EP3997679A1 - Geregelte mehrstufige kasinospiele und spielautomaten mit konfiguration zur förderung der erkundung von spielstufen, phasen, bereichen - Google Patents

Geregelte mehrstufige kasinospiele und spielautomaten mit konfiguration zur förderung der erkundung von spielstufen, phasen, bereichen

Info

Publication number
EP3997679A1
EP3997679A1 EP20837533.7A EP20837533A EP3997679A1 EP 3997679 A1 EP3997679 A1 EP 3997679A1 EP 20837533 A EP20837533 A EP 20837533A EP 3997679 A1 EP3997679 A1 EP 3997679A1
Authority
EP
European Patent Office
Prior art keywords
monetary
game
player
stage
wager
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP20837533.7A
Other languages
English (en)
French (fr)
Inventor
Michael M. Oberberger
Michael Low
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Akkadian Enterprises LLC
Original Assignee
Akkadian Enterprises LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US16/506,744 external-priority patent/US10991206B2/en
Application filed by Akkadian Enterprises LLC filed Critical Akkadian Enterprises LLC
Publication of EP3997679A1 publication Critical patent/EP3997679A1/de
Withdrawn legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/323Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Definitions

  • Contemporary regulated casino games are often complex games, with multiple levels, stages and area, often featuring richly textured worlds and engaging action. However, some players tend to perseverate at a favorite level, in a preferred area or a familiar stage. They are familiar with the actions required and content themselves staying in familiar territory. The embodiments shown and described herein address this issue, thereby encouraging players to take advantage of the game’s full potential.
  • FIG. 1 illustrates a block diagram of a gaming network suitable for implementing embodiments.
  • FIG. 2 shows a block diagram of an electronic gaming system according to one embodiment.
  • Fig. 4 is a block diagram of electronic gaming device, according to an embodiment.
  • FIG. 5 is a block diagram of an intelligent electronic gaming system, according to one embodiment.
  • Fig. 6 is a block diagram of a mobile gaming device with which an embodiment may be practiced.
  • FIG. 7 shows a system server suitable for implementing various aspects of embodiments described herein.
  • FIG. 8 shows a functional block diagram of a gaming system server according to one embodiment.
  • FIG. 9 shows a block diagram illustrating components of a gaming system suitable for implementing an embodiment.
  • Fig. 11 is a flowchart of a computer-implemented method, according to one embodiment.
  • Fig. 12 is a diagram illustrating potential incentives and disincentives, according to one embodiment.
  • Fig. 13 is another flowchart of a computer-implemented method, according to one embodiment.
  • Fig. 14 is a diagram illustrating aspects of a computer-implemented method according to one embodiment.
  • Fig. 15 is another diagram illustrating aspects of a computer-implemented method according to one embodiment.
  • Fig. 16 is a flowchart of a computer-implemented method according to one embodiment.
  • Fig. 17 is a diagram illustrating aspect of one embodiment.
  • Fig. 18 shows a wager-based regulated gaming machine configured according to embodiments.
  • Fig. 18 also shows exemplary tangible, non-transitory computer-readable media having data stored thereon representing sequences of instructions which, when executed by the regulated gaming computing device, cause the regulated gaming computing device to operate according to an embodiment.
  • One possible workaround to this significant obstacle is to configure/design a hybrid arcade- style, wager-based game such that it is compliant with currently approved wager-based gaming regulatory standards such as, for example, the well-known GLI standards, which have already been approved in various gaming jurisdictions.
  • wager-based gaming regulatory standards such as, for example, the well-known GLI standards, which have already been approved in various gaming jurisdictions.
  • GLI standard is the GLI-11 standard version 3.0, Published Sep. 21, 2016 by Gaming Laboratories International, LLC, which is incorporated herein by reference.
  • a hybrid arcade-style, wager-based game may be configured to provide an arcade-style gaming interface which enables a player to participate in an arcade-style game at the wager-based gaming machine.
  • One or more events and/or activities performed by the player e.g., during play of the arcade-style game
  • RNG random number generator
  • Such wager-based activities comply with currently existing GLI standard(s) (and/or other national, regional, local gaming rules and regulations)
  • such hybrid arcade-style, wager-based games may not require additional regulatory approval for deployment in casino venues.
  • a hybrid arcade-style, wager-based game may be created by combining a new and different visual game representation with a new and different method of player interaction.
  • the hybrid arcade-style, wager-based game may be configured to provide a perceptually stimulating experience using a wide variety of human interface devices (HID), based on the theme/style of the gambling game at hand.
  • HID human interface devices
  • some games may utilize a gun controller for first person shooter games, or steering wheels, accelerator and brake pedals for driving games.
  • the format of the hybrid arcade-style, wager-based game may also focus on other types of video and or arcade-style games such as, for example, non-linear (e.g., open world) type video and or arcade-style games such as, for example, Grand Theft Auto, linear type video and or arcade-style games such as, for example, Half-Life, massively multiplayer online "MMO” type video and/or arcade-style games such as, for example, World of Warcraft, role-playing game "RPG” type video and or arcade-style games such as, for example, Final Fantasy, and/or others,
  • Such games may feature a player character that may be moved through the game world via player input, (e.g., HID), which allows for an increased sense of excitement through gameplay by providing a multitude of player-choice possibilities through a wide-array of path directions.
  • player input e.g., HID
  • the format of the hybrid arcade-style, wager-based game may facilitate a gameplay environment in which multiplayer functionality takes place.
  • the multiplayer gameplay may have multiple "enrollment" aspects in which one, for example, particular player could be on location at a casino playing a hybrid arcade/wager-based game, while another (e.g., different) player could be at a different location, concurrently participating in the same hybrid arcade/wager-based game, but without participating in any wagering aspect/portions of hybrid arcade/wager-based game.
  • a non-wagering game such as this is commonly known as a "free to play" game, which the player is allowed to download and install on their own devices.
  • the player may then progress through the game (e.g., which is very similar to its the wager-based counter-part) without taking part in wager-based events.
  • Gaming situations such as these may promote a "clicks to bricks" outcome where a casino property promotes their games to home users and invites them to develop familiarity and expertise on non-wagering versions of the games. Later, those same home players may be invited to visit the casinos to play the hybrid arcade/wager version of the games.
  • different players concurrently participating in the same hybrid arcade/wager-based game may each separately configure his/her respective wagering parameters/amounts, which may be different from the wagering parameters/amounts configured by other game player-participants.
  • Fig. 1 illustrates a block diagram of an embodiment of a hybrid arcade/wager-based gaming system 100 which may be implemented via a computer network. At least a portion of the various functions, actions, operations, and activities performed by one or more component(s) of the hybrid arcade/wager-based gaming system may be initiated in response to detection of one or more conditions, events, and/or other criteria satisfying one or more different types of minimum threshold criteria. According to embodiments, at least a portion of the various types of functions, operations, actions, and/or other features provided by the hybrid arcade/wager-based gaming system may be implemented at one or more client systems(s), at one or more system server(s), and or combinations thereof. According to different embodiments, the present hybrid arcade/wager- based gaming system 100 may be implemented in hardware and or combinations of hardware and software.
  • a hybrid arcade/wager-based gaming system 100 may include local casino system(s) 122, client computer systems 130, mobile devices 160 and remote/Internet-based gaming services 190 and other 3 rd party entities 150, coupled to a computer/communication network 110.
  • the local casino system(s) 122 may include local casino gaming system server(s) 120.
  • the local casino system(s) 122 may also include and class 2 RNG system(s)/service(s) 124.
  • the Class 2 RNG system(s)/service(s) 124 may be configured to dynamically generate and/or provide Class 2 gaming type RNG outcomes to be used by hybrid arcade/wager-based Gaming devices as "predetermined" RNG outcome(s).
  • Class 3 RNG system(s)/service(s) 126 may also be provided to dynamically generate and provide Class 3 gaming "predetermined" RNG outcome(s).
  • Local casino system(s) 122 may also include electronic gaming machine(s) (EGMs) 128 that may be configured as described herein below.
  • EGMs electronic gaming machine
  • Client computer system(s) 130 may also be operable to couple to the network 110 and implement various types of functions, operations, actions, and or other features such as those described or referenced herein via, for example, a web browser 132.
  • mobile computing devices 160 e.g., mobile phones, tablets and the like
  • mobile web browser 162 e.g., mobile phones, tablets and the like
  • Third party entities 150 may also be configured to carry out some or all of the functionality described herein via the network 110.
  • Remote/Internet-based gaming service(s) 190 may also be coupled to network 110 and may comprise class 2 RNG system(s)/service(s) 194 as described relative to reference numeral 124, class 3 RNG system(s)/service(s) 196 as described relative to reference numeral 126, and remote database system(s) 180.
  • Remote system(s)/service(s) 170 may be provided, which may include, for example, content provider servers/services, media streaming servers/services, database storage/access/query servers/services, financial transaction servers/services, payment gateway servers/services, electronic commerce servers/services, event management/scheduling servers/services and or other services as needed.
  • Remote/Internet-based gaming service(s) 190 may also include gaming servers 192.
  • multiple instances or threads of hybrid arcade/wager-based gaming may be concurrently implemented and or initiated via the use of one or more processors and/or other combinations of hardware and or hardware and software.
  • Embodiments may access and or utilize information from one or more associated databases via communication with one or more local and or remote memory devices.
  • various different types of encryption/decryption techniques may be used to facilitate secure communications over the network 110 and/or via other communication channels.
  • encryption may utilize random number generators, SHA-1 (e.g., Secured Hashing Algorithm), MD2, MD5, DES (e.g., Digital Encryption Standard), 3DES (e.g., Triple DES), RC4 (e.g., Rivest Cipher), ARC4 (e.g., related to RC4), TKIP (e.g., Temporal Key Integrity Protocol, uses RC4), AES (e.g., Advanced Encryption Standard), RSA, DSA, DH, NTRU, and ECC (e.g., elliptic curve cryptography), PKA (e.g., Private Key Authentication), Device-Unique Secret Key and other cryptographic key data, SSL and or others.
  • Other security features may include use of well-known hardware-based and or software-based security components, and/or any other
  • Embodiments of hybrid arcade/wager-based gaming described herein may be implemented in hardware and or a combination of both hardware and software. Possible implementations include in an operating system kernel, in a separate user process, in a library package bound into network applications, on a specially constructed machine, or on a network interface card. In a specific embodiment, various aspects described herein may be implemented in software such as an operating system or in an application running on an operating system.
