Note: Descriptions are shown in the official language in which they were submitted.
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ENHANCED SLOT-MACHINE FOR CASINO APPLICATIONS
BACKGROUND
Field
[0002] This disclosure relates generally to a game of chance that provides
players a rich (i.e.
akin to leading home- and arcade-based video games) environment in which the
participant(s)
win cash and credits as a result of their play activity within the
environment, based on the
wagers which they make entering and playing the game, and more specifically to
the methods
and apparatus necessary to create and operate the hardware and software
constituent
components in the context of a game of chance environment.
Description of Related Art
[0003] The gaming machine manufacturing industry provides a variety of gaming
machines for
the amusement of gambling players. An exemplary gaming machine is a slot
machine. A slot
machine is an electro- mechanical game wherein a random number generator
determines the
outcome of a gambling game, and this, coupled with the betting decisions of a
player, results in
a specific payout. Slot machines are usually found in casinos or other more
informal gaming
establishments.
[0004] Games involving random outcomes for gambling games and games having a
player
skill component have been combined. For example, U.S. Patent Application
Publication No.
2005/0239538 Al discloses a gaming apparatus that includes a video game unit,
a gambling
game unit and a game interface unit. The game interface unit controls the
playing of the video
game unit based on the playing of the gambling game unit. The gaming apparatus
is further
configured to pay winnings to a player playing the gaming apparatus based on
signals from the
game interface unit.
[0005] U.S. Patent Application Publication No. 2008/0108425 Al discloses a
gaming device
that enables players to play an interactive game and make wager components
that occur during
the interactive game, where the wagering outcome for each of the wager
components is
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independent from the interactive game. The interactive game is a skill based
game initiated
by the player. The player funds the gaming machine and during play of the
interactive game,
upon the occurrence of a wager triggering event, the gaming machine causes a
wagering event
to occur. The wagering event includes a placement of a wager component and a
random
determination of a wagering outcome for that wagering event.
[0006] U.S. Patent Application Publication No. 2010/0056247 Al discloses a
gaming device
that includes a game or game event having an element of strategic skill. The
game or game
event enables a player to make strategic choices or decisions that have a
direct impact on the
player's chance of obtaining one or more outcomes or awards in a play of a
game.
[0007] U.S. Patent No. 7,326,115 discloses a gaming machine having a first
interactive game
requiring one or more player inputs. The player inputs result in one or more
outcomes. The
outcomes do not result in a monetary or other valuable award provided to the
player. Rather,
a second wagering game is always provided to the player where the player can
obtain or has a
chance to obtain a monetary or other valuable award.
[0008] U.S. Patent Application Publication No. 2009/247272 discloses a gaming
machine
having a display which arranges a plurality of symbols in a matrix of
arrangement areas. The
gaming machine provides a base game and a plurality of feature games using the
display by
rearranging the plurality of symbols in the arrangement areas in the base
game, awards a
base payout in accordance with a relation among the symbols rearranged in the
arrangement
areas, awards a feature game which corresponds to the number of predetermined
symbols
rearranged in the arrangement areas, performs the feature game and awards a
bonus payout
in accordance with a result of the feature game.
[0009] U.S. Patent No. 5,718,429 discloses a game in which people may place a
stake in a
casino game and win a cash prize in a skill game. Stakes in the casino game
are placed with
chips, which may be purchased in exchange for the services of conducting the
casino game. A
winning stake is rewarded with a token, rather than with money. A token may be
exchanged
for an opportunity to demonstrate a skill in the skill game. Those that
successfully
demonstrate the skill are awarded cash or other prize.
[0010] U.S. Patent No. 5,785,592 discloses an interactive target game system
for one or more
players which may include a vehicle on which a player may ride over a
predetermined
pathway in a defined area (or the player may walk.) The game includes at least
one
designator, holdable by a player for aiming at a target and operating to
simulate shooting at
the target, and at least one target disposed in proximity to the pathway. An
indicator device
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responds to the designator being accurately aimed at the target and operated,
for producing
an indication of a "hit" or score. The targets may include opportunities to
play a game of
chance.
