they may still be permitted to play other games. 4.4. Signature or other form of authentication of completion of tutorial. In various embodiments, a player may be required to confirm or authenticate that they have completed a tutorial, such as a tutorial that guides the player on what motion to use for a particular command. The player may confirm this by providing a biometric read (e.g., by touching their thumb on a touchpad), by making a signature (e.g., by signing the screen of their portable gaming device using a stylus), by recording a voice statement of the result of completing the tutorial, or by providing any other confirmation. 4.5. Motion assistance can be turned on or off. For example, small arrows on the screen may indicate how to move the device to place different bets. However, as the player becomes more familiar with it, the arrows can be turned off. In various embodiments, the player may be given various assistance or hints during the game, which communicate to the player how to perform certain commands. For example, text displayed on the screen of the portable game device may communicate to the player what the motion for "hit" is, what the motion for "stand" is, etc. In a video poker game, the portable game device may emit voice prompts to communicate to the player how to discard the first card, how to discard the second card, etc. For example, the voice may say, "To discard the third card, tilt the device forward." In another example, arrows may be used to indicate to the player how to move the device to provide specific commands. For example, a leftward-pointing arrow superimposed on a card may communicate to the player that the device should be tilted to the left in order to discard that card. In various embodiments, assistance or hints can be turned on or off by the player. Inexperienced players may want to turn on assistance. However, eventually, players may become familiar with motion controls and may want to turn assistance off. In this case, the portable game device no longer needs to provide assistance or hints about what motions to perform for the purpose of providing specific commands. In some embodiments, hints or assistance may appear automatically or by default when a player first starts playing a new type of game (for example, when a player first starts playing a video poker game). In some embodiments, the default setting is to have no assistance. 4.6. Customizing Motions. If you want X to mean Y, this can be a complex set of instructions. In various embodiments, the player can customize motions corresponding to various instructions. The portable game device can assist the player in performing a calibration sequence, where the device asks the player what motion they want to perform in response to a given instruction. The player may be asked to perform the motion several times, such as a fixed number of times or a required number of times, in order to extract the basic parameters of the motion and establish consistency of motion with respect to the portable game device. The calibration sequence may proceed through one or more instructions until the player generates the corresponding motion for each. In various embodiments, each instruction can correspond to a default motion. The player may have the opportunity to change the default motion to another motion that better suits their preference. In various embodiments, the player may want motions to correspond to instruction sequences, such as long or complex instruction sequences. For example, the player may want a single motion to correspond to the following sequence. (1) Bet $5, (2) Start a video poker game, and (3) Automatically select a discard according to the optimal strategy. This motion may also be, for example, the motion of the player shaking the portable game device twice. Thus, in various embodiments, simple motions can be used to execute very long or complex command sequences. This allows the player to conveniently execute the desired sequence of actions. 5. Confirmation can be performed. The display may show, "You performed a bet of 10." In various embodiments, a confirmation or interpretation of the player's motion can be output following a motion performed by the player (for example, following the player moving the portable game device). The portable game device or another device can perform such confirmation. The portable game device can display a message on its display screen indicating how the player's motion was interpreted. For example, the portable game device can display a message indicating that the player instructed that a bet of 10 be placed in the game. The portable game device can also output messages in audio form (for example, using synthesized speech). The player may have the opportunity to view the message and take action if they believe their motion has been misinterpreted as an incorrect command. For example, the portable game device may output an audio message using synthesized speech. The audio message may say, "You have selected stand. If this is not your intention, shake the portable game device." The player may have some limited time to take action to prevent the portable game device from executing a misinterpreted command. If the player takes no action, the command inferred by the portable game device can be executed. For example, the player may also have the opportunity to confirm the interpretation of their motion, which may allow their command to be executed more quickly. For example, the player may shake the portable game device once to confirm the device's interpretation of their previous motion, thereby allowing the device to execute the player's command. 5.1. Verification may be performed. An individual must perform the motion again to complete the bet. In some embodiments, the player must verify the interpretation of the motion before their order is executed. In some embodiments, an individual must repeat the motion one or more times before the order is executed (for example, the player must provide the same order two or more times). In some embodiments, a higher level of verification may be required for orders with large consequences, such as orders for large bets or orders provided when the player has a chance of winning a large payout. For example, a player may have 3 seconds to stop the portable game device from interpreting an order to bet $50, but only 1 second to stop the portable game device from interpreting an order to bet $5. 6. Motion for authenticating player identification. For example, each player can move the device in a unique way. In various embodiments, the motion of a portable game device or other device can be used as biometric authentication or as a method for uniquely inferring and identifying an individual. For example, the way a portable game device is moved can be inferred to be different for each person. Software within the portable game device or another device can capture motion data (e.g., using an accelerometer, gyroscope, camera, etc.). The software can then determine notable features or statistics about the motion. For example, the software can determine the degree of curvature or loop count, maximum acceleration, maximum velocity, total displacement, presence of vibration, and / or any other properties of the motion. When a player attempts to authenticate their identity by providing an example of motion (e.g., by moving the portable game device), the software may compare the newly given motion with a motion previously given by the person identified as the player. If those motions match (for example, if the prominent features of the motions are identical within a certain confidence interval), the player can be presumed to be the person who self-reported. Once identified and authenticated, the player may be granted privileges, such as the right to participate in game activities using a portable game device. 6.1. Entering a password using motion. Motion-based password sequence. In various embodiments, a player may enter a password using a series of motions. For example, a password may include a series of directional motions such as "up," "down," "left," and "right." A password may consist of, for example, seven such motions. A player may use such motions for, for example, their own identification and authentication. If the correct password is provided, the player may be granted privileges such as the right to participate in game activities using a portable game device. 7. Standard motions used across multiple games. In various embodiments, two or more games may receive similar commands. For example, two or more games may receive similar commands regarding how much a player wants to bet. In various embodiments, a given motion may have the same interpretation across multiple games (e.g., it may convey the same command or a series of commands). This may allow a player to play many games using a motion, even though they only need to learn to use a certain command once. 7.1. In various embodiments, a set of standards may be developed that indicate which motion corresponds to which command. A game that confirms such commands may be given such a title. For example, a game that accepts a set of motions for a standard command within the game may be accompanied by a declaration stating, "Please follow the Motion 5.0 standard" or some similar requirement. In various embodiments, there may be multiple different standards. A given game may be able to accept motions that conform to multiple different standards. In various embodiments, a player may choose which standard they wish to use in the game. For example, a player may become proficient in using motions based on a first standard and, in their interpretation of motion, indicate that the game should use the first standard, as opposed to using a second standard. 7.2. Settlement. A command common to two or more games is the settlement command. Such commands can correspond to standard motions, such as vibrating the portable game device up and down. 7.3. Game Termination. A command common to two or more games is the command to terminate the game. Such a command can correspond to standard motions. 7.4. Game Startup. A command common to two or more games is a command to start or begin the game. In a slot machine game, after such a command, for example, the reels may start spinning (or simulated spinning). In a video poker game, after such a command, for example, the first five cards may be dealt. Such commands can correspond to standard motions, such as tapping the handheld game device towards something. 7.5. Placing a Bet. A common instruction in two or more games may include an instruction to specify the size of the bet. One common instruction may be an instruction to increase the bet by one unit or one credit. Such an instruction would increase the bet, for example, from $3 to $4, or from $0.75 to $1.00. One common instruction may be an instruction to increase the bet by a fixed monetary value, such as 25 cents or $1. Using an instruction that makes bet increases available, the player can specify the size of the bet by repeatedly increasing the bet until the desired size is reached. In various embodiments, an instruction to decrease the bet may also be available and may also be standardized. An example of such an instruction is an instruction to decrease the bet size by one credit. 7.5.1. Numbers. In various embodiments, the size of a bet can be specified using numbers. Specific motion-based instructions may be used to specify numbers. For example, the first motion may correspond to the number "1", the second motion to the number "2", and so on. 7.6. Repeating the Last Action. Instructions may include instructions to repeat a previous action, such as the last action performed. For example, if a player has just used a first motion to instruct the portable game device to discard the first card in their video poker hand, the player may use a second motion to repeat the last instruction (i.e., the instruction instructed by the first motion) and instruct the portable game device to apply the last instruction to the second card in their video poker hand. In various embodiments, instructions may include instructions to repeat a previous game. This instruction may instruct that the bet amount and the number of paylines played from the previous game be repeated with the current game. Instructions to repeat a previous action, repeat the most recent action, or repeat a game may be common to one or more games and therefore may relate to standard motions. 7.7. Repeat the last action from the current situation. An instruction may include an instruction to repeat an action from a similar situation in the past. For example, if a player is playing a game of blackjack, the player may be given an instruction to make the same decision they made in a previous game when they had the same total score and the dealer showed the same cards. Such an instruction may be associated with a motion. Such motions may be standardized across two or more games. 7.8. Motion for Generating Random Numbers. In some embodiments, motion is used to generate one or more random numbers to be used in the game. For example, when the portable game device moves, readings from various sensors on the portable game device may be taken. Such readings may be converted into numbers (e.g., using some algorithm). These numbers may then be used in an algorithm for generating game results. In some embodiments, the numbers generated by motion are used solely as input to an algorithm for generating results. In some embodiments, the numbers generated from the motion of the portable game device may be paired with other numbers (e.g., random numbers generated by a separate internal algorithm of the portable game device; e.g., a number representing time) for the purpose of generating game results. 7.8.1. Captured images are converted into random numbers. In some embodiments, images captured from the camera of a portable game device can be converted into numbers. In some embodiments, a series of images captured during motion can be used as a combination to generate random numbers. For example, the numbers representing pixel values ​​can be combined using some function to arrive at a number such as a random number. 7.8.2. Position is used as a random number. In some embodiments, various positions (e.g., 2D or 3D coordinates) to which the portable game device is moved are used to generate numbers such as random numbers. In some embodiments, acceleration, velocity, motion duration, path taken, angle change, angular acceleration, and any other aspect of motion can be used to generate numbers. 7.9. Move the portable game device to keep the reels spinning. When the movement stops, the reels stop. In some embodiments, the player can move the portable game device to extend the game duration. For example, the reels of a slot machine game may be configured to continue spinning as long as the player continues to move the portable game device. The reels may be configured to stop spinning when the player stops moving the portable game device. 8. Novel placement of game symbols to simplify motion control. In various embodiments, game symbols, game controls, or other visuals used in the game can be placed on the display screen of a portable game device in a manner that makes it intuitive for the player to interact with the visuals. For example, a player may have four possible motions available to them: (1) tilting the portable game device forward or away from themselves, (2) tilting the device to the left, (3) tilting the device to the right, and (4) tilting the device backward or towards themselves. To make such motions intuitive to use, the visuals in the game may be clearly placed in one of four areas of the display screen, namely the top, bottom, left, and right. Thus, the player can immediately interact with the visuals at the top of the screen using a forward tilt motion, the visuals at the left of the screen using a left tilt motion, the visuals at the right of the screen using a right tilt motion, and the visuals at the bottom of the screen using a backward tilt motion. In various embodiments, the mark or other visual is displayed in a region on the display screen such that the orientation of the region corresponds to the direction of motion that the player must use to interact with the mark, from the center of the display screen. 8.1. In video poker, cards are arranged around the periphery of the screen. This allows for clearer indication of which card to hold by tilting the device forward, to the right, backward, or to the left. In some embodiments, the cards dealt in a video poker game can be displayed in the four corners of the display screen on the portable game device, with a fifth card possibly in the center of the screen. The player can indicate their desire to discard a particular card by tilting the portable game device towards the corner of the display screen where that particular card is displayed. To discard a card in the center, the player may, for example, move the portable game device up or down. Thus, displaying cards in an arrangement other than a linear arrangement facilitates intuitive motion control. 8.1.1. Pentagonal Display. In various embodiments, the display may have a pentagonal shape. A pentagonal display can be used, for example, in a video poker game, so that each corner of the display is occupied by a different card. The player can then tilt the portable game device in one direction towards one of the corners or otherwise, for the purpose of holding or discarding the card displayed in that corner. In various embodiments, displays of other shapes can be used. The shape of the display corresponding to the game can be selected as most convenient or intuitive. In some embodiments, the hardware used for the display itself may maintain a standard shape, such as a rectangle. However, the display may mimic another display having a different shape. For example, a rectangular display can mimic a pentagonal display by illuminating only the pentagonal portion of the display screen. 8.2. Bet buttons may also be assigned around the periphery of the screen. In various embodiments, control buttons or control-related visuals may be placed in display screen areas where interaction with the button is performed using motion intuition. Control visuals may correspond to commands that can be used in the game. Control visuals may include rectangular display screen areas labeled “Spin,” “Max Bet,” “1 Bet,” and “Settle.” Control visuals may correspond to any other commands. Control buttons can be clearly positioned, for example, near the top, bottom, left, or right side of the display screen. The player can then tilt the portable game device in the same direction represented by the position of the control visual relative to the center of the display screen for the purpose of conveying the command indicated by the control visual. For example, if a control visual labeled “Spin” is positioned on the right side of the display screen, the player can tilt the portable game device for the purpose of spinning the reels of a slot machine game (for example, for the purpose of starting a new game). 8.3. Setting up a binary search for motion-based play. For example, this allows for fine-grained decisions with limited inputs (e.g., only right, left, forward, and backward). In various embodiments, the player can identify an order from a range or sequence of possible orders using a limited set of possible motions (e.g., using only two motions, such as a leftward motion and a rightward motion). First, any order may exist. With each motion performed by the player, the player can eliminate some of the orders from consideration. For example, with each motion, the player can eliminate about half of the remaining possible orders from consideration. Finally, after a series of motions, only one order remains. This order can then be executed by the portable game device. In some embodiments, the series of possible orders can be visually represented using a list on a display screen. The player may tilt the portable game device forward to select the upper half of the remaining orders on the list, or tilt the portable game device backward to select the lower half of the remaining orders on the list. The remaining orders may be highlighted, and the orders eliminated from consideration may disappear. After a series of motions from the player, only a single command may remain, which can be executed by the portable game device. 9. Devices that do not require human observation are possible. Motion input eliminates the need to press buttons. The device can signal the end of a game and possibly how much the player has won with a buzzer. In various embodiments, the portable game device may include a device without a display screen. This device may be equipped with a speaker or other audio output device. In various embodiments, the portable game device may be equipped with a display device, but the display device does not have to be in use. In various embodiments, an individual can play the game using motion control. An individual can be informed of the game result via audio from the portable game device. For example, the portable game device may broadcast a synthesized voice telling the player, "The player has lost" or "The player has won $10." The player may also be informed of the result by other audio effects. For example, a chime may indicate a win, while a buzzer indicates a loss. The player may then play another game. In this way, the player can play one game after another without even looking at the device. Therefore, the player can play, for example, in a dark room. Players can play even while driving or while their field of vision is occupied by something else. 10. The device can be practiced while at a casino or even at home. In various embodiments, the player can use the motion controls on the portable gaming device in practice mode, learning mode, free play mode, or other modes such as when the player has no financial risk or when the player bets a reduced amount (e.g., compared to normal play). Using the motion controls in practice mode allows the player to learn how to use the motion controls and reduces any hesitation the player may have regarding the motion controls. In various embodiments, a switch, button, or other means of selection may allow the player to switch from practice mode to actual mode and / or other existing ways. In some embodiments, the portable gaming device may automatically enter practice mode when outside a designated or lawful gaming area, such as when away from the casino floor. The portable gaming device may detect its own location using location measurement technology such as GPS. 10.1. Use a video game controller such as the Wii®. In various embodiments, devices other than a portable game device may be used for the purpose of mimicking the use of a portable game device. For example, a device used in a computer game console may be used to simulate the use of a portable game device. An exemplary such device is the Nintendo Wii® system controller, which takes motions performed by the player using the controller as input. In various embodiments, for example, the Wii® console or some other computer console may display images that represent casino game images or images that can otherwise be displayed on the display screen of a portable game device. The player can move the controller in the same way as they would move an actual portable game device. The displayed images can then change in the same way as those on an actual portable game device. Thus, the player can mimic the experience of using a portable game device by using a computer game console. For example, the player can benefit from their previous practice when they later use an actual portable game device in a casino. 11. Customize gestures. Train the device to recognize how intense your gestures are. Some people prefer gentle gestures. Others prefer emphasized gestures. In various embodiments, an individual can calibrate a portable gaming device to recognize or respond to gestures of varying degrees or types. Some people perform large or exaggerated motions as they are, while others prefer more restrained motions. An individual may be asked to perform one or more motions while holding the portable gaming device, for example, via prompts displayed on the device. The portable gaming device can record various characteristics of the motion based on sensor readings (for example, based on readings from an accelerometer stored in the portable gaming device). For example, the portable gaming device may record whether the motion performed by the individual is large or small, whether the acceleration is rapid or slow, whether the duration is long or short, and / or whether the motion performed by the individual has one of two alternative characteristics or one of three or more alternative characteristics. The portable gaming device, casino server, or another device may then store information about the nature of the individual's motions. In the future, when an individual provides motion as a means of communicating a command, that motion may be registered or followed only if it matches a motion provided during the calibration phase. For example, if an individual used a large, open motion during calibration, that individual may not be able to provide a command using a small, restrained motion. 12. Examples of motions. The following are some examples of commands that may be provided in a game and / or on a portable game device. Exemplary commands are associated with exemplary motions of devices such as portable game devices, which may be used by the player to indicate their desire for a command to be executed. 12.1. How to place a bet. To provide a command to bet one credit, the player may shake the portable game device. To add another credit, the player may shake the portable game device again. To add yet another credit, the player may shake the portable game device again, and so on. 12.2. How to Stand. In the game of blackjack, to give the command to stand, the player may tilt the handheld game device to the left. To give the command to hit, the player may tilt the handheld game device to the right. To give the command to split, the player may move the handheld game device down, and then up. 12.3. How to select a game. To select a game, the player may tilt the portable game device to the right. Each time the player tilts the portable game device to the right, a different game may be highlighted from the game list. When the player's desired game is highlighted, the player may tap the portable game device towards something. 12.4. How to start the game. To start the game, the player may move the portable game device clockwise in a plane parallel to the ground. 12.5. Method of selection in bonus rounds. In order to make a selection in a bonus round, the player may continuously tilt the handheld game device to the right, so that a different selection (for example, a different door with a hidden present behind it) is highlighted at each tilt. When the player's desired selection is highlighted, the player may tap the handheld game device towards something to make the selection. 12.6. Settlement Method. For settlement, the player may move the portable game device up and down three times. Settlement may include transferring the credit balance stored locally on the portable game device to a balance stored centrally by the casino server or the like. Settlement may include having the portable game device or a nearby device (for example, a device with which the portable game device is in communication) print a ticket redeemable for cash. 13. Controlling a stationary game machine or other device using motion from a portable game machine. In various embodiments, motion from a portable game machine can be used to control the operation of a stationary game machine or any other device. In various embodiments, motion from a portable game machine can be used to provide commands to a stationary game machine or any other device. The portable game machine may be in communication with the stationary game machine either directly (e.g., via a direct wireless connection) or indirectly (e.g., using signals relayed through one or more intermediate devices such as a casino server). In various embodiments, motion from a portable game machine can provide commands to the stationary game machine, which may include commands to bet, start a game, settle, make a specific choice from several options in a bonus round, bet a specific amount, discard a specific card, make a specific decision in blackjack, claim a jackpot, call a casino representative, or take any other action. In various embodiments, motion from a portable game machine may be translated in a direct or linear manner to motion of a cursor or pointer on the screen of the stationary game machine. For example, when the portable game device moves to the right, the cursor may move to the right of the screen, and when the portable game device moves to the left, the cursor may move to the left of the screen. The player may activate or operate controls on a fixed game device by moving the portable game device in a manner that positions the cursor on the fixed game device over a desired control. The player may then provide a final motion, such as shaking the portable game device, to activate the control. Thus, for example, the player may move the portable game device to the right for the purpose of moving the cursor on the screen of the fixed game device to the right and positioning it over the "Bet" button (for example, a representation of the "Bet" button). The player may then shake the portable game device to actually place a bet of 1 credit. The player may also use the portable game device to control other similar devices, such as ATMs or vending machines. For example, the player may use the portable game device to select an item from a vending machine and then purchase that item.For example, the products in a vending machine may have associated indicator lights. When a player moves a portable game device, the indicator light associated with one product may turn off, and the indicator light associated with another product may turn on. The second product may be located in the same direction as the motion indication of the portable game device, relative to the first product. In some embodiments, an individual may control a point-of-sale information management terminal using the motion of a portable device such as a portable game device. 14. Use of Motion and Other Types of Input. In various embodiments, the player is not required to use motion controls alone to play a game or perform other actions on the portable game device. For example, the player may specify the bet size by pressing a keypad, or they may start the actual game using motion, such as shaking the portable game device. In some embodiments, the player may have a choice of ways of communicating a given command. The same command may be communicated via motion or via other means, such as pressing a button. Thus, the player may choose one or another way of providing the same command according to their preference.