  • hybrid arcade/wager-based gaming techniques described herein may be implemented on a general-purpose programmable computer selectively activated or reconfigured by a computer program stored in memory.
  • programmable machine may include, for example, mobile or handheld computing systems, PDA, smart phones, notebook computers, tablets, netbooks, desktop computing systems, system servers, cloud computing systems, network devices, etc.
  • Fig. 2 shows an example block diagram of an electronic gaming system 200 according to one embodiment.
  • electronic gaming system 200 may include electronic gaming devices (EGD) 251 (e.g., electronic gaming terminals, electronic gaming machines, wager-based video gaming machines, etc.), which may be coupled to network 205 via a network link 210.
  • Network 205 may include the internet and or a private network.
  • One or more video streams may be received at video/multimedia server 215 from EGDs 251.
  • Video/multimedia server 215 may also send one or more video streams to mobile devices 245, 255, EGDs 251, and or other remote electronic devices.
  • Video/multimedia server 215 may send these video streams via network link 210 and network 205.
  • Electronic gaming system 200 may include an accounting/transaction server 220, a gaming server 225, an authentication server 230, a player tracking server 235, a voucher server 240, and a searching server 242.
  • the accounting/transaction server 220 may compile, track, store, and/or monitor cash flows, voucher transactions, winning vouchers, losing vouchers, and/or other transaction data for the casino operator and for the players.
  • Transaction data may include the number of wagers, the size of these wagers, the date and time for these wagers, the identity of the players making these wagers, and the frequency of the wagers.
  • Accounting/transaction server 220 may also generate tax information relating to these wagers, generate profit/loss and or other reports for predetermined gaming options, contingent gaming options, predetermined betting structures, and/or outcome categories.
  • Gaming server 225 may generate gaming options based on predetermined betting structures and/or outcome categories. These gaming options may be predetermined gaming options, contingent gaming options, and/or any other gaming option disclosed herein.
  • the authentication server 230 may determine the validity of vouchers, players' identity, and or an outcome for a gaming event.
  • the player tracking server 235 may track a player's betting activity, a player's preferences such as the player’s preferred language, drinks, font, sound level, and the like.
  • a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.).
  • Voucher server 240 may generate a voucher, which may include data relating to gaming options.
  • the generated vouchers may be physical (e.g., paper) or digital.
  • Searching server 242 may implement a search on one or more gaming devices to obtain gaming data.
  • Searching server 242 may implement a messaging function, which may transmit a message to a third party (e.g., a player) relating to a search, a search status update, a game status update, a wager status update, a confirmation of a wager, a confirmation of a money transfer, and or any other data relating to the player's account.
  • the message can take the form of a text display on the gaming device, a pop-up window, a text message, an email, a voice message, a video message and the like.
  • Searching server 242 may implement a wagering function, which may be an automatic wagering mechanism.
  • searching server 242 may be integrated into one or more servers.
  • Searching server 242 may be configured to, for example, determine which games paid out the most money during a time period, which games kept the most money from players during a time period, which games are most popular (e.g., top games), which games are least popular, which games have the most amount of money wager during a period, which games have the highest wager volume, which games are more volatile (e.g., volatility, or deviation from the statistical norms, of wager volume, wager amount, pay out, etc.) during a time period, and the like.
  • Search may also be associated with location queries, time queries, and or people queries.
  • the gaming network 300 may include a display system server(s) 304 configured manage content (e.g., graphics, images, text, video fees, etc.) to be displayed and/or presented at one or more EGDs, dealer displays, administrator displays, etc.
  • content e.g., graphics, images, text, video fees, etc.
  • One or more EGD multimedia system server(s) 305 may be provided and coupled to network 310 and configured to manage content (e.g., graphics, images, text, video fees, audio feeds, etc.), which, for example, is to be streamed or provided to one or more EGDs (e.g., or to one or more groups of EGDs).
  • One or more messaging system server(s) 306 may be provided and coupled to network 310 and configured for the management of messaging and/or other communications among and between the various systems, components, devices, EGDs, players, dealers, and administrators of the gaming network mobile system server(s) 308 may manage communications and/or data exchanged with various types of mobile devices such as player-managed mobile devices (e.g., smart phones, PDAs, tablets, mobile computers), casino-managed mobile devices (e.g., mobile gaming devices) financial system server(s) 312 may be configured to track, manage, report and store financial data and financial transactions relating to one or more hybrid arcade/wager-based game sessions.
  • player-managed mobile devices e.g., smart phones, PDAs, tablets, mobile computers
  • casino-managed mobile devices e.g., mobile gaming devices
  • financial system server(s) 312 may be configured to track, manage, report and store financial data and financial transactions relating to one or more hybrid arcade/wager-based game sessions.
  • a player tracking system server 314 may include at least one database that tracks each player's hands, wins/losses, bet amounts, player preferences, etc., in the network.
  • the presenting and or awarding of promotions, bonuses, rewards, achievements, etc. may be based on a player's play patterns, time, games selected, bet amount for each game type, etc.
  • a player tracking system server may also help establish a player's preferences, which assists the casino in their promotional efforts to: award player comps (e.g., loyalty points); decide which promotion(s) are appropriate; generate bonuses and the like.
  • Data tracking & analysis system(s) 318 may be configured to manage and analyze game data. In one embodiment, the data tracking & analysis system(s) may be configured to aggregate multisite hybrid arcade/wager-based gaming trends, local wins and jackpots.
  • Gaming system server(s) 322, 324 may each be dedicated to one or more specifically designated type(s) of game(s). Each game server may include game logic to host one of more virtual hybrid arcade/wager- based game sessions. At least some game server(s) may also be configured to track of the game accounting (e.g., money in, money out) for a virtual hybrid arcade/wager-based game being played, and/or for updating the financial system servers 312 at the end of each game.
  • game accounting e.g., money in, money out
  • the game server(s) 322, 324 may also configured to generate the EGD graphics primitives (e.g., game virtual objects and game states), and may further be operable to update EGDs when a game state change (e.g., new card dealt, player upped the ante, player folds/busts, etc.) is detected.
  • a game state change e.g., new card dealt, player upped the ante, player folds/busts, etc.
  • Jurisdictional/regulatory monitoring & enforcement system(s) 350 may be configured to handle tracking, monitoring, reporting, and enforcement of specific regulatory requirements relating to wager-based gameplay activities in one or more jurisdictions.
  • Authentication & validation system(s) 352 may be configured to determine and or authenticate the identity of the current player at a given EGD.
  • the current player may be required to perform a log in process at the EGD in order to access one or more features.
  • the EGD may be adapted to automatically determine the identity of the current player based upon one or more external signals such as, for example, scanning of a barcode of a player tracking card, an RFID tag or badge worn by the current player which provides a wireless signal to the EGD for determining the identity of the current player.
  • various security features may be incorporated into the EGD to prevent unauthorized players from engaging in certain types of activities at the EGD.
  • Casino venues shown in Fig. 3 as Casino A 330 and Casino B 340, may correspond to a real- world, physical casino located at a particular geographic location.
  • a portion of the multiple different casino venues may be affiliated with one another (e.g., Harrah's Las Vegas, Harrah's London).
  • at least a portion of the multiple different casino venues do not share any affiliation with each other.
  • EGDs 332, 334, 336, 342, 344, 346 may be configured to enable players to participate in game sessions according to embodiments.
  • Different EGDs may be physically located in one or more different casino venues, and may be connected via a communication network such as shown at 310 in Fig. 3, which may include Internet, Cellular, and WAN Network(s).
  • EGDs may be implemented as stationary machines.
  • at least some EGDs may be implemented using mobile devices (e.g., tablets, smartphones, laptops, PC's, and the like).
  • Game history server(s) 364 may be provided. Game history servers 364 may be configured to track game types and game play history for hybrid arcade/wager-based games. In some embodiments, a game history server may also assist the casino manager in case of disputes between players and the casino by, for example, providing the ability to "replay" (e.g., by virtually recreating the game events) the game in dispute, step by step, based on previously stored game states.
  • Remote database system(s) may be coupled to network 310 and selectively accessible and may be configured to store and provide access to various types of information and data described herein.
  • Remote system server(s)/service(s) may be provided, and configured to provide, for example, content provider servers/services media streaming servers/services database storage/access/query servers/services, financial transaction servers/services, payment gateway servers/services, electronic commerce servers/services, event management/scheduling ser vers/ services and or other services.
  • Mobile Game Device(s) 336, 346 may be configured to provide the services described below relative to Fig. 6.
  • a variety of different game states may be used to characterize the state of current and or past events which are occurring (e.g., or have occurred) at a given EGD.
  • a valid current game state may be used to characterize the state of game play (e.g., and/or other related events, such as, for example, mode of operation of the EGD, etc.) at that particular time.
  • multiple different states may be used to characterize different states or events which occur at the EGD at any given time.
  • a single state embodiment forces a decision such that one valid current game state is chosen.
  • multiple possible game states may exist simultaneously at any given time in a game, and at the end of the game or at any point in the middle of the game, the EGD may analyze the different game states and select one of them based on certain criteria.
  • the multiple state embodiment(s) allow all potential game states to exist and move forward, thus deferring the decision of choosing one game state to a later point in the game.
  • the multiple game state embodiment(s) may also be more effective in handling ambiguous data or game state scenarios.
  • Fig. 4 shows a block diagram 400 of electronic gaming device 400 according to one embodiment.
  • electronic gaming device 400 may include a processor 402, a memory 404, a network interface 422, input devices 428, and a display 426.
  • Processor 402 may generate gaming options based on predetermined betting structures and or outcome categories. Predetermined betting structures may utilize more than one outcome category to generate via processor 402 gaming options. Predetermined betting structures may combine any outcome category with any other outcome category to gaming options.
  • the processor 402 may offer a gaming option that is structured so that the gaming option relates to more than one EGD. Processor 402 may generate contingent gaming options and or predetermined gaming options.
  • Contingent gaming options 410 may be structures configured such that a wager is activated when a triggering event occurs.
  • Network interface 422 may be configured to enable the electronic gaming device 400 to communicate with remote devices/systems such as, for example, video/multimedia server(s), accounting/transaction server(s), gaming server(s), authentication server(s), player tracking server(s), voucher server(s) over a communication network, such as shown at 110, 205 and 310.
  • Input devices 428 may be or include mechanical buttons, electronic buttons, one or more touchscreens, microphones, cameras, optical scanners, or any combination thereof.