[0011] U.S. Patent Application Publication No. 2004/0121839 discloses a gaming
apparatus
operable by a player to simulate a card game in which a hand of cards is dealt
to the player.
The gaming apparatus displays an image of a player hand including at least one
obscured
card when first dealt, and modifies the display image data in accordance with
player
instructions received by the input means, to cause the created image to reveal
each obscured
card in a manner determined by the player.
[0012] U.S. Patent Application Publication No. U52011/0207523 discloses a
gaming system
includes a plurality of gaming devices and a controller configured to
communicate with the
gaming devices. The gaming system enables a plurality of players to play an
interactive game
in a non-competitive mode and in a competitive mode. If at least two players
play the
interactive game in the competitive mode, for a competitive wagering event,
which includes a
competition between two players, the gaming system determines a winning player
and a
losing player.
[0013] U.S. Patent Application Publication No. 2011/0118011 discloses a gaming
system that
determines whether to provide at least one of a plurality of progressive
awards to a player
based on that player's measured level of skill in: (i) a plurality of plays of
a partial skill-based
game, (ii) a skill-based progressive award sequence, or (iii) a plurality of
plays of a partial
skill-based game and a skill-based progressive award sequence. The
determination is based
on zero, one or more inputs made by the player which tend to measure that
player's level of
skill in at least one of a partial skill-based game and a skill-based
progressive award
sequence.
[0014] U.S. Patent Application Publication No. 2010/0016056 discloses a gaming
system
providing passive participation in at least one wagering game. Funds are
received to obtain a
period of eligibility for an award associated with the wagering game. An
entertainment layer
having a plurality of features is conducted in response to receiving the
wager. A separate
gaming layer includes the wagering game. A gaming machine having a display and
a player
input device is in communication with the entertainment layer and the gaming
layer. At least
one feature of the entertainment layer is conducted during the period of
eligibility. The
entertainment layer is operable in response to at least one input from the
player input device.
Information regarding the wagering game is presented on the gaming machine.
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[0015] U.S. Patent Application Publication No. 2008/0274798 disclose a system
wherein an
event experienced by a player is documented and the documentation of the event
is stored
(e.g., in association with an indication of the event). One example of an
event experienced by
a player is an outcome obtained by a player on a gaming device. In such an
embodiment the
documentation of the event may comprise an image of the player's reaction to
the outcome
and/or a still or video image of the outcome. In accordance with some
embodiments of the
present invention a player may subsequently access (e.g., purchase) an output
of the
documentation. Meta-data may be used to locate a particular documentation. In
one
embodiment an outcome of a prior game play that was documented is replayed.
Documentation of events may be modified by a player.
[0016] U.S. Patent Application Publication No .2006/0003830 discloses a method
of operating a
gaming device. The method includes the steps of (i) receiving audio/video
content; (ii)
associating a plurality of sets of outcome values with the audio/video
content; (iii) determining
a play session; (iv) determining which of the plurality of sets of outcome
values to associate
with the audio/video content for a duration of the play session, thereby
determining an active
set of outcome values; (v) determining a result of a game play during the
session; (vi)
selecting, based on the result, a value from the active set of outcome values;
and (vii)
outputting, as an indication of the result, the audio/video content and an
indication of the
selected value.
SUMMARY
[0017] In the present disclosure, a gaming or slot machine is designed for use
in a physical or
virtual casino environment, which provides players an environment in which to
play for cash
against the casino in a regulated manner, with an entertainment interface
adapted from video
entertainment games which are popular today (such as those executing on a
PlayStation ,
WHO or Xbox0) and/or that were popular in the past (e.g. titles such as
AsteroidsTM, Space
InvadersTM, DefenderTM, etc. that operated as stand-alone arcade games and/or
on consoles
such as ColecoVisionTM, IntelliVisionTM, etc.)
[0018] In one aspect, an enticing method of gaming is provided to players who
expect a high
level of entertainment content in their gaming experience compared to the
relatively simple
game methods in use today. The method provides for a random result independent
of player
skill while ensuring that the resulting result is displayed to the player in
much more
entertaining manner than conventional slot machines.
