Dynamic virtual dealer

A machine learning model trains virtual dealers for electronic gaming systems to provide realistic and appropriate interactions, addressing inconsistencies in conventional systems and enhancing player engagement and regulatory compliance.

WO2025212897A1PCT designated stage Publication Date: 2025-10-09LNW GAMING INC
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Patent Information

Application Number
PCT/US2025/022967
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-05
Filing Date
2025-04-03
Publication Date
2025-10-09

AI Technical Summary

Technical Problem

Conventional electronic gaming systems with virtual dealers lack the capability for realistic and appropriate conversational interactions, leading to potential disputes, reputation harm, and decreased player engagement due to inconsistent or inappropriate responses.

Method used

A machine learning model is trained to generate virtual dealer text and audio phrases for various game states, reviewed for appropriateness, and integrated with electronic table game systems to provide customizable, engaging, and accurate dealer interactions.

Benefits of technology

The solution ensures reliable and approved virtual dealer responses, enhancing player experience, improving game play speed, and maintaining regulatory compliance through dynamic and personalized interactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

A disclosed example of a method and / or system to train a machine learning model for a virtual dealer on a game for use by an electronic table game system. The method and / or system further confirms that the training of the machine learning model on the game is accurate and generates, via the machine learning model, a plurality of virtual dealer text phrases for each of a plurality of possible game states for the game. The method and / or system further reviews the generated text phrases for speech and language appropriateness. The method and / or system further provides, for access via a communications network, a version of the trained machine learning model for use by the electronic table game system. Some additional examples include generating audio clips from approved dealer text phrases, reviewing the audio clips, creating lip sync animations that correspond to generated dealer audio clips, and reviewing the generated animations and synced audio prior to release of the approved character animations to a game development server for game integration.
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Description

DYNAMIC VIRTUAL DEALERCROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims the priority benefit of U.S. Provisional Patent Application No. 63 / 575,400 filed April 5, 2024, which is incorporated by reference herein in its entirety.LIMITED COPYRIGHT WAIVER

[0002] A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2025, LNW Gaming, Inc.FIELD

[0003] The present invention relates generally to apparatus and methods for electronic table game systems.BACKGROUND

[0004] Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines as well as those machines, or systems, that are easy to use. Some electronic gaming systems utilize virtual dealers. However, conventional systems provide dealers with limited capabilities for conversational communications that would be consistently appropriate or useful in a regulated gaming environment. For example, player emotions can run high, whether through wins or losses, and a virtual dealer must realistically be able to provide the appropriate responses in a manner that cannot be construed as inappropriate, or that has a conversational tone that is consistently positive orfactually correct. ChatGPT and other artificial intelligence models utilize algorithms that accept user input, such as via text prompt or user voice detection, but their responses are known to be fallible in conversational tone, content, etc., and can often be tricked into saying something that is confusing, inappropriate, awkward, negative, etc. Use of such technology, as currently known, represents challenges to implementation in a live gaming scenario. For example, if a virtual dealer says anything that is confusing, inappropriate, etc., a gaming establishment (that provides the electronic gaming system) could face possible disputes with players over misstated game rules, could cause harm to a reputation of a casino by inappropriate or awkward statements, could discourage game play, and so forth. Furthermore, current systems lack individual and / or customized responses, limited phrases, limited conversational manners, and so forth.

[0005] Therefore, there is a need for table game product that overcomes these challenges and provides an electronic gaming system with a dynamic virtual dealer that is realistic in voiced features, which is configured to output a sufficiently reliable quality of interactive content (e.g. of dealer responses during game play), that are approvable and useful for a regulated gaming context, etc.SUMMARY

[0006] According to an example of the present disclosure, a method includes training a machine learning model for a virtual dealer on a game for use by an electronic table game system. The method further includes confirming that the training of the machine learning model on the game is accurate and generating, via the machine learning model, a plurality of virtual dealer text phrases for each of a plurality of possible game states for the game. The method further includes reviewing the generated text phrases for speech and language appropriateness. The method further includes providing, for access via a communications network, a version of the trained machine learning model for use by the electronic table game system. Some examples further include a method to train the machine learning model from speech of a live voice actor and generate virtual dealer audio clips from the approved dealer text phrases. In some examples, the method further includes reviewing the generated audio clips for content accuracy and for speech and language appropriateness. In some examples, the method further includes performing virtual dealer character programming via use of a high quality digital human framework and creating lip sync animations that correspond to generated virtual dealer audio clips. In some examples, the methodfurther includes reviewing the generated character animations and synced audio prior to release of the approved character animations to a game development server for integration of the trained virtual dealer with the electronic table game system.

[0007] In another example, a method is disclosed that involves training, by a processor, a machine learning model associated with a virtual dealer on a game for use by an electronic table game system. The method further involves confirming, by the processor, that the training of the machine learning model on the game is accurate, and generating, by the processor via the machine learning model, a plurality of virtual dealer text phrases for each corresponding one of a plurality of possible game states for the game. The method further involves evaluating, by the processor for approval, the plurality of virtual dealer text phrases based on criteria for speech and language appropriateness. The method further involves associating, by the processor via storage on a computer memory of the electronic table game system, each approved one of the plurality of virtual dealer text phrases with each corresponding one of the plurality of possible game states. The electronic table game system is configured to execute instructions that randomly select, from the computer memory, at least one approved one of the plurality of virtual dealer text phrases for presentation by the virtual dealer in response to occurrence, during runtime of the electronic table game system, of each corresponding one of the plurality of possible game states. In one embodiment, the method can also involve training the machine learning model based on use of speech of a live voice actor. In one embodiment, the method can further involve generating, by the processor using the machine learning model based on the speech of the live voice actor, virtual dealer audio clips from each approved one of the plurality of virtual dealer text phrases. In one embodiment, the method can further involve evaluating, by the processor for approval, the virtual dealer audio clips based on criteria for content accuracy and based on the criteria for speech and language appropriateness. In one embodiment, the method can further involve performing, by the processor, virtual dealer character programming via use of a high quality digital human framework. In one embodiment, the method can further involve generating, by the processor in response to performing the virtual dealer character programming, lip sync character animations that correspond to approved ones of the virtual dealer audio clips. In one embodiment, the method can further involve evaluating, by the processor for approval, the lip sync character animations and associated synced audio, and integrating, by the processor in response to the evaluating, approved ones of the lip sync character animations with the electronic table game system for access by thevirtual dealer. In one embodiment, the method can further involve training, by the processor via the machine learning model, the virtual dealer to audibly speak to players in a conversational manner using one or more of speech recognition, speech synthesis, natural language processing, or dialog management. In one embodiment, the method can further involve training, by the processor via the machine learning model, the virtual dealer to one or more of present cards to a player for a cut, place cards in a shuffler and remove cards from the shuffler, pitch cards, or bum an initial card after reloading a shoe. In one embodiment, the method can further involve training, by the processor via the machine learning model, the virtual dealer regarding casino facilities or layout. In one embodiment, the method can further involve training, by the processor via the machine learning model, the virtual dealer to determine a profitability of a player based on real time play and dynamically speak offers or marketing information to encourage one or more of specific types of bonus wagers, special payouts, lower minimums, special wagers, or different rules to the game for a specified time period. In one embodiment, the method further involves training, by the processor via the machine learning model, the virtual dealer to provide one or more of dealer training to a live table dealer or a scheduled training for a player account. In one embodiment, the method can further involve training, by the processor via the machine learning model, the virtual dealer to conduct a gaming tournament.