  • Input devices 428 may be utilized to make a wager, to make an offer to buy or sell a voucher, to determine a voucher's worth, to cash in a voucher, to modify (e.g., change sound level, configuration, font, language, etc.) electronic gaming device 400, to select a movie or music, to select type of content to be displayed on main and/or auxiliary screen(s) of EGD, or any combination thereof.
  • modify e.g., change sound level, configuration, font, language, etc.
  • Arcade-style game engine 442 may be configured to manage the arcade-style game play portion (or entertainment portion) of the hybrid arcade/wager-based game.
  • a wager-based game engine 444 may be configured to manage the wager-based game event portion(s) of games according to embodiments.
  • a Random Number Generator (RNG) Engine 446 may be provided and may include software and/or hardware algorithm and/or processes which are used to generate random outcomes and may be used by the wager-based game engine to generate wager-based game event outcomes.
  • RNG Random Number Generator
  • Display 426 may show video streams from one or more gaming devices, gaming objects from one or more gaming devices, computer generated graphics, predetermined gaming options, and or contingent gaming options.
  • the memory 404 may include various memory modules 440, including a future betting module 406, a predetermined game options module 408, a contingent game options module 410, a confirmation module 412, a validation module 414, a voucher module 416, a reporting module 418, a maintenance module 420, a player tracking preferences module 424, a searching module 430, and an account module 432.
  • Future betting module 406 may store data relating to the predetermined betting structure.
  • Processor 402 may utilize data in future betting module 406 to generate predetermined gaming options and or contingent gaming options.
  • Any other processor e.g., gaming server 225, any virtualized gaming server, etc.
  • Predetermined game options module 408 may store data relating to predetermined gaming options, which may be offered to a player.
  • the contingent game options module 410 may store data relating to contingent gaming options, which may be offered to a player.
  • the confirmation module 412 may utilize data received from a voucher, the transaction history of the voucher (e.g., in the case in which the voucher changed hands in a secondary market), and or the identity of the player to confirm the value of the voucher.
  • confirmation module 412 may utilize game event data, along with voucher data to confirm the value of the voucher.
  • a validation module 414 may utilize data received from a voucher to confirm the validity of the voucher.
  • Voucher module 416 may store data relating to generated vouchers, redeemed vouchers, bought vouchers, and/or sold vouchers.
  • Reporting module 418 may generate reports related to a performance of electronic gaming device 400, electronic gaming system(s), hybrid arcade/wager-based game(s), video streams, gaming objects, credit device(s) or identification device(s), for example.
  • reporting module 418 may reside on a central server and may be configured to aggregate and generate real time statistics on betting activities at one or more hybrid arcade/wager- based games at one or more participating casinos.
  • the aggregate betting statistics may include trends (e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like), top games with the most payouts, top tables with the most payouts, top search structures used by players, most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game, hybrid arcade/wager-based game(s) with least payouts, weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • Maintenance module 420 may track any maintenance that is implemented on electronic gaming device 400 and or electronic gaming system 200. Maintenance module 420 may schedule preventative maintenance and or request a service call based on a device error. The player tracking preferences module 424 may compile and track data associated with a player’s preferences.
  • Searching module 430 may include one or more searching structures, one or more searching algorithms, and/or any other searching mechanisms. In one example, the search may end once one or more triggering events are determined. In another example, the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the devices.
  • the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained.
  • the searching structures may be based on one or more specific games.
  • the searching structure may be based on a player's preferences, past transactional history, player input, a hybrid arcade/wager-based game or game type, a particular EGD, a particular casino, a particular location within a casino, game outcomes over a time period, payout over a time period, and or any other criteria.
  • Searching algorithms may be dynamic searching programs, which may be modified based on one or more past results, as described previously.
  • the search algorithm may generate a search priority based on the probability of success various events and or conditions.
  • the search algorithm may utilize any dynamic feedback procedure to enhance current and/or future searching results.
  • Account module 432 may include data relating to an account balance, a wager limit, a number of wagers placed, credit limits, any other player information, and or any other account information. Data from account module 432 may be utilized to determine whether a wager may be accepted. For example, when a search has determined a triggering event, the device and or system may determine whether to allow this wager based on one or more of a wager amount, a number of wagers, a wager limit, an account balance, and or any other criteria.
  • modules 406- 420 and 424 may each be on a remote server, communicating with gaming terminal 400 via a network interface such as Ethernet in a local area network (LAN) or a wide area network (WAN) topology.
  • these servers may be physical servers in a data center.
  • these servers may be virtualized.
  • the functions performed by these modules may be implemented as web services.
  • the predetermined game options module 408 may be implemented in software as a web service provider.
  • Gaming terminal 400 would make service requests over the web for the available predetermined wager options to be displayed. Regardless of how the modules and their respective functions are implemented, the interoperability with the gaming terminal 400 is seamless.
  • reporting module 418 may reside on a central server and may be configured to aggregate and generate real time statistics on betting activities at one or more hybrid arcade/wager-based games at one or more participating casinos.
  • the aggregate betting statistics may include trends (e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like), top games with the most payouts, top EGDs with the most payouts, top search structures used by players, most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game(s), EGDs with least payouts, weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • trends e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like
  • top games with the most payouts top EGDs with the most payouts
  • top search structures used by players most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game(s)
  • EGDs with least payouts weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • gaming system 500 may include at least one processor 510, at least one interface 506, and memory 516. Additionally, gaming system 500 may include at least one master gaming controller 512, a multi-touch sensor and display system 590, a plurality of peripheral device components 550, and various other components, devices, systems such as, for example, arcade-style game engine(s) 541; wager-based game engine(s) 543; RNG engine(s) 545; transponders 554; wireless communication components 556; gaming chip/wager token tracking components 570; games state tracking components 574; motion/gesture analysis and interpretation components 584, and audio/video processors 583 which, for example, may include functionality for detecting, analyzing and/or managing various types of audio and/or video information relating to various activities at the gaming system.
  • master gaming controller 512 may include at least one master gaming controller 512, a multi-touch sensor and display system 590, a plurality of peripheral device components 550, and various other components, devices, systems such as, for example, arcade-style game engine(
  • Various interfaces 506b may be provided for communicating with other devices, components and systems, as may be tournament manager 575; sensors 560; one or more cameras 562; one or more microphones 563; secondary display(s) 535a; input devices 530a; motion/gesture detection components 551; and peripheral devices 550.
  • the arcade-style game engine(s) 541 may be configured to manage the arcade-style game play portion (or entertainment portion) of the hybrid arcade/wager-based game.
  • the wager-based game engine(s) 543 may be configured to manage the wager-based game event portion(s) of the hybrid arcade/wager- based game.
  • RNG engine(s) 545 may include software and/or hardware algorithm and or processes used to generate random outcomes, and may be used by the wager-based game engine to generate wager-based game event outcomes.
  • Monetary payout manager 522 may be configured or designed to include functionality for determining the appropriate monetary payout(s) (if any) to be distributed to player(s) based on the outcomes of the wager-based game events which are initiated during play of one or more hybrid arcade/wager-based games.
  • the non-monetary payout manager 524 may be configured to include functionality for determining the appropriate non-monetary payout(s) (if any) to be awarded or distributed to player(s) based on the outcomes of the wager-based game events which are initiated during play of one or more hybrid arcade/wager-based games.
  • One or more cameras may be used to monitor, stream and/or record image content and/or video content relating to persons or objects within each camera's view.
  • camera 562 may be used to generate a live, real-time video feed of a player (e.g., or other person) who is currently interacting with the EGD.
  • camera 562 may be used to verify a user's identity (e.g., by authenticating detected facial features), and or may be used to monitor or tract facial expressions and or eye movements of a user or player who is interacting with the gaming system.
  • display system 590 may include EGD controllers 591; multipoint sensing device(s) 592 (e.g., multi-touch surface sensors/components); display device(s) 595; and Input/touch surface 596.
  • display surface(s) 595 may include one or more display screens.
  • Master gaming controller 512 may include authentication/validation components 544; device drivers 552; logic devices 513, which may include one or more processors 510; memory 516, which may include configuration software 514, non-volatile memory 519, EPROMS 508, RAM 509, associations 518 between indicia and configuration software, and interfaces 506.
  • the peripheral devices 550 may include power distribution components 558; non-volatile memory 519a (e.g., and/or other types of memory); bill acceptor 553; ticket I/O 555; player tracking I/O 557; meters 559 (e.g., hard and/or soft meters); meter detect circuitry 559a; processor(s) 510a; interface(s) 506a; display(s) 535; independent security system 561; door detect switches 567; candles, etc. 571; input devices 530, for example.
  • power distribution components 558 e.g., and/or other types of memory
  • non-volatile memory 519a e.g., and/or other types of memory
  • bill acceptor 553 e.g., and/or other types of memory
  • ticket I/O 555 e.g., ticket I/O 555
  • player tracking I/O 557 e.g., hard and/or soft meters
  • meters 559 e.g., hard and/or soft meters
  • processor 510 and master gaming controller 512 may be included in a logic device 513 enclosed in a logic device housing.
  • the processor 510 may include any conventional processor or logic device configured to execute software (i.e., sequences of computer-readable instructions to be executed) allowing various tasks such as communicating with a remote source via communication interface 506, such as a server that stores authentication information or games; converting signals read by an interface to a format corresponding to that used by software or memory in the gaming system; accessing memory to configure or reconfigure game parameters in the memory according to indicia read from the device; communicating with interfaces, various peripheral devices and/or I/O devices; operating peripheral devices such as, for example, card readers, paper ticket readers, etc.; operating various I/O devices such as, for example, displays 535 and input devices 530.
  • the processor 510 may send messages including game play information to the displays 535 to inform players of game play/event information, wagering information, and/or other desired information.
  • the gaming system may include card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action.
  • card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action.
  • a player identification interface can be implemented in the form of a variety of magnetic and/or chip-card card readers commercially available for reading a player-specific identification information.
  • the player-specific information can be provided on specially constructed magnetic cards issued by a casino, or magnetically coded credit cards or debit cards frequently used with national credit organizations such as Visa, MasterCard, American Express, or banks and other institutions.
  • the gaming system may include other types of participant identification mechanisms which may use a fingerprint image, eye blood vessel image reader, or other suitable biometric information to confirm identity of the player. Such personalized identification information could also be used to confirm credit use of a smart card, transponder, and/or player's personal player input device (e.g., UID).