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[0019] In another aspect, these games are installed and connected by a network
on a casino
floor, and/or be connected by various means to a wide area network to a server
conglomeration
that controls various aspects of the gaming environment, provides gaming
regulatory body
monitoring, provides financial accounting and provides forms of frequent
player monitoring
for marketing purposes.
[0020] In another aspect, such a system is implemented whereby the
aforementioned wide
area network is inclusive of the Internet.
[0021] In another aspect, a gaming system receives a request for a wager for a
player of an
entertainment game. The gaming system establishes a result for the wager and
generates,
based on the result of the wager, a controlled sequence of a portion of the
entertainment game
being played by the player.
[0022] In another aspect, the controlled sequence portion of the entertainment
game is
generated further on the basis of the player's actions in playing the
entertainment game.
[0023] In another aspect, the controlled sequence portion of the entertainment
game is a
beginning portion, intermediate portion or outcome portion of the
entertainment game..
[0024] In another aspect, the result of the wager is displayed to the player
of the
entertainment game separately of the entertainment game.
[0025] In another aspect, the controlled sequence portion of the entertainment
game is
further based on an action of a third party.
[0026] In another aspect, the gaming system receives one or more additional
wagers from one
or more additional players playing the entertainment game. The gaming system
then
establishes one or more additional results for the one or more additional
wagers, and the
gaming system generates the controlled sequence portion of the entertainment
game based on
the results of the wager and the one or more additional wagers.
[0027] In another aspect, the wager is included in a wagering queue with other
wagers, the
gaming system establishes a result for each wager in the wagering queue, and
the gaming
system generates the controlled sequence portion of the entertainment game
using the results
of the wagers in the wagering queue.
[0028] In another aspect, generation of the controlled sequence portion of the
entertainment
game further includes a conditioning function to relate the result of at least
one wager in the
wagering queue with the controlled sequence portion of the entertainment game.
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[0029] In another aspect, the generation of the controlled sequence portion of
the
entertainment game further includes using the conditioning function to relate
the result of
the general direction of win or loss of the wagers in the wagering queue with
the controlled
sequence portion of the entertainment game, wherein the result of the
controlled sequence
portion of the game may be decoupled on a wager by wager basis, while still
being coupled on
a summation basis as summed over the wagers.
[0030] In another aspect, the type of wager is based on a choice made by the
player in playing
the entertainment game
[0031] In another aspect, the amount of the wager is based on a choice made by
the player in
playing the entertainment game.
[0032] In another aspect, the odds of the wager are based on a choice made by
the player in
playing the entertainment game.
[0033] In another aspect, the request for the wager is in response to the
player consuming a
first type of Enabling Element (EE) in the entertainment game, and wherein the
player is
awarded a second type of EE different from the first type of EE, based on the
result of the
wager.
[0034] In another aspect, the different type of EE affects the controlled
sequence of the
portion of the entertainment game.
[0035] In another aspect, rein the different type of EE affects the result of
a subsequent
wager.
[0036] In another aspect, the different type of EE affects the result of a
subsequent wager and
affects the controlled sequence of the portion of the entertainment game.
Terms:
[0037] "Casino". A gaming establishment in either one or a plurality of
locations where
people go to play gambling games of chance. Casino, for the purposes of this
document, may
also refer to a virtual manifestation of a casino, such as an on-line casino
or gambling
operation.
[0038] "Casino Operator", or "Operator". A person or entity which operates one
or more
gambling operations, including but not limited to a Wide Area Network gaming
franchise, a
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gaming route, or other gambling business be it a physical manifestation in the
case of a casino
or virtual in the case of an internet gambling operation.
[0039] "Entertainment Game". A game that is provided to a player that the
player
interactively plays. Examples of entertainment games are video games or the
like. In various
aspects, an entertainment game can include elements of skill play, partial
skill play or
pseudo-skill play. In addition, an entertainment game may include multiplayer
aspects where
two or more players can play either competitively or cooperatively.
[0040] "ESE" Entertainment Software Engine. The electrical and software device
that
provides rich multi-media output of high entertainment value to the player in
response to the
RW gambling or wagering result and state. A PC, a handheld tablet, Sony
PlayStation , WHO
or Microsoft Xbox0 running a modified version of a specific game program (e.g.