[0008] Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.BRIEF DESCRIPTION OF THE FIGURES

[0009] FIG. 1 is a perspective view of a gaming system 100 according to at least some aspects of the disclosed concepts.

[0010] FIG. 2 is a schematic block diagram of a gaming system architecture 200 according to at least some aspects of the disclosed concepts.

[0011] FIG. 3 is a diagram of an example network according to one or more embodiments of the present disclosure.

[0012] FIG. 4 is a schematic view of a gaming system according to one or more embodiments of the present disclosure.

[0013] FIG. 5 is a block diagram of a computer system according to one or more embodiments of the present disclosure.

[0014] FIG. 6 illustrates an example of a method flow of training an Al dealer according to one or more embodiments of the present disclosure.

[0015] FIG. 7 illustrates an example of a method flow of training an Al dealer according to one or more embodiments of the present disclosure.

[0016] FIG. 8 illustrates an example of a method flow of training an Al dealer according to one or more embodiments of the present disclosure.

[0017] FIG. 9 illustrates an example of a method flow of implementing a trained Al dealer according to one or more embodiments of the present disclosure.

[0018] While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.DESCRIPTION OF THE EMBODIMENTS

[0019] While this invention is susceptible of embodiment in many different forms, there is shown in the drawings, and will herein be described in detail, at least some embodiments with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated. For purposes of the present detailed description, the singular includes the plural and vice versa (unless specifically disclaimed); the words “and” and “or” shall be both conjunctive and disjunctive; the word “all” means “any and all”; the word “any” means “any and all”; and the word “including” means “including without limitation.”

[0020] The descriptive content herein provides advancement in the technology of animation and entertainment systems, particularly gaming machines and electronic gaming systems. For example, in some instances, an electronic gaming system can dynamically generate a virtual dealer The dynamically generated virtual dealer can be customized to the player or scenario, and hence produce more engaging, entertaining, and / or useful gaming content. Furthermore, because amachine learning model can be trained to dynamically generate realistic, accurate, and appropriate virtual dealer content, the gaming system can be assured to dynamically generate content that is approved and authorized for presentation by the game provider, jurisdictional bodies, etc.

[0021] A virtual dealer (e.g., also referred to herein as an artificial intelligence (Al) dealer), according to various embodiments, improves an electronic gaming system (e.g., by improving an accuracy of gaming content provided, by providing gaming content that is appropriate, by improving a quality of experience by the player, by improving a speed by which the gaming device can complete a game action, by improving a way that a gaming device indicates or describe a game or game outcome, by enabling repeated or continuous play more quickly than a non-AI virtual dealer would, etc.).

[0022] FIG. 1 is a diagram of an example network (“network 100”) according to one or more embodiments of the present disclosure. The network 100 includes a game developer system 150 communicatively coupled (e.g., connected within the network 100) to additional devices via one or more telecommunication networks (i.e., “telecommunication network(s) 140”) and via a local casino network 132. In some embodiments, the telecommunication network(s) 140 include, but are not limited to, the Internet, a computer network, a cell phone communication network, etc. The game developer system 150 is associated with a game provider entity that develops and provides gaming content and / or gaming devices (e.g., Light & Wonder, Inc.). The game developer system 150 it further connected to various sources of information used to develop the gaming content, such as development requirements (e.g., virtual dealer requirements, technical specifications, legal or jurisdictional requirements, game-design constraints, etc.) stored in database 152, content data (e.g., virtual dealer training data) stored in database 153, user / use data (e.g., player-related data, technician-related data, casino-related data, etc.) stored in database 154, and so forth. The development requirements can include data related to game-function constraints (e.g., math models, thematic look, etc.), regulatory constraints, requirements for presentation of game events, hardware requirements, security requirements, and so forth. The content data may include content that is used by a virtual dealer for responses to a variety of game states, virtual dealer audio or video clips, etc. The user / use data includes data about users and / or use of gaming device that utilize electronic table game systems. In one example, the user / use data includes player-related data associated with a player account logged in via a player interface device (e.g., via the iView® player interface product manufactured by Light & Wonder, Inc). The game developer system 150 trainsan artificial intelligence model, such as a machine learning model (e.g., a generative adversarial network, a text-to-image neural network, a Large Language Model, a deep learning model, a neural network model, etc.) to function as a realistic, reliable, artificially-voiced Al dealer. In one embodiment, the machine learning model is trained using, as parameters, hyperparameters, input values, etc., the design requirements, content data, use / user data, or other information, to dynamically generate, as output, gaming content that meets the constraints and / or requirements (e.g., as indicated by the development requirements, content data, user / use data, etc.). In one embodiment, the cloud computing platform 142 provides the basic (untrained) machine learning model (e.g., the basic machine learning algorithms, with established parameters as well as variable hyperparameters which are accessible, and modifiable, for fine-tuning to a particular purpose during training based on the data sets provided by the game developer system 150). Thus, in one embodiment, the game developer system 150 trains the generative machine learning model using the processing (e.g., Graphics Processor Unit (GPU) processing), storage (e.g., distributed memory storage), or other hardware capabilities of the cloud computing platform 142. In another embodiment, the game developer system 150 trains the machine learning model and then provides it for access online via the cloud computing platform 142. The cloud computing platform 142 makes the trained machine learning model accessible to edge computing device 116, for use to presenting an Al dealer for real-time (e.g. live) use of electronic gaming system 110. Examples of the cloud computing platform 142 include the Amazon Web Services (AWS) cloud computing service by Amazon.com, Inc., the Google Cloud Platform (GCP) cloud computing service by Google LLC, the Azure Machine Learning (Azure ML) cloud computing service by Microsoft Corporation, and so forth.

[0023] In one embodiment, gateway 120 is communicatively coupled via a gaming network, (e.g., via casino network 132)) to casino management system (“CMS”) 122, which is communicatively coupled to the electronic gaming system 110. Gateway 120 may be a server, a desktop computer, a laptop, a smartphone, a gaming machine, or other form of electronic device having one or more processors, a computer memory, an electronic communications system (e.g., a bus, a network interface device, a wireless communications device, etc.), etc. For instance, gateway 120 may be computer system 500 described in FIG. 5.