  • the gaming system 500 also includes memory 516 which may include, for example, volatile memory (e.g., RAM 509), non-volatile memory 519 (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory (e.g., EPROMs 508), etc.
  • the memory may be configured or designed to store, for example:
  • configuration software 514 such as all the parameters and settings for a game playable on the gaming system
  • a secondary memory storage device 515 such as a non-volatile memory device, configured to store gaming software related information (e.g., the gaming software related information and memory may be used to store various audio files and games not currently being used and invoked in a configuration or reconfiguration); 5) communication transport protocols (e.g., such as, for example, TCP/IP, USB, Firewire, 1EEE1394, Bluetooth, IEEE 802.1 lx (e.g., IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) for allowing the gaming system to communicate with local and non-local devices using such protocols; etc.
  • the master gaming controller 512 communicates using a serial communication protocol.
  • serial communication protocols that may be used to communicate with the master gaming controller include but are not limited to USB, RS-232 and Netplex (e.g., a proprietary protocol developed by IGT, Reno, Nev.).
  • a plurality of device drivers 552 may be stored in memory 516.
  • Example of different types of device drivers may include device drivers for gaming system components, device drivers for gaming system components, etc.
  • the device drivers 552 may utilize a communication protocol of some type that enables communication with a particular physical device.
  • the device driver abstracts the hardware implementation of a device. For example, a device driver may be written for each type of card reader that may be potentially connected to the gaming system.
  • Examples of communication protocols used to implement the device drivers include Netplex, USB, Serial, Ethernet, Firewire, I/O debouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth. TM., near-field communications (e.g., using near-field magnetics), 802.11 (e.g., Wi-Fi), etc.
  • the software units stored in the memory 516 may be upgraded as needed. For instance, when the memory 516 is a hard drive, new games, game options, various new parameters, new settings for existing parameters, new settings for new parameters, device drivers, and new communication protocols may be uploaded to the memory from the master gaming controller 512 or from some other external device. As another example, when the memory 516 includes a CD/DVD drive including a CD/DVD designed or configured to store game options, parameters, and settings, the software stored in the memory may be upgraded by replacing a second CD/DVD with a second CD/DVD.
  • Sensors 560 may include, for example, optical sensors, pressure sensors, RF sensors, Infrared sensors, motion sensors, audio sensors, image sensors, thermal sensors, biometric sensors, etc. As mentioned previously, such sensors may be used for a variety of functions such as, for example: detecting the presence and/or monetary amount of gaming chips which have been placed within a player's wagering zone and or detecting (e.g., in real time) the presence and or monetary amount of gaming chips which are within the player's personal space, for example. In one implementation, at least a portion of the sensors 560 and or input devices 530 may be implemented in the form of touch keys selected from a wide variety of commercially available touch keys used to provide electrical control signals.
  • the touch keys may be implemented by a touchscreen display.
  • the gaming system player may include input functionality for enabling players to provide their game play decisions/instructions (e.g., and or other input) to the EGD using the touch keys and or other player control sensors/buttons. Additionally, such input functionality may also be used for allowing players to provide input to other devices in the casino gaming network (e.g., such as, for example, player tracking systems, side wagering systems, etc.)
  • NFCIP- 1 Near Field Communication— Interface and Protocol
  • ECMA International e.g., www.ecma-international.org
  • other types of Near Field Communication protocols may be used including, for example, near field magnetic communication protocols, near field RF communication protocols, and/or other wireless protocols which provide the ability to control with relative precision (e.g., on the order of centimeters, inches, feet, meters, etc.) the allowable radius of communication between at least 5 devices using such wireless communication protocols.
  • Power distribution components 558 may include, for example, components or devices which are operable for providing wireless power to other devices.
  • the power distribution components 558 may include a magnetic induction system which is adapted to provide wireless power to one or more portable UIDs at the gaming system.
  • a UID docking region may include a power distribution component which is able to recharge a UID placed within the UID docking region without requiring metal-to-metal contact.
  • a motion/gesture detection component(s) 551 may be configured or designed to detect player movements and/or gestures and or other input data from the player.
  • each gaming system may have its own respective motion/gesture detection component(s).
  • motion/gesture detection component(s) 551 may be implemented as a separate sub-system of the gaming system which is not associated with any one specific gaming system or device.
  • mobile gaming device 600 may include mobile device application components (e.g., 660), which, for example, may include UI components 662; database components 664; processing components 666 and or other components 668 which, for example, may include components for facilitating and or enabling the mobile gaming device to carry out the functionality described herein.
  • mobile device application components e.g., 660
  • UI components 662 may include UI components 662; database components 664; processing components 666 and or other components 668 which, for example, may include components for facilitating and or enabling the mobile gaming device to carry out the functionality described herein.
  • the mobile gaming device 600 may include mobile device app component(s) that have been configured or designed to provide functionality for enabling or implementing at least a portion of the functionality of the hybrid arcade/wager-based game techniques at the mobile gaming device.
  • processor(s) 610 may be performed, implemented and or initiated by processor(s) 610; device drivers 642; memory 616; interface(s) 606; power source(s)/distribution 643; geolocation module 646; display(s) 635; I/O devices 630; audio/video devices(s) 639; peripheral devices 631; motion detection module 640; user identification/authentication module 647; client app component(s) 660; other component(s) 668; UI Component(s) 662; database component(s) 664; processing component(s) 666; software/hardware authentication/validation 644; wireless communication module(s) 645; information filtering module(s) 649; operating mode selection component 648; speech processing module 654; scanner/camera 652 and or OCR processing engine 656, for example.
  • processor(s) 610 may be performed, implemented and or initiated by processor(s) 610; device drivers 642; memory 616; interface(s) 606; power source(s)/distribution
  • Fig. 7 shows a system server 780 that may be configured according to embodiments.
  • the system server 780 may include at least one network device 760, and at least one storage device 770 (e.g., such as, for example, a direct attached storage device).
  • system server 780 may be configured to implement at least some of the hybrid arcade/wager-based game techniques described herein.
  • the 760 may include a master central processing unit (e.g., CPU) 762, interfaces 768, and a bus 767 (e.g., a PCI bus).
  • the CPU 762 may be responsible for implementing specific functions associated with the functions of a desired network device. For example, when configured as a server, the CPU 762 may be responsible for analyzing packets; encapsulating packets; forwarding packets to appropriate network devices; instantiating various types of virtual machines, virtual interfaces, virtual storage volumes, virtual appliances; etc.
  • the CPU 762 preferably accomplishes at least a portion of these functions under the control of software including an operating system (e.g., Linux), and any appropriate system software (e.g., such as, for example, AppLogic (e.g., TM) software).
  • an operating system e.g., Linux
  • any appropriate system software e.g., such as, for example, AppLogic (e.g., TM) software.
  • CPU 762 may include one or more processors 763 such as, for example, one or more processors from the AMD, Motorola, Intel and or MIPS families of microprocessors. In an alternative embodiment, processor 763 may be specially designed hardware for controlling the operations of system server 780. In a specific embodiment, a memory 761 (e.g., such as non-volatile RAM and/or ROM) also forms part of CPU 762. However, there are different ways in which memory could be coupled to the system. Memory block 761 may be used for a variety of purposes such as, for example, caching and or storing data, programming instructions, etc.
  • processors 763 such as, for example, one or more processors from the AMD, Motorola, Intel and or MIPS families of microprocessors.
  • processor 763 may be specially designed hardware for controlling the operations of system server 780.
  • a memory 761 e.g., such as non-volatile RAM and/or ROM
  • Memory block 761 may be used for a variety of purposes such as, for example, ca
  • one or more interfaces may include ports appropriate for communication with the appropriate media. In some cases, they may also include an independent processor and, in some instances, volatile RAM. The independent processors may control such communications intensive tasks as packet switching, media control and management. By providing separate processors for the communications intensive tasks, these interfaces allow the master microprocessor 762 to efficiently perform routing computations, network diagnostics or security functions.
  • some interfaces may be configured or designed to allow the system server 780 to communicate with other network devices associated with various local area network (e.g., LANs) and/or wide area networks (e.g., WANs). Other interfaces may be configured or designed to allow network device 760 to communicate with one or more direct attached storage device(s) 770.
  • network device may employ one or more memories or memory modules (e.g., such as, for example, memory block 765, which, for example, may include random access memory (e.g., RAM)) configured to store data, program instructions, logic and processes for the general- purpose network operations and/or other information relating to the functionality of the embodiments described herein.
  • the program instructions may control the operation of an operating system and or one or more applications, for example.
  • the memory or memories may also be configured to store data structures, and/or other specific non-program information described herein.
  • Some embodiments may also be embodied in transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
  • FIG. 8 illustrates an example of a functional block diagram of a gaming system server in accordance with a specific embodiment.
  • the gaming system server 800 may a context interpreter 802 which, for example, may be operable to automatically and or dynamically analyze contextual criteria relating to a detected set of event(s) and/or condition(s), and automatically determine or identify one or more contextually appropriate response(s) based on the contextual interpretation of the detected event(s)/condition(s).
  • Examples of contextual criteria which may be analyzed may include, but are not limited to, for example, location-based criteria (e.g., geolocation of mobile gaming device, geolocation of EGD, time-based criteria, identity of user(s), user profile information, transaction history information and recent user activities, for example.
  • location-based criteria e.g., geolocation of mobile gaming device, geolocation of EGD, time-based criteria, identity of user(s), user profile information, transaction history information and recent user activities, for example.
  • Status tracking component(s) 812 may be provided and configured to automatically and/or dynamically determine, assign, and/or report updated transaction status information based, for example, on a state of the transaction.
  • Gateway component(s) may be operable to facilitate and manage communications and transactions with external payment gateways.
  • Web interface component(s) 808 may be operable to facilitate and manage communications and transactions with virtual live electronic gaming device web portal(s).
  • API interface(s) to gaming system server(s) may be operable to facilitate and manage communications and transactions with API Interface(s) to the gaming system server(s).
  • API Interface(s) to 3rd party system server(s) may be provided, which may be operable to facilitate and manage communications and transactions with API interface(s) to 3rd party system server(s).
  • One or more general-purpose processors 810 may be provided.
  • at least one processor may be specially designed hardware for controlling the operations of a gaming system.
  • a memory e.g., such as non-volatile RAM and/or ROM also forms part of CPU.
  • the CPU may be responsible for implementing specific functions associated with the functions of a desired network device. The CPU preferably accomplishes all these functions under the control of software including an operating system, and any appropriate applications software.