Madden
Football '10) are some examples of hosts for an ESE. The ESE exchanges data
with and
accepts control information from the GWE. The purpose of the ESE's interaction
with the
GWE is to (1) to ultimately translate RW game play into a controlled sequence
of an
entertainment game to provide a higher level of entertainment value to the
player (2) to
provide an audio-visual display which serves as the context in which the
player selects the
inputs to the RWE 104 controlled gambling game (e.g. number of credits to be
bet or wagered),
(3) to interact with the GWE to provide a means by which input parameters for
RW game play
can be collected from the player . At the direction of the GWE, which in turn
receives input
from the RWE (representing the state of RW game play), the ESE drives an audio-
visual
display that closely approximates the experience of playing a video game or an
arcade game.
controlled sequence"Process Map". An combination of a series of rules, logic,
databases and
processes which may be static or formulaic, deterministic and/or include an
element of
randomness, that dictates, in whole or in part (i.e. the output from the
Process Map may be
further conditioned independently by GWE or ESE-resident software) the way in
which a
gambling or wagering result achieved in the RWE is represented to the player
by the ESE
software in the GW context. The Process Map may reside in the GWE, the ESE or
both.
[0041] "Slot" or "Slot Machine". An electro-mechanical game wherein a random
number
generator determines the chance outcome of a game, and coupled with the
betting decisions of
a player, a gambling or wagering result results. Slot machines are usually
found in casinos or
other more informal gaming establishments. Virtual slot machines can also be
found on the
internet.
[0042] "GW" Game World. The video game or entertainment game portion of the
gaming
system and information typically associated with this virtual entertainment
environment
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including its game characters or objects, character action, game scores. For
the purposes of
this document, typical games played on a Sony Playstation console should be
thought of as
being in the GW context.
[0043] "RW" Real World. The real world portion of the gaming system which
concerns itself
with real random gambling events, money credits on the game, and other
parameters
associated with execution of a typical Slot Machine excepting out the
entertainment part of
the Slot Machine.
[0044] "GWC" Game World Credits. Game World Credits are player points earned
or
depleted as a function of player skill, i.e. as a function of player
performance in the context of
the game. According to various aspects of GWC, games of different types may
have different
scoring criterion, may have different GWC types, and different GWC magnitudes.
GWC may
be perpetual and may be carried forward from one level of game play to another
and from one
gaming session to another. GWC may ultimately be paid out in various manners
such as
directly in cash, or indirectly such as earning entrance into a sweepstakes
drawing, or earning
participation in, or victory in, a tournament with prizes. GWC may be stored
on a player
tracking card or in a network-based player tracking system and the GWC is
attributed to a
specific player. In addition, GWC may span more than one type of game and not
only may
GWC be carried forward from one level of game play to another but from one
game to another.
[0045] "EE" Enabling Element. The consumable and replenishable elements in an
entertainment game that enable a player to play the entertainment game while
consuming
the element. Examples include, but are not limited to bullets, fuel, health
points, potions, etc.
to be used when playing an entertainment game.
[0046] "GWE". Game World Engine. The portion of the gaming system which
primarily
contains the electronic and software device to perform one or more of the
following, but not
limited to,: (a) couple to the RWE to receive the results of real-world (RW)
wagering and other
parameters related to the state of the gambling activity in general, (b)
directly display to the
user through the GWE User Interface the results of real-world wagering and
other
parameters related to the state of the gambling activity in general, (c)
couple to the ESE to
direct the ESE to provide appropriate output to the player in response to the
results of RW
wagering and the state of the gambling activity in general, (d) operate in
conjunction with the
ESE to receive gambling game input parameters from the player in the context
of the ESE
driven audio-visual display, (e) couple to the RWE to communicate gambling
game input
parameters to the RWE, and (0 communicate with a patron management system for
management of player information.
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[0047] "RWE". Real World Engine. The portion of the gaming system which
primarily
manages the RW portion of the game and contains the mechanical, electronic
and/or software
devices to: (a) provide control of the RW portion of the game, (b) communicate
metrics of
wagering to the GWE, (c) contain various audit logs and activity meters, (d)
couple to a
centralized server for exchanging various data related to accounting of the
gambling
proposition, the player and their wagering activities on the game along with
other functions.