[0012] Sections I through X below provide guidance for interpreting this application.

[0013] I.Decision The term "decide" and its grammatical variations (e.g., to determine a price, to determine a value, to determine an object that conforms to a certain standard) are used in a very broad sense. Because the term "decide" encompasses a wide range of actions, it can include calculating, computing, processing, deriving, investigating, examining (e.g., examining a table, database, or other data structure), confirming, etc. Similarly, "decide" can include receiving (e.g., receiving information), accessing (e.g., accessing data in memory), etc. Similarly, "decide" can include resolving, selecting, choosing, establishing, etc.

[0014] The term "to decide" does not imply certainty or absolute accuracy, and therefore can encompass meanings such as estimating, predicting, or speculating.

[0015] The term "to determine" does not imply that mathematical processing must be performed, that numerical methods must be used, or that an algorithm or process is used.

[0016] The term "to decide" does not imply that any specific device must be used. For example, a computer does not necessarily have to make the decision.

[0017] II. Writing Style If the limitation of the first claim extends to one feature and one or more features (for example, a limitation such as "at least one miniature device" extends to one miniature device and one or more miniature devices), and in a second claim dependent on the first claim, the second claim uses the definite article "the" (for example, "the miniature device") to refer to this limitation, this does not mean that the first claim extends to only one feature, and this does not mean that the second claim extends to only one feature (for example, "the miniature device" can extend to one miniature device and one or more miniature devices).

[0018] Ordinal numbers (e.g., "first," "second," "third," etc.) are used as adjectives before a term, and these ordinal numbers are used (unless otherwise specified) solely to indicate a specific characteristic, for example, to distinguish that particular characteristic from another characteristic described by the same or similar term. For example, "first miniature device" may be named solely to distinguish it from, for example, "second miniature device." Therefore, simply using the ordinal numbers "first" and "second" before the term "miniature device" does not indicate any other relationship between the two miniature devices, nor does it indicate any characteristic of either or both of the miniature devices. For example, simply using the ordinal numbers "first" and "second" before the term "miniature device" does not (1) indicate in order or place that one miniature device comes before or after any other, (2) indicate in time that one miniature device operates before or after any other, or (3) indicate in importance or quality that one miniature device is ranked above or below any other. Furthermore, simply using ordinal numbers does not define numerical restrictions on the features identified by them. For example, simply using the ordinal numbers "first" and "second" before the term "small device" does not indicate that there can be no more than two small devices.

[0019] Where a single device, article, or other product is described in this specification, one or more devices / articles (whether they work together or not) may be used as substitutes for the single device / article described. Accordingly, the functionality described as being possessed by a device may also be possessed by one or more devices / articles (whether they work together or not).

[0020] Similarly, where one or more devices, articles, or other products are described in this specification (whether they work together or not), a single device / article may be used as a substitute for one or more of the described devices or articles. For example, multiple computer systems may be replaced by a single computer system. Thus, a single device / article may substitute for various functionalities described as being possessed by one or more devices or articles.

[0021] The functionality and / or features of a single device described may be embodied by one or more other devices, which are described but not explicitly stated to possess such functionality and / or features. Therefore, other embodiments do not necessarily have to include the described device itself, but rather may comprise one or more other devices that would possess such functionality / features in those other embodiments.

[0022] III. Terminology The term "product" means any machine, manufacture and / or composition unless otherwise specified.

[0023] The term "method" means any process, algorithm, method, etc., unless otherwise specified.

[0024] Each process (whether called a method, algorithm, or otherwise) essentially consists of one or more steps, and therefore every reference to a "step" or "step(plural)" of a process has essentially preceded by a mere enumeration of the term "process" or similar terms. Thus, any reference to a "step" or "step(plural)" of a process has sufficiently preceded by a reference.

[0025] Unless otherwise specified, terms such as "invention" mean "one or more inventions disclosed in this specification."

[0026] The terms "one embodiment," "embodiment," "multiple embodiments," "the embodiment," "multiple embodiments," "one or more embodiments," "several embodiments," "a certain embodiment," "one embodiment," and "another embodiment" all mean "one or more (but not all) embodiments of the disclosed invention" unless otherwise specified.

[0027] The term "variation" in this invention means embodiments of the invention unless otherwise specified.

[0028] A reference to "another embodiment" in the description of an embodiment does not imply that the referenced embodiment is mutually exclusive with another embodiment (for example, an embodiment described earlier than the referenced embodiment), unless otherwise stated.

[0029] Unless otherwise specified, "to include," "to contain," and variations thereof mean "to include but not to limit."

[0030] The terms "a," "an," and "the" mean "one or more" unless otherwise specified.

[0031] The term "plural" means "two or more" unless otherwise specified.

[0032] The term "herein" means "including all which may be incorporated by reference in this application" unless otherwise specified.

[0033] The phrase "at least one" means any combination of one or more of the items (such as a list of enumerated items) when it modifies multiple items, unless otherwise specified. For example, the phrase "at least one of a widget, a car, and a wheel" means any of (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car, and a wheel. The phrase "at least one" does not mean "one of each" of the items when it modifies multiple items.

[0034] When the numerical terms "one," "two," and other numeral terms are used as cardinal numbers to indicate a quantity of something (e.g., one small appliance, two small appliances), they mean the quantity indicated by the numeral term, but not at least the quantity indicated by the numeral term. For example, the term "one small appliance" does not mean "at least one small appliance," and therefore the term "one small appliance" does not extend to, for example, "two small appliances."

[0035] The phrase "based on" does not mean "based solely on" unless otherwise specified. The phrase "based on" can mean both "based solely on" and "based at least on". The phrase "based at least on" is equivalent to the phrase "based at least partially on".

[0036] The term "represent" and similar terms are not mutually exclusive unless otherwise specified. For example, the term "represent" does not mean "represent only" unless otherwise specified. In other words, the phrase "the data represents a credit card number" can mean both "the data represents only a credit card number" and "the data represents a credit card number, and also represents something else."

[0037] The term “whereby” is used in this specification only to precede a clause or other set of words that express only the intended result, purpose or consequence of something explicitly enumerated previously. The term “whereby” in a claim means that the clause or other words modified by the term “whereby” do not establish any further specific limitation of the claim, nor any other limitation on the meaning or scope of the claim.

[0038] The term "e.g." and similar terms mean "for example" and do not limit the terms or phrases they describe. For example, in the sentence "A computer transmits data (e.g., instructions, data structures) over the internet," the term "e.g." explains that "instructions" are examples of "data" that a computer may transmit over the internet, and that "data structures" are also examples of "data" that a computer may transmit over the internet. However, both "instructions" and "data structures" are simply examples of "data," and anything other than "instructions" and "data structures" can be "data."

[0039] The terms "each" and similar terms mean "individually." Therefore, if two or more things have their "each" characteristics, then each of them has its own characteristics, and these characteristics may, but do not have to, differ from one another. For example, the phrase "both machines have their respective functions" means that the first machine has a function, and the second machine has a similar function. The function of the first machine may or may not be the same as the function of the second machine.

[0040] "That is" and similar terms mean "that is," and therefore limit the term or phrase they describe. For example, in the sentence "Computers transmit data (i.e., instructions) over the internet," the term "that is" explains that "instructions" are the "data" that computers transmit over the internet.

[0041] Any given numerical range shall include all or part of the numbers within that range. For example, the range "1 to 10" shall be interpreted as specifically including integers (e.g., 1, 2, 3, 4, ... 9) and non-integers (e.g., 1.1, 1.2, ... 1.9) from 1 to 10.

[0042] When two or more terms or phrases are synonymous (for example, due to an explicit statement that they are synonymous), one example of such term / phrase does not mean that another example of such term / phrase must have a different meaning. For example, if a statement indicates that the meaning of "includes" is synonymous with "includes but not limited," simply using the phrase "includes but not limited" does not mean that the term "includes" means anything other than "includes but not limited."

[0043] IV. The examples and terminology used in the disclosure are not limiting. Neither the title of the invention (described at the beginning of the first page of this application) nor the abstract (described at the end of this application) should be construed as limiting the scope of the invention disclosed in any way. The abstract is included in this specification simply because the requirement of U.S. Patent Implementing Rules 37 CFR 1.72(b) is that an abstract not exceeding 150 words is required.

[0044] The title of the invention and the chapter headings provided in this application are for convenience only and should not be construed as limiting the disclosure in any way.

[0045] Numerous embodiments are described in this application and presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. The invention disclosed is broadly applicable to numerous embodiments, as is immediately apparent from the disclosure. Those skilled in the art will recognize that the disclosed invention may be practiced with various modifications and alterations, including structural, logical, software, and electrical variations. Certain features of the invention disclosed may be described with reference to one or more specific embodiments and / or drawings, but it should be understood that such features are not limited to use in one or more embodiments or drawings relating to them unless otherwise stated.

[0046] Any embodiment of the steps of the method or elements of the product described in this application does not constitute, is not essential to, or is not identical to the claimed invention, unless otherwise described in this specification or enumerated in the claims.

[0047] The preface to the claims is merely a list of the purpose, benefits and possible uses of the claimed invention and does not limit the claimed invention.

[0048] This disclosure does not verbatim describe all embodiments of the present invention. Similarly, this disclosure does not enumerate features of the present invention that must be present in all embodiments.

[0049] Devices described as being able to communicate with each other do not need to communicate with each other continuously unless otherwise specified. Conversely, such devices only need to transmit data to each other when necessary or desired, and may actually cease exchanging data for most of the time. For example, a machine communicating with another machine via the internet does not need to transmit data to the other machine for long periods (e.g., several weeks at a time). In addition, devices communicating with each other may communicate directly or indirectly through one or more intermediaries.

[0050] The description of embodiments having various components or features does not imply that all or any of those components or features are necessary. On the contrary, a variety of arbitrary components are described in order to illustrate the broad diversity of possible embodiments of the present invention. Unless otherwise stated, no component / feature is essential or necessary.

[0051] The steps, algorithms, etc., of a method may be described or claimed in a specific order, but such methods may be configured to operate in a different order. In other words, any order or sequence of steps that may be explicitly described or claimed does not necessarily imply that those steps must be performed in that order. The steps of the methods described in this specification may be performed in any possible order. Furthermore, some steps may be performed simultaneously, even though they are described or implied to occur non-simultaneously (for example, one step is described after another). Moreover, the illustration of a method by drawing does not imply that the illustrated method is exclusive to other variations and changes thereof, that the illustrated method or any of its steps is necessary for the present invention, or that the illustrated method is preferable.

[0052] A method may be described as involving multiple steps, but this does not mean that all or any of those steps are preferred, essential, or necessary. Various other embodiments within the scope of the described invention include other methods that exclude some or all of the steps described. Unless otherwise stated, no step is essential or necessary.

[0053] The method may be described alone or without reference to other products or methods, but in one embodiment, the method may interact with other products or methods. For example, such interaction may include linking one business model to another. Such interaction may be provided to enhance the flexibility or desirability of the method.

[0054] A product may be described as comprising multiple components, aspects, qualities, characteristics, and / or features, but this does not mean that all or any of these multiple components are preferred, essential, or necessary. Various other embodiments within the scope of the described invention include other products other than some or all of the multiple components described.

[0055] The enumerated list of items (which may or may not be numbered) does not imply that all or any of those items are mutually exclusive unless otherwise stated. Similarly, the enumerated list of items (which may or may not be numbered) does not imply that all or any of those items encompass any classification unless otherwise stated. For example, the enumerated list "computers, laptops, PDAs" does not imply that all or any of the three items in that list are mutually exclusive, nor does it imply that all or any of the three items in that list encompass any classification.

[0056] The enumerated list of items (which may or may not be numbered) does not imply that all or any of those items are equivalent to or immediately replace one another.

[0057] All embodiments are for illustrative purposes only and do not imply that the present invention or any of its embodiments have been, in some cases, manufactured or carried out.

[0058] V. Computing It will be immediately apparent to those skilled in the art that the various methods described in this specification may be implemented, for example, in a appropriately programmed general-purpose computer, a special-purpose computer, and a computer computing device. Typically, a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from memory or a similar device), executes those instructions, and thereby implements one or more methods defined in the instructions. Instructions may be embodied, for example, in one or more computer programs, one or more scripts.

[0059] "Processor" means one or more microprocessors, central processing units (CPUs), computer calculators, microcontrollers, digital signal processors, or similar devices, or any combination thereof, regardless of architecture (e.g., chip-level multiprocessing / multicore, RISC, CISC, microprocessors with uninterlocked pipeline stages, pipeline configurations, simultaneous multithreading, etc.).

[0060] Therefore, the description of the method is similar to the description of the apparatus for carrying out the method. The apparatus for carrying out the method may include, for example, a processor suitable for carrying out the method and its input and output devices.

[0061] Furthermore, programs implementing such methods (and other types of data) may be stored and transmitted in various forms on various media (e.g., computer-readable media). In some embodiments, hardware-implemented circuits or custom hardware may be used in place of or in combination with some or all software instructions capable of implementing the methods of various embodiments. Thus, various combinations of software and hardware may be used instead of software alone.

[0062] The term “computer-readable medium” refers to any medium, multiple identical objects, or combinations of different mediums that together provide data (e.g., instructions, data structures) that may be read by a computer, processor, or similar device. Such mediums may take many forms, including, but are not limited to, non-volatile mediums, volatile mediums, and transmission mediums. Non-volatile mediums include, for example, optical or magnetic disks and other persistent memory. Volatile mediums include dynamic random-access memory (DRAM), which typically constitutes main memory. Transmission mediums include coaxial cables, copper wires, and optical fibers, and wired connections including system buses connected to processors. Transmission mediums may include or transmit acoustic waves, light waves, and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common formats for computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROMs, DVDs, any other optical media, punch cards, paper tapes, any other physical media having patterns or holes, RAM, PROMs, EPROMs, flash EEPROMs, any other memory chips or cartridges, carriers as described later in this specification, or any other media that can be read by a computer.

[0063] Various forms of computer-readable media may be included in the transmission of data (e.g., a series of instructions) to a processor. For example, the data may (i) be carried from RAM to the processor, (ii) be transmitted over a wireless transmission medium, (iii) be formatted and / or transmitted in accordance with numerous formats, standards or protocols such as Ethernet® (or IEEE 802.3), SAP, ATP, Bluetooth®, and / or TCP / IP, TDMA, CDMA, and 3G, and / or (iv) be encrypted for privacy protection or fraud prevention in any of the various methods known to the art.

[0064] Therefore, the description of the method is similar to the description of a computer-readable medium containing a program for carrying out the method. The computer-readable medium can contain program elements appropriate for carrying out the method (in any suitable format).

[0065] Just as the description of various steps in a method does not indicate that all described steps are necessary, embodiments of the apparatus include a computer / computer computing device capable of performing some (but not necessarily all) of the described methods.

[0066] Similarly, just as the description of various steps in a method does not indicate that all described steps are necessary, embodiments of computer-readable media for storing a program or data structure include computer-readable media that, at runtime, can cause a processor to perform some (but not all) of the described methods.

[0067] When a database is described, a person skilled in the art will understand that (i) an alternative database may be immediately used instead of the one described, and (ii) other memory structures other than databases may be immediately used. Any illustration or description of a database as an example presented in this specification is an illustrative configuration for representing that information is stored. For example, any number of other configurations may be used instead of those presented in drawings or elsewhere, such as tables. Similarly, any illustrated inputs to a database represent illustrative information only, and a person skilled in the art will understand that the number and content of inputs may differ from those described in this specification. Furthermore, regardless of any representation of a database as a table, other formats (including relational databases, object-based models, and / or distributed databases) may be used to store and manipulate the types of data described in this specification. Similarly, objective methods or operations of a database may be used to implement various methods, such as those described in this specification. In addition, a database may be stored locally or remotely from the device that accesses the data in the database, in a known form.

[0068] Various embodiments can be configured to operate in a network environment including a computer in communication with one or more devices (for example, via a communication network). The computer may communicate with the devices directly or indirectly via any wired or wireless medium (e.g., the Internet, LAN, WAN or Ethernet®, Token Ring, telephone lines, cable lines, radio channels, optical communication lines, commercial online service providers, electronic bulletin board systems, satellite communication links, or any combination thereof). Each device may include itself a computer or other computer computing device, such as an Intel® Pentium® or Centrino® processor, connected to communicate with the computer. Any number and types of devices may communicate with the computer.

[0069] In one embodiment, a server computer or centralized base may not be required or desirable. For example, in one embodiment, the present invention may be executed on one or more devices without a central base. In such an embodiment, any function described in this specification as being performed by a server computer, or data described as being stored on a server computer, may instead be performed and stored on one or more such devices.

[0070] Where a method is described, in one embodiment the method may operate without any user intervention. In another embodiment the method includes some human intervention (for example, steps are performed with or with human assistance).

[0071] VI. Continuing Application This disclosure provides descriptions that enable those skilled in the art to carry out various embodiments and / or inventions. Some of these embodiments and / or inventions may not be claimed in this application, but may not be claimed in one or more subsequent applications claiming priority to this application.

[0072] The applicants have met the disclosure and enablement requirements, but are willing to file additional specifications to continue the patent for subject matter not claimed in this application.

[0073] VII. Section 112, paragraph 6 of the United States Patent Act Any limitation of a claim that includes the phrases “means to do” or “steps to do” means that Section 112, paragraph 6 of the U.S. Patent Act applies to that limitation.

[0074] Any limitation of a claim that does not include the phrases “means to do” or “steps to do” means that Section 112, paragraph 6 of the U.S. Patent Act does not apply to such limitation, regardless of whether the limitation enumerates functions without actions for carrying out a structure, material or function. For example, referring to one or more steps in a claim or another claim using the phrases “steps of ~” or “steps of ~ (plural)” does not mean that Section 112, paragraph 6 of the U.S. Patent Act applies to those steps.

[0075] With respect to means or steps for performing a particular function as described in Section 112, paragraph 6 of the United States Patent Act, the corresponding structures, materials or actions, and their equivalents described in the specification may perform additional functions as well as that particular function.