  • Memory 816 may be provided.
  • the memory 816 may include volatile memory (e.g., RAM), non volatile memory (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory, and or other types of memory.
  • volatile memory e.g., RAM
  • non volatile memory e.g., disk memory, FLASH memory, EPROMs, etc.
  • unalterable memory e.g., unalterable memory, and or other types of memory.
  • one or more memories or memory modules e.g., memory blocks
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the memory or memories may also be configured to store data structures, metadata, identifier information/images, and or information/data relating to other features/functions described herein.
  • Interface(s) 806 may be provided such as, for example, wired interfaces and or wireless interfaces.
  • Suitable device driver(s) 842 may also be provided, as may be one or more display(s) 835.
  • Messaging server component(s) 836 may provide various functions and operations relating to messaging activities and communications.
  • network server component(s) 837 may be configured to provide various functions and operations relating to network server activities and communications.
  • User account/profile manager component(s) 807 may be provided to manage various aspects of user accounts and or profiles.
  • Fig. 9 shows a block diagram illustrating components of a gaming system 900 suitable for implementing various aspects of the embodiments shown and described herein.
  • the components of a gaming system 900 for providing game software licensing and downloads are described functionally.
  • the described functions may be instantiated in hardware, firmware and/or software and executed on a suitable device.
  • the functions of the components may be combined.
  • a single device may comprise the game play interface 911 and include trusted memory devices or sources 909.
  • the gaming system 900 may receive inputs from different groups/entities and output various services and or information to these groups/entities.
  • game players 925 primarily input cash or indicia of credit into the system, make game selections that trigger software downloads, and receive entertainment in exchange for their inputs.
  • Game software content providers provide game software for the system and may receive compensation for the content they provide based on licensing agreements with the gaming machine operators.
  • Gaming machine operators select game software for distribution, distribute the game software on the gaming devices in the system 900, receive revenue for the use of their software and compensate the gaming machine operators.
  • the gaming regulators 930 provide rules and regulations that are applicable to the gaming system and receive reports and other information confirming adherence to these rules.
  • the game software license host 901 may be a server connected to a number of remote gaming devices that provides licensing services to the remote gaming devices.
  • the license host 901 may 1) receive token requests for tokens used to activate software executed on the remote gaming devices, 2) send tokens to the remote gaming devices, 3) track token usage and 4) grant and or renew software licenses for software executed on the remote gaming devices.
  • the token usage may be used in use-based licensing schemes, such as a pay-per-use scheme.
  • a game usage-tracking host 922 may track the usage of game software on a plurality of devices in communication with the host.
  • the game usage-tracking host 922 may be in communication with a plurality of game play hosts and gaming machines. From the game play hosts and gaming machines, the game usage tracking host 922 may receive updates of an amount that each game available for play on the devices may be played and on amount that may be wagered per game. This information may be stored in a database and used for billing according to methods described in a utility based licensing agreement.
  • the game software host 902 may provide game software downloads, such as downloads of game software or game firmware, to various devices in the game system 900. For example, when the software to generate the game is not available on the game play interface 911, the game software host 902 may download software to generate a selected game of chance played on the game play interface. Further, the game software host 902 may download new game content to a plurality of gaming machines responsive to a request from a gaming machine operator.
  • game software downloads such as downloads of game software or game firmware
  • the game software host 902 may also include a game software configuration-tracking host 913.
  • the function of the game software configuration-tracking host is to keep records of software configurations and/or hardware configurations for a plurality of devices in communication with the host (e.g., denominations, number of paylines, paytables, max/min wagers).
  • a game play host device 903 may include a host server connected to a plurality of remote clients that generates games of chance that are displayed on a plurality of remote game play interfaces 911.
  • the game play host device 903 may include a server that provides central determination of wager outcomes on a plurality of connected game play interfaces 911.
  • the game play host device 903 may generate games of chance, such as slot games or wager-based video games, for display on a remote client.
  • a game player using the remote client may be able to select from a number of games that are provided on the client by the host device 903.
  • the game play host device 903 may receive game software management services, such as receiving downloads of new game software, from the game software host 902 and may receive game software licensing services, such as the granting or renewing of software licenses for software executed on the device 903, from the game license host 901.
  • game software management services such as receiving downloads of new game software
  • game software licensing services such as the granting or renewing of software licenses for software executed on the device 903, from the game license host 901.
  • the game play interfaces or other gaming devices in the gaming system 900 may be portable devices, such as electronic tokens, cell phones, smart cards, tablet PCs and PDAs.
  • the portable devices may support wireless communications.
  • the network hardware architecture 916 may be enabled to support communications between wireless mobile devices and other gaming devices in gaming system.
  • the wireless mobile devices may be used to play games of chance, such as described herein.
  • the gaming system 900 may use a number of trusted information sources.
  • Trusted information sources 904 may include devices, such as servers, that provide information used to authenticate/activate other pieces of information. Cyclic Redundancy Check (CRC) values used to authenticate software, license tokens used to allow the use of software or product activation codes used to activate software are examples of trusted information that might be provided from a trusted information source 904.
  • Trusted information sources may include a memory device, such as an EPROM, that includes trusted information used to authenticate other information.
  • a game play interface 911 may store a private encryption key in a trusted memory device that is used in a private key-public key encryption scheme to authenticate information from another gaming device.
  • Gaming devices storing trusted information might utilize apparatus or methods to detect and prevent tampering.
  • trusted information stored in a trusted memory device may be encrypted to prevent its misuse.
  • the trusted memory device may be secured behind a locked door.
  • one or more sensors may be coupled to the memory device to detect tampering with the memory device and provide some record of the tampering.
  • the memory device storing trusted information might be designed to detect tampering attempts and clear or erase itself when an attempt at tampering may be detected.
  • the gaming system 900 of example embodiments may include devices 906 that provide authorization to download software from a second device to a second device and devices 907 that provide activation codes or information that allow downloaded software to be activated.
  • the devices, 906 and 907 may be remote servers and may also be busted information sources.
  • a device 906 that monitors a plurality of gaming devices to determine adherence of the devices to gaming jurisdictional rules 908 may be included in the system 900.
  • a gaming jurisdictional rule server may scan software and the configurations of the software on a number of gaming devices in communication with the gaming rule server to determine whether the software on the gaming devices is valid for use in the gaming jurisdiction where the gaming device is located.
  • the gaming rule server may request a digital signature, such as CRCs, of particular software components and compare them with an approved digital signature value stored on the gaming jurisdictional rule server.
  • the gaming jurisdictional rule server may scan the remote gaming device to determine whether the software is configured in a manner that is acceptable to the gaming jurisdiction where the gaming device is located. For example, a maximum wager limit may vary from jurisdiction to jurisdiction and the rule enforcement server may scan a gaming device to determine its current software configuration and its location and then compare the configuration on the gaming device with approved parameters for its location.
  • a gaming jurisdiction may include rules that describe how game software may be downloaded and licensed.
  • the gaming jurisdictional rule server may scan download transaction records and licensing records on a gaming device to determine whether the download and licensing was carried out in a manner that is acceptable to the gaming jurisdiction in which the gaming device is located.
  • the game jurisdictional rule server may be utilized to confirm compliance to any gaming rules passed by a gaming jurisdiction when the information needed to determine rule compliance is remotely accessible to the server.
  • Game software, firmware or hardware residing a particular gaming device may also be used to check for compliance with local gaming jurisdictional rules.
  • a software program including jurisdiction rule information may be downloaded to a secure memory location on a gaming machine or the jurisdiction rule information may be downloaded as data and utilized by a program on the gaming machine.
  • the software program and/or jurisdiction rule information may check the gaming device software and software configurations for compliance with local gaming jurisdictional rules.
  • the software program for ensuring compliance and jurisdictional information may be installed in the gaming machine prior to its shipping, such as at the factory where the gaming machine is manufactured.
  • the gaming devices in game system 900 may utilize trusted software and or trusted firmware.
  • Trusted firmware/software is trusted in the sense that is used with the assumption that it has not been tampered with.
  • trusted software/firmware may be used to authenticate other game software or processes executing on a gaming device.
  • trusted encryption programs and authentication programs may be stored on an EPROM on the gaming machine or encoded into a specialized encryption chip.
  • trusted game software e.g., game software approved for use on gaming devices by a local gaming jurisdiction may be required on gaming devices on the gaming machine.
  • the devices may be connected by a network 916 with different types of hardware using different hardware architectures.
  • Game software can be quite large and frequent downloads can place a significant burden on a network, which may slow information transfer speeds on the network.
  • efficient downloading is essential for the service to viable.
  • network efficient devices 910 may be used to actively monitor and maintain network efficiency.
  • software locators may be used to locate nearby locations of game software for peer-to-peer transfers of game software.
  • network traffic may be monitored and downloads may be actively rerouted to maintain network efficiency.
  • One or more devices may provide game software and game licensing related auditing, billing and reconciliation reports to server 912.
  • a software licensing billing server may generate a bill for a gaming device operator based upon a usage of games over a time period on the gaming devices owned by the operator.
  • a software auditing server may provide reports on game software downloads to various gaming devices in the gaming system 900 and current configurations of the game software on these gaming devices.
  • the software auditing server 912 may also request software configurations from a number of gaming devices in the gaming system. The server may then reconcile the software configuration on each gaming device.
  • the software auditing server 912 may store a record of software configurations on each gaming device at particular times and a record of software download transactions that have occurred on the device. By applying each of the recorded game software download transactions since a selected time to the software configuration recorded at the selected time, a software configuration is obtained.
  • the software auditing server may compare the software configuration derived from applying these transactions on a gaming device with a current software configuration obtained from the gaming device. After the comparison, the software-auditing server may generate a reconciliation report that confirms that the download transaction records are consistent with the current software configuration on the device. The report may also identify any inconsistencies.
  • both the gaming device and the software auditing server may store a record of the download transactions that have occurred on the gaming device and the software auditing server may reconcile these records.
  • a payout schedule for a wager is a randomized monetary return to the player.
  • Some alternative industry terms for a payout schedule may include paytable, payline, payback percentage or distribution.
  • the phrase“payout schedule” is used and defined here to avoid ambiguity that may be inherent in these alternate terms.
  • a payout schedule can be described as a table of information.
  • Entries may include at least three elements (columns).
  • One of the elements for an entry may include some identifying information for a wagering event or multiple wagering events.