[0048] "RNG" Random Number Generator. A software and/or hardware device which
is used
to generate random outcomes. In one aspect, a random number may be received
via a
network connection.
[0049] "RC" Real-world Credit. Credits entered into the machine by the player,
casino
operator or third party, either in the form of currency, tickets or other
medium as issued by
the operator of the game (e.g. a casino). Real world credits may be of a
nature that they are
convertible back into currency by a player, casino operator or third party.
[0050] "TABLE Ln-RC" Level n Real-world Credit Pay Table. This is the table
which dictates
the RC earned as a function of game play and is analogous to the pay tables
used in a
conventional slot machine. TABLE Ln-RC payouts are independent of player
skill, and the
output of the table is established by applying a random number generator
against a table of
potential outcomes. There may be one or a plurality of TABLE Ln-RC pay tables
contained in
a game design, the selection of which being determined by game progress a
player has earned,
and bonus rounds which a player may be eligible for.
[0051] "Hybrid Game". A gaming system featuring a combined RWE, GWE and ESE
game as
described herein.
[0052] This brief summary has been provided so that the nature of the
disclosure may be
understood quickly. A more complete understanding can be obtained by reference
to the
following detailed description and to the attached drawings.
BRIEF DESCRIPTION OF DRAWINGS
[0053] Fig. 1 is a diagram illustrating exemplary architecture of a gaming
system and the
interaction between three primary systems of a GWE, an RWE and an ESE.
[0054] Fig. 2 is a data flow diagram illustrating exemplary data flow between
a RW Patron
management system, an RWE, a GWE and an ESE.
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[0055] Fig. 3a is a sequence diagram illustrating sequencing of exemplary data
flows between
an RW Patron Management System, an RWE, a GWE and an ESE.
[0056] Fig. 3b is a graph illustrating an exemplary relationship between a
series of wagering
outcomes and a series of controlled sequences for portions of an entertainment
game.
[0057] Fig. 3c is a graph illustrating another exemplary relationship between
a series of
wagering results and a series of of controlled sequences for portions of an
entertainment
game.
[0058] Fig. 3d is a diagram illustrating an exemplary entertainment
conditioning function.
[0059] Fig. 3e is a process flow diagram illustrating a GWE analyzing player
actions during
an entertainment game.
[0060] Fig. 4a is a sequence diagram illustrating sequencing of exemplary data
flows between
an RW Patron Management System, an RWE, a GWE and an ESE.
[0061] Fig. 4b is a data flow diagram illustrating an exemplary interaction
between an RWE
and an ESE.
[0062] Fig. 4c is a data flow diagram illustrating another exemplary
interaction between an
RWE and an ESE.
[0063] Fig. 5 is a hardware architecture diagram of an exemplary processing
apparatus that
may be used to host a gaming system or portions of the gaming system.
DETAILED DESCRIPTION
[0064] Fig. 1 is a diagram illustrating exemplary architecture of a gaming
system 100 and the
interaction between three primary systems of a GWE 102, an RWE 104 and an ESE
106. The
RWE 104 is the operating system for the RW portion of the gaming system and
controls and
operates a gambling proposition. The RWE 104 includes the RNG 108, pay tables
110, meters
112 and other hardware and software constructs used by the game of chance to
offer a fair
and transparent gaming proposition, and to contain the auditable systems and
functions
necessary for the game to obtain gaming regulatory body approval. The RWE 104
encompasses the components of a slot machine but may not necessarily include
an
entertainment front end. The RWE 104 accepts triggers from the RW User
Interface 113 to
run gambling propositions in response to actions taken by the player 114 in
the context of the
ESE 106 driven entertainment game controlled sequence and also provides
information to the
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GWE 102 to expose the player to certain aspects of the gaming proposition,
such as odds,
amount of credits in play, amount of credits available, etc.