[0076] Computers, processors, computer calculating devices, and similar products are structures capable of performing a wide range of diverse functions. Such products can operate to perform specific functions by executing one or more programs, such as programs stored in the product's memory devices or in memory devices accessed by the product. Unless otherwise stated, such programs do not need to be based on any particular algorithm, such as any specific programs disclosed in this application. It is well known to those skilled in the art that specific functions may be implemented through different algorithms, and that any number of different algorithms may be merely a design choice for performing a particular function.

[0077] Therefore, with respect to means or steps for performing a particular function as defined in Section 112, paragraph 6 of the U.S. Patent Act, a structure corresponding to a particular function includes any product programmed to perform that particular function. Such structures include programmed products that perform that function, regardless of whether such product is programmed using (i) a disclosed algorithm for performing the function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing the function.

[0078] Where means for performing a function are listed, one structure for performing this method comprises a computer device (e.g., a general-purpose computer) programmed and / or configured with appropriate hardware for performing that function. Similarly, another computer device (e.g., a general-purpose computer) programmed and / or configured with appropriate hardware for performing that function via other algorithms that would be understood by a person skilled in the art.

[0079] VIII.Disclaimer Numerous references to specific embodiments do not constitute a disclaimer or denial of additional different embodiments, and similarly, references to descriptions of embodiments that include all of a particular feature do not constitute a disclaimer or denial of embodiments that do not include that particular feature. Any express disclaimers or denials in this application are preceded by the phrases "does not include" or "does not implement".

[0080] IX. References Any patent or other document referenced in this specification is incorporated by reference to this patent application as part of this disclosure, but only for the purposes of the disclosure requirements and enablement requirements of § 112, paragraph 1 of the U.S. Patent Act. This application does not fail to provide an elucidate meaning without such reference, but rather allows for an elucidate meaning to the terms it provides, without restricting, defining or differently interpreting any term in this application in any way. Accordingly, a person skilled in the art should not be restricted in any way by any embodiment presented in the references.

[0081] Any reference by which an invention is invoked, unless otherwise stated, does not imply endorsement, approval, or tacit acceptance of any declaration, opinion, argument, or feature contained in any patent, patent application, or other document being invoked.

[0082] X. Application History In interpreting this application (including the claims), regardless of whether there are other patent applications that are considered relevant to this application, or whether there are other patent applications that share a priority claim with this application, a person skilled in the art should refer to the application history of this application rather than the application history of any other application or patent application.

[0083] XI. Several Embodiments In various embodiments, a decentralized game system enables participants to engage in game activities remotely and / or from mobile locations. Possible game activities include gambling offered by casinos, etc. Gambling activities include, but are not limited to, slot machines, video poker, table games (e.g., craps, roulette, blackjack, pai gou poker, Caribbean stud poker, baccarat, etc.), the wheel of fortune game, keno, sports betting, horse racing, dog or car racing, jai alai, and any other gambling activities, and may include any casino-type gambling. Gambling activities may also include betting on any kind of event. Examples of events include sporting events such as horse or car races, and athletic competitions such as football, basketball, baseball, and golf. Events may also include those that do not normally involve betting. Examples of such events include, but are not limited to, political elections, entertainment industry awards, and movie ticket sales results. Games may also include games and events without betting. Games may also include lotteries or lottery-type activities, such as intrastate and interstate lotteries. These may include all forms of number-selection lotteries, "scratch-off" lotteries, and other lottery-based competitions. The game system may be implemented via a communication network, such as a mobile phone network or a personal wireless and / or wired network. Examples of the latter include WiFi® and WiMAX® networks. In some embodiments, the communication network of the game system is independent of the internet as a whole. In some embodiments, the operation of the game device minimizes internet use, such as transmitting only information that does not raise confidentiality issues over the internet and / or encrypting the information. In various embodiments, the communication network allows players to participate in the game from a remote location (e.g., outside the casino game area). Similarly, the system allows players to move around while participating in the game activity.In various embodiments, the system has a feature for authenticating or determining a location and operates to allow or deny remote gameplay depending on whether the location meets one or more criteria. These criteria may be, for example, whether the location is within a designated area where gaming is permitted by law.

[0084] As shown in Figure 1, for example, the game system 10 may include at least one user 12. The system may also include additional users, such as at least a first user 12 and a second user 14. Multiple users may access the first game system 10, while other users may access a second game system (not shown) that communicates with the first game system 10. Users 12 and 14 can access the system 10 via a game communication device 13. The game communication device 13 may include any suitable device for transmitting and receiving electronic communications. Such devices include, but are not limited to, mobile phones, personal data assistants (PDAs), computers, and minicomputers. The game communication device 13 transmits and receives game information with the communication network 16. Game information is also transmitted between the network 16 and a computer 18, such as a server, which may be located within the domain of the game service provider 20. However, the location of the computer 18 is flexible, and it may be located near or far from the domain of the game service provider 20. Various embodiments may not include a game service provider. Computer 18 and / or the game service provider 20 may be located inside, near, or remotely from the game service provider (not shown in Figure 1). The game service provider may be the administrator of the actual games, such as a casino. For example, the game service provider may be located on the casino's premises, and computer 18 may be physically located within the geographical boundaries of this game service provider. However, as described, other possibilities exist regarding the remote locations of computer 18 and the game service provider 20. Computer 18 may function as a game server. Additional computers (not shown in particular) may function, for example, as a database management computer and redundant servers.

[0085] In various embodiments, both the game communication device 13 and the computer 18 are provided with software. The software provided in the game communication device 13 may operate to present to the user information corresponding to game activities (including gambling and non-gambling activities as described in this specification). This information may include, but is not limited to, image representations of objects associated with the activities and the presentation of user-selectable options related to the activities. The software in the game communication device may also operate to receive data from the computer and data entered by the user. The software on the computer may also exchange data with the game communication device, access additional computers and data storage devices, and perform all the functions described in this specification and all functions common to known electronic game systems.

[0086] Information transmitted over network 16 may include any information in any format necessary or desirable for the operation of the game experience in which the user participates. The information may include digital or analog, text or audio, and may be transmitted in whole or in combination in any format according to any known or future transmission technology, which may include, for example, wired or wireless. Wireless technology may include licensed or unlicensed technologies. Some specific methods that may be used include, but are not limited to, code division multiple access (CDMA), Pan-European digital mobile telephone system (GSM®), general-purpose packet radio system (GPRS), WiFi (802.11x), WiMax (802.16x), public switched telephone network (PSTN), digital subscriber line (DSL), integrated digital network service (ISDN), or cable modem technology. These are merely examples, and a person skilled in the art will also envision other types of communication technologies. Furthermore, it is understood that additional components may be used for information communication between the user and the game server. Such additional components include, but are not limited to, wireless communication channels, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optic transmitters, repeaters, amplifiers, and the like.

[0087] In some embodiments, communication of game information takes place without the involvement of the Internet. However, in some embodiments, some of the game information may be transmitted over the Internet. Also, some or all of the game information may be transmitted partially over the Internet. In some embodiments, some information is transmitted entirely or partially over the Internet, but this information is either not game information or is game information that does not require confidentiality. For example, data that generates an image representation of a table game on a user's game communication device may be transmitted at least partially over the Internet, while betting information transmitted by the user may be transmitted entirely over a non-Internet communication network.

[0088] According to some embodiments shown in Figure 2, for example, the communication network includes a cellular network 22. The cellular network 22 includes a plurality of base stations 23, each having a corresponding coverage area 25. The base station technology is generally known, and the base stations may be any type found in a typical cellular network. The base stations may have overlapping coverage areas. Furthermore, the coverage areas may or may not be sectored. The network may also include a mobile station 24, which functions as a game communication device used by a user to access a game system and participate in activities available in the game system. The user connects to the base station network via the transmission and reception of radio signals. The communication network may also include at least one voice / data switch, which may be connected to the radio portion of the network via a dedicated secure ground line. The communication network may also include a game service provider, which may similarly be connected to the voice / data switch via a dedicated secure ground line. The voice / data switch may be connected to the base station's wireless network, for example, via a mobile switching center (MSC), and a ground line may be provided between the voice / data switch and the MSC.

[0089] The user accesses the game system via a mobile station that is in a communication state and therefore part of a communication network. The mobile station may be any electronic communication device capable of communicating with the desired network. For example, in this particular embodiment, the mobile station may include a mobile phone.

[0090] In various embodiments, for example, in the case of a mobile communications network, the game system is activated through the use of a private label carrier network. Each base station is programmed by the mobile carrier to send and receive private, confidential voice and / or data with the mobile station handset. The handset may be pre-programmed with both game software and carrier-certified software. The base station communicates with the switch via a private T1 line. The game service provider leases a private T1 or T3 line, which serves as a callback route to the game service controlled by the game service provider. Encryption can be implemented on the phone if required by a game regulatory authority such as the Games Commission.

[0091] The mobile communication network may be a private, closed system. Mobile stations communicate with base stations, which are connected to a central switch located within the game's jurisdiction. At this switch, voice calls are transmitted either locally or over long distances. Game traffic from a specific service provider is transmitted from the central switch to game servers located at the host's location, which may be the casino or another location.

[0092] When a user launches a specific game application, the handset will communicate only with a specific base station, using a cell or sector designed to be entirely within the game's jurisdiction. For example, if the base station is close enough to receive or transmit signals on a normal line, the device will not be able to communicate with it. When a customer uses the device for gaming, the system may, if desired, prohibit making or receiving voice calls. Furthermore, if necessary, the entire voice can be silenced. In addition, voice may not be permitted to "connect" to the internet. This ensures to a high degree that bets / stakes that begin and end within the boundaries of the game's jurisdiction and the "private" wireless system cannot be circumvented or bypassed. In some embodiments, some data and / or voice traffic may be at least partially via the internet, but in other embodiments, the communication path shall not include the internet. Alternatively, in some embodiments, some non-game information may be transmitted via a path that includes the internet, while other information related to the system's gaming activity is transmitted via a path that does not include the internet.

[0093] As shown in Figure 3, the game communication device 32 is in communication with a game service provider via the network 34. The game service provider is preferably one or more services, which house various games and other applications. As shown in Figure 3, some exemplary game applications include horse racing and other sports, financial trading, casino and / or other event trading, news, and real-time entertainment. Each of these applications may be embodied in one or more software modules. The applications may be combined in any possible combination. In addition, it should be understood that these applications are not exhaustive, and there may be other applications that provide an environment for users with any desired or potential activities.

[0094] In another embodiment, as shown in Figure 4, for example, the communication network includes a private wireless network. The private wireless network may include, for example, 802.11x(WiFi®) network technology to cover “game spots” or “entertainment spots.” In Figure 4, various WiFi® networks are shown as network 41. Network 41 may use other communication protocols that provide a private wireless network, including, but are not limited to, 802.16x(WiMax®) technology. Furthermore, networks 41 may be interconnected. The game system may also include combinations of networks illustrated in Figure 4. For example, a combination of a private wireless network 16, a mobile communication network including a multi-channel access unit or sectored base station 42, and a satellite network including one or more satellites 46 is shown.

[0095] With respect to private wireless networks, the technology can cover small areas and provide very high throughput, making private wireless networks particularly well-suited for game service providers to authenticate locations and identities required for game authority. Game spots enabled by network 41 include existing casino areas 48, new areas such as swimming pools, lakes or other recreational areas 49, guest rooms and restaurants as found in casinos 48 or hotels 46 and 47, residential areas 40, and other remote gaming areas 43. The overall configuration of the game system shown in Figure 4 is intended as an example and may be modified to suit various embodiments.

[0096] In some embodiments, the system architecture for the game system may include the following: (1) Wireless LAN (Local Access Network) components, primarily including handsets containing 802.11x (WiFi®) and / or 802.16x (WiMAX®) technology, robust security and authentication software, game software, and a mobile carrier-approved Windows® or Symbian® operating system, and (a) CDMA technology that guarantees wireless data protection, (b) at least two user authentication layers (one provided by the mobile carrier and one provided by the game service provider), (c) Forced tunneling to game services (fixed routing), (d) End-to-end encryption at the application layer, and (e) State-of-the-art firewall and DMZ technologies, (2) MWAN (Metropolitan Area Broadband Wireless Network), including licensed and license-free point-to-point links, and licensed and license-free point-to-multipoint technologies. (3) Private MAN (Metropolitan Area Broadband Network) T1 and T3 lines that provide connectivity to areas where wireless services are unavailable, and (4) A redundant private network that connects the portable Switch to the game server.

[0097] Each of the "game spots" and "entertainment spots" is preferably connected via MWAN / MAN, which returns to a central, redundant game service. To access the private wireless network, the game communication device may be a WiFi® or WiMAX®-enabled PDA or small laptop and does not need to be managed by a third-party collaborator.

[0098] In various embodiments, the game system includes a location authentication feature that can operate to allow or prohibit remote gameplay depending on whether the location meets one or more criteria. The criteria may be, for example, whether the location is within a designated area where gaming is permitted by law. Alternatively, the criteria may be whether the location is a non-game area such as a school. The location authentication technology used in this system may include, but is not limited to, "network-based" and / or "satellite-based" technologies. Examples of network-based technologies include multilateration, triangulation, and geofencing. Examples of satellite-based technologies include Global Positioning Satellite (GPS) technology.

[0099] As described above, the mobile system preferably includes the use of at least one mobile, mobile, voice, and data network. In a certain jurisdiction, such as Nevada, the system may include triangulation, Global Positioning Satellite (GPS) technology, and / or geofencing to avoid bets or wagers taking place outside the Nevada state border. 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 the coverage of the mobile system to a particular base station straddles a state border or the border of another jurisdiction. This is done to allow the use of location authentication to ensure that betting opportunities that occur or end out of state are impossible. Triangulation is used as a method to prevent games from taking place in unauthorized locations. Triangulation may be achieved, for example, by comparing the signal strength from a single mobile station received by multiple base stations, each having GPS. This technology can be used to locate the mobile station. The location of the mobile station can then be compared to a map or other resource to determine whether the user of the mobile station is in an unauthorized area, such as a school. Alternatively, GPS technology may be used for these purposes.

[0100] As shown in Figure 5, the game system includes multiple game communication devices 54, 55, and 56. Device 54 is located outside the game jurisdiction 58. Devices 55 and 56 are both located inside the game jurisdiction 58. However, only device 56 is located inside a geofence 57 established by the coverage area of ​​multiple base stations 53. Therefore, the geofence can be used to enable games for device 56, but disable games for devices 54 and 55. Even if some game communication devices located inside the game jurisdiction 58, such as game device 55, are not allowed access to the game system, the geofence 57 allows non-game communication devices located outside the jurisdiction 58, such as device 54, to access it.

[0101] Geofencing does not need to pinpoint a location. Rather, it may only confirm that a mobile station is within a boundary. For example, geofencing may be used to ensure that a mobile station crossing a state boundary does not access the game system. On the other hand, triangulation may pinpoint or near-pinpoint locations. For example, as shown in Figure 5, triangulation of a device 56 is performed between three base stations 53 to determine the location of the device 56. Triangulation may also be used to identify whether a device, such as a mobile station, is located in a specific location where gambling is not authorized (e.g., a school). Preferably, the location determination techniques used in combination with the present invention satisfy the E911 requirements of the Federal Communications Commission (FCC) Phase 2. U.S. Geological Survey (GIS) mapping may also be used, and the identification coordinates of the game communication device having GIS maps or components may be compared to determine whether the device is located in an area not authorized for the game. Please note that any type of location authentication may be used, such as triangulation, geofencing, Global Positioning Satellite (GPS) technology, or any other type of location determination technology, to verify or set, to an acceptable degree, that a user is within an authenticated game area.

[0102] In various embodiments, location authentication is achieved using channel address verification or location authentication, using some other identifying digit or fragment that indicates which network or network component is accessed by the game communication device. When identifying digits are used for this purpose, for example, a participant accesses the game system via a mobile phone according to one method of location verification. The identifying digit of the mobile phone or the network component accessed by the mobile phone identifies the caller's connection to the mobile communication network. This digit indicates the fact that the caller is within an identified area and on a certain mobile communication network. A server application may reside on the mobile phone and communicate this information to the game service provider via the network. In some embodiments, the identifying digit or information is transferred from a first network provider to a second network provider. For example, the caller's home network may be provided by a second provider, but the caller may be roaming on a network (and within the jurisdiction) provided by the first provider. The first provider transfers the identifying information to the second provider so that the second provider can determine whether the defined area where the caller is located allows or does not allow the relevant game activity. In various embodiments, a game service provider maintains and has access to a database mapping various possible global mobile communication networks that identify numerous geographical areas. Various embodiments assume any number or proxies representing networks, network segments, network components, etc., connected using mobile phones. Identifiers may represent one or more base stations or a group of base stations, lines, channels, trunks, switches, routers, repeaters, etc.

[0103] In various embodiments, when a user connects their mobile phone to a game server, the game server retrieves network identification information and communicates this information to the game service provider. Software residing in the game communication device may incorporate a function to determine the user's location (at least in part based on the identification information) at the time of user login or access and send a message to the game service provider. The identification digit or information used to determine the location may be country-specific, state-specific, town-specific, or specific to any other identifiable boundary.

[0104] In combination with any location determination method, the game system may periodically update location determination information. This may be done, for example, not only at the time of login or initial access, but also at predetermined time intervals during a game session, to confirm that the game communication device moves to an unauthorized area during play.

[0105] Therefore, depending on the method used to determine the location, the decision to permit or prohibit game activities may be made at the game communication device, the game server, or a component of the communication network used to transfer information between the game communication device and the game server (e.g., a base station).

[0106] One aspect of a private wireless network related to prohibiting games in unauthorized areas is to place sensors, such as RFID sensors, on the game communication device. The sensors trigger an alert if the user takes the device outside the authorized game area. Furthermore, the device may be "tethered" to an immovable object. The user may simply log in to such a device using an ID and password.

[0107] In various embodiments, the game system includes the ability to determine the location of game communication devices within a large facility such as a casino complex. This may enable certain functions to enable or disable devices based on their location within the facility. For example, government regulations may prohibit the use of gambling devices from guest rooms in a casino complex. Therefore, certain embodiments may include the ability to determine the location of a device within the facility and disable the gambling function of the device from guest rooms or other areas where gambling is prohibited. Figure 6 illustrates a wireless game system that can determine the location of a game communication device 604 according to various embodiments.

[0108] As shown in Figure 6, the wireless game system includes a wireless network covering at least a specific casino complex 600, which can use one or more game communication devices to participate in various game activities. The wireless network is equipped with at least three signal detection devices 602, although various embodiments may include fewer or more signal detection devices. As shown in Figure 6, the wireless network includes four signal detection devices 602, each located in one corner of the casino complex 600. In various embodiments, the three signal detection devices may include wireless access points, wireless routers, wireless base stations, satellites, or any other suitable signal detection devices. Furthermore, although the signal detection devices 602 are illustrated as being located on the boundary of the casino complex 600, the signal detection devices may be located anywhere inside or outside the casino complex 600, as long as they are capable of receiving signals from game communication devices within the casino complex 600. In various embodiments, the signal detection devices 602 can also be used for transmitting and receiving signals to and from game communication devices 604.

[0109] In various embodiments, the casino complex 600 may be divided into one or more sections 608 representing different areas of the casino complex, such as lotteries, guest rooms, restaurants, shops, entertainment areas, and pool areas. For example, as shown in Figure 6, section 608a corresponds to the casino lobby, section 608b corresponds to guest rooms, section 608c corresponds to restaurants, and section 608d corresponds to the casino gaming floor. Each section 608 may be further divided into one or more subsections 606, each specifying a particular location within the section 608. The subsections 606 may be arranged in a grid, with each subsection 606 having a uniform size. In some embodiments, each subsection may include 0.836 square meters (9 square feet) (i.e., 0.915 meters (3 feet) × 0.915 meters (3 feet)). In some embodiments, each sub-partition may include 9.3 square meters (100 square feet) (i.e., 3.05 meters (10 feet) x 3.05 meters (10 feet)). The choice of the size of the area covered by the sub-partition may depend on the administrator's preference, the technical limitations of the wireless network, government standards, and other considerations.