  • Another element of the entry may include the probability (standard mathematical definition) of the Event occurring. The other important element is the payback value for the wagering event, should the wagering event occur.
  • the overall Return to the Player (also known as RTP) along with the payback values in the table are generally expressed as either (a) a multiple of the wager or (b) a specific value, such as a dollar (or other currency) amount. All entries in a payout schedule should be expressed in the same terms, as mixing wager multiples and specific values will typically not yield useful information.
  • these listed values may not be explicitly present in the table, but may instead be indirectly indicated. For instance, if two six-sided dice were used as a lookup into a payout schedule, the probability of a seven (7) being rolled is higher than any other number. If seven was indicated in the actual payout schedule, it would be indirectly related to the probability of the 7 being rolled (which is 1/6, or 0.1666666%) Those of skill in the art will recognize that there are many alternate methods of expressing a probability, as well as many alternate methods of specifying a payback value.
  • the sum of all probabilities in a payout schedule will equal 1 in a complete payout schedule. It is acceptable to assume that a paytable has a missing entry if the sum of all probabilities is less than 1. This missing entry’s probability is equal to one minus the sum of the existing probabilities. The payback value of the missing entry is zero. If the Sum of the probabilities is greater than one, the payout schedule is invalid.
  • a random value must be generated. This random value must be used such that each entry in the payout schedule can be identified using some transformation of the random value combined with some form of look-up into the payout schedule using the probability of each entry. For example, consider the following payout schedule in Table 1:
  • the value of a payout schedule is a sum of products. Each entry in the payout schedule will have its own entry value. This entry value is simply the product of the probability and the payback value. The value of the payout schedule is the sum of all entry values in the payout schedule. Therefore, for the payout schedule of Table 1, its value is calculated as shown below:
  • random values may have different distributions.
  • Most typical gaming devices use a uniform distribution, as a single random number is used to determine some outcome, such as a reel stop position, a wheel position, the value of a playing card, etc.
  • some games or gaming devices may be configured to use a non-uniformly distributed random outcome.
  • One such non-uniform random distribution is the Gaussian distribution.
  • a Gaussian distribution (also known as a Normal distribution) is obtained whenever the sum of multiple uniformly distributed random numbers is calculated. For example, if the sum of two 6-sided dice is used to determine how much to pay the player, the outcome of 7 is more common than any other outcome by virtue of the Gaussian distribution of the random result of summing two 6-sided dice.
  • the simple game of Roulette uses a uniformly- distributed random value (the ball landing somewhere on the wheel) along with a set of rules that denote the payout for each of the various possible outcomes.
  • the payout for“black” is usually one-for-one: If you wager $1 on“black”, and the ball lands on a“black” number, you will receive $1 for every $1 bet (aka 2 to 1 odds)
  • For this wager there are 18 black numbers, 18 red numbers, and (hypothetically) 2 green numbers (0 and 00).
  • the frequency of getting black is 18/38, or roughly 47.4%, and has a value of 2.
  • the frequency of getting“not- black” is roughly 52.6%, and has a value of 0. Therefore, the value to the player (the payout schedule value) for “black” wager on roulette is:
  • wagering event means a wager instance that is generated as a result of a player interacting with a wagering opportunity, or any wagering opportunity within a game that is recognized by the game as a wagering event.
  • Wagering opportunities may include hardware-based actions such as: pressing a button, pulling a trigger, touching the screen, etc.
  • Wagering opportunities may also include, but are not limited to, virtual events (events that occur virtually within a video game), such as touching or attempting to touch any game object with a player-controlled avatar (humanoid, vehicle, held weapon or fist, etc.) or having the player’s avatar come within a certain proximity of the game object, firing a projectile at any game object (either requiring the projectile to hit or simply be fired, or alternately having the projectile aimed such that it eventually comes within a certain proximity to a game object), making a selection or a move or as the result of making a selection or a move (such as placing an“X” on a Tic-Tac-Toe board, moving your piece in a Monopoly game, sliding a tile or gem in a Match-3 game, etc.), and in general taking any action within a game or allowing any interaction to occur within a game, at any point in time or during or after any duration of time.
  • virtual events events that occur virtually within a video game
  • a wager has been made prior to, simultaneous with or subsequent to their occurrence, and directly or indirectly because of their occurrence, the combination of the wager and the occurrence becomes known as a wagering event.
  • a wagering event There may be a myriad of possible wagering opportunities within a game. Part of the game's design will be determining which (and when) opportunities may be wagered upon, thereby defining the difference between a wagering opportunity and a wagering event. Some events may not be or include a wagering opportunity until some specific time or upon the occurrence of some other predicate event(s).
  • some wagering events may occur less frequently, may be associated with a greater time delay within the game, may require a greater degree of dexterity or cleverness and/or may generally be more subjectively difficult to accomplish. Some wagering events may be associated with more than one such attribute. Naturally, such wagering events may have a higher perceived value to a player than wagering events that are associated, for example, with a higher frequency of occurring and/or that require a comparatively lesser degree of dexterity, cleverness and/or that are comparatively easier to accomplish.
  • the game In any event, regardless of such attributes that may be associated with one or more wagering events, the game must be considered“fair”.
  • fairness A primary tenet regarding fairness is that the rules of the game must be completely described to the player, such that the player may make an informed decision whether or not to play the game based on how the game is played. This rule applies to all known regulated gaming jurisdictions. The gaming embodiments shown and described herein are fair and it is assumed that the rules of the game are clearly described to the player.
  • the game must never pay out so much money that the casino (or other gaming establishment) will consistently lose money to a player that, through luck and/or consistently skillful actions, accomplishes many or all of the wagering events. While it is acceptable, for a player that consistently accomplishes most or all wagering events that are subjectively more valuable, to win more money (including more than he or she put into the gaming machine) than another player that accomplishes none or a limited number of such subjectively more valuable wagering events, the game must be designed in such a manner as to guarantee that the winnings over time, for any player, will not cause the casino to lose money.
  • a head shot (smaller target, more difficult to hit) may be considered to be harder and a body shot (larger target, comparatively easier to hit) may be considered to be easier. Because of basic human nature, players typically expect larger rewards for harder activities.
  • one way to address this desire for a larger reward is to assign a different and higher-valued payout schedule to harder wagering events.
  • Such a paradigm allows for a consistently greater return to the skilled player and for an occasionally greater return for the lucky player.
  • Other embodiments are configured to enhance such a paradigm to both enhance ah players’ experiences and to protect the casino.
  • each individual wager placed through the gaming machine receiving some player interaction when the player encounters a wagering event, should never have an expected RTP that falls below a specified minimum (such as 75% in Nevada), regardless of game state or game history.
  • the overall RTP should not exceed some specified maximum, most likely mathematically capped at 100%, even if the player were to successfully and consistently accomplish all available skillful actions required during wagering events. It is to be understood that, over the short term, any player may be rewarded more than his or her wagers.
  • Some (easier and or frequently occurring) wagering events may have an expected RTP of (for example) 75%, while other (harder, and or less frequently occurring) wagering event may have an expected RTP of, for example, 85% (or even higher than 100%, in certain circumstances) associated therewith.
  • a random number is generated and scaled to a value between 0 and 99 (0..99).
  • the scaled number (0..99) is used to determine the payout amount to award the player.
  • The“RTP (calculated)” column for each row is simply the product of the Payout and the probability for that row. The sum of the values in this RTP column represents the overall total RTP for the entire payout schedule.
  • lower RTP payout schedules may be enabled for some wagering opportunities and/or less successful players while comparatively higher RTP payout schedules may be enabled for other wagering opportunities and/or comparatively more successful players.
  • lower RTP payout schedules may be enabled for wagering opportunities that occur often or that the player is statistically more likely to accomplish (i.e., easier wagering opportunities) while higher RTP payout schedules may be enabled for one or more wagering opportunities that occur comparatively less frequently and/or that the player is less likely to successfully accomplish (i.e., harder wagering opportunities).
  • lower RTP payout schedules may be enabled for easier wagering opportunities while higher RTP payout schedules may be enabled for harder wagering opportunities.
  • Easier and harder wagering opportunities may be measured, subjectively or objectively, by the amount of game play time required to reach them, cleverness of the player, by the amount of manual dexterity of the player, by the reaction time or speed of the player and or by any other metric that results in a statistical differential between the rate of unsuccessfully completing a predetermined action or actions upon encountering a predetermined wagering opportunity and the rate of successfully completing the action or actions upon encountering the same predetermined wagering opportunity during game play.
  • the player may accept a lower rate of return for accomplishing tasks he or she (and/or the game designer) perceives as easier in exchange for a comparatively higher rate of return for accomplishing tasks he or she (and or the game designer) perceives as being harder, wagering opportunities that conclude a chapter of the game’ s narrative or that are thematically significant to the game.
  • Fig. 10 is a flowchart of a computer-implemented method, according to one embodiment.
  • block B 1002 calls for game play, wagering and rewarding players. That is, game play is ongoing, with the regulated gaming machine receiving (via a user interface), (more or less skillful, in one embodiment) player interactions with in-game assets, which selectively generates wagering events whose outcome is determined by random chance, according to one or more payout schedules defining one or more predetermined RTPs.
  • the regulated gaming machine receives a player interaction with an in-game asset, a wagering opportunity is generated. If the player’s interaction was successful, the interaction may be considered to be successful and a wagering event may be generated.
  • stage or“stages” are terms that are intended to be inclusive of game levels, game areas or any other logical, strategic, or narrative-based divisions within the game that the player either progresses through as the game unfolds or can choose to go, such as a different area of a map within a game.
  • some players tend to perseverate at a favorite level, in a preferred area or a familiar stage. They are familiar with the actions required are content to stay in known territory, repeating familiar actions.
  • the embodiments shown and described herein address this issue, thereby encouraging players to take advantage of the game’s full potential. In turn, this heightens their engagement and interest in the game, causing them to play longer.
  • game play and wagers are enabled at a current stage of the game. If the player just started the game, it is likely that he or she is at the first stage, level or area (hereinafter, collectively,“stage”). Most games’ stages have requirements, acts that must be carried out, to complete the requirements of the stage and enable game play to transition to another or next stage. Examples include requirements that all power pills have to be collected, all, most or selected zombies killed, a specific number of points earned, and the like. At block B 1004 in Fig. 10, it may be determined whether all requirements for the current level have been satisfied or completed.