[0065] Fig. 1 also illustrates the GW operating system. The GWE's 102 function
is to
interface between the RWE 104 and the ESE 106. The ESE 106 hosts an
entertainment game
107 that supplies the logic for operation of an entertainment game by a
player. The ESE 106
uses protocols for operation of the entertainment game such as those exposed
by the
entertainment game's 107 Application Programming Interfaces (APIs) 109 for
setting up the
entertainment game's 107 interfaces, testing of the entertainment game 107,
making user
settings for the entertainment game 107 and determining the status of the
entertainment
game 107.
[0066] It is noted that in the case of the RWE 104 in this arrangement,
through explicit
player choices, operation of the GWE 102 may affect selection of the RWE's 104
bet or wager
size, pay tables, bonus round selections, and/or other configuration
variables, In the case of
all such choices, the profile of the RWE 104 controlled gambling game is
directed by the player
114, either directly or indirectly through the GWE 102.
[0067] The communication link 122 shown between the GWE 102 and the RWE 104 in
Fig. 1
has at least two purposes. The first being that it allows the GWE 102 to
obtain information
from the RWE 104 as to the amount of credits available on the RW portion of
the game, the
result of each gambling proposition, and necessary status operation of the RWE
104 (such as
on-line or tilt). The communications link 122 also provides a means by which
the GWE 102
communicates to the RWE 104 parameters that serve as inputs to the RWE 104
controlled
gambling game (e.g. credits to be bet or wagered, electing to participate in
bonus rounds, etc.).
[0068] The GW game operating system has at least three activities. The first
is to take the
results of each RWE 104 controlled gambling game undertaken in the RWE 104,
and to direct
the ESE 106 to output a specific type of audio-video event as a result. The GW
Game OS 120
accesses a GW database 121 that in accord with processes in the GW Game OS 120
translates
each possible result of the RW gambling game into a command or commands to the
ESE 106
to generate a controlled sequence of a portion of an entertainment game of the
ESE 106
resulting in an entertainment game state or states that are output as an audio-
video event to
the player. This particular function is defined by one or more Process Maps
130, which may
be entirely or partially resident within the GW Game OS 120.
[0069] In another aspect, the GW game operating system sets flags or variables
that the ESE
106 uses to condition ESE 106's own process of generating a controlled
sequence of a portion
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of the entertainment game as an audio-video event. That is, the specific audio-
video event
need not be dictated by the GWE 102.
[0070] The GWE 102 also may display, directly to the user through display,
audio, meters
and/or other means the details regarding the player's 114 current state in
regard to the RWE
104 controlled gambling game. Specifically, the number of credits in the RWE
104 controlled
gambling game, the current status with regard to bonusing, the current setting
as relates to
the number of credits to be bet or wagered, etc. are examples of, but not a
limit to, the
information that can be presented to the player 114 at all times through the
GWE's 102 access
of the portion of the GW User Interface dedicated to display of the RW
activity, GW User
Interface 125.
[0071] In another aspect, the GWE 102 displays this information in
coordination with the
ESE 106 so that the presentation of such information appears to seamlessly
integrate with
the entertainment content generated by the ESE 106 and displayed on the GW
User Interface
124. An example of this might be displaying the gambling or wagering results
of the player
114 on the scoreboard in a football game. Another example is to show the
explosion and
subsequent implosion of a building under attack in a military game based on a
favorable RW
gambling or wagering result.
[0072] In another aspect, the RWE 104 may be the entity that displays the
details regarding
the player's current status with regard to the RWE 104 controlled gambling
game by
signaling sent to the GW User Interface 125, or may directly interface with
the ESE 102 to
provide this information to the player 114. Selection of whether the GWE 102
or the RWE
104 assumes responsibility for display of gambling status would typically be
driven by gaming
regulatory requirements.
[0073] The GWE 102 also conveys player choices to the RWE 104 that affect the
RWE 104
controlled gambling game inputs, as made by the player in the context of the
ESE 106 driven
entertainment game audio-visual display.
[0074] In Fig. 1, the GWE 102 also connects to the ESE 106. The ESE 106
manages and
controls the visual, audio and player entertainment for the game. The ESE 106
accepts input
from the GWE 102 as to the type of audio-video event that is to be presented
to the user, acts
upon this input while reflecting the current state of the audio-visual game
and updates the
audio visual display accordingly with the aim of providing an engaging
entertainment game
controlled sequence to the player. This cycle of the GWE 102 of collecting
information from
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the RWE, conditioning it, passing information to the ESE 106, and the ESE 106
acting upon it
(after possibly having conditioned it further), may transpire with each play
of the RW game.