[0024] The electronic gaming system 110 can be, by way of example, an electronic table game(ETG) system, such as the gaming system 200, an electronic gaming machine (EGM), such asgaming machine 410, a computer system, such as computer system 500, etc. Edge computing device 116 may be connected to, and / or incorporated with electronic gaming system 110 (e.g., via external -system interface 458). In one embodiment, edge computing device 116 may be connected to a group (e.g., section, bank, etc.) of gaming devices (e.g., multiple versions of gaming machine 410). In one embodiment, edge computing device 116 is part of, or incorporated into, a centralized local-network device, a casino-network server, (e.g., gaming server 135, CMS 122, etc.). In one example, edge computing device 116 is a host to a virtual dealer controller.

[0025] CMS 122 is authorized to perform transactions with, and / or to securely communicate with, a player interface device (e.g., associated with electronic gaming system 110). In some embodiments, some combination of one or more of player interface device, CMS 122, gateway 120, and / or one or more data storage devices (e.g., database 124, which stores player-related data) may be collectively referred to as a “player tracking system,” a “patron management system,” etc., or more generally as, or part of, the casino system 130. CMS 122 provides (via player interface device) “system-based content” and / or “system-based services.” System-based content and / or system-based services may include, but are not necessarily limited to, content related to player benefits, casino services, marketing bonuses, promotions, advertisements, beverage or dining services, or any other information that is relevant to the player’s gaming experience other than the wagering game itself. Content for a wagering game may be referred to as game content. Game content, for instance, includes game assets of the wagering game, content related to a bet placed on the game (e.g., bet meters, pay tables, payout / collection, credit meters, number of lines selected for betting, an amount bet per line, a maximum bet, etc.), game play elements of the game (e.g., reels, indicia, game symbols,), game instructions, etc. The term “gaming content,” as used herein, comprises both system -based content and game content. Examples of the CMS 122 include, but are not limited to, one or more of the ACSC Casino Management System® product, the SDS® slot-management product, the CMP® player-tracking product, the Elite Bonusing Suite® product, or the Bally Unified Wallet® product, all available from Light & Wonder, Inc.

[0026] In some embodiments, elements of the casino system 130 are configured to use a trained machine learning model (e.g., the casino system 130 is authorized, to coordinate communications with the cloud-computing platform 142 to access the trained machine learning model), to present a virtual dealer (e.g., at game runtime). Because the machine learning model for a virtual dealer has been trained on the various constraints and requirements, then the machinelearning model can dynamically generate and animate a virtual dealer that meets the necessary conditions or requirements (e.g., meets virtual dealer training constraints, meets regulatory rules / regulations for dealer-player interactions, etc.).

[0027] The network 100 can be used to train and deploy an Al dealer configured to perform various operations described in the following paragraphs.

[0028] Some embodiments describe training an artificial intelligence (Al) based, virtual dealer (referred to herein as an “Al dealer”) that automates the role of a dealer for a table game. The Al dealer is configured (e.g., trained) to audibly speak to players in a conversational manner (using speech recognition, speech synthesis, natural language processing, dialog management, etc.). The Al Dealer is configured to have customizable features, such as a personality. For example, in some embodiments, the Al dealer can be configured to have one of many different personalities (e.g., celebrity personalities, personality types, etc.) based on player preference. In some embodiments, an Al dealer is configured to have physicals movements that mimic motions of a real dealer (e.g., deals cards, deals a card toward a player’s hand, accepts bets, returns bets, shows cards, etc.).

[0029] In some embodiments, an Al dealer is configured to have dynamic physical movements. Some examples include an Al dealer configured to present cards to a player for the cut (when appropriate). Some examples include an Al dealer configured to place cards in a shuffler and remove cards from the shuffler. Some examples include an Al dealer configured to pitch cards. Some examples include an Al dealer configured to perform traditional procedural movements, such as burning the initial card after reloading the shoe.

[0030] In some embodiments, an Al dealer is configured to dynamically provide information. For example, some embodiments include an Al dealer that provides information on games and game experience. Some embodiments describe an Al dealer that manages a gaming table, having knowledge of all game rules, strategy, game logic, odds, paytables, etc. to guide a player through successful gaming experience. The Al dealer responses are comprehensive and accurate. In some embodiments, the Al provides sports information and / or sportsbook information, bets, or other opportunities. In some embodiments, the Al dealer provides a scoreboard for player trends or for multiple games. In other embodiments, the Al dealer is aware of information about casino facilities or layout (e.g., locations of tables, locations of types of gaming machines, locations of restaurants, locations, of bathrooms, etc.). In some embodiments, the Al dealer has access to a merchant Point of Sale (POS) system, a ticketing and / or hotel systems to provide additionalinformation (beyond what a live dealer is able to provide) about a property's entertainment, restaurants, stores, child care services, hotel room availability, etc.

[0031] In some embodiments, an Al dealer is configured to perform complex determinations and / or analytics. Some embodiments include an Al dealer configured to determine a value, or worth, or profitability of a player based data obtained during real time play, coin in, etc. One example includes an Al dealer configured to determine accurate player skill level using sophisticated analytical tools.

[0032] In some embodiments, an Al dealer is configured to provide offers, marketing, etc., such as an Al dealer trained to upsell additional services, suggest or offer propositions, announce deals from a hotel, casino, or restaurant, etc., provide advanced offers, etc. Some embodiments include an Al dealer configured to encourage more profitable bonus wagers. Some embodiments include an Al dealer configured to generate, offers, special payouts, lower minimums, special wagers, or different rules to a game for a specified time period. Some embodiments include an Al dealer configured to make efforts to attract players. Some embodiments include an Al dealer configured to receive input from an operator regarding upcoming events, promotions, specials, and other messages, such as to present during an attract mode.

[0033] In some embodiments, an Al dealer is configured to provide training. For example, some embodiments include an Al dealer configured to provide dealer training to live table dealers. Some embodiments include an Al dealer configured schedule tutorials or classes with a player or a dealer. In some embodiments, the Al dealer provides content related to skills. For example, the Al dealer can provide game content according to rules decided by skill, strength, or luck.

[0034] In some embodiments, an Al dealer is configured to provide group gaming. For example, some embodiments include an Al dealer configured to conduct an entire tournament including calling players to their seats.