  • game play may revert to B1002, to enable the player to keep playing at the current stage until all requirements (YES branch of B 1004) have been completed. Once it is determined that all requirements for the current level have been satisfied or completed, it may then be determined, as shown at B1006, whether this is the first time, during the current game session, that these requirements for the current stage have been completed.
  • the incentive award of B1008 is not offered or awarded, whereupon game play proceeds to B1010.
  • game play may transition to the next stage or another stage within the game, as shown at B 1014, whereupon game play reverts to B1002 for this new / other stage of the game. If, however, continued game play on the current stage is desired (YES branch of B 1010), the game does not transition to the next or another stage and the player may be permitted to continue game play, wagering and receiving rewards in the current stage, as evidenced by the arrow reverting to B1002 from B1010.
  • the player may be disincentivized, as shown at B1012.
  • Block B1012 is shown in dashed lines, to convey that the player may be, but need not be, disincentivized.
  • the disincentive may include any detriment to the game or player that the player, all other things being equal, would rather avoid. Monetary penalties (i.e., taking away the player’s already earned money or player credits) are likely not imposed but are possible.
  • Fig. 11 is another flowchart of a computer-implemented method, according to one embodiment.
  • Fig. 11 is identical to Fig. 10, but for block B1107, interposed between blocks B1006 and B1008.
  • the player may have killed all the zombies required for transitioning to a next level but may not have picked up two additional ammunition magazines (the additional requirements), which he or she will need in the next stage.
  • all requirements for transitioning to a next stage of the game may have been satisfied in B 1006, but the player has not earned three stars, which will enable him or her to do something else in a next or another level in the game.
  • additional requirements may be imposed for the player to be offered, and receive, the incentive award of B1008.
  • Block B117 is intended to cover all such additional requirements.
  • Fig. 12 shows a few of the possible implementations of the incentive award 1202 and of the optional disincentive 1204. It is to be noted that the listed examples are not intended to constitute the entire universe of possible incentives or disincentives, and that others will occur to those of ordinary skill in the art and/or may become evident upon consideration of the nature of the game to which embodiments may be applied.
  • the aforementioned machine -assisted skill enhancement may nudge the player’s aim by the required x, y deltas of (+2, -5) to re-direct the player’s aim directly on target.
  • Other incentives are possible.
  • the optional disincentive 120 may operate to discourage the player having already mastered or completed a stage, to remain on that stage.
  • the disincentive may include no incentive reward, an RTP decrease in the next stage the game transitions to, the withdrawal of any or selected non-monetary advantage, an increase in the skill required for successful interaction with the in game assets in the next or other stage (should the game ever transition to such next or other stage) and/or a reduction of any multipliers earned or to be applied.
  • Other, more subtle changes may be made to the game that collectively may discourage the player from persevering on a single stage. For example, the game play may become mostly repetitive which, over time, may cause the player to become bored and want to move on.
  • Block B 1312 then rewards the offered incentive when a player interaction is received in the regulated gaming machine that causes game play to transition to a next stage of the plurality of stages.
  • the incentive may comprise money, money equivalent or other indicia of value.
  • the incentive may be non-monetary.
  • the incentive may comprise an advantage to the player in the next or another stage, level, area, etc.
  • the incentive may comprise a retroactively-applied advantage in the current stage. Offering the player the incentive may be carried out when game play has reached the stage complete state for the first time and when additional requirements are satisfied.
  • the incentive may include an increased RTP percentage in the next or another stage.
  • the wager- based game may be a skill and wager-based game and the incentive may include a gaming machine-assisted skill enhancement for game play in the next or another stage.
  • the computer-implemented method may further comprise imposing a disincentive for remaining in the current stage after game play has reached the stage complete state for the first time. The disincentive may also be non-monetary.
  • Fig, 14 is a diagram that illustrates aspects of a computer-implemented method of operating a gaming machine according to one embodiment.
  • the gaming machine may be a dedicated, regulated gaming machine on a casino floor.
  • the gaming machine may be or may include a general purpose computing device that is reconfigured, by software and/or hardware, as a regulated, wager- enabled gaming machine, jurisdictional and regulatory considerations permitting.
  • Such a gaming machine may accept funds from a player and enable the player to play a wager-based game having a plurality of levels or stages and or any other type of partitioned game.
  • the game may include a number of levels, where lower levels are shorter or easier than comparatively-lower levels.
  • higher stages or levels may simply depict and offer interaction with aspects of the game that are further along the game’s narrative than earlier stages or levels.
  • the game may also be partitioned according to some aspect, characteristic or state of a player’s avatar. For example, the game may transition from one level or stage to another when the player’s avatar has performed all required tasks, solved a predetermined problem, acquired sufficient experience, health units, armor, ammunition, driving skill points or has scored a predetermined number of confirmed kills or collected other in-game assets or points.
  • the player may be enabled, for a game session, to play the game and make wagers in a first level or stage of the plurality of levels or stages of the game.
  • a first stage complete state in which all requirements necessary for transitioning game play from the first stage to a second stage of the plurality of stages have been completed.
  • Such first stage complete state will necessarily vary from game to game.
  • such first stage complete state will be that state that enables game play to transition from a first stage to another, second stage.
  • the reward may be money or some other reward that has in-game value and or that may be redeemed for money.
  • the prize may be one of a plurality of such monetary or monetary-equivalent prizes as shown at 1402 in Fig. 14, with the highest prize of the plurality being denoted as the first top prize.
  • the plurality of prizes include prizes for $1, $2, $3 and $5.
  • these prizes made available to the player in a pick’em configuration, a forced-choice configuration in which the player is invited to select one of the displayed treasure chests to reveal the previously-hidden prize value.
  • the first top prize is $5, which the player has a one in four chance of picking. After the player picks one of the treasure chests, therefore, he or she is awarded a random one of the plurality of first monetary or monetary-equivalent prizes - which may or may not be the first top prize.
  • game play may continue in a second level and/or stage of the game, the second stage being, according to one embodiment, a later (or at least another) stage in the game session that is different from the first stage.
  • the second stage is shown as being 10 levels/stages past the level stage shown at 1401. Therefore, the“second stage” need not immediately follow the previously-discussed“first stage”.
  • game play is determined to have reached the second stage complete state 1403 in which all requirements necessary for transitioning game play from the second stage to a third stage of the plurality of stages have been completed.
  • the gaming machine may then provide the player with an opportunity to win one of a plurality of second monetary or monetary-equivalent prizes.
  • the plurality of second monetary or monetary-equivalent prizes may comprise a number of randomly- awarded prizes, with a highest one of the second plurality of monetary or monetary-equivalent prizes being denoted as the second top prize that is higher (or otherwise more valuable) than the first top prize.
  • the first top prize shown at 1402 (at Level/Stage X Complete state) is $5
  • the second top prize shown at 1404 is $10, which is higher than the first top prize of $5. Therefore, as shown in Fig. 14, the potential top winning offered upon the player achieving the Level/Stage X + 10 Complete state 1403 is $10.
  • the RTP of the game increases somewhat as the player reaches higher levels/stages.
  • the probabilities may be adjusted such that the RTP remains identical across levels or stages or increases stepwise over groups of levels or stages, even though the top prize has increased.
  • the odds of winning that top prize may, according to one embodiment, become increasingly long.
  • the gaming machine may offer other pluralities of prizes, such as shown at 1406 and 1408, respectively. As shown at both 1406 and 1408, not only does the top prize become progressively higher ($20 and $50, respectively), but the other potential awards may change as well.
  • the probabilities may be maintained constant or may be adjusted as needed to hit the desired RTP. In any event, the player is incentivized to continue playing the game and progressing through the levels/stages thereof, as the potentially winnable top prize continues to increase.
  • Fig. 15 is another diagram illustrating further aspects of a computer-implemented method of operating a regulated gaming machine, according to one embodiment.
  • a spinning reel or wheel is presented, which randomly stops on one of a plurality of sections associated with different monetary or monetary-equivalent prizes.
  • the top prize increases as the player makes his or her way through the constituent levels/stages of the game.
  • the top prize that may be won after reaching a level/stage X complete state is $50.
  • the top prize is $75 and upon reaching the level/stage X + 10 complete state, the top prize is $200.
  • the RTP may be allowed to increase or may be kept constant, as the game designer wishes. Even if the odds of winning the top prize become increasingly long, players may be incentivized to continue playing, in the hopes of reaching ever-higher levels/stages and being given the opportunity to win increasingly larger top prizes.
  • Fig. 16 is a flowchart of a computer-implemented method according to one embodiment.
  • the computer-implemented method calls for accepting, in or by the regulated gaming machine, funds from a player and enabling the player to play a wager-based game having a plurality of levels or stages.
  • game play and wagers may be enabled, for a game session, in a first stage of the plurality of stages of a game.
  • it may be determined that game play in the first stage has reached a first stage complete state in which all requirements necessary for transitioning game play from the first stage to a second stage of the plurality of stages have been completed.
  • a“stage”, according to one embodiment, may include several levels or may indicate some other partitioning of the game play along, for example, narrative lines.
  • the player may be provided with an opportunity to win one of a plurality of first monetary or monetary-equivalent prizes. As discussed and shown relative to Figs. 14 and 15, the highest one of the first plurality of monetary or monetary-equivalent prizes may be called the first top prize. Thereafter, as shown at B 165, the player may be awarded a random one of the plurality of first monetary or monetary- equivalent prizes - the prize awarded may be the first top prize or any one of the other constituent prizes of the first plurality of monetary or monetary-equivalent prizes.
  • the computer-implemented method of Fig. 16 may then proceed to B166, in which game play and wagers may be enabled, in the current game session, in the second stage of the game, the second stage being, for example, a later stage in the game session than the first stage and need not immediately follow the aforementioned first stage.
  • B 167 it may be determined that game play in the second stage has reached a second stage complete state in which all requirements necessary for transitioning game play from the second stage to a third stage of the plurality of stages have been completed.
  • the player may be provided with an opportunity to win one of a plurality of second monetary or monetary-equivalent prizes, through a pick’em presentation, a rotating reel or wheel or via most- any engaging graphic.
  • the highest one of the second plurality of monetary or monetary-equivalent prizes may be called the second top prize and may be, according to one embodiment, higher (or otherwise more valuable or desirable) than the first top prize.
  • one or more of the top prizes may have no value outside of the game or may indeed have no immediately value outside of the game.
  • the prize awarded may have utility in or enable later-occurring wagers.
  • the prize awarded may be a gem, weapon, armor, upgrade or any other item that is necessary or useful in a later-occurring level, stage and/or wager.