[0110] Certain embodiments can map the casino complex 600 into multiple sections 608 and sub-sections 606 to determine the location of the game communication device 604 within the complex. These embodiments can determine the location of the device by utilizing signals received from the game communication device 604 by a signal detection device 602.

[0111] In various embodiments, the location of the game communication device 604 can be determined based on the signal strength received by each signal detection device 602 from the device 504. In various embodiments, this may be achieved using a Received Signal Strength Indicator (RSSI) value or any other suitable signal strength indicator. Generally, the closer a sub-section is to a signal detection device, the stronger the signal received by the signal detection device from the game communication device in that sub-section. Therefore, when multiple signal strength readings are given from different locations within the casino complex (i.e., signal detection devices 602), these different signal strengths can be used to determine the location of the device.

[0112] With this in mind, each sub-section 606 of the casino complex 600 is associated with a reference set of signal strengths received by a signal detection device from the equipment in that particular sub-section. These values ​​are typically generalized and periodically recalibrated by references read from the game communication devices in that sub-section. Once each sub-section is associated with a reference set of signal strengths, these reference signal strengths are compared to the signal strengths received from the game communication devices. Because each sub-section contains a unique set of signal strengths, this comparison can be used by the game communication devices to identify a particular section.

[0113] In various embodiments, the location of the game communication device 604 may be determined based on the elapsed time between the transmission of a signal from the device 604 and the reception of the signal by each signal detection device 602. In various embodiments, this elapsed time can be determined based on the time difference to arrival (TDOA) or any other suitable technique. As in the case of signal strength described above, each sub-section 606 can be associated with a predetermined or reference set of elapsed times from transmission to the reception of a signal from the game communication device. This set of elapsed times will differ for each sub-section of the casino, as the time it takes for the signal to reach each signal detection device depends on the proximity of the sub-section to each base station. The sub-section in which a device is located can be determined by comparing the time from transmission to the reception of a signal from the game communication device received by the signal detection device.

[0114] When the location of the game communication device is determined, certain embodiments may enable and / or disable certain functions of the device based on this determination. For example, as mentioned above, certain embodiments may disable the gambling function of the game communication device from the user's room, while the user may still be able to use other device functions, such as purchasing goods or services, or purchasing tickets for entertainment events. When the user leaves their room, the gambling function of the game communication device may be enabled. Similarly, certain embodiments may prevent the game communication device from being used to conduct financial transactions from the casino floor. When the user leaves the casino floor, this function may be enabled. Likewise, other functions of the game communication device may be enabled or disabled based on the location of the device, according to various embodiments.

[0115] In various embodiments, various functions of the game communication device may be enabled or disabled based on the section 608 in which the device is located. In such embodiments, each section 608 of the casino complex may be associated with a set of permitted activities. For example, section 608a of the casino complex, the "lobby," may permit all activities, while section 608b of the facility, the "guest rooms," may permit all activities other than gambling. Depending on the location of the game communication device, the functions of the game communication device may be limited to the set of activities permitted for the section in which the device is located. As the game communication device moves from section to section, the location of the device may be re-determined, and the functions of the device may be updated to reflect the set of activities permitted for the section in which the device is located.

[0116] Various embodiments may also use location determination to transmit location-specific information to a game communication device. For example, a reminder may be sent to the user device that an entertainment event for which the user has a ticket is about to begin, if the device is located in a different part of the casino complex. In another embodiment, while the user is in their room, the user may receive notification that their preferred dealer is on the casino floor.

[0117] In various embodiments, the location of the game communication device can be used to deliver goods and services purchased or ordered by the device user. For example, in various embodiments, a user can purchase food and drinks using the device. Even if the user moves to a different sub-section after placing their order, the location of the device may be used to deliver the food and drinks to the user.

[0118] The location determination of the game communication device can also be used to guide the user to other parts of the casino complex. For example, a user who is on the casino floor and wants to go to a specific restaurant within the casino complex can receive guidance based on their current location. This guidance may then be updated as the user moves towards the desired location. If the user deviates from the path, the location determination can be updated during the user's movement and used to warn the user that they have strayed from the path and to plan a new route to the desired destination.

[0119] It should be understood that the above description encompasses several implementation techniques that can be used according to various embodiments. Other techniques can be used and assumed according to various embodiments. Various embodiments may be implemented using any suitable technique, whether currently existing or still under development.

[0120] User Profiles Depending on the various embodiments, a wireless game system may incorporate user profile elements. For example, one or more user profiles may be generated, maintained, and modified on one or more servers of the game system. Generally, a user profile includes information related to each user. This information may be maintained in one or more databases. This information may be accessible to the game server and / or one or more mobile devices. Devices that can access this information may, according to one embodiment, include a game device or a game management device. The game management device may include wireless devices used by casino staff to provide game services or game management services.

[0121] Various embodiments may include software and / or hardware that enables the preparation, modification, and maintenance of one or more user profiles. That is, one or more user profiles may each include a dataset maintained in a data storage device. The dataset for each individual user profile may reflect any number of parameters or fragments of information related to the specific user corresponding to the profile. Such information, though not intended to be exhaustive, may include, for example, preferences for gaming activities such as preferred games and / or game configurations, preferred screen configurations, betting preferences, preferred gaming locations, and preferences for food and other services. This information may also include user identification information such as name, address, hotel name and room number, telephone number, social security number, user code, and electronic files such as fingerprints, voice, employee, retinal scan, or other biometric information. User profile information may also include information related to the user but not determined by the user or the user's activities. Such information may include information that is associated with or is part of the profile. For example, an entity such as a casino may include, as part of the profile, certain rules governing the distribution or provision of advertisements to users. User profile information may include any codes, account numbers, credit information, consents, interfaces, applications, or any other information associated with the user. Therefore, user profile information may include any information specific to a given user. For example, profile information may include places where a particular user has played, skill level, success level, types of games played, and betting style, as well as trends in information related to the user's activities.

[0122] In various embodiments, user profile information may include concierge or other service information associated with the user. Concierge services may include restaurant services, entertainment services, hotel services, money management services, or other appropriate services that can be provided to users of gaming devices. For example, restaurant services may include, but are not limited to, services that allow users to order drinks, order meals, make reservations, or perform other restaurant-related actions. Another example of entertainment services may include, but are not limited to, services that allow users to purchase show tickets, make reservations or arrange services, engage in virtual shopping, arrange transportation, or perform other entertainment-related actions. Hotel services may include, for example, services that allow users to check in, check out, book hot springs, check messages, leave messages, view hotel rates, or perform other guest-related actions. Money management services may include, for example, services that allow users to move funds, pay fees, or perform other money management actions.

[0123] The game system may be configured to create a new profile for any user who uses the game device for the first time. Alternatively, a new profile may be created for a previous user who has not played for a predetermined period of time. The game system may set up profiles, monitor user activity, adjust profiles, and adjust information (such as images) displayed to the user. The game system may be configured to use profile information to modify game information for a user. For example, if a previous user returns to the game system, the system may refer to the user's profile and find that in a previous session of the game, the user lost money in craps but won money in blackjack. Based on this information, the system may adjust the default game screen and display a blackjack table to the user. As a further example, profile information may indicate that the user's previous blackjack time was mostly spent at tables with a minimum bet of $25. Accordingly, the system may make further adjustments to the game environment and present a $25 blackjack table. In this sense, the game system enables personalized wireless games based on one or more criteria maintained in the user profile.

[0124] User profiles may be established, maintained, and periodically updated as needed to enable game providers to deliver enhanced, current, and / or customized gaming experiences. Updates may be triggered by any appropriate event, user activity, or the passage of a predetermined period of time. Any or all of the profile information may be updated.

[0125] caveat In some embodiments, the game system may trigger one or more warnings for one or more users based on any number of criteria. For example, a warning may be based on the user's location. The system may also be configured to continue tracking parameters that are not dependent on other locations. The triggering of a warning may depend on a time parameter. Game warnings can also be based on this information and / or other information maintained in the user profile. Warnings may take precedence over displays, and the content and display of warnings may be customized by the user or other entity. Related concepts include the system being configured to provide guidance and / or maps. Another related concept is that the user can remotely browse an activity or area. Warnings may be generated in response to the presence of data in the user profile. In addition, the content and display of warnings may be determined based on information in the user profile. Thus, when a warning occurs and what the warning indicates can be customized or adjusted according to the user's preferences (or any other information maintained about the user (e.g., in the user profile)).

[0126] In some embodiments, warnings may be presented or displayed to the user in a format at least partially determined by any parameters described or assumed in this specification. For example, if the user is outside, the display may automatically brighten for the purpose of making the warning easier for the user to view. Warnings may be presented in any combination of text, visual, audio, or other information exchange formats. Warnings presented to the user on the screen of the game communication device can be configured, for example, in any desired format. Preferably, the information is displayed in a manner that most effectively utilizes the actual assets of the screen to convey the warning message. That is, different warnings of different types or with different priorities can be displayed separately on the game device. For example, a more important warning can be displayed as a pop-up, while a second warning scrolls down the screen. Players can register warnings and determine their preferences for their particular warning configurations.

[0127] Guidance information may be provided to one or more users according to several embodiments. Guidance information may be accompanied by warnings. Guidance information may be based on any of the parameters described in this specification (e.g., profile, warning, location, changes in play or other activities, etc.). Guidance may be for activities, locations, seats, tables, leisure spots, restaurants, currency exchange cages, information booths, casinos, hotels, sports venues, theaters, etc. For example, guidance may be for a specific table or game area, a casino other than the one the user is currently in or where another user is, a restaurant specified in the user profile, a casino sportsbook area, a hotel room, etc.

[0128] Navigation can be presented as voice, text, and / or images (e.g., as a map with zoom functionality). An example of where navigation is provided includes a user who prefers to play high-stakes blackjack on Saturday nights but has no preference for a particular casino. When the user enters any casino where the system is operational, the system provides the user with a warning inviting the player to a high-stakes blackjack table, and navigation information in the form of a visual route. Another example includes the user depositing a casino sportsbook and indicating that they want to play craps. The device guides the user to a craps table. Another example includes a user requesting a list of restaurants for dinner. At a predetermined time (e.g., 8:00 p.m.), the system presents the user with the list and allows the user to make a selection and reservation. The system then provides the user with voice directions from their current location to the selected restaurant. The system may also be configured to provide supplementary information based at least in part on warnings, profiles, or the navigation information provided. For example, the system may notify the user that they will need a taxi, or a train, or a jacket and tie, or an umbrella, depending on the place the user is going and the route they intend to take.

[0129] In various embodiments, the system allows a user to remotely view an activity or area. For example, a camera (or other viewing device) may be placed through the casino facilities (or other relevant area). In a kiosk or on a wireless gaming device, a user can "peek" at one or more selected areas to observe the activity in the selected area. For example, from the pool, a user can know whether the craps table has changed its limit or whether it is full of people. From the craps table, a user can observe whether the restaurant or bar is getting crowded.

[0130] In various embodiments, the operation of the warning module and warning method is integrated with various techniques for managing user profile information. An example of this embodiment is that the system can be configured to recognize that a user has a preferred dealer or attendant when playing a casino game. If the user is within a certain area or distance when those dealers or attendants are on duty, a warning can be sent inviting the user to participate in game activities at a specific table where the dealer or attendant is working.

[0131] Therefore, when user profile information indicates that one or more predetermined criteria are met, the system may send a warning to the corresponding user or another user. For example, the system may "remember" that a player is a fan of a particular sports team. The system monitors information about upcoming events involving that team and, at a given time, checks to see if the user will place a bet on the event. If not, the system invites the user to visit a sportsbook and place a bet. Another example is that the system knows a user prefers tables with a minimum bet of $10 and warns the user when it is time to start sitting at such tables. Another example is that warnings can be triggered by information that is not directly related to or associated with a particular user (e.g., information that does not identify a user). For example, a warning may be triggered by a certain time or by the occurrence of a certain event (e.g., odds given to a sports event that change by a certain amount).

[0132] Service Applications In various embodiments, game services can be provided as add-on applications to pre-existing communication or data services. Therefore, game service applications can be made available for pre-existing communication or data services. For example, a customer of a particular wireless telephone or data service may be offered one or a combination of the various game service applications described herein as an additional feature bundled with the telephone or data service. While this document may refer to the communication services bundled with the provided game service applications as including pre-existing communication services, it should be noted that game service applications can be provided and received as part of a package with a newly initiated communication service plan. In yet another embodiment, the game service may be established first, and the communication service may be added later.

[0133] Game service applications provided bundled or otherwise in combination with communication services may be customized to satisfy the needs of the customer, the service provider, or both. For example, a service provider may choose to make a particular game service application available only to a subset of its customers. Thus, not all customers associated with the service provider may be provided with game services. Another example of a customized game service application is that a communication service can offer customers many game service plans that provide different levels of service. For example, certain services, such as advertising and / or promotional services, may be free for customers of the communication service. The level of such services may be chosen by the customer, the provider, or both.

[0134] Customers may be billed separately for add-on game services, or in combination with invoices they already receive for pre-existing communication services. For example, in one embodiment, game services may be billed as add-ons in the same way that caller ID services, call atmosphere services, and call message services are charged in addition to the base fee associated with communication services.

[0135] Peer-to-peer wireless game In various embodiments, the game service enables peer-to-peer wireless gaming. Specifically, the system can allow multiple players to participate in the same game activity at the same time from distributed locations. This may be particularly desirable in certain games, but is not limited to, horse racing, poker, and blackjack. The system can also allow a single player to participate in multiple positions in a particular game. For example, a user may be permitted to play multiple hands of blackjack. Certain embodiments include features that provide assistance to the user in finding a particular activity. For example, a first player may want to play poker at a table of six. The game system may be used to identify poker tables that have positions available for the first player to participate. Additionally or alternatively, the first player may want to play poker at the same table as a second player, and the system may be configured to assist the first player in finding a game in which the second player is already participating.

[0136] Location determination technology may be incorporated to enable peer-to-peer games or related services. For example, a “buddy network” may be set up to track selected group members. For instance, a group of friends may all be in a game jurisdiction but scattered in various locations within that jurisdiction. The game system allows peers to set up a private buddy network for this group of friends. The system allows one or more group members to track one or more other group members. In various embodiments, the system may also allow messaging with one or more group members. For example, the system may allow members to invite other members to participate in a wireless game activity. Additionally or alternatively, the system may allow members to bet on the performance of other members participating in a virtual or real game.

[0137] Location determination technology can also be incorporated into the setup of a “warning system.” A warning system can be used to invite certain types of players to participate in a game activity. Criteria may then be used to identify users of game equipment who meet those criteria. For example, a game participant might wish to start a game activity with other users of the game equipment who qualify as “high-stakes winners” or “big-stakes gamers.” Other examples include a celebrity user wishing to start a game activity with other celebrities, or an elderly civilian wishing to start a game activity with other elderly civilians. In each example, the user may identify criteria, which can then be used to identify other game participants who meet these criteria for starting a peer-to-peer game event.

[0138] It should be understood that the above description encompasses several implementation techniques that can be used according to various embodiments. Other techniques can be used and assumed according to various embodiments. Various embodiments may be implemented using any suitable technique, whether currently existing or still under development.

[0139] Games and Wireless Systems Various embodiments include a game system that includes a handheld personal game device. The game system can be adapted to present one or more games to a single user of the handheld game device.

[0140] In various embodiments, the game system comprises a portable game device or interface. The portable game device has a display for displaying game information to a player, at least one input device for receiving input from the player, and can send and receive information to and from a remote device / location. The game system also comprises a game server for generating game data, transmitting game data to the portable game device, and receiving information such as player input from the portable game device. The game system further comprises a payment processing server for authenticating payments and establishing eligibility for players who play games provided by the game server via the portable game device.

[0141] In various embodiments, the game system comprises one or more stationary game machines or other devices capable of printing tickets with associated value. Portable game devices include a ticket reader for reading ticket information for use by a payment processing server that authenticates the associated value to authorize a player to play the game.

[0142] In one or more embodiments, a portable game device communicates with other devices (such as a game server) via a wireless communication channel. Appropriate relays and transceivers are provided to enable wireless communication.

[0143] In one or more embodiments, a portable game device includes multiple interfaces for changing the configuration of the game device or for interacting with one or more transaction services. In some embodiments, a login interface is provided for receiving login information relating to the device user. In various embodiments, the number of interfaces or other functions that are permitted to be displayed or accessed depends on the device user. If the game representative identifies themselves, interfaces that allow access to a variety of control functions may be provided. If the player identifies themselves, such control functions may not be accessible, but instead, only consumer-related functions such as gameplay may be accessible.

[0144] In one or more embodiments, the game system includes one or more service servers, such as a food trading server. Using the interface of a portable game device, a player or other user may request services originating from the food trading server. For example, a player may request food, drinks, restaurant reservations, or other services.

[0145] One or more embodiments include a method of playing a game via a portable game device associated with a game network. In some embodiments, the player obtains the portable game device, for example, by having the device verified by a restaurant service station or a hotel / casino front desk. The player provides value to the game operator, such as by credit card or cash payment. This value is associated with a server, and the ticket number is matched with a player tracking number or other identifier.

[0146] The game device is configured for player play using a login interface. The login process can be performed by the player or the game operator. The player then establishes eligibility to obtain services such as game play by demonstrating the existence of value. In some embodiments, the player scans their ticket using the device's ticket reader. The scanned image is sent to a payment transaction server for authentication of the player's eligibility to play the game or obtain other services. If eligibility is authenticated, the player is permitted to participate in the game play or service request.

[0147] If a player wishes to play a game, they give instructions by selecting a specific game using the gameplay interface. Upon receiving these instructions, the game server generates game data and transmits it to the player's gaming device. The transmitted data may include audio and video data for game presentation, intended for use by the player's gaming device. The player is permitted to participate in the game by inputting information to the game server through their gaming device. The game server determines the outcome of the game. If the result is a win, a prize is awarded. The prize may be a cash amount linked to the player's account on the payment transaction server. If the result is a loss, the player's bet or wager is forfeited, and that amount is deducted from the player's account on the transaction server.

[0148] Figure 8 is a block diagram of a game system according to various embodiments.

[0149] As shown in the figure, the game system B20 comprises a plurality of game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j. In some embodiments, these game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j are fixed. Generally, the game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j are configured to present one or more games to a player. In various embodiments, the games require betting or placing a bet and offer prizes, such as monetary prizes, to players who receive winning results. These devices may include, for example, video poker and slot machines. In addition, the game system B20 comprises one or more handheld portable game devices (PGDs) B24. The PGD B24 is also configured to present one or more games to the player and can be used as an access point for a variety of other services, as described later. The device referred to in this specification as a “personal game device” may also be referred to by technical terms such as a portable game interface or personal game unit, but regardless of the name of the device, it may have one or more of the features described in this specification.

[0150] In addition, in various embodiments, PGD B24 communicates with at least one game server B28. As will be described later, in various embodiments, one or more games presented to the player via PGD B24 are provided by the game server B28.

[0151] Game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j and their respective PGD B24 communicate with a payment system referred to in this specification as the "Easy Pay" system. This system includes a server B26 for sending and receiving information. Generally, the Easy Pay system is used to accept payments from players for game play and acquisition of other goods and services, and to pay players wins or prizes.