[0035] In some embodiments, an Al dealer is configured to detect players and interact with the players. For example, some embodiments describe an Al dealer that knows about an individual player (e.g., via observation / sensing, via access to player profile, via access to player account, via tracking player activity, etc.). In some embodiments, the Al dealer detects an identity or other characteristics of a player (e.g., words, gestures, pronunciation, language, etc.) using advanced detection techniques (e.g., eye / iris / retinal tracking, finger print scan, voice pattern detection, detection of player’s direction and angle of visual gaze, hand motion interpretation, facialpattern / character! stic evaluation, etc.). In some embodiments, the Al dealer recognizes player position (using cameras, microphone, biometric sensors, etc.). In some embodiments, the Al can look a user in the eye and direct speech to the location of the user. In some embodiments, the Al dealer can interact / interface with player personally and / or in a way specifically tailored to player. In some embodiments, the Al dealer can provide positive statements (e.g., congratulations, acknowledgments of winnings, etc.). In some embodiments, the Al dealer can provide emotional offering (e.g., emotional support, caring, complements, emotional state detection / response, etc.). In some embodiments, the Al dealer can track player activity, player wins, player loses, casino or other establishment activity, prior interactions, wager information, gaming session time, time of day player players, profile information, etc.

[0036] In some embodiments, an Al dealer is configured to interact with casino services, order drinks for players, repeat orders, customize orders (e.g., determine whether player drinks nonalcoholic drinks, etc.). In some embodiments, the Al dealer has access to casino services and systems (e.g., hospitality, player loyalty, accounting systems, etc.). In some embodiments, the Al dealer is configured to call casino employees, such as a pit boss, a technician, or any other casino personnel for assistance with getting credit, showing comps, meal comps, drawing entries, acknowledging a “step-up” in player loyalty level, etc. In some embodiments, the Al dealer can temporarily hold a player’s seat for a short time to allow for bathroom breaks, getting more cash, etc. The Al dealer can identify the player's return, such as via use of the camera (and video analysis of image data), via biometric scanners, via sensors at a player terminal (e.g., sound sensors, motion sensors, pressure sensors, proximity sensors, distance sensors, etc.).

[0037] In some embodiments, an Al virtual dealer is configured to perform dynamic audible response characteristics. Some examples include an Al dealer configured to generate responses that are instant with no buffering. Some examples include an Al dealer configured to generate responses that large enough in a variety of responses to avoid boredom. Some examples include an Al dealer configured to generate responses that have no negatives (e.g., no bad moods). Some examples include an Al dealer configured to generate responses using vocabulary that is limited in order to avoid any offensive words or phrases.

[0038] In some embodiments, the trained virtual dealer provides interactions with players that add entertainment value, such as providing, via a dealer personality, excitement (e.g., celebration of positive player outcomes), information, sympathy (e.g., consoles the player when they havenegative outcomes), empathy (e.g., relates to the experiences of the players), friendship (e.g., friendly banter), advice (e.g., optimal strategy to play the player’s hand, with appropriate disclaimers), recognition (e.g., acknowledges the value of the player / customer), etc.

[0039] FIG. 2 is a perspective view of a gaming system according to at least some aspects of the disclosed concepts. The gaming system 200 includes player terminals 214A through 214E that are arranged in a bank around a video device 258. The video device 258 includes a randomizing device screen 264 to present an outcome of a randomizing device (e.g., a roulette wheel, cards, dice, etc.) and a virtual dealer screen 260. In some embodiments, the virtual dealer screen 260 displays a video simulation of a virtual dealer 225 configured, according to one or more embodiments of the disclosed material, for interaction with the video device 258, such as through processing one or more stored programs stored in a memory 295 to implement the rules of game play at the video device 258 and / or to access and execute a virtual dealer, such as an Al dealer described herein. The virtual dealer screen 260 may be carried by a generally vertically extending cabinet 262 of the video device 258. The randomizing device screen 264 is configured to display the randomizing device outcome. A randomizing device (also referred to as a “randomizer”) includes a device that generates and displays (e.g., via indicia) the randomness element of a game of chance. A randomizing device may include, but is not limited to, one or more of a die or set of dice, a playing card or set of playing cards, a playing tile or set of tiles, a roulette wheel, a numbered ball drawn from a container, a spinning top, etc. The randomizing device functions as a random number generator that can produce random outcomes. Physical randomizing devices are often used for casino table games. Electronic randomizing devices operate according to randomizing algorithms that match or mimic the randomization characteristics of a physical version of the randomizing device. In one example, the gaming system 200 is electronic game system having a random number generator (e.g., run by control processor 297 or game controller 210) based on the randomizing device for the actively played wagering game. During an active bet cycle of the wagering game (e.g., of a roulette game, of a Blackjack game, etc.), the player may select (via one of the player terminals 214A through 214E) one or more betting patterns for the wagering game (e.g., for roulette, for Blackjack, etc.). After the player selects the betting pattern(s) for the wagering game, the randomizing device produces a random outcome (having a particular pattern or configuration of the random device elements, referred to herein as an “outcome pattern”).

[0040] Each of the player terminals 214A through 214E includes a respective player interface area 232A through 232E that is configured for wagering and game play interactions with the video device 258 and / or virtual dealer 225. The player interface area 232A through 232E can present (depending on a display mode) either one of a user interface or a display. Furthermore, in some embodiments, all or more of the portion (and / or content) of the display can be presented via the video device 258. Accordingly, game play may be accommodated without involving a physical roulette wheel, physical chips, and / or live personnel. The action may instead be simulated by control processor 297 interacting with and controlling the video device 258 (and / or with any other of the devices described in FIG. 1). The control processor 297 may be located internally within, or otherwise proximate to, the video device 258, such as in one of the player terminals 214A through 214E. The control processor 297 may be programmed to implement the rules of game play at the video device 258 and to present a virtual dealer. As such, in some embodiments, the control processor 297 interacts and communicates with display / input interfaces and data entry inputs for each player interface area 232A through 232E of the respective player terminals 214A through 214E. Other embodiments of gaming systems and gaming devices may include a control processor that may be similarly adapted to the specific configuration of its associated device. In some examples herein, the control processor 297 is referred to as a game controller (e.g., game controller 210). Furthermore, in some examples, the player terminals 214A through 214E can vary in number or location. For example, any of the player terminals 214A through 214E may be any one of the player terminals 302 described in FIG. 3.

[0041] Still referring to FIG. 2, a communication device 299 may be included and operably coupled to the control processor 297 such that information related to operation of the gaming system 200, information related to the game play, or combinations thereof may be communicated between the gaming system 200 and other devices (not shown) through a suitable communication media, such, as, for example, wired networks, Wi-Fi networks, and cellular communication networks. In some embodiments, the communication device 299 is, or is associated with, switch 320 of FIG. 3, casino network 360, external system interface 458 of FIG.4, external system(s) 460 and / or network adapter 556 of FIG. 5.