  • the player may then be awarded a random one of the plurality of second monetary or monetary-equivalent prizes.
  • the plurality of first monetary or monetary-equivalent prizes may be identical to the plurality of second monetary and monetary-equivalent prizes, but for the first top prize.
  • the plurality of second monetary or monetary-equivalent prizes may be identical to the plurality of first monetary and monetary-equivalent prizes, but for the second top prize.
  • the computer-implemented method may further comprise keeping the RTP percentage unchanged in both the provided opportunity to win one of the plurality of first monetary or monetary-equivalent prizes and in the provided opportunity to win one of the plurality of second monetary or monetary-equivalent prizes.
  • a first probability that the first top prize will be randomly awarded may be set and a second probability that the second top prize will be awarded may be set such that the second probability is lower than the first probability.
  • the computer- implemented method may further comprise increasing the RTP percentage in the provided opportunity to win one of the plurality of second monetary or monetary-equivalent prizes relative to the RTP in the provided opportunity to win one of the plurality of first monetary or monetary-equivalent prizes.
  • the method may also comprise setting a first probability that the first top prize will be randomly awarded and also comprise setting a second probability that the second top prize will be awarded, and doing so in such a manner that the second probability is equal to the first probability.
  • the opportunity to win one of the plurality of first monetary or monetary-equivalent prizes and/or the opportunity to win one of the plurality of second monetary or monetary- equivalent prizes may be presented as a pick’em forced choice.
  • the opportunity to win one of the plurality of first monetary or monetary-equivalent prizes and or the opportunity to win one of the plurality of second monetary or monetary-equivalent prizes may be presented as one or more spinning reels or wheels, for instance.
  • the first and second stage complete states are defined by respective predetermined states of an in-game avatar in the game.
  • Fig. 17 is a diagram showing aspects of one embodiment. As shown therein, increasing the top prize that is potentially winnable when a stage (or level as the terms are used interchangeably herein) complete state has been reached is not the only way to increase player engagement and potential winnings. As shown in Fig. 17, different paytables may be accessed and used to determine the reward due to the player having placed a wager, depending upon the level or stage of the game. Indeed, Fig. 17 shows that paytables 1702 may be accessed when the current game session is in any one of levels 1-10. Similarly, paytables 1704 may be used to determine the player rewards when the player is in levels 11-20 and paytables 1706 when the player is in levels 21 through 30.
  • the groupings of levels into groups 1-10, 11-20 and 21-30 is arbitrary and is shown in Fig. 17 solely for purposes of illustration.
  • the groupings may be different or each or selected levels may have one or more paytables associated therewith.
  • the paytables associated with one or more levels may or may not be available when the player has reached other levels. That is, the paytables 1702 and 1704 for levels 1-10 and 11-20, respectively, may or may not be accessible when the player has reached levels 21-30.
  • only a single pay table per level or group of levels may be provided.
  • the pay tables 1702, 1704 and 1706 may define progressively-higher RTPs, so as to reward the persistent or skilled players.
  • wagering opportunities may be made available for player interaction, depending upon the current level or stage. As shown at 1708, Level 1-10 wagering opportunities may be available for player interaction in levels 1-10. Similarly, Level 11-20 wagering opportunities may be made available for player interaction in levels 11-20, but not in levels 1-10. Also, Level 21-30 wagering opportunities may be made available for player interaction in levels 21-30, but not in levels 11-20 or 1-10. These wagering opportunities may constitute the entirety of the wagering opportunities available in the respective levels, or may be provided in addition to other wagering opportunities. These wagering opportunities may, therefore, be “special guest stars” of their respective levels, as suggested at 1708.
  • Level 1-10 wagering opportunities may also be available in addition to the Level 11-20 wagering opportunities in levels 11-20, as suggested at 1716.
  • Level 1-10 and Level 11-20 wagering opportunities may also be available in addition to the Level 21-30 wagering opportunities in levels 21-30, as suggested at 1718.
  • These wagering opportunities 1708, 1710 and 1712 may operate as rewards to the player, may offer better odds than other wagering opportunities or may simply reward the player for each and every player interaction.
  • the wagering opportunities 1708, 1710 and 1712 may operate to gradually increase the RTP 1726 as the player progresses through the respective levels or stages of the game.
  • the paytables 1702, 1704 and 1706 may be used in conjunction with wagering opportunities 1708, 1710 and 1712, or entirely separate therefrom.
  • the top prizes for each level or groups of levels may be selected as desired.
  • the top prizes potentially winnable by the player in each level group may gradually increase, so as to further incentivize the player and enhance his or her enjoyment of the game.
  • the knowledgeable game designer may wish to mix and match the level- specific paytables 1702, 1704, 1706 with the level-specific wagering opportunities 1708, 1710, 1712 and/or the level-specific top prizes 1720, 1722, 1724 for maximum effect in the game being developed.
  • increased playing time may also be awarded as a monetary-equivalent prize herein. Such increased time may enable further wagers or may simply enable further non- wager game play.
  • a computer-implemented method of operating a regulated gaming machine may comprise providing a wager-based game having a plurality of levels and associating one or more first paytables with a first level of the plurality of levels and associating one or more second paytables with a second level of the plurality of levels.
  • the second paytable(s) may define an RTP that is greater than the RTP defined by the first paytable(s).
  • the regulated gaming machine may accept funds from a player and may enable the player to play the wager-based game. For a game session, game play and wagers may be enabled in the first level of the plurality of levels of the wager-based game.
  • the first paytable(s) may then be accessed and the player rewarded the player for wagers placed in the first level according to the accessed first paytable(s) associated with the first level. It may then be determined that game play in the first stage has reached a first stage complete state in which all requirements necessary for transitioning game play from the first level to the second level have been completed. Game play may then be transitioned to the second level and game play and wagers may be enabled in the second level of the game. According to one embodiment, the second level may be a later stage in the game session than the first level. Thereafter, the second paytable(s) may be accessed and the player rewarded for wagers placed in the second level according to the accessed second paytable(s) associated with the second level.
  • Another embodiment may include providing first wagering opportunities for player interaction in the first level and providing second wagering opportunities for player interaction in the second level.
  • the second wagering opportunities may be associated with greater potential player rewards than may be associated with the first wagering opportunities.
  • the first wagering opportunities may be also available for player interaction in the second level.
  • the first wagering opportunities may be unavailable for player interaction in the second level.
  • FIG. 18 Another embodiment is a tangible, non-transitory computer-readable medium as shown at 1818 in Fig. 18.
  • This tangible, non-transitory computer-readable medium may have data stored thereon representing sequences of instructions which, when executed by a regulated gaming computing device, cause the regulated gaming to carry out the above shown and described computer-implemented methods.
  • Other examples of such tangible, non-transitory computer-readable media are shown at references 1804, 1805, 1806 and 1810 in Fig. 18 and elsewhere in the figures.
  • Fig. 18 shows a wager-based regulated gaming machine configured according to embodiments and configured to execute the computer-implemented methods shown and described herein.
  • an electronic, wager-based gaming device 1802 may comprise a memory 1804, 1805, 1806, 1810, at least one processor 1808, a display 1820 and a user interface 1822.
  • a plurality of processes may be spawned by the processor, which plurality of processes may comprise processing logic to carry out the functionality shown and described relative to Figs. 10-17.
  • FIG. 18 also shows exemplary tangible, non-transitory computer-readable media 1818, 1804, 1805 or 1806 having data stored thereon representing sequences of instructions which, when executed by the regulated gaming computing device, cause the regulated gaming computing device to determine rewards due to a player playing a wager-based game according to embodiments in one of the manners described herein.
  • reference number 1802 is a regulated gaming machine, also referenced herein as an electronic gaming device (EGD) and electronic gaming machine (EGM).
  • the regulated gaming machine 1802 may comprise direct access data storage devices such as magnetic disks 1804, non-volatile semiconductor memories (EEPROM, Flash, etc.) 1806, a hybrid data storage device 1805 comprising both magnetic disks 1804 and non-volatile semiconductor memories, one or more microprocessors 1808 and volatile memory 1810.
  • the regulated gaming machine 1802 may also comprise a network interface 1813, configured to communicate over network 1814 with remote servers, storage services and the like.
  • References 1804, 1805 and 1806 are examples of tangible, non-transitory computer-readable media having data stored thereon representing sequences of instructions which, when executed by a regulated gaming computing device, cause the regulated gaming computing device to provide wager-based games and determine rewards due to a player playing such wager-based game as described and shown herein, particularly at Figs. 10-17.
  • Some of these instructions may be stored locally in the gaming machine 1802, while others of these instructions may be stored (and/or executed) remotely and communicated to the gaming machine 1802 over the network 1814. In other embodiments, all these instructions may be stored locally in the gaming machine 1802, while in still other embodiments, all of these instructions are stored and executed remotely, based on payer interactions at the gaming machine 1802, and the results communicated to the gaming machine 1802.
  • the instructions may be stored on another form of a tangible, non-transitory computer readable medium, such as shown at 1818.
  • reference 1818 may be implemented as an optical disk, which may constitute a suitable data carrier to load the instmctions stored thereon onto the gaming machine 1802, thereby re-configuring the gaming machine to one or more of the embodiments described and shown herein.
  • reference 1818 may be embodied as an encrypted persistent memory such as a Flash drive. Other implementations are possible.
  • devices or processes that are described as being in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise.
  • devices or processes that are disclosed to be in communication with one another may communicate directly or indirectly through one or more intermediaries.

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  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Slot Machines And Peripheral Devices (AREA)
EP20837533.7A 2019-07-09 2020-06-10 Geregelte mehrstufige kasinospiele und spielautomaten mit konfiguration zur förderung der erkundung von spielstufen, phasen, bereichen Withdrawn EP3997679A1 (de)

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US16/506,744 US10991206B2 (en) 2018-10-07 2019-07-09 Skillfull multi-level games and gaming machines configured to encourage exploration of game levels, stages, areas
PCT/US2020/036964 WO2021006985A1 (en) 2019-07-09 2020-06-10 Regulated multi-level casino games and gaming machines configured to encourage exploration of game levels, stages, areas

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US8858321B2 (en) * 2007-08-30 2014-10-14 Igt Return-driven casino game outcome generator
US20190096186A1 (en) * 2017-09-28 2019-03-28 Synergy Blue, Llc Methods, devices and systems for virtual contributions and bounties in regulated casino games

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