[0152] In the illustrated embodiment, the game system B20 includes other servers B30, B32 for transmitting and / or receiving other information. In some embodiments, one server B30 includes a prize trading server. Another server B32 includes a food trading server. In some embodiments, information can be transmitted between PGD B24 and these servers B30, B32.

[0153] Referring to Figure 9, the Easy Pay system according to various embodiments will be described in more detail. The Easy Pay system may be a component of a prize ticket system that distributes prize ticket vouchers instead of regular monetary prizes or redemptions when a player wins a game or wishes to receive a cash payout. These tickets can also be used by the game machine or other game device to provide value such as payment for goods or participation fees for bets or game play.

[0154] Figure 9 is a block diagram illustrating several embodiments of the system. As shown, the first group of game machines B22a, B22b, B22c, B22d, and B22e are shown to be connected to the first Business Verification Terminal (CVT) B34, and the second group of game machines B22f, B22g, B22h, B22i, and B22j are shown to be connected to the second CVT B36. All game machines print ticket vouchers that can be exchanged for cash or received as credit or as an endorsement on other game machines. When CVTs B34 and B36 are not connected to each other, a ticket voucher from one game machine can only be used as an endorsement on another game machine in the same group of game machines connected to the same CVT. For example, a prize ticket printed from game machine B22a can be used as a credit for an endorsement on game machines B22b, B22c, B22d, and B22e connected to the shared CVT B34, but cannot be used on game machines B22f, B22g, B22h, B22i, and B22j, which are each connected to CVT B36.

[0155] CVTs B34 and B36 store ticket and voucher information corresponding to unprocessed tickets and vouchers awaiting redemption. This information is used when a ticket is validated and a refund is issued. CVTs B34 and B36 store information for tickets and vouchers printed by game machines connected to the CVT. For example, CVT B34 stores ticket and voucher information for tickets and vouchers printed by game machines B22a, B22b, B22c, B22d, and B22e. When a player wishes to redeem a ticket or voucher and CVTs B34 and B36 are not connected to each other, the player may redeem a voucher printed from a specific game machine in the CVT associated with the game machine. In order to redeem a ticket or voucher, the ticket or voucher is validated by comparing the information obtained from the ticket with the information stored in the CVT. After a ticket or voucher has been refunded, CVT marks the ticket as paid in its database to prevent multiple redemptions of tickets with similar information.

[0156] Multiple groups of game machines connected to CVTs B34 and B36 can connect together to a mutual verification network B38. The mutual verification network typically includes one or more concentrators B40 that accept input from two or more CVTs and enable bidirectional communication between two or more CVTs using a single communication line. Concentrator B40 is connected to a front-end control unit B42 that can poll CVTs B34 and B36 for ticket voucher information. Front-end control unit B42 is connected to an Easy Pay server B26 that can provide various information services for the prize ticket system, including the settlement unit B44 and the management unit B46.

[0157] The cross-verification network allows tickets and vouchers generated by any gaming machine connected to the cross-verification network to be accepted by other gaming machines within the cross-verification network B38. In addition, the cross-verification network allows cash dispensers at cash payment stations B48, B50, and B52 to verify any tickets and vouchers generated by other gaming machines within the cross-verification network B38. To receive a refund for a ticket or voucher, a player can present the ticket or voucher to one of the cash payment stations B48, B50, or B52. Information obtained from the ticket or voucher is used to verify the ticket by comparing the information on the ticket with information stored in one of the CVTs B34 or B36 connected to the cross-verification network B38. When the ticket is verified, this information may be transmitted to another computer B54 providing auditing services.

[0158] As described above, the game system B20 may also include one or more handheld PGD B24. In various embodiments, the PGD B24 is a portable device capable of sending and receiving information via a wireless communication link / network.

[0159] Referring again to Figure 8, the game system B20 comprises 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 obtain a PGD B24 and, after being given appropriate authentication, play one or more games and / or obtain other services, including food service or lodging service.

[0160] Figure 10 shows a block diagram of a service system that can be implemented by a PGD B24 and a game and game system B20 as shown in Figure 8. In various embodiments, the game and service system B100 consists of at least one PGD B24 and a number of input / output devices. The PGD B24 generally includes a display screen B102 capable of displaying a number of game service interfaces B106. The game service interfaces B106 are generated on the display screen B102 by some kind of microprocessor (not shown) within the BGD B24. A handheld PGD B24 that can be adapted to the game service interface B106 shown in Figure 10 is manufactured, for example, by Symbol Technologies, Inc. in Hostsville, New York, USA. 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.

[0161] The game service interface B106 can be used to provide a variety of game service transactions and game operation services, including presentations for play by users of one or more games. The game service interface B106 includes a login interface B105, an input / output interface B108, a transaction arbitration interface B110, a ticket verification interface B115, a prize service interface B120, a food service interface B125, a lodging service interface B130, a game operation interface B135, and a game play interface B137, and can be accessed by a game service representative or player via a main menu that has numerous submenus that allow access to different display screens associated with a particular interface.

[0162] In one or more embodiments, some or all of the interfaces may be made available to users of PGD B24. For example, in one or more embodiments, PGD B24 may have two purposes: to be usable by players for both gameplay and participation in other activities, and also usable by game operators for providing services to players and for performing management functions. In various embodiments, one PGD B24 may be configured specifically for player use only, while another PGD B24 may be configured specifically for game or other personnel use only. In such cases, interface B106 may be specially programmed.

[0163] In one or more embodiments, depending on the user status of PGD B24, only one interface B106 may be displayed. In some embodiments, the specific interface B106 that is displayed and accessible for use is determined by the user status indicated through the login function. In various embodiments, when PGD B24 is operational (e.g., when the power button is activated), the default state of PGD B24 is the display of the login interface B105. When a user logs into PGD B24, the state of the PGD display changes.

[0164] In one or more embodiments, the login interface B105 may allow a game service representative to enter some kind of user identification and authenticate the user identification using a password. When the display screen B102 is a touchscreen, the user may enter user / operator identification information on the screen, including the login interface B105, using an input stylus B103 and / or one or more input buttons B104. Using a menu on the login interface's display screen, the user may select other display screens related to the login and registration process. For example, another display screen accessed via a menu on the login interface's display screen may allow PGD B24 to scan the fingerprint of the game service representative or the game player for identification purposes.

[0165] If the user identifies themselves as a game operator or representative, PGD B24 may be configured to display one or more other interfaces, as listed above and described in detail below. In one or more embodiments, the default situation or login may be login in “player” mode.

[0166] In various embodiments, the login interface B105 may allow a player to identify themselves in order to configure PGD B24 to grant the player access to several player services, such as game play. In various embodiments, the login interface B105 includes a request for the user to identify themselves as either a “player” or an “authorized person.” If “authorized person” is selected, the user identification described above (including a password) may be requested. If “player” is selected, in various embodiments, the player is requested to provide an EasyPay ticket. In various embodiments, as will be described in detail later, a player who wishes to play one or more games or obtain other goods or services uses the EasyPay ticket to provide credit or payment for them. The ticket may be obtained by playing an ATM or another game machine (machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j, etc. in Figure 8). The ticket may be authenticated through the EasyPay system described above.

[0167] In various embodiments, the PGD B24 comprises a ticket reader B145 and a card reader B140. In some embodiments, the ticket reader B145 may be of various types. In some embodiments, the reader includes an optical scanner for reading barcodes. In this configuration, the user of the PGD B24 may simply pass a ticket having a barcode 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.

[0168] After providing appropriate authorization, the user of PGD B24 may be provided with access to one or more subsequent interfaces B106.

[0169] In one or more embodiments, authorized users may be provided with access to the input / output interface B108. In various embodiments, such access is provided only to the game service operator, and not to the player. In one or more embodiments, the input / output interface B108 allows the user to select from a list of devices stored in memory on the PGD B24 that the PGD can input and output game service transaction information. For example, the PGD B24 may communicate with a ticket reader B145. In another example, the PGD B24 may receive information from a card reader B140. Such input may be useful, for example, if the game service operator wishes to verify the authenticity of a player tracking card or the like.

[0170] PGD ​​B24 can output game and service transaction information to a number of devices. For example, to print a receipt, PGD B24 can output information to printer B150. In this game service transaction, PGD B24 may send a request to printer B150 and receive a response from printer B150. Printer B150 may be a large device located in some fixed location or a portable device carried by a game service representative. Another example is that the output device may be a card reader B140 capable of storing information on a magnetic card or smart card. Other devices that can input or output information from PGD B24 include personal digital assistance devices, microphones, keyboards, storage devices, game consoles, and remote transaction services.

[0171] PGD ​​B24 can communicate with various input devices and output to them using wired and wireless communication interfaces. For example, PGD B24 may be connected to printer B150 via some kind of wired connection. However, PGD B24 may also communicate with remote transaction server B160 via a wireless communication interface, including a spread spectrum mobile communication network interface. An example of a spread spectrum mobile communication network interface is Spectrum24, provided by Symbol Technologies, Inc. of Holtzville, New York, USA, which operates between approximately 2.4 and 2.5 gigahertz. Information communicated using the wireless communication interface may be encrypted to provide confidentiality for certain game service transactions, such as ticket authentication for cash refunds. Some devices may have multiple communication interfaces. Such a spread spectrum mobile communication network is just one possible communication method.

[0172] Another type of interface that may be stored in PGD B24 is the prize ticket verification interface B115. In some embodiments, this interface is available only to authorized game service representatives, not to players. Some embodiments of this prize ticket verification interface B115 include an EasyPay ticket voucher system and can authenticate EasyPay tickets as described above. However, when other ticket voucher systems are used, this prize ticket verification interface B115 may be designed to interface with other ticket voucher systems. Using the prize ticket verification interface B115, a game service representative can read information from a ticket presented to them by a game player using a ticket reader, and then authenticate and refund the prize indicated on the ticket.

[0173] In various embodiments, the prize ticket includes game service transaction information that can be authenticated against information stored in the remote transaction server B160. Authenticating this ticket may require a large number of game transactions. For example, after obtaining game service transaction information from the prize ticket, PGD B24 can send a ticket authentication request to the remote transaction server B160 using a spread spectrum mobile communication network interface and receive a ticket authentication response from the remote transaction server B160. Specifically, the authentication response and authentication request may be for an Easy Pay ticket. After the prize ticket is authenticated, PGD B24 can send a transaction confirmation to the remote transaction server B160. Details of the game service transaction information confirmation process are described with reference to Figure 12. In various embodiments, the prize ticket interface may be configured to authenticate prize information from a smart card or some other portable information device, or to authenticate prize information directly from a game machine.

[0174] Once a game and service transaction is completed, the game and service transaction information is stored in storage device B155. Storage device B155 may be a remote storage device or a portable storage device. Storage device B155 may also be used as a backup for arbitration purposes in case of a malfunction of the memory of PGD B24, and may be removable from PGD B24.

[0175] The type of game service interface stored in PGD B24 is the prize service interface B120. As a prize on a game machine (i.e., game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in Figure 8), or while playing a game via PGD B24, a game player may receive a ticket (such as one issued by another machine) redeemable for a prize, including a bicycle, computer, or travel bag, or they may receive such a prize directly (such as while playing on PGD B24 itself). Using the prize service interface B120, a game service representative or player may authenticate a prize service ticket and verify the availability of a prize. For example, when a prize service ticket indicates that a player has won a bicycle, the game service representative may verify whether this prize is available in a nearby prize distribution center. Alternatively, players may be permitted to do the same. In some embodiments, a player may be awarded a prize at a certain level, and that level may have one or more specific items. In such cases, the player may use interface B120 to determine what prizes are currently available at the level of the prize to which they have just been awarded. PGD B24 may verify the availability of a prize by authenticating the prize ticket and communicating with a remote prize server. Furthermore, the game service representative may have the prize shipped to the game player's home, or send a request to have the prize sent to a delivery location. The game service transaction required to authenticate the prize ticket, including the prize authentication response in the prize authentication request, may be implemented using various display screens located within the prize interface to verify the availability of the prize and order or ship the goods. Different prize screens in the prize service interface B120 can be accessed using menus located on each screen of the prize service interface.In some embodiments, the prize service interface B120 may be configured to authenticate product information from a smart card or some other portable information device, or to authenticate prize information directly from a game machine.

[0176] One type of game service interface that can be stored in PGD B24 is the food service interface B125. As a prize from the game machine, or as compensation for a certain amount of gameplay, game players can receive free food or drinks. Using the food service interface B125, players can exchange food or drink prizes, and game service representatives can authenticate such prizes (e.g., prizes that can be offered to players of game machine B22a in the form of tickets) and confirm the availability of the prizes. For example, when a game player receives a prize ticket valid for a free meal, the food service interface can be used to confirm the availability of a dinner reservation and to make a dinner reservation. In another example, PGD B24 can be used to place an order for food or drinks by that player. Such orders may be processed via a remote food server B32 (see also Figure 8). The transactions required for authenticating food tickets or prizes can be implemented using various display screens located within the food service interface B125 to confirm the availability of food services, request food services, and receive responses to those food service requests. These display screens can be accessed using menus located on each screen of the food service interface. In some embodiments, the food service interface may be configured to authenticate food service information from a smart card or other portable information device.

[0177] Another type of game service interface that can be stored in PGD B24 is the accommodation service interface B130. As a reward for gameplay, or as compensation for a certain amount of gameplay, players may receive room upgrades, free overnight stays, or other accommodation prizes. Players may use the accommodation service interface B130 to check the availability of a certain accommodation prize. For example, when a player is eligible for a room upgrade, the accommodation service interface can be used to check room availability and to reserve a room. Regardless of whether a player wins an accommodation prize, they may use the accommodation service interface B130 to reserve a room (such as an additional overnight stay) or upgrade their room. In some embodiments, players of the game may be issued tickets (such as those issued by standalone game devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in Figure 8), and a game representative may use the accommodation service interface B130 to authenticate the player's prize ticket, confirm the availability of the prize, and set up the prize. In another example, PGD B24 may be used to order a taxi or some other form of transportation for a game machine user who is preparing to leave the game area. The game area may be a casino, hotel, restaurant, bar, or shop.

[0178] PGD ​​B24 may verify the availability of a particular accommodation by authenticating accommodation service awards and communicating with a remote accommodation server. Transactions necessary for authenticating accommodation tickets, verifying accommodation service availability, requesting accommodation services, and receiving responses to accommodation service requests may be implemented using various display screens located within the accommodation service interface. These display screens can be accessed using menus located on each screen of the accommodation service interface. In some embodiments, the accommodation service interface may be configured to authenticate food service information from a smart card or other portable information device.

[0179] Another type of game service interface that can be stored in PGD B24 is the game operation service interface B135. Using the game operation service interface B135, a game service representative can carry out a number of game service transactions related to game operation. For example, if a game player spills a drink in the game area, the game service representative may send a request to maintenance to have someone resolve the incident and receive a response from maintenance regarding the request. Maintenance requests and maintenance responses may be sent and received via a display screen selected through a menu on the game operation service interface screen. As another example, if a game service representative discovers a malfunction in the game machine, such as a lighting failure, the game service representative may use PGD B24 to send a maintenance request to the game machine. In one or more embodiments, the player may be allowed various options through the game service interface B135. For example, the player may be allowed to make requests to a game service representative or staff member using interface B135.

[0180] The type of game service interface that can be stored in PGD B24 is the transaction arbitration interface B110. In various embodiments, PGD B24 includes memory for storing game service transaction information. The memory can record the type and time of a particular game service transaction when it is performed. At some point in time, the record of a game service transaction stored in PGD B24 may be compared with a record stored in an alternative location. For example, for prize ticket authentication, a confirmation is sent to the remote server B160 each time a prize ticket is authenticated and refunded. Therefore, the information about prize tickets authenticated and refunded using PGD B24 must match the information about the transaction by PGD stored in the remote server B160. Transaction arbitration processing includes using the transaction arbitration interface B110 for this information comparison. In various embodiments, only game service representatives (and not players) are permitted to access the transaction arbitration interface B110.

[0181] The type of game service interface that can be stored in PGD B24 is the voice interface B138. Using a spread spectrum mobile system or other communication network incorporated into the PGD, players and / or game service representatives can use PGD B24 as a voice communication device. The voice interface B138 may be used to supplement some of the aforementioned interfaces. For example, if a game player spills a drink, a game service representative can use the voice interface B138 on PGD B24 to send a maintenance request and receive a maintenance response. Another example is when a game player requests authentication for food services such as a complimentary meal; this request can be made by the player or game service representative at a restaurant or other location using the voice interface B138 on PGD B24. In some embodiments, a player may be permitted to contact a player on another PGD B24 by entering a code number assigned to the PGD B24 with which they wish to communicate. This allows, for example, a married couple using two different PGD B24s to communicate with each other. The B138 voice interface can also allow players to contact hotel / casino front desk staff, game area switchboard operators, and others.

[0182] Another type of game service interface that can be stored in PGD B24D is the gameplay interface B137. In various embodiments, the player is granted access to the gameplay interface B137 for the purpose of selecting one or more games to play. Access to the gameplay interface B137 includes a menu listing one or more games that the player can play via PGD B24. In various embodiments, gameplay is managed by the game server B28 (see Figure 8).

[0183] In one or more embodiments, the game control code resides on a secure remote server instead of PGD B24. Referring to Figure 8, game play data is transmitted from game server B28 to PGD B24 and from PGD B24 to game server B28. Preferably, PGD B24 is adapted to receive and process data, such as by receiving video data and processing data for displaying information on display B102. Similarly, PGD B24 is configured to accept input and transmit that input or command to game server B28. This configuration has the advantage that the behavior of all nearby game play can be monitored because game play data needs to pass through a remote location or from a remote location. This avoids, for example, the storage of game software in PGD B24 that could be tampered with or copied.

[0184] In one or more embodiments, each PGD B24 has a unique identifier used to identify which PGD B24 data is transmitted to and to which data is transmitted. In some embodiments, a game server B28 can then be used to present the same or different games to multiple players using different PGD B24s, and game data relating to a particular game played on a particular PGD B24 is directed to a PGD B24 using a specific identifier.

[0185] As can be seen by those skilled in the art, the PGD B24 can have a variety of configurations. As described above, the PGD B24 can be used in a game system B20 in which game code is not directly stored in the PGD. In such embodiments, the PGD B24 may have a very limited amount of data memory. In some embodiments, the PGD B24 includes a processor for executing control codes necessary for the operation of the display B102, receiving input from a stylus B103 or input button B104, etc. In addition, the PGD B24 preferably includes a buffer memory for receiving data transmitted from a game server B28. This data includes data for displaying game information, such as video and audio content.

[0186] Various modes of use of the PGD B24 described above are described here. In one or more embodiments, the PGD B24 can be used directly by the player. In various embodiments, the player can use the PGD B24 to play one or more games and to obtain goods and services such as food.

[0187] The use of PGD B24 in some embodiments is shown in Figures 11(a) and 11(b). Generally, the player must first obtain PGD B24. For example, the player may thoroughly verify PGD B24 from the game operator. The player then establishes eligibility to use PGD B24. In some embodiments, the player must indicate their status on the login interface and obtain a valid ticket for the purpose of activating PGD B24. Once activated, the player is permitted to use interface B106 to participate in a variety of transactions, such as playing games, exchanging prizes and rewards, ordering food and beverages, making reservations, finding game operators, and exploring a variety of other prizes and services, which will be described in detail later.

[0188] An example of how a player uses the PGD B24 is described with reference to Figure 11(a). In the first step B400, the player first obtains the PGD B24. In some embodiments, the game operator may have a location where the player can obtain the PGD B24 from a game attendant, such as a hotel / casino front desk, a restaurant service counter, or other desired location. In some embodiments, the game operator actually allows the player to possess the PGD B24 by renting, selling, or providing it to the player.