[0042] Referring still to FIG. 2, the video device 258 may further include one or more banners 255 configured to communicate rules of play and / or the like, which may be located along one or more walls of the cabinet 262 or otherwise incorporated into the video device 258. The videodevice 258 may further include additional decorative lights (e.g., emotive lighting 270) and speakers (not shown). In some embodiments, the processor animates highlight effects with the decorative lights. For instance, the processor can select a color for the decorative lights that matches (e.g., an attribute or characteristic of) a highlight effect.

[0043] Although an embodiment is described showing individual discrete player terminals, in some embodiments, the entire playing surface (e.g., player interface areas 232A through 232E, randomizing device screen 264, etc.) may be an electronic display that is logically partitioned to permit game play from a plurality of players for receiving inputs from, and displaying game information to, the players, the dealer, or both.

[0044] FIG. 3 is a schematic block diagram of a gaming system architecture (“architecture 300”) according to at least some aspects of the disclosed concepts. The architecture 300 includes a plurality of player terminals 302 communicatively coupled via a network communication device (e.g., switch 320) to a virtual dealer display 322. The virtual dealer display 322 presents instructions from a virtual dealer for a group game (e.g., as presented by video device 258 in FIG. 2). The virtual dealer display 322 is controlled by a display control 312 associated with one of the player terminals 302. The display control 312 is configured to present a randomizing device (e.g., the display control 312 animates the randomizing device via the virtual dealer display 322. Furthermore, a game engine (also referred to as game controller 310), is associated with a different one of the player terminals 302. The game controller 310 executes roulette-outcome logic, resets won progressive values, and contains a random number generator (RNG) to determine game outcomes.

[0045] Each of the player terminals 302 includes a game client 306 that subscribes to a game service 304 associated with the group game. Each of the game clients 306 is configured to present game content (e.g., game assets for betting layouts, randomizing device content, highlight effects, etc.). In some embodiments, the game clients 306 are configured to present the game content and highlight effects via player interface areas 132A through 132E (shown in FIG. 1). In some embodiments, the game clients 306 are configured to present the game content via user interfaces. Furthermore, in some embodiments, the game service 304 is associated with the game controller 310 and / or a game server.

[0046] FIG. 4 is schematic view of a gaming system according to at least some aspects of the disclosed concepts. Referring to FIG. 4, a gaming machine 410 includes game-logic circuitry 440(e.g., securely housed within a locked box inside a gaming cabinet). The game-logic circuitry 440 includes a central processing unit (CPU) 442 connected to a main memory 444 that comprises one or more memory devices. The CPU 442 includes any suitable processor(s), such as those made by Intel Corporation and Advanced Micro Devices, Inc. By way of example, the CPU 442 includes a plurality of microprocessors including a primary (e.g., master) processor, a secondary (e.g., worker, helper, etc.) processor, a parallel processor, etc. Game-logic circuitry 440, as used herein, comprises any combination of hardware, software, or firmware disposed in or outside of the gaming machine 410 that is configured to communicate with or control the transfer of data between the gaming machine 410 and a bus, another computer, processor, device, service, or network. The game-logic circuitry 440, and more specifically the CPU 442, comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry 440, and more specifically main memory 444, comprises one or more memory devices which need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry 440 is operable to execute all of the various gaming methods and other processes disclosed herein. The main memory 444 includes a wagering-game unit 446. In one embodiment, the wagering-game unit 446 causes wagering games to be presented, such as video poker, video blackjack, video slots, video lottery, etc., in whole or part.

[0047] The game-logic circuitry 440 is also connected to an input / output (I / O) bus 448, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I / O bus 448 is connected to various input devices 450, output devices 452, and input / output devices 454.

[0048] By way of example, the output devices 452 may include a primary presentation device, (e.g., primary display), a secondary presentation device, (e.g., a secondary display), and one or more audio speakers. The primary presentation device or the secondary presentation device may be a mechanical -reel display device, a video display device, or a combination thereof. In one such combination disclosed in U.S. Patent No. 6,517,433, a transmissive video display is disposed in front of the mechanical-reel display to portray a video image superimposed upon electromechanical reels. In another combination disclosed in U.S. Patent No. 7,654,899, a projector projects video images onto stationary or moving surfaces. In yet another combination disclosed in U.S. Patent No. 7,452,276, miniature video displays are mounted to electro-mechanical reels andportray video symbols for the game. In a further combination disclosed in U.S. Patent No. 8,591,330, flexible displays such as OLED or e-paper displays are affixed to electro-mechanical reels. The aforementioned U.S. Patent Nos. 6,517,433, 7,654,899, 7,452,276, and 8,591,330 are incorporated herein by reference in their entireties.

[0049] The presentation devices, the audio speakers, lighting assemblies, and / or other devices associated with presentation are collectively referred to as a “presentation assembly” of the gaming machine 410. The presentation assembly may include one presentation device (e.g., the primary presentation device), some of the presentation devices of the gaming machine 410, or all of the presentation devices of the gaming machine 410. The presentation assembly may be configured to present a unified presentation sequence formed by visual, audio, tactile, and / or other suitable presentation means, or the devices of the presentation assembly may be configured to present respective presentation sequences or respective information.

[0050] The presentation assembly, and more particularly the primary presentation device and / or the secondary presentation device, variously presents information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts, announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming machine 410. The gaming machine 410 may include a touch screen(s) mounted over the primary or secondary presentation devices, buttons on a button panel, a bill / ti cket acceptor, a card reader / writer, a ticket dispenser, and player-accessible ports (e.g., audio output jack for headphones, video headset jack, USB port, wireless transmitter / receiver, etc.). It should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming machine in accord with the present concepts.

[0051] The player input devices, such as the touch screen, buttons, a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual-input device, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs, which correspond to an enabled feature for such inputs at a time of activation (e.g., pressing a “Max Bet” button or soft key to indicate a player’s desire to place a maximum wager to play the wagering game). The inputs, once transformed into electronic data signals, are output to game-logic circuitry for processing. The electronic data signals are selected from a group consisting essentially of anelectrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.

[0052] The input / output devices 454 include one or more value input / payment devices and value output / payout devices. In order to deposit cash or credits onto the gaming machine 410, the value input devices are configured to detect a physical item associated with a monetary value that establishes a credit balance on a credit meter. The physical item may, for example, be currency bills, coins, tickets, vouchers, coupons, cards, and / or computer-readable storage mediums. The deposited cash or credits are used to fund wagers placed on the wagering game played via the gaming machine 410. Examples of value input devices include, but are not limited to, a coin acceptor, a bill / ticket acceptor (e.g., a bill validator), a card reader / writer, a wireless communication interface for reading cash or credit data from a nearby mobile device, and a network interface for withdrawing cash or credits from a remote account via an electronic funds transfer. In response to a cashout input that initiates a payout from the credit balance on the “credits” meter, the value output devices are used to dispense cash or credits from the gaming machine 410. The credits may be exchanged for cash at, for example, a cashier or redemption station. Examples of value output devices include, but are not limited to, a coin hopper for dispensing coins or physical gaming tokens (e.g., chips), a bill dispenser, a card reader / writer, a ticket dispenser for printing tickets redeemable for cash or credits, a wireless communication interface for transmitting cash or credit data to a nearby mobile device, and a network interface for depositing cash or credits to a remote account via an electronic funds transfer.

[0053] The VO bus 448 is also connected to a storage unit 456 and an external-system interface 458, which is connected to external system(s) 460 (e.g., wagering-game networks, communications networks, etc.).

[0054] The external system(s) 460 includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system(s) 460 comprises a player’s portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external -system interface 458 is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine410, such as by a near-field communication path operating via magnetic-field induction or a frequency -hopping spread spectrum RF signals (e.g., Bluetooth, etc ).

[0055] The gaming machine 410 optionally communicates with the external system(s) 460 such that the gaming machine 410 operates as a thin, thick, or intermediate client. The game-logic circuitry 440 — whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 410 — is utilized to provide a wagering game on the gaming machine 410. In general, the main memory 444 stores programming for a random number generator (RNG) and game-outcome logic. Furthermore, in some embodiments, the main memory stores at least some gaming content (e.g., art, sound, etc.) and / or dynamically generates gaming content that has is approved or authorized for presentation (e.g., the gaming content has either (1) received regulatory approval from a gaming control board or commission and is verified by a trusted authentication program in the main memory 444 prior to game execution or (2) is dynamically generated via an artificial intelligence model, such as a machine learning model that is trained to generate content that is compliant with regulatory, or other, requirements). In one example, an authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compares it to a trusted code stored in the main memory 444. If the codes match, authentication is deemed a success and the game is permitted to execute. If, however, the codes do not match, authentication is deemed a failure that must be corrected prior to game execution. Without this predictable and repeatable authentication, the gaming machine 410, external system(s) 460, or both are not allowed to perform or execute the RNG programming or game-outcome logic in a regulatory-approved manner and are therefore unacceptable for commercial use. In other words, through the use of the authentication program, the game-logic circuitry facilitates operation of the game in a way that a person making calculations or computations could not.

[0056] When a wagering-game instance is executed, the CPU 442 (comprising one or more processors or controllers) executes the RNG programming to generate one or more pseudo-random numbers. The pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU 442 when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game. The resultant outcome is then presented to a player of the gaming machine 410 by accessing associated game assets, required for the resultant outcome, from themain memory 444. The CPU 442 causes the game assets to be presented to the player as outputs from the gaming machine 410 (e.g., audio and video presentations). Instead of a pseudo-RNG, the game outcome may be derived from random numbers generated by a physical RNG that measures some physical phenomenon that is expected to be random and then compensates for possible biases in the measurement process. Whether the RNG is a pseudo-RNG or physical RNG, the RNG uses a seeding process that relies upon an unpredictable factor (e.g., human interaction of turning a key) and cycles continuously in the background between games and during game play at a speed that cannot be timed by the player, for example, at a minimum of 100Hz (100 calls per second) as set forth in Nevada’s New Gaming Device Submission Package. Accordingly, the RNG cannot be carried out manually by a human and is integral to operating the game.

[0057] The gaming machine 410 may be used to play centrally determined games. Centrally determined games are a type of game whose outcomes are determined by a central server and delivered to player terminals (e.g., to be displayed in an entertaining fashion). It includes, but is not limited to, Class 2 games, electronic pull-tab games, electronic scratch ticket games, historical horse racing, bingo games, etc. In an electronic pull-tab game, the RNG is used to randomize the distribution of outcomes in a pool and / or to select which outcome is drawn from the pool of outcomes when the player requests to play the game. In an electronic bingo game, the RNG is used to randomly draw numbers that players match against numbers printed on their electronic bingo card.

[0058] The gaming machine 410 may include additional peripheral devices or more than one of each component shown in FIG. 4. Any component of the gaming-machine architecture includes hardware, firmware, or tangible machine-readable storage media including instructions for performing the operations described herein. Machine-readable storage media includes any mechanism that stores information and provides the information in a form readable by a machine (e.g., gaming terminal, computer, etc.). For example, machine-readable storage media includes read only memory (ROM), random access memory (RAM), magnetic-disk storage media, optical storage media, flash memory, etc.

[0059] FIG. 5 is a block diagram of a computer system 500 according to one or more embodiments. The computer system 500 includes at least one processor 542 coupled to a chipset 544, as indicated in dashed lines. Also coupled to the chipset 544 are memory 546, a storage device 548, a keyboard 550, a graphics adapter 552, a pointing device 554, and a network adapter 556. Adisplay 558 is coupled to the graphics adapter 552. In one embodiment, the functionality of the chipset 544 is provided by a memory controller hub 560 and an I / O controller hub 562. In another embodiment, memory 546 is coupled directly to the processor 542 instead of to the chipset 544.

[0060] The storage device 548 is any non-transitory computer-readable storage medium, such as a hard drive, a compact disc read-only memory (CD-ROM), a DVD, or a solid-state memory device (e.g., a flash drive). Memory 546 holds instructions and data used by processor 542. The pointing device 554 may be a mouse, a track pad, a track ball, or another type of pointing device, and it is used in combination with the keyboard 550 to input data into the computer system 500. The graphics adapter 552 displays images and other information on the display 558. The network adapter 556 couples the computer system 500 to a local or wide area network.

[0061] As is known in the art, the computer system 500 can have different and / or other components than those shown in FIG. 5. In addition, the computer system 500 can lack certain illustrated components. In one embodiment, the computer system 500 acting as the gateway 120 (FIG. 1) may lack the keyboard 550, pointing device 554, graphics adapter 552, and / or display 558. Moreover, the storage device 548 can be local and / or remote from the computer system 500 (such as embodied within a storage area network (SAN)). Moreover, other input devices, such as, for example, touch screens may be included.

[0062] The network adapter 556 (may also be referred to herein as a communication device) may include one or more devices for communicating using one or more of the communication media and protocols discussed above with respect to FIG. 1, FIG. 2, FIG. 3, or FIG. 4.

[0063] In addition, some or all of the components of this general computer system 500 of FIG. 5 may be used as part of the processor and memory discussed above with respect to the systems or devices described for FIG. 1, FIG. 2, FIG. 3, FIG. 4, FIG. 6, FIG. 7, FIG. 8, or FIG. 9.

[0064] In some embodiments, a gaming system may comprise several such computer systems 500. The gaming system may include load balancers, firewalls, and various other components for assisting the gaming system to provide services to a variety of user devices.