[0189] In step B402, PGD B24 is activated. In some embodiments, this step includes activating PGD B24 (by a power switch, etc.) and logging in. In some embodiments, when PGD B24 is activated, the login interface B105 is automatically displayed. The login interface B105 may include "player" and "authorized personnel" buttons that can be selected using the stylus B103. The player can indicate their status by selecting the "player" button using the stylus B103.

[0190] In some embodiments, the game operator may log in the player. For example, when a player obtains a PGD B24 from a restaurant server, the server may log in the player in player mode. In some embodiments, the game operator may have one PGD B24 for player use and another for game staff use. In such cases, the PGD B24 configured for the player situation may be automatically configured in player mode after activation.

[0191] In step B404, the player establishes eligibility to use PGD B24. In some embodiments, this step includes the player providing a valid ticket that can be authenticated using the Easy Pay portion of the game system B20. In some embodiments, the player may have obtained the ticket through playing a game machine of the game system B20, such as B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j, etc. In some embodiments, the player may be issued a ticket by a game service representative. For example, the player may be issued a ticket by providing credit (by credit card or cash, etc.) at a cash payment cage. The player may also be issued a ticket by paying cash, etc., to a restaurant attendant.

[0192] If a player has a ticket, this ticket may be scanned using the ticket reader B145 of PGD B24. For example, the player may pass the ticket in front of the ticket reader B145. Once the information is read by PGD B24, this data may be transmitted to the EasyPay server B26 for authentication. Preferably, this authentication confirms that a particular ticket is authorized, including the fact that it is unprocessed and has incidental value.

[0193] In one or more embodiments, eligibility may be established by other means. For example, in some embodiments, eligibility may be established using a player tracking or identification card that is readable using the ticket reader B145 of PGD B24.

[0194] Establishing eligibility to use PGD B24 ensures that the player has the funds to pay for the services and goods available through the use of PGD B24. However, in one or more embodiments, this step may be omitted. For example, in some embodiments, the player may be permitted to use PGD B24 and then pay for goods or services in other ways. In some embodiments, the player may, for example, order food and then pay the server for the food using a room charge or cash when the food is delivered. In some embodiments, the player may use a credit card to pay for game play or food, etc. In this case, the credit card may be read by card reader B140 when the service or goods are provided or ordered by the player.

[0195] In step B406, the player is then permitted to select one or more options from interface B106. As mentioned above, the player is not necessarily permitted access to all interfaces B106. In any case, the player can use stylus B103 or the like to select a service from the group of interfaces B106. An example of participating in a specific activity using PGD B24 will be described later with reference to Figure 11(b).

[0196] When a player no longer wishes to participate in any activities using PGD B24, the session using PGD B24 ends in step B408, and in one or more embodiments, PGD B24 is returned to the game operator. In various embodiments, when a player no longer wishes to use PGD B24, the player returns PGD B24 to the game operator. At this point, the game operator can confirm that all transactions using PGD B24 have ended or been completed and pay all winnings to the player. In some embodiments, player B24 is issued a new ticket representing the player's credits (including any payment made for the initial use of PGD B24, plus all winnings and minus all expenses).

[0197] An example of how PGD B24 is used by a player to select gameplay options using access to the gameplay interface B137 is described in detail below with reference to Figure 11(b). In step B410 (this step includes a specific embodiment of step B406 in Figure 11(a)), the player uses the gameplay interface B137 to select a “gameplay” event or service.

[0198] In some embodiments, when a player selects the game play interface B137, a menu of one or more games that the player may be allowed to play may be displayed to the player. In some embodiments, when a player selects the game play interface B137, a signal may be sent from PGD B24 to the remote game server B28 instructing the game server B28 that the player wishes to play a game. In response, the game server B28 may send the latest game menu to display to PGD B24. In this configuration, the available game menus may be continuously updated at one or more central locations (such as server B28) instead of each PGD B24.

[0199] When System B20 allows the player to select a game from a game menu, this method includes the step of the player selecting a specific game to play. Once a game is selected, or if only a single game option is provided, game play begins. In some embodiments, game server B28 transmits data to PGD B24 for use by PGD B24 in the game presentation, such as video and audio content.

[0200] In some embodiments, in step B412, the player is required to place a bet or participation fee to participate in the game. In some embodiments, the player may place this bet or participation fee using the Easy Pay system. As described above, the player preferably establishes eligibility or other eligibility to use PGD B24 using an Easy Pay ticket, which indicates that the player has money or credit in an account that can be used for payment for goods and services. These services include the service of playing the game.

[0201] In some embodiments, once a player is qualified to use PGD B24, the value of the player's credits or money is displayed to the player so that they can visually remember this amount. When a player starts playing a game, they can enter a bet or contribution that does not exceed the value of the credits or money they have in their account. Once a player places a bet or contribution, this information is sent to the Easy Pay server B26 and deducted from the player's account. The value of the new credits is then displayed on the player's PGD B24.

[0202] In various embodiments, the player may provide credit for bets or participation fees in other forms. For example, the player may pass a credit card through card reader B140 for the purpose of providing the credit necessary for bets or participation fees.

[0203] In step B414, the player is then permitted to participate in the game. In some embodiments, gameplay includes executing game code and transmitting information to PGD B24 to present a part of the game to the player. When necessary, the player is permitted to provide input, which is transmitted from PGD B24 to game server B28.

[0204] One example of a game is 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 sent to the PGD B24, so that the images of the five cards to be dealt are displayed on the display screen B102.

[0205] The user may be shown the instruction to "Draw" or "Stay." At this point, the player can choose one or more cards to keep or exchange. If the player chooses to exchange any cards, this instruction is then sent to game server B28, which randomly generates or selects the cards to exchange. The data of the cards to exchange is sent to PGD B24, where an image of the cards to exchange is displayed.

[0206] If a five-card hand (including any exchange cards) containing a predetermined winning hand is determined by game server B28, the player may be paid the winning amount. Otherwise, the player loses their bet or entry fee. This step includes step B416 of this method, which determines the game result.

[0207] If the result is a win, the player can receive their winnings by having the funds deposited into their account via the EasyPay server B26. In this case, the displayed value of the player's credits will be updated to reflect the player's win.

[0208] The player may then choose to resume gameplay, play a different game, or select one or more other services offered. In some embodiments, a button such as "Return to Main Menu" may be displayed to the player at all times, allowing them to return to a display that includes various interfaces B106.

[0209] In some embodiments, when a player has finished using the PGD B24, the player returns the PGD B24 to the game operator. For example, the player may return the PGD B24 to the cash payment cage or the game service operator. In various embodiments, the game service operator or other party then issues a ticket to the player for any remaining credit or value in the player's account. The PGD B24 may then cease operation to be prepared for use by another player. In some embodiments, the PGD B24 may cease operation by cutting off its power. In some embodiments, a "logout" interface or option may be provided to return the PGD B24 to a default state that prompts the player or user to log in.

[0210] PGD ​​B24 may also be used by game service operators. Various examples of such uses will be described in detail later in conjunction with Figures 8 and 9.

[0211] When a game service representative contacts a game player seeking game services in the game play area B70 (Figure 8), the game service representative provides the requested game services using the appropriate game service interface on the PGD B24 display screen, as described with reference to Figure 10. For example, when a game player requests EasyPay ticket authentication, the game service representative displays the EasyPay ticket authentication interface on the PGD B24 display screen using the menu available on display screen B102. The game service representative then scans the EasyPay ticket using a ticket reader connected to the PGD B24 and obtains unique ticket information. Next, the PGD B24 transmits the EasyPay ticket authentication request to the EasyPay server B26 using the wireless communication interface.

[0212] In various embodiments, a ticket authentication request consists of one or more information packets using wireless communication standards. One or more information packets containing the ticket authentication request are transmitted via wireless link B72 to transceiver B62 connected to the Easy Pay server. Transceiver B62 is designed to send and receive messages with one or more PGDs B24 in the game play area B70 using the communication format used by the PGD. Depending on the location of PGD B24 in the game play area B70, the communication path for bidirectional information packets with PGD B24 may also be through one or more wireless communication relays, including B58 and B60. For example, when PGD B24 is located near the game machine B22a, the communication path for messages from PGD B24 to the Easy Pay server B26 may be from PGD B24 to relay B60, from relay B60 to relay B58, from relay B58 to transceiver B62, and from transceiver B62 to the Easy Pay server B26. As the location of PGD B24 changes within the game play area B70, the communication path between PGD B24 and the Easy Pay server B26 may change.

[0213] After receiving an EasyPay ticket authentication response from the EasyPay server B26, the EasyPay ticket may be authenticated using an appropriate display screen on the PGD B24. After the ticket is refunded in cash, the game service representative may use the PGD B24 to send a transaction confirmation to the EasyPay server B26. The transaction history for the PGD B24 can be stored in both the PGD B24 and the EasyPay server B26. Next, a receipt for the transaction may be printed out. The receipt may be carried by the game service representative and generated from a portable printer connected to the PGD B24 in some format, or the receipt may be generated from a fixed-location printer B56.

[0214] After providing numerous game services, including numerous game service transactions, to different game players using PGD B24 in the game play area B70, the game service representative may log off PGD B24 and return it to a location for confidential storage. For example, at the end of the shift, the game service representative may verify at one location that the PGD B24 is not assigned to a particular game service representative, nor to another game service representative. However, before PGD B24 is assigned to another game service representative, the transaction history stored in PGD B24 may be arbitrated using a separate transaction history stored in a transaction server such as the Easy Pay Server B26.

[0215] The assignment and deassignment of PGD B24 to game service representatives, and the mediation of transactions, are carried out for confidentiality and audit purposes. Another confidentiality measure that may be used for PGD B24 is a fixed connection time between PGD B24 and the transaction servers. For example, after PGD B24 is assigned to a game service representative and this game service representative logs into PGD B24, PGD B24 can establish communication with one or more transaction servers, including Easy Pay Server B26, Server B28, or Server B32. The connection between the transaction servers and PGD B24 allows PGD B24 to send information to and receive information from the transaction servers. The length of this connection may be fixed so that the connection between PGD B24 and the transaction servers is automatically terminated after a certain period of time. In order to reconnect to the transaction servers, the login and registration process must be repeated in PGD B24.

[0216] A trading server may offer one or more game service tradings. However, PGD B24 may connect to multiple trading servers to obtain different game service tradings. For example, server B30 may be a prize service trading server that enables prize service trading, and server B415 may be a food trading server that enables service trading. When a game service representative receives a request for prize services from a game player, PGD B24 may be used to connect to the product trading server B30 using a wireless communication link between PGD B24 and transceiver B64 connected to the product trading server B30. Similarly, when a game service representative receives a request for food services from a game player, PGD B24 may be used to connect to the food trading server B32 using a wireless communication link between PGD B24 and transceiver B66 connected to the food trading server B32.

[0217] Different trading servers, including servers B26, B28, B30, and B32, may be on separate networks or linked in some way. 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, network link B80 exists between network B76 and network B38. Thus, server B26 can communicate with server B30 via network link B80. Communication links between different servers allow servers to share game service transactions and enable different communication paths between PGD and trading servers. Similarly, network link B82 exists between networks B78 and B38, allowing game servers to communicate with Easy Pay server B26.

[0218] Figure 12 is a flowchart illustrating a method for providing game services using a handheld device. In step B500, the game service representative receives the PGD B24 and logs in to assign the device. The verification and assignment processes are for confidentiality and auditing purposes. In step B505, the game service representative contacts a game player in the game area who requests some type of game service. In step B510, the game service representative uses the menu on the PGD's display screen B102 to select the appropriate interface on the PGD B24 that allows the game service representative to provide the requested game service. In step B515, the game service representative enters the game service transaction information necessary to carry out the game service transaction. For example, to authenticate a prize ticket, the game service representative may use a ticket reader to read information from the ticket. Another example is providing a food service including a colored reservation, where the game service representative enters the name of the game player to make the reservation.

[0219] In step B520, the transaction information obtained in step B515 is authenticated as necessary. For example, when a player attempts to claim a cash refund for a prize ticket, the information from the prize is authenticated to confirm both that the ticket is legitimate (e.g., that the ticket is not counterfeit) and that it has not already been authenticated. The authentication process requires the transfer of numerous information packets between PGD B24 and the transaction server. Details of the authentication process for prize ticket authentication are shown in Figure 13. When the transaction information is valid, the game service transaction is provided in step B522. For example, a room reservation may be made for a player requesting accommodation services. Verification of the game service representative may be sent to the transaction server for transaction mediation in step B545. In one or more embodiments, the method may include a step of generating a receipt for the game service transaction.

[0220] In step B535, after the service has been 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 it is not the end of the shift in step B530, the game service representative returns to step B505 to contact a new game player. In step B540, when the shift ends, the game service representative may log out PGD B24 and check the device in a secure location so that PGD can be assigned to a different game service representative. In step B545, before PGD B24 is assigned to a different game service representative, transaction history arbitration is performed to verify that the transaction history stored in PGD matches transactions previously checked using the transaction history server during the game service representative's shift. The transaction history on PGD B24 may be stored in the PGD's removable memory storage device. That is, the memory can be removed for transaction arbitration and replaced with new memory. In other words, while the transaction history from the previous game service representative assigned to the device is being settled, a device with new memory can be assigned to a new service representative.

[0221] Figure 13 is a flowchart illustrating a method for authenticating information to provide personalized gaming services. In the embodiment shown in the figure, tickets are authenticated in a format consistent with the EasyPay Ticket system. EasyPay tickets are typically used for prize tickets. However, the system can be adapted to provide tickets for other services, including food services, prize services, or accommodation services. In step B600, a request for gaming service transaction information read from the ticket is transmitted to the appropriate transaction server via the wireless communication interface on PGD B24, as described with reference to Figure 8. In step B605, the server identifies which of the Business Authentication Tickets (CVTs) B34, B36 possess the ticket. When a CVT possesses a ticket, the CVT stores information about the status of a particular ticket issued from a gaming machine connected to CVT B34, B36. In step B610, the server sends a payment request for the ticket to the CVT identified as the ticket holder. Typically, this payment request indicates that the service on the ticket has been requested. For cash-payment tickets, a payment request means a request has been made to settle the payment for that ticket. For free meals, a payment request means a request has been made to obtain that meal. In step B615, the CVT receives a payment request for the ticket and marks the ticket as pending. While the ticket is pending, any attempts to authenticate the ticket with similar information are blocked by the CVT.

[0222] In step B620, CVTs B34 and B36 send a response to the server with context information. For example, the context information may be the time and place when the ticket was issued. The information from the CVT to the server can be sent as one or more data packets in accordance with a communication standard shared by the CVT and the server. In step B625, after receiving the authentication response from the CVT, the server marks the payment request as pending and sends a payment command to PGD B24. While the payment request is pending, the server does not recognize another ticket with the same information as the pending ticket for which the payment request should be authenticated.

[0223] In step B630, the game service representative can choose to accept or reject the payment order from the server. If the game service representative accepts the payment order from the server in step B640, the PGD B24D sends a response to the transaction server to confirm that the transaction has been completed. The transaction server marks the request as paid, preventing another ticket with the same information from being authenticated. In step B645, the server sends a confirmation to the CVT, which can then mark the request from pending to paid. If the game service representative rejects the payment order from the server in step B650, the PGD B24 sends a response to the server marking the payment order from pending to unpaid. When a ticket is marked as unpaid, it may be authenticated by another PGD B24 or other authentication device. In step B655, the server sends a response to the CVT marking the payment request from pending to unpaid, thereby allowing the ticket to be authenticated.

[0224] In one or more embodiments of the present invention, tickets may be used to provide credit / value to establish a right to a service or item, such as the right to play a game or obtain food. The PGD B24 may be equipped with a card reader B140. In such a configuration, a user of the PGD B24 can use a credit card or other magnetic stripe card to provide credit / value. In various embodiments, the PGD B24 may be equipped with one or more other types of devices, such as a smart card reader, to acquire / receive information. In such a configuration, the PGD B24 device may read information from a credit card, a smart card, or other device. These cards may include well-known credit or debit cards. This information may be used to provide credit / value. In the example of a credit card, the user's account information may be read from the card and transmitted from the PGD B24 to the control unit B42. The credit card / credit authentication information may be associated with a credit card server (not shown). This credit card server may be associated with a bank or casino or other entity remote from the location of use of the PGD B24 and the control unit B42. A communication link may be established between the control unit B42 and the remote server for the transmission of credit card information.

[0225] In some embodiments, when a player uses a smart card or credit card, the amount of the associated credit or value is transmitted to the EasyPay server B26, which can accurately handle the credited amount in the same manner as if the credit / value were provided by a ticket. When a player requests a cash refund, the EasyPay server B26 has a record of the original credited amount and any winnings, losses, or payments, and can then issue a ticket to the player representing the user's total credit.

[0226] A game system is provided in accordance with the present invention, which includes one or more portable game devices. The portable game devices allow players to play one or more games in a variety of locations, such as hotel rooms, restaurants, or other places. These locations may be far removed from traditional game areas where freestanding, generally fixed game machines are located.

[0227] In one or more embodiments, players can use the portable game device not only for playing games but also to obtain other goods and services. In addition, in one or more embodiments, the portable game device can also be used by a game service representative to perform a variety of functions and provide a variety of services to players.

[0228] It should be understood that the above description encompasses several implementation techniques that can be used according to various embodiments. Other techniques can be used and assumed according to various embodiments. Various embodiments may be implemented using any suitable technique, whether currently existing or still under development.

[0229] Wireless Interaction System According to various embodiments, a wireless interactive game system comprises one or more wireless devices, receivers, and a central processor. The wireless interactive game system may also include terminals in communication with the central processor.

[0230] In a game environment using a wireless interactive game system, players receive a wireless game device from a game manager representing the game facility or "house." The wireless game device receives betting information as input by the player and can transmit this received betting information, along with identification information, to a receiver via wireless transmission.

[0231] A wireless interactive game system can support multiple wireless game devices within a single game facility. The wireless transmission range from a wireless game device can be within 30 meters (100 feet).

[0232] In various embodiments, the player inputs information into the wireless game device by pressing buttons or keys on the device. The wireless game device may have a keypad configuration and include any number of buttons, for example, 5 to 20. The buttons may be labeled with the numbers 0 to 9, and may also include a "$" (dollar sign) and an "input" key, allowing the player to easily input betting information. In various embodiments, the wireless game device includes at least 8 player selection buttons (e.g., numbers) and at least 5 special function buttons (e.g., for calculating the player's winnings and losses). In various embodiments, the player can input some or all of their betting information into the wireless game device by passing a smart card, including a microprocessor chip or a magnetic stripe containing encoded information, through a smart card reader on the wireless game device.

[0233] In various embodiments, the wireless game device may include an identifier. The identifier may be, for example, a series of alphanumeric characters, a barcode, or a magnetic stripe attached to the device. In various embodiments, the identifier may be a digital code stored in a secure memory, such as an electrically erasable programmable read-only memory (EEPROM). The identifier may then be directly readable by the game operator in the case of a series of alphanumeric characters, or it may be automatically read by a barcode or magnetic stripe reader. In various embodiments, the identifier may be programmed in the EEPROM and read from the EEPROM via an RS-232C port that can be directly connected to encoder and decoder circuits in the terminal.

[0234] A wireless game device may store an encryption key. The encryption key can be used to encrypt information transmitted from the device to a receiver. Encryption of information transmitted to the receiver can limit tampering with the wireless game device and prevent unauthorized or counterfeit devices from being used in the system.