[0065] The computer system 500 is adapted to execute computer program modules for providing functionality described herein. As used herein, the term "module" refers to computer program logic utilized to provide the specified functionality. Thus, a module can be implemented in hardware, firmware, and / or software. In one embodiment, program modules are stored on storage device 548, loaded into memory 546, and executed by processor 542. Some embodimentsdescribed herein involve training an Al model to generate subsets of phrases for different games states, perform multiple training tests and accuracy reviews for appropriateness to game state and language naturalness, map Al generated voices to different dealer types / personalities based on actor expressions - e,g., metahuman driven character creation, etc. For example, in some embodiments, an Al dealer is trained with multiple voice Al models with prepared voice actor clips that match the dealers. In some embodiments, the Al dealer is trained using a Large Language Model Al (like the ChatGPT machine learning model from OpenAI) to output a significant number of possible game states (e.g., thousands - so as to produce a “live” feel). In some embodiments, the Al dealer is trained to generate a set of phrases, such as between five to ten different phrases that would be appropriate for the particular game state. The text strings are then reviewed for appropriate context, language, strategy, etc. The approved phrases are pushed through each of the Voice Al models, resulting in a significant number of possible phrases that can randomly be played, yet are organized in a way that they are associated with unique game states (e.g., associated with unique hands). Furthermore, the Al training process can include a second review to ensure each voice clip sounds natural and appropriate.

[0066] Furthermore, some embodiments include training an Al dealer with a realistic lip- synced actor. In one embodiment, the Al dealer is training using a large set of audio clips (e.g., one thousand unique audio clips), that an actor and / or a digital actor (a simulated actor) produces, which are very realistic. One example includes use of a tool for automated creation and animation of realistic digital humans (also referred to as metahumans), such as the Unreal Metahuman Engine product provided by Epic Games, Inc. The use of digital human creation tools can, in some embodiments, enable complete facial capture and animation capabilities, such as detection of facial movements and / or other body movements of a live actor and conversion of the motions to animation. This can reduce cost and complexity involved by removing the requirement, during training, for an Al model to recognize movements of a live actor directly, rather can instead utilize the automated tool. Some embodiments include training using a number of different dealers per category or type (e.g., game category, gender, personality type, age, nationality, disposition, etc.)

[0067] One or more examples of flows are described below. Although some examples may refer to card games (e.g., Blackjack), it should be understood that gaming systems described herein can be used for any type of game that uses a virtual dealer. One embodiment includes training a virtual dealer (an Al dealer) that behaves in a very dynamic, and life-like way during all states ofthe gameplay experience. For example, a game developer system (e.g., system 150) can generate an extensive and random library of phrases the dealer can use throughout gameplay. The significant number of phrases and states these phrases can be triggered will make the player think these are live.

[0068] FIG. 6 illustrates one example flow 600 according to some embodiments. Referring to FIG. 6, flow 600 beings at processing block 601, where a processor trains a machine learning model (e.g., a Large Language Model (LLM) model, a neural network model, etc.) on a game used for an electronic gaming system. The machine learning model can be trained on a game summary, game rules, dealer and player roles, a pay table, etc. The flow 600 continues at processing block 602, where a processor confirms that the training is accurate. For example, accuracy is determined by requesting the machine learning model to provide back its understanding of the game, provide simulations of gameplay with odds and outcomes, and simulate continuous gameplay. A flow can further include a verification testing performed outside of the machine learning model. The flow 600 continues at processing block 603, where a processor requests the machine learning model to provide a collection of dealer phrases and context appropriate tips for every possible state of play. For Blackjack, this could include comments on player’s luck based on cards currently dealt, tips on player’s next decision based on current state of cards on the table, etc. The flow 600 continues at processing block 604, where a processor reviews generated text phrases for accuracy, appropriateness, realism, and sensitivity to any cultural or customer concerns. Furthermore, flow 600 continues at processing block 605, where a processor releases approved dealer text phrases to game development for game integration.

[0069] Another embodiment includes training an Al dealer to generate synthesized speech for each of the generated text phrases. FIG. 7 illustrates one example flow 700 according to some embodiments. Referring to FIG. 7, flow 700 begins, at processing block 701, where a processor trains an Al voice model from speech of a voice actor. In some embodiments, the processor trains the Al voice model on a required number of samples to generate a reliable voice clone. Flow 700 continues at processing block 702 where a processor generates audio clips from each of the previously approved dealer text phrases generated via flow 600. Flow 700 continues at processing block 703, where a processor reviews the generated audio clips to be accurate, appropriate, and realistic. The flow 700 continues at processing block 704, where a processor releases approved dealer audio clips to game development for game integration.

[0070] Another embodiment includes training an Al dealer to create 3D real-time or prerendered characters that are life-like and are capable of performing dealer animations and voice commentary from dealer audio clips. FIG. 8 illustrates one example flow 800 according to some embodiments. Referring to FIG. 8, flow 800 begins at processing block 801, where a processor uses a high quality digital human framework for character programming. One example of a high quality digital human framework includes the Metahuman Unreal Engine product mentioned previously. Flow 800 continues at processing block 802, where a processor creates lip sync animations that correspond to the previously generated dealer audio clips generated via flow 700. In one embodiment, the processor creates lip sync animations, by recording and analyzing motions of a hired actor via a motion capture setup that allows high fidelity facial capture of each previously generated audio clip. The processor can further use a software lip sync framework that converts pre-recorded audio into facial and lip animations. In some embodiments, lip sync animations and dealer audio clips can be associated with text of the transcript of the words used in the clips, such as for captioning for the hard of hearing. The clips can be displayed, in a game setting, based on selection of a “captions” setting displayed at a player terminal. Flow 800 continues at processing block 803, where a processor reviews generated character animations and synced audio to be accurate and realistic. Flow 800 continues at processing block 804, wherein a processor releases the approved character animations to game development for game integration.

[0071] Another embodiment includes training an Al dealer to voice feedback to players based on recorded audio at a player terminal. FIG. 9 illustrates one example flow 900 according to some embodiments. Referring to FIG. 9, flow 900 begins at processing block 901, where a processor identifies most common question categories that would occur during various states of a game. For example, questions can regard active play decisions based on basic strategy, questions can regard when a player should split their active hand, etc. The flow 900 continues at processing block 902, wherein a processor prevents actual play choices from being made by voice commands to avoid reliability concerns, and instead requires the play choices to be made through the player terminal. The flow 900 continues at processing block 903, where a processor implements a robust speech- to-text implementation in game to listen for incoming voice audio on microphones. The flow 900 continues at processing block 904, where a processor feeds an incoming speech text stream into an Al sentiment analyzer that has been programmed with the predefined question categories. Flow 900 continues at processing block 905, where a processor determines whether a segment of theincoming text stream sentiment is matched with a predefined question category, and, if so, the virtual dealer speaks a predefined response generated by any outcomes or results generated from flows 600, 700 and / or 800.