[0235] In various embodiments, the encryption key may be stored in an EEPROM. The EEPROM has the advantage of being a memory device that is difficult to access unless a suitable encoding circuit is available. Therefore, it is assumed that the encoding circuit for downloading the encryption key to the device can be kept confidential by the game manager.

[0236] Alternatively, the encryption key stored in the EEPROM may be updated and modified for each player receiving the wireless game device by directly connecting the terminal to the encoding and decoding circuit via a port at the time the wireless game device is supplied to the player. Furthermore, other digital information related to the game being played may be downloaded from the terminal to the EEPROM via a direct connection to the wireless game device.

[0237] In various embodiments, the microprocessor controls the operation of the wireless game device. The microprocessor receives digital betting information entered by the player using buttons or keys on the wireless game device. The microprocessor stores an identification code associated with the wireless game device, which is a digital equivalent of the wireless game device identifier. The microprocessor also runs a software application for encrypting the identification code and the player's betting information for transmission to the receiver. The software includes an algorithm that encrypts data packets containing the identification code and betting information using an encryption key.

[0238] In various embodiments, the wireless game device has a unique address, i.e., an identification code, for communication with a receiver, and stores a player identifier programmed within the device by a central processor. The wireless game device may also have a bet register, which is maintained and updated using a key on the device. The amount stored in the bet register may be included in a transmission from the device to the central processor. The value of the bet register may default to a predetermined amount, such as $1, when the device is started and further adjustments by the player become possible. The wireless game device may also have an account balance register, which is maintained within the device and periodically updated by a central processor. The value of the account balance register may default to $0 when the device is initialized.

[0239] The wireless game device may be equipped with player function keys. These player function keys can be used to perform the following functions: 1. Send a message to the receiver. 2. Request account balance information. 3. Adjust the device settings. 4. Configure the data to be sent in the next message. 5. Increment the bet register by a predetermined amount, such as $10, $5, or $1. 6. Reset the bet register to a default value such as $1.

[0240] The firmware of the wireless game device may allow a single button or key press only at 100-millisecond intervals. In various embodiments, key presses are not queued. That is, when a message from a key press is queued for transmission, other player inputs are accepted only after this queued message has been transmitted.

[0241] The wireless game device may include a transmitter. The transmitter may receive encrypted digital information from a microprocessor and convert it into a signal for wireless transmission to a receiver. The transmitter transmits the signal wirelessly, for example, using a radio frequency signal or an infrared signal. Communication between the receiver and the wireless game device may be synchronized at 2400 bits per second.

[0242] The wireless game device may include an identification circuit that drives a transmitter to periodically transmit an identification signal to a receiver. The use of the identification circuit allows the receiver and central processor to confirm that the wireless game device is still operational and present in the game facility. Therefore, if the wireless game device moves away from the game facility, the receiver and central processor will no longer receive and detect the periodic identification signal transmitted by the identification circuit and transmitter, and the game manager will be alerted that the wireless game device has moved away from the game facility.

[0243] A wireless game device may be equipped with a real-time clock on which a microprocessor can monitor the current time and date. This clock may consist of timing circuits. The microprocessor can use the time and date information obtained from the clock to perform calculations and other functions based on the current time and date.

[0244] The wireless game device may also be equipped with an electronic or magnetic tag that triggers a warning when it passes through a detection device installed at the entrance and / or exit of the game facility. The activation of the warning when the tagged wireless game device passes through the detection device notifies the game manager that the wireless game device is about to be moved from the game facility.

[0245] Wireless game devices can be powered by a built-in battery source. A portable power source, such as a battery source, can extend the cordless operation of wireless game devices throughout the entire gaming setup. The battery source may also be part of a removable, rechargeable battery that allows the device to be recharged when not in use.

[0246] In some embodiments, the wireless game device displays information such as game information on a display screen, such as a liquid crystal display (LCD) with a backlight. The LCD can be used to display values ​​stored in a betting register and an account balance register. The wireless game device may also include a display receiver that receives digital information transmitted from a receiver or a central processor.

[0247] The device may also include a dual-color light-emitting diode (LED). The dual-color LED is capable of displaying at least two colors, such as red and green. The green light may flash to ensure that it is clearly visible to the player for a certain period of time each time the wireless game device transmits to the receiver. The red light may illuminate when a key on the wireless game device is pressed and remain illuminated until the transmission is received by the receiver, and additional key inputs are not enabled when the red light is illuminated. The wireless game device may also include additional light-emitting diodes to indicate, for example, that the account balance register is being updated or that balance information is being displayed on the LCD.

[0248] The receiver can receive signals transmitted from the transmitter of the wireless game device. The receiver includes a decoder, which converts the received signal into, for example, digital information. This digital information includes at least the identification code of the wireless game device and information about the player's bets. The receiver transmits the digital information obtained from the decoder to a central processor. Communication between the central processor and the receiver may, in various embodiments, be via a serial communication link of RC-232C electronic interface data using asynchronous communication at either 9600 or 19200 bytes per second.

[0249] The receiver may receive signals from many wireless gaming devices simultaneously or in rapid succession, for example using multiplexing technology, thereby enabling many players to place bets at short time intervals using their wireless gaming devices. The receiver distinguishes signals received from various devices based on the locality information present in the signals it receives.

[0250] The central processor receives identification information for wireless game devices and information on players' bets from receivers. The central processor also decrypts this information using an encryption key. The central processor can appear to receive data from multiple wireless game devices simultaneously.

[0251] In various embodiments, the player's account is stored in a database on a central processor. This database stores the amount of account balances associated with the identifier of the wireless game device.

[0252] The central processor manages player accounts in a database based on signals received from the player's wireless gaming device when the player places a bet and when a prize is won during gameplay. The central processor deducts money from the balance of the player account when the player places a bet. The balance of the player account may be automatically increased by the central processor when the player wins the game in which they placed a bet.

[0253] The central processor can also store and run software applications that include algorithms for calculating the balance, bets, and wins of a player's account. The central processor must be able to run all algorithms that define the actions performed on a player's account during the game, such as when a bet is placed, when a win is paid out, and when funds are added to the player's account.

[0254] The algorithms in the software within the central processor can also calculate the odds and payouts for a game, such as a lottery-type game, during gameplay. The odds and payouts at a specific point in time may depend on the characteristics of the game being conducted by the central processor and may change as the game progresses. This algorithm may be executed by the central processor to provide odds calculations for specific game events and related items for accurately predicting the occurrence of one such event by the player. The algorithm may be continuously executed to enable real-time odds and payouts that follow the progress of the game.

[0255] The central processor performs various operations on the player's account, resulting in various impacts on the account. For example, when the player wins the game, a payout credit is given to the account based on the bet. When the player places a bet using a wireless gaming device, the amount of the bet becomes a liability in the account. When the game operator receives additional funds from the player, the amount of the funds becomes a liability in the player's account balance. When the game operator closes the player's account and makes a payment, the amount paid becomes a liability in the player's account balance.

[0256] The central processor may be installed within the gaming facility that houses the receiver. In various embodiments, the central processor may be installed remotely from the receiver and communicate with the receiver via an electronic digital telephone communication such as a serial communication link or wireless transmission. Additionally, the central processor may perform a number of functions on various receivers in a variety of gaming environments.

[0257] In some embodiments, the communication between the central processor, the receiver, and the wireless gaming device includes a polling method. Polling enables multiple gaming devices to communicate using the receiver without interfering with each other. Such a polling method may include the transmission of digital signals in the form of hexadecimal character strings. Preferably, all communication between the central processor, the receiver, and the wireless gaming device is encrypted.

[0258] In such polling schemes, hexadecimal characters may be reserved for specific control protocols. For example, a caution character is a header character used to initiate all communication from the central processor to the receiver, and it has the function of explicitly indicating the message and synchronizing message reception at the receiver. The same function is suggested when a caution character follows in response to message transmission. A confirmation character is another header character that provides the transmitter with confirmation that the data of the previous message has been received and authenticated. The confirmation character can also function as a caution character for the start of a subsequent message. A message end character is used to indicate the end of transmission. Similarly, the one's complement next-byte character allows the use of reserved protocol characters in normal transmitted messages by avoiding erroneous control signals when message data matches one of the control characters. When a message byte to be transmitted matches one of the protocol control characters, the one's complement next-byte character is transmitted, followed by the one's complement of the matching message byte.

[0259] Authentication of received data may be achieved using a single-byte checksum of the message information. This checksum may be the one's complement of the sum of the original message data, excluding header characters. If the checksum is equal to one of the protocol control characters, it will be handled according to the function of the complement next-byte character.

[0260] In the polling scheme described above, there are three different communication modes in the link between the central processor and the receiver. First, the central processor can send messages targeted to the receiver. Second, the central processor can send messages targeted to the wireless game device. Third, the wireless game device can send messages targeted to the wireless game device. In various embodiments, the message sent by the central processor may be in the form of a string formed with a header character followed by an identification code, command or message, message termination character, and checksum character for the target device. Messages received by the receiver or wireless game device may be confirmed by sending an acknowledgment character, but the central processor is not required to confirm messages sent from the wireless game device. Messages sent by the central processor and received by the wireless game device may be broadcast to all wireless game devices. A device address may be reserved as a broadcast address for all wireless game devices, and all devices will receive messages sent to this address, in which case no wireless game device is required to return an acknowledgment.

[0261] Each command or message may begin with a command code indicating how the information contained in the message should be used. Command codes for messages sent by the central processor to the receiver and wireless game device include the following: 1. Send a list of device addresses to the receiver. 2. Send account balance information to the specified device. 3. Send a command to disable the specified device. 4. Send a command to enable the addressable device.

[0262] In various embodiments, the message transmitted between the receiver and the wireless game device may be in the form of a string formed with a header character followed by an identification code for the target device, the current bet amount, a request, a command or data, a message termination character, and a checksum character. Examples of command codes for requests, commands and data transmitted between the receiver and the wireless game device include: 1. Read the user identifier. 2. Read the device address. 3. Read the income / expense register. 4. Read the betting register. 5. Provide the status of the device. 6. Enter the user identifier. 7. Write the device address. 8. Write to the income / expense register. 9. Write the bet amount register. 10. Perform a self-test.

[0263] These command codes are used to program the device address and user identifier information into the wireless game device, and to initialize the device to its default state, i.e., the player's account balance to $0. The account balance register and user identifier each consist of two characters, the least significant byte and the most significant byte, and allow for a very wide range of values ​​for these.

[0264] Various embodiments include a method by which a central processor communicates with wireless game devices. The central processor transmits a hexadecimal string including a header character, followed by a device identification code, followed by a request, command, or data, followed by a message termination character, followed by a checksum character, and so on. After the central processor transmits the string, the wireless game device receives the string, recognizes its identification code, and executes any instruction in the string. When the central processor transmits an instruction to all wireless game devices simultaneously, all currently operating devices receive and execute the instruction. The wireless game devices do not send acknowledgment messages to the central processor, but the receiver may receive a transmission from the wireless game device indicating that the instruction has been properly received. The central processor also communicates with the receiver in a similar manner, except that the receiver may send an acknowledgment message to the central processor including acknowledgment control protocol characters.

[0265] Similarly, the wireless game device communicates with the receiver and the central processor, for example, using a hexadecimal string. The receiver periodically and periodically polls the operating wireless game device for requests for information or bets. If a player enters a request into the wireless game device after it has been polled, the player's request is sent to the receiver.

[0266] Various embodiments include a method by which a wireless game device receives and relays player requests to a central processor. First, the player inputs a request to the wireless game device using a button or key. The player presses, for example, a button labeled "Input" or "Send" to instruct the wireless game device to send the request at the next time the receiver polls the wireless game device. When this button is pressed, a red light on a two-color LED illuminates, thereby notifying the player that the request is awaiting transmission. The request is converted into a hexadecimal string including a header character, an identification code (or alternatively, a separate identification string reserved for a special player), the current bet amount, the player's request (e.g., to change the bet amount or send an update on the balance), a message termination character, and a checksum character. At the next time the receiver polls the device, the device's transmitter transmits this string to the receiver. When the wireless game device is polled by the receiver, a green light on a two-color LED flashes, notifying the player that the request has been sent. The receiver receives the request string and sends this string to the central processor. The central processor then executes the player's request.

[0267] Using a terminal, the game manager can process betting transactions and distribute wireless game devices. In various embodiments, the terminal may be equipped with a barcode reader and / or magnetic stripe reader for quickly inputting the identifier of a wireless game device prior to distributing it to a player. The device reading provides the terminal with information about the device in the form of digital data. The terminal is equipped with a keyboard that allows the game manager to manually input data to be sent to a central processor. Using either the reader, the keyboard, or a combination thereof, the game manager communicates with the central processor to establish player accounts, increase account balances when players submit funds to the game manager, and decrease account balances when players request the cash value of their account balances to be withdrawn.

[0268] When a player receives a wireless game device from the game manager, they establish an account balance associated with their wireless game device and identified by an identifier. The player may increase the amount of the account balance by paying additional funds in the form of cash or credit to the game manager, who accesses the account stored in a central processor via a terminal and increases the account balance.

[0269] The wireless game device is returned to the game manager after the player has played one or more games. A reader may be used to read identifiers for the disposal of player accounts stored in the central processor's database. The terminal is equipped with a terminal display that informs the game manager of the balance of the player account so that the player can receive a refund of the cash value of the balance remaining in their account.

[0270] In some embodiments, an account status display device is installed in the game equipment to display the player's account information. In various embodiments, the display device may be, for example, a liquid crystal display or a cathode ray tube display. The display device is controlled by a central processor that transmits information to the display device for display to the player.

[0271] Players can view the display device to confirm that bets transmitted from the wireless game device are received by the receiver and sent to the central processor, decide whether to withdraw funds from their account, and confirm that their winnings have been credited to their account. The display device shows important information necessary for players to participate in the game. Information displayed for each player includes account number, account balance, last bet, and last prize or win.

[0272] The display device is divided into special areas such as a display area, and each area displays account information for one player. The size of the display area may be determined by the size of the display device and the number of players presenting the wireless game device. It is assumed that only valid accounts are displayed on the display device. If an additional display device is required for information display regarding a large number of accounts, the central processor may be configured to drive a plurality of similar display devices.

[0273] The display device can also be used to display odds and payouts for game bets. Alternatively, separate display devices driven by the central processor may be used to display odds and payout information. Further, the odds and payouts may be displayed on display device 21.

[0274] Here, a procedure for using a wireless interactive game device according to some embodiments will be described. In some embodiments, a player submits money, for example, $100 in the form of cash or credit, to the game attendant at the game facility to establish an account. The game attendant selects a wireless game device and enters the identifier of the wireless game device into the terminal, for example, using a barcode reader on the terminal. The game attendant also enters the amount submitted to the terminal, that is, $100, via the keyboard. The game attendant hands the wireless game device to the player and tells the player an account number such as account number 12. Alternatively, the player can directly identify his / her account number from the identifier of the wireless game device. The information entered into the terminal by the game attendant is transmitted to the central processor that establishes a record of the account for the player in the database.

[0275] For this example, the central processor may guide a race game in which the player selects a winning race element to place a bet on the next race game displayed within the game facility. To place a bet, the player presses a button on the wireless game device.

[0276] In some embodiments, the player first presses a button corresponding to the race element they select, such as "3," and then a number assigned to the bet amount, such as "5" for a $5 bet. The player then presses the "Input" key to send their bet to the central processor.

[0277] In an alternative embodiment, the game may be simplified so that all bets are placed against a fixed amount, such as $1, by pressing a single button on the wireless game device. For example, a player places a $1 bet on race element number 3 by pressing a button corresponding to a number assigned to a selected race element, such as "3". The player can then place larger bets on race element number 3 by pressing the "3" button a number of times corresponding to the desired $1 bet, for example, by pressing "3" five times to bet $5 on race element number 3.

[0278] Each time a player places a bet, the wireless gaming device generates a data packet containing the player's bet information and the wireless gaming device's identification code. This data packet is encrypted and transmitted wirelessly by a transmitter.

[0279] The receiver's decryptor receives the encrypted data packets transmitted by the transmitter. The encrypted data packets are sent to the central processor, where they are decrypted. The central processor uses the acquired information to update the player's account in the database by subtracting the wagered amount from the player's account balance, thereby reflecting the player's bets in the game.

[0280] After the game is played, the central processor awards prizes to the winning player based on the odds of the bets placed and the outcome of the game. If the winner is a player who owns a wireless gaming device, the central computer updates the player's account in the database by adding the prize amount to the player's account balance. Otherwise, the player's account remains unchanged.

[0281] When a player finishes playing a game in the game facility, they return the wireless game device to the game supervisor. The game supervisor, for example, uses the terminal's barcode reader to re-enter the wireless game device's identifier into the terminal. The terminal accesses the player's account information stored in the central processor's database to retrieve the player's remaining account balance. The terminal display shows the game supervisor the player's remaining account balance, and the supervisor then presents the player with the monetary value of this amount. The account is closed, and this transaction is recorded in the central processor.

[0282] It should be understood that the above description encompasses several implementation techniques that can be used according to various embodiments. Other techniques can be used and assumed according to various embodiments. Various embodiments may be implemented using any suitable technique, whether currently existing or still under development.

[0283] Various embodiments of a handheld wireless game player include a handheld wireless game device for playing games of chance. A handheld wireless game device may generally include: 1) a wireless communication interface; 2) a display screen; 3) one or more input mechanisms; and 4) a microprocessor configured to i) present a game of chance on the screen using operating instructions received via the wireless communication interface from a master game controller installed in the game machine, and ii) transmit information from input signals generated by one or more input mechanisms to the master game controller via the wireless communication interface. The wireless game player may be used for play in multiple venues physically separated from the game machine, where multiple venues are selected from the group consisting of keno parlors, bingo parlors, restaurants, sportsbooks, bars, hotels, pool areas, and casino floor areas. The games played by the wireless game player may be selected from the group consisting of slot games, poker, pachinko, multi-hand poker games, pai gou poker, blackjack, keno, bingo, roulette, craps, and card games. Other games are also conceivable in various embodiments.

[0284] In various embodiments, the wireless communication interface can use wireless communication protocols selected from the group consisting of IEEE 802.11a, IEEE 802.11b, IEEE 802.11x, hyperlan / 2®, Bluetooth®, and HomeRF®. The wireless game player may also include a wired network interface to connect the wireless game player to a wired network access point. In addition, the wireless game player may also include a peripheral interface for connecting to peripheral gaming devices, where the peripheral interface is a serial interface, USB interface, FireWire® interface, or IEEE 1394 interface. Peripheral gaming devices may be printers, card readers, hard drives, and CD-DVD drives.

[0285] In various embodiments, one or more input mechanisms on the wireless game player may be selected from the group consisting of a touchscreen, input switches, input buttons, and a biometric input device, where the biometric input device may be a fingerprint reader. The wireless game player may also be provided with a removable memory interface for receiving removable memory, where the removable memory unit stores image programs for one or more chance games played on the wireless game player. The wireless game player may also include one or more of the following: 1) an audio output interface for receiving a headphone jack, 2) an antenna, 3) an audio emitter, 4) a battery, 5) a power interface for supplying power to the wireless game player and charging the battery from an external power source, 6) a memory unit which stores image programs for one or more chance games played on the wireless game player, 7) an electronic key interface designed to receive electronic keys, and 8) a video graphics card for rendering images on a display screen which can be used to render 2D and 3D graphics.

[0286] Reference The following are incorporated by reference in this specification: U.S. Patent Nos. 6,676,522, 6,846,238, and 6,602,672.

[0287] For the reader's convenience, the above description has focused on representative examples of all possible embodiments, i.e., examples that teach the principles of the invention and convey the best modes assumed for carrying them out. It should be understood that the above description encompasses several implementation techniques that can be used according to various embodiments. Other techniques can be used and assumed according to various embodiments. Various embodiments may be carried out using any suitable technique, whether currently existing or still under development. Throughout this specification and the history of related applications, when the term “invention” is used, it refers to the entire collection of concepts and principles described; in contrast, the formal definition of the exclusively protected property right is explained in the claims, and the claims exclusively govern that right. The description is not intended to exhaustively enumerate all possible modifications. Other undescribed modifications or changes are possible. Where multiple alternative embodiments are described, in many cases it is possible to combine elements of different embodiments, or to combine elements of the embodiments described in this specification with other changes or modifications not explicitly described. In many cases, one feature or group of features can be used separately from the whole of the described apparatus or method. Many of such undescribed modifications, changes, and variations are within the scope of the claims set forth below, and others are equivalent.

[0288] The claims of Japanese Patent Application No. 2010-506608 are listed below. [Claim 1] A step in which the microprocessor of a mobile game device prevents the use of motion-sensitive inputs for games for value until it detects the completion of a calibration sequence for non-value use of the mobile game device by that particular user when the user begins using the mobile game device, the calibration sequence comprising the steps of the mobile game device outputting instructions to the user regarding the movement of the mobile game device for games for value via output means, and detecting and recording the user's movement of the mobile game device in response to those instructions using motion sensors; The steps include: enabling or disabling motion-sensitive input for game commands, and the activation control of the mobile game device receiving input from the user of the mobile game device; The steps include: the microprocessor displays four game symbols related to the game on the display screen of the mobile game device, wherein the four symbols are displayed at four separate points on the display screen, and the mobile game device is part of a mobile game system for playing a game of gambling for value; A method comprising the steps of: the microprocessor receiving motion signals from motion sensors within the mobile game device indicating the movement of the mobile game device in one direction of one of the four mutually separated points, When the enable control is set to enable motion-sensitive input, the microprocessor provides the game system with a game command associated with a game symbol at a corner corresponding to the direction of motion, based on the motion signal from the motion sensor; when the enable control is set to disable motion-sensitive input, the microprocessor does not provide a game command based on the motion signal from the motion sensor. method. [Claim 2] It is a mobile gaming device: Housing with a display screen; A motion sensor within the housing, designed to detect the movement of the mobile game device; An enable control designed to receive input from the user of the mobile game device to enable or disable motion-sensitive input for game commands; A microprocessor designed to receive signals from the motion sensor and the enable control, When the activation control is set by the user to enable motion-sensitive input, the game system is given game commands based on the motion signal from the motion sensor. The system has a microprocessor that is designed not to provide game commands based on motion signals from the motion sensor when the enable control is set by the user to disable motion-sensitive input. The activation control terminates the activation of motion-sensitive input when it detects that the mobile game device is placed in a pocket based on the sensor of the mobile game device not detecting light and / or body temperature. Mobile gaming device. [Claim 3] A mobile game device according to claim 2, wherein the microprocessor further comprises: When a user begins using the mobile gaming device, it is designed to prevent the use of motion-sensitive inputs for games for value until the calibration sequence for non-value use of the mobile gaming device by that particular user is detected. Mobile gaming device. [Claim 4] A mobile game device according to claim 2, wherein the microprocessor further comprises: The mobile game device displays four game symbols related to the game on its display screen, where the four symbols are displayed at four separate points on the display screen, and the mobile game device is part of a mobile game system for playing a game of gambling for value. A motion signal indicating movement in one direction from the four mutually separated points is received from a motion sensor within the mobile game device. It is programmed to generate game commands to the electronic game system that controls the game, which are associated with the game symbols located in the corners corresponding to the direction of the aforementioned movement. Mobile gaming device. [Claim 5] The mobile game device according to claim 2, wherein the motion sensor includes an accelerometer. [Claim 6] The mobile game device according to claim 2, wherein the motion sensor includes a camera. [Claim 7] The mobile game device according to claim 2, wherein the motion sensor is designed to detect the position of the mobile game device. [Claim 8] The mobile game device according to claim 2, wherein the activation control includes a button on the mobile game device, and the activation control is designed to enable motion-sensitive input for the duration that the button is pressed. [Claim 9] The mobile game device according to claim 2, wherein the activation control includes a button on the mobile game device, and is designed to toggle the activation of a motion-sensitive input when the button is pressed. [Claim 10] The mobile game device according to claim 2, wherein the activation control terminates the activation of motion-sensitive input after a period of time during which the motion detector does not detect motion, does not detect significant motion, or does not detect motion that can be converted into a game command. [Claim 11] The aforementioned game command is: (a) Command to insert a bet, (b) An order to place a bet of a certain amount, (c) An order to start the gambling game, (d) A command to discard a card, (e) A command to receive another card, (f) An order not to accept any further cards, (g) A command to select an option during a bonus round. (h) An order to settle the accounts, (i) Instructions to select a payline, and (j) Command to start a bonus round, A mobile game device according to claim 2, comprising one or more of the above. [Claim 12] The mobile game device according to claim 2, wherein the microprocessor is mounted within the housing of the mobile game device. [Claim 13] The process involves the activation control of a mobile game device receiving input from the user of the mobile game device to enable or disable motion-sensitive input for game commands; A method comprising the steps of: having a microprocessor in the mobile game device receive motion signals from a motion sensor in the mobile game device indicating the movement of the mobile game device, When the enable control is set to enable motion-sensitive input, the microprocessor provides the game system with a game command associated with a game symbol at the corner corresponding to the direction of motion based on the motion signal from the motion sensor, and when the enable control is set to disable motion-sensitive input, it does not provide a game command based on the motion signal from the motion sensor. This method further: The microprocessor, when a user begins using the mobile game device, includes a step of preventing the use of the inputs of the mobile game device for games for value until it detects the completion of a calibration sequence for non-value use of the mobile game device by that particular user, wherein the calibration sequence includes the step of the mobile game device outputting instructions to the user regarding the movement of the mobile game device for games for value via output means, and detecting and recording the user's movement of the mobile game device in response to said instructions using motion sensors. method. [Claim 14] The method according to claim 13, further: The steps include: the microprocessor displays four game symbols related to the game on the display screen of the mobile game device, wherein the four symbols are displayed at four separate points on the display screen, and the mobile game device is part of a mobile game system for playing the game for value; The microprocessor receives motion signals from motion sensors within the mobile game device indicating movement in one direction of the four mutually separated points, The step includes the microprocessor generating game commands to an electronic game system that controls the game, which are associated with game symbols located in corners corresponding to the direction of movement. method. [Claim 15] The microprocessor of a mobile game device, when a user begins using the mobile game device, includes a step of preventing the use of the inputs of the mobile game device for a game for value until it detects the completion of a calibration sequence for non-value use of the mobile game device by that particular user, wherein the calibration sequence includes the step of the mobile game device outputting instructions to the user regarding the movement of the mobile game device for a game for value via an output means, and detecting and recording the user's movement of the mobile game device in response to the instructions using a motion sensor. method. [Claim 16] The method according to claim 15, further: The steps include: enabling or disabling motion-sensitive input for game commands, and the activation control of the mobile game device receiving input from the user of the mobile game device; The process includes the step of the microprocessor receiving signals from motion sensors within the mobile game device indicating the movement of the mobile game device, The microprocessor, when the enable control is set to enable motion-sensitive input, provides game commands to the game system based on motion signals from the motion sensor, and when the enable control is set to disable motion-sensitive input, does not provide game commands based on motion signals from the motion sensor. method. [Claim 17] The method according to claim 15, further: The steps include: the microprocessor displays four game symbols related to the game on the display screen of the mobile game device, wherein the four symbols are displayed at four separate points on the display screen, and the mobile game device is part of a mobile game system for playing a game of gambling for value; The microprocessor receives motion signals from motion sensors within the mobile game device indicating movement in one direction of the four mutually separated points, The microprocessor includes the step of generating game commands to an electronic game system that controls the game, associated with game symbols located at corners corresponding to the direction of movement. method. [Claim 18] The microprocessor is designed so that the mobile game device converts motion signals from the motion sensor into game control signals. The method according to claim 15, further comprising the step of the microprocessor using the user's movements detected by the motion sensor during a calibration sequence as training data for the transformation in order to adapt the mobile game device to the user. [Claim 19] The microprocessor further includes the step of displaying a message on the display screen of the mobile game device, the message giving instructions to move the mobile game device in a particular way to specify the movements in the calibration sequence. The method according to claim 15. [Claim 20] The microprocessor further includes a step of testing the user's understanding and ability to use motion control based on the movement of the mobile game device detected by the motion sensor in response to the instruction to the user to perform a movement of the mobile game device corresponding to a specific game command, before allowing the use of motion-sensitive input for a game for value, The method according to claim 15. [Claim 21] The calibration sequence includes a step of outputting a first request for proof of player identification by output means and acquiring a first proof of player identification in the form of a fingerprint or motion of the mobile game device by acquisition means; The steps include: outputting a second request for proof of player identification before the game for value by output means, and obtaining a second proof of player identification in the form of a fingerprint or motion of the mobile game device by acquisition means; The process further includes a step of verifying that the player performing the calibration sequence is the same as the player playing for value by comparing the two proofs of identification using a comparison means. The method according to claim 15. [Claim 22] A step in which the microprocessor of a mobile game device prevents the use of motion-sensitive inputs for games for value until it detects the completion of a calibration sequence for non-value use of the mobile game device by that particular user when the user begins using the mobile game device, the calibration sequence includes the step of the mobile game device outputting instructions to the user regarding the movement of the mobile game device for games for value via output means, and detecting and recording the user's movement of the mobile game device in response to those instructions using motion sensors. The steps include: the microprocessor displays four game symbols related to the game on the display screen of the mobile game device, wherein the four symbols are displayed at four separate points on the display screen, and the mobile game device is part of a mobile game system for playing a game of gambling for value; The microprocessor receives motion signals from motion sensors within the mobile game device indicating movement in one direction of the four mutually separated points, The step includes the microprocessor generating game commands to an electronic game system that controls the game, which are associated with game symbols located in corners corresponding to the direction of movement. method. [Claim 23] The method according to claim 22, further: The microprocessor receives input from the user of the mobile game device via the activation control of the mobile game device, enabling or disabling motion-sensitive input of game commands; The process includes the step of the microprocessor receiving motion signals from motion sensors within the mobile game device indicating the movement of the mobile game device, When the enable control is set by the user to enable motion-sensitive input, the microprocessor provides game commands to the game system based on motion signals from the motion sensor, and when the enable control is set by the user to disable motion-sensitive input, it does not provide game commands based on motion signals from the motion sensor. method. [Claim 24] The method according to claim 22, wherein the display screen is rectangular, and the four mutually separated points are the four corners of the display screen. [Claim 25] The method according to claim 22, wherein the movement is to tilt the mobile game device in the direction of one of the four mutually separated points. [Claim 26] The method according to claim 22, wherein the game symbol is a card from a card game. [Claim 27] The method according to claim 26, further comprising the step of the microprocessor displaying a fifth card in the center of the display screen. [Claim 28] The method according to claim 26, further comprising the step of the microprocessor receiving a movement indicating the fifth of five cards located in the center of the display screen. [Claim 29] The method according to claim 26, wherein the gambling game for value is video poker.

[0289] Several aspects are described below. [Aspect 1] The first signal is detected from the motion sensor of the portable game device. The first signal is to persist for a first period of time, To determine whether the second signal persisted over the first period, If the second signal persists for the first period, a command is determined based on the first signal. A method comprising: executing the command in a gambling game if the second signal persists for the first period of time. [Aspect 2] The method according to embodiment 1, comprising detecting a first signal from a motion sensor provided in a portable game device, wherein the first signal persists for a first period of time. [Aspect 3] The method according to embodiment 2, wherein the motion sensor includes an accelerometer. [Aspect 4] The method according to embodiment 2, wherein the motion sensor includes a camera. [Aspect 5] The method according to embodiment 2, further comprising detecting a second signal from a button on the portable game device, wherein the second signal is generated by applying pressure to the button. [Aspect 6] The method according to embodiment 5, wherein determining whether a second signal persisted over the first period includes determining whether continuous pressure was applied to the button over the first period. [Aspect 7] The method according to embodiment 2, wherein the command is one of the following: (a) a command to place a bet, (b) a command to place a bet of a certain amount, (c) a command to start the gambling game, (d) a command to discard a card, (e) a command to receive another card, (f) a command not to receive any further cards, (g) a command to select an option in a bonus round, (h) a command to settle, (i) a command to select a payline, and (j) a command to start a bonus round. [Aspect 8] The method according to embodiment 2, wherein the first signal is generated via the motion of the portable game device. [Aspect 9] To detect a first signal from the motion sensor of a portable game device, Interpreting the first signal as an identification of a first bet in a first game played on the portable game device, wherein the first bet is in units of worthless currency, To detect a second signal from the motion sensor, Interpreting the second signal as an identification of a second bet in a second game played on the portable game device, wherein the second bet is in units of a valuable currency, The result of the second game will be determined only after the first game has been completed. A method that includes this. [Aspect 10] The method according to embodiment 9, wherein the worthless currency is not convertible to U.S. dollars, and the valuable currency is convertible to U.S. dollars. [Aspect 11] The method according to embodiment 9, wherein the second signal has the same characteristics as the first signal. [Aspect 12] The method according to aspect 9, further comprising displaying a message on the display screen of the portable game device prior to detecting the first signal, the message providing instructions to operate the portable game device in a particular manner for the purpose of identifying the first bet. [Aspect 13] The player is required to provide a first proof of identification of the player after the aforementioned end of the first game, Prior to determining the result, the player will be required to provide a second form of identification for the player, The method according to embodiment 9, further comprising certifying that the second proof is consistent with the first proof. [Aspect 14] The method according to embodiment 13, wherein the first proof is a first fingerprint supplied to the portable game device, and the second proof is a second fingerprint supplied to the portable game device. [Aspect 15] In a portable game device having a rectangular display screen, receiving a signal to instruct a bet, The goal is to decide on 5 cards, The first of the five cards is displayed in the first corner of the aforementioned display screen, The second of the five cards is displayed in the second corner of the aforementioned display screen, The third of the five cards is displayed in the third corner of the aforementioned display screen, The fourth of the five cards is displayed in the fourth corner of the aforementioned display screen, To decide which of the five aforementioned cards will be discarded, To determine the sixth card, Exchanging the aforementioned specific card for the aforementioned sixth card, Based on the sixth card mentioned above, and the five cards that were not discarded, the refund will be determined. A method that includes adjusting credit balances based on refunds. [Aspect 16] The method according to embodiment 15, further comprising displaying the fifth of the five cards in the center of the display screen. [Aspect 17] The discarding of a specific card from the aforementioned five cards is, To detect the motion of the aforementioned portable game device, When the motion is tilting the portable game device toward the first corner of the display screen, it is determined that the first of the five cards is discarded. When the motion involves tilting the portable game device toward the second corner of the display screen, it is determined that the second of the five cards is discarded. When the motion involves tilting the portable game device toward the third corner of the display screen, it is determined that the third of the five cards is discarded. The method according to embodiment 15, further comprising determining that the fourth of the five cards is discarded when the motion is tilting the portable game device toward the fourth corner of the display screen. [Aspect 18] The method according to aspect 15, wherein determining a payout includes determining a payout based on the sixth card, based on the five cards that were not discarded, and based on the rules of video poker.

Claims

1. A mobile game system, said mobile game system is A motion sensor configured to detect the physical movement of a mobile device, Display screen and, Includes at least one processor, The at least one processor is Receiving motion signals from the aforementioned motion sensor, To determine the magnitude of the detected motion, The method involves determining the betting amount for a betting game based on the magnitude of the detected movement, wherein the larger the magnitude of the movement, the larger the betting amount, and The system is configured to send the determined bet amount to the betting game server. Mobile game system.

2. The aforementioned at least one processor is The magnitude of the detected movement is compared with a threshold, and The system according to claim 1, further configured to require the magnitude of a movement to exceed a threshold in order to place a bet exceeding a predetermined betting limit.

3. The aforementioned at least one processor is To determine potential payouts associated with the current game state, and The system according to claim 1, further configured to require a larger move to place a bet than would be required if the potential payout exceeds the payout threshold when the potential payout exceeds the payout threshold.

4. The aforementioned at least one processor is A confirmation message indicating the interpretation of the detected movement and the corresponding betting amount is displayed on the display screen, and The system according to claim 1, further configured to provide a cancellation period during which a player can cancel the execution of the bet.

5. The system according to claim 4, wherein the length of the cancellation period changes based on the betting amount, and the larger the betting amount, the longer the cancellation period.

6. The system according to claim 1, wherein the at least one processor is further configured to require the detected movement to be repeated a predetermined number of times before the player executes the bet corresponding to the movement.

7. A mobile game system, said mobile game system is A motion sensor configured to detect the physical movement of a mobile device, A memory that stores reference motion data associated with the registered player, Includes at least one processor, The at least one processor is Receiving motion signals from the motion sensor indicating the movement of the mobile device, Extracting one or more motion characteristics from the received motion signal, wherein the motion characteristics include at least one of displacement, acceleration, velocity, curvature, or vibration pattern. The extracted motion characteristics are compared with the reference motion data, and Based on the comparison, the system is configured to authenticate the identity of the player attempting to operate the mobile device. Mobile game system.

8. The aforementioned at least one processor is Granting game privileges to the player upon successful authentication, and The system according to claim 7, further configured to deny game access if the extracted motion characteristics do not match the reference motion data within a predetermined confidence interval.

9. The aforementioned reference motion data includes a series of directional movements that form a motion password. The system according to claim 7, wherein the at least one processor is configured to authenticate the player by verifying that the received motion signal corresponds to the motion password.

10. A method, and said method is The steps include: at least one processor of the mobile device receiving motion signals from a motion sensor indicating the physical movement of the mobile device during a betting game; The at least one processor performs the steps of determining the magnitude of the physical movement, The steps include: a step in which at least one processor determines the betting amount for the betting game based on the magnitude of the physical movement, wherein the larger the magnitude, the larger the betting amount; The step of at least one processor sending the determined bet amount to the betting game server, method.

11. The steps include displaying a confirmation message on the mobile device's display screen indicating the interpretation of the detected movement and the determined bet amount, The method according to claim 10, further comprising the step of providing a cancellation period after the display of the confirmation message, during which the player can cancel the bet before executing the bet.

12. The method according to claim 11, further comprising the step of varying the length of the cancellation period based on the amount of the bet, wherein a longer cancellation period is provided for bets exceeding a predetermined amount than for bets less than the predetermined amount.

13. The method according to claim 10, further comprising the step of requiring the player to repeat an action a predetermined number of times before executing the bet corresponding to the action, wherein the predetermined number of repetitions is set to be more frequent for bet amounts exceeding a high bet threshold than for bet amounts below the high bet threshold.

14. The steps include: at least one processor receiving a second set of motion signals from the motion sensor; Steps include: extracting one or more motion characteristics from the second set of motion signals, wherein the motion characteristics include at least one of displacement, acceleration, velocity, curvature, or vibration pattern; The steps include comparing the extracted motion characteristics with reference motion data stored in the memory of the mobile device, The method according to claim 10, further comprising the step of authenticating the player's identity based on the comparison before allowing the player to participate in the betting game.

15. The step of verifying the identity of the aforementioned player is: The steps include comparing the extracted operational characteristics with a motion password that includes a stored sequence of directional movements, The method according to claim 14, comprising the step of granting game privileges if the extracted operating characteristics match the motion password within a predetermined confidence interval.