[0072] FIG. 6, FIG. 7, FIG. 8 and FIG. 9, described by way of example above, represent data processing methods (e.g., algorithm(s)) that correspond to at least some instructions stored and executed by a processor and / or logic circuitry. Other embodiments can utilize processors and / or logic circuitry of any of the devices described for FIG. 1, FIG. 2, FIG. 3, FIG. 4 or FIG. 5 to perform the above-described functions associated with the disclosed concepts. Furthermore, other devices may be optional or used in other configurations.

[0073] All patent applications, patents, and printed publications cited herein are incorporated herein by reference in the entireties, except for any definitions, subject matter disclaimers or disavowals, and except to the extent that the incorporated material is inconsistent with the express disclosure herein, in which case the language in this disclosure controls.

[0074] Any component of any embodiment described herein may include hardware, software, or any combination thereof.

[0075] Further, the operations described herein can be performed in any sensible order. Any operations not required for proper operation can be optional. Further, all methods described herein can also be stored as instructions on a computer readable storage medium, which instructions are operable by a computer processor. All variations and features described herein can be combined with any other features described herein without limitation. All features in all documents incorporated by reference herein can be combined with any feature(s) described herein, and also with all other features in all other documents incorporated by reference, without limitation. All patent applications, patents, and printed publications cited herein are incorporated herein by reference in their entireties, except for any definitions, subject matter disclaimers or disavowals, and except to the extent that the incorporated material is inconsistent with the express disclosure herein, in which case the language in this disclosure controls.

[0076] Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims. Moreover, the present concepts expressly include any and all combinations and sub-combinations of the preceding elements and aspects.

Claims

CLAIMS1. A sy stem compri si ng : one or more memory devices configured to store one or more instructions; and one or more electronic processors configured to execute the one or more instructions, which when executed cause the system to perform operations to: train a machine learning model for a virtual dealer on a game for use by an electronic table game system; confirm that the training of the machine learning model on the game is accurate; generate, via the machine learning model, a plurality of virtual dealer text phrases for each of a plurality of possible game states for the game; review the generated plurality of virtual dealer text phrases for speech and language appropriateness; and provide, for access via a communications network, a version of the trained machine learning model for use by the electronic table game system.

2. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to: train the machine learning model from speech of a live voice actor; generate virtual dealer audio clips from approved ones of the plurality of virtual dealer text phrases; and review the generated virtual dealer audio clips for content accuracy and for speech and language appropriateness.

3. The system of claim 2, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to: perform virtual dealer character programming via use of a high quality digital human framework;create lip sync character animations that correspond to the virtual dealer audio clips; and review the lip sync character animations and synced audio prior to release of approved ones of the lip sync character animations to a game development server for integration of the trained virtual dealer with the electronic table game system.

4. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to train the virtual dealer to audibly speak to players in a conversational manner using one or more of speech recognition, speech synthesis, natural language processing, or dialog management.

5. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to train the virtual dealer to one or more of present cards to a player for a cut, place cards in a shuffler and remove cards from the shuffler, pitch cards, or burn an initial card after reloading an shoe.

6. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to train the virtual dealer regarding casino facilities or layout.

7. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to train the virtual dealer to determine a profitability of a player based on real time play and dynamically speak offers or marketing information to encourage one or more of specific types of bonus wagers, special payouts, lower minimums, special wagers, or different rules to a game for a specified time period.

8. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform furtheroperations to train the virtual dealer to provide one or more of dealer training to a live table dealer or a scheduled training for a player account.

9. The system of claim 1, wherein the one or more electronic processors are configured to execute one or more instructions, which when executed cause the system to perform further operations to train the virtual dealer to conduct a gaming tournament.

10. A method comprising: training, by a processor, a machine learning model associated with a virtual dealer on a game for use by an electronic table game system; confirming, by the processor, that the training of the machine learning model on the game is accurate; generating, by the processor via the machine learning model, a plurality of virtual dealer text phrases for each corresponding one of a plurality of possible game states for the game; evaluating, by the processor for approval, the plurality of virtual dealer text phrases based on criteria for speech and language appropriateness; and associating, by the processor via storage on a computer memory of the electronic table game system, each approved one of the plurality of virtual dealer text phrases with each corresponding one of the plurality of possible game states, wherein the electronic table game system is configured to execute instructions that randomly select, from the computer memory, at least one approved one of the plurality of virtual dealer text phrases for presentation by the virtual dealer in response to occurrence, during runtime of the electronic table game system, of each corresponding one of the plurality of possible game states.

11. The method of claim 10, wherein the training comprises training based on use of speech of a live voice actor, and said method further comprising:generating, by the processor using the machine learning model based on the speech of the live voice actor, virtual dealer audio clips from each approved one of the plurality of virtual dealer text phrases; and evaluating, by the processor for approval, the virtual dealer audio clips based on criteria for content accuracy and based on the criteria for speech and language appropriateness.

12. The method of claim 11 further comprising: performing, by the processor, virtual dealer character programming via use of a high quality digital human framework; generating, by the processor in response to performing the virtual dealer character programming, lip sync character animations that correspond to approved ones of the virtual dealer audio clips; evaluating, by the processor for approval, the lip sync character animations and associated synced audio; and integrating, by the processor in response to the evaluating the lip sync character animations, approved ones of the lip sync character animations with the electronic table game system for access by the virtual dealer.

13. The method of claim 10, further comprising training, by the processor via the machine learning model, the virtual dealer to audibly speak to players in a conversational manner using one or more of speech recognition, speech synthesis, natural language processing, or dialog management.

14. The method of claim 10, further comprising training, by the processor via the machine learning model, the virtual dealer to one or more of present cards to a player for a cut, place cards in a shuffler and remove cards from the shuffler, pitch cards, or burn an initial card after reloading a shoe.

15. The method of claim 10, further comprising training, by the processor via the machine learning model, the virtual dealer regarding casino facilities or layout.

16. The method of claim 10, further comprising training, by the processor via the machine learning model, the virtual dealer to determine a profitability of a player based on real time play and dynamically speak offers or marketing information to encourage one or more of specific types of bonus wagers, special payouts, lower minimums, special wagers, or different rules to the game for a specified time period.

17. The method of claim 10, further comprising training, by the processor via the machine learning model, the virtual dealer to provide one or more of dealer training to a live table dealer or a scheduled training for a player account.

18. The method of claim 10, further comprising training, by the processor via the machine learning model, the virtual dealer to conduct a gaming tournament.

Citation Information

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