[0075] The ESE 106 enables a wide range of game themes including popular
titles from
arcade and home video games (e.g. Gears of WarTm, Time CrisisTm, Madden
FootballTm, etc.).
The ESE 106 can also be dedicated to a single game theme to provide the
seamless and
sensible operation of the gaming system as a richer experience than
conventional slot
machines.
[0076] In other aspects, the ESE 106 may also signal the GWE 102 as to player
actions in the
GW context, and other GW parameters (type of character, car, weapon, etc.) for
the GWE's
102 use in triggering gambling plays or wagers and configuring the overall
profile of the RWE
104. According to these aspects, a cycle of the gaming system includes the
player making
choices and taking actions within the GW context thereby signaling the ESE 106
through the
GW User Interface 124. The ESE 106 in turn signals the GWE 102 of these
choices and
actions, and the GWE configures wagers and other factors of the RWE 104 for RW
wagers
that create a wagering or gambling result as gambling plays transpiring with
the player's
interaction with the ESE 106 (via the GW User Interface 124).
[0077] In another aspect, the RWE is coupled to a RW patron management system
128 for the
purposes of player management and game accounting for a gambling game such as
RC
accounting and tracking. Additionally, the RW patron management system may
also track
GWC, entertainment game player profiles and configurations, etc. for the
purposes of an
entertainment game played by a player.
[0078] In another aspect, the GWE may be coupled to a GW patron management
system 129
for the purposes of tracking GWC, managing entertainment game player profiles
and
configurations, etc. for the purposes of an entertainment game played by a
player.
[0079] In another aspect, the RW patron management system and the GW patron
management system may be linked together.
[0080] In another aspect, the RW patron management system and GW patron
management
system may be part of a single patron management system.
[0081] In another aspect, two or more RWEs may be coupled to two or more GWEs.
This
allows two or more players to use play an entertainment game of the gaming
system either
competitively or cooperatively while each of the two or more players has their
own RWE to
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manage each player's wagers and results independently. By use of such a
feature, each player
can have their own unique gambling or wagering result sequence.
[0082] The architecture of a gaming system as shown in Fig. 1 may be
physically
accomplished as shown literally, or may be more virtual in nature. For
example, a single or a
plurality of controllers may divide up the logical tasks reflected, the user
interfaces shown
could be combined to a single or plurality of display screens, player feedback
and controls,
that connections shown to the RW patron server 128 for the purposes of game
accounting, RC
and GWC tracking and other functions could be a single connection to a single
server, a single
connection to a plurality of servers, multiple connections to multiple
servers, etc., such that
the system could be accomplished in a highly virtualized space, such that the
RWE 104 and
GWE 102 were large scale centralized servers "in the cloud" coupled to a
plurality of widely
distributed ESE controllers, such as ESE 106, or clients via the Internet.
[0083] Fig. 2 is a data flow diagram illustrating exemplary data flow between
an RW patron
management 128, a GW management system 129, an RWE 104, a GWE 102 and an ESE
106.
The examples of communications flow in Fig. 2 are not intended to be
exhaustive or all
inclusive, but rather serve as practical examples of the kinds of data
exchanged over the
illustrated interfaces.
[0084] The RWE 104 may be connected to a RW patron management system 128. The
RW
patron management system sends parameters 200 to the RWE, such as Ln-RC
tables, max
speed of play, game monetary denomination and casino promotion RC. The RWE 104
sends
parameters 202 to the RW patron management system 128, such as the RC in a
current game,
RC wagered in the current play session, RW player account information, player
activity,
player profiles, etc.
[0085] The RWE 104 is further connected to the GWE 102 and receives player
choices and
actions that may be used as gambling or wagering triggers 204 for a RWE 104
controlled
gambling game.
[0086] The RWE 104 transmits parameters and objects 206 to the GWE 102, such
as status of
the RWE, a gambling or wagering play results, Ln-RC table information, RW
patron
management system data, whether or not it is possible to enter a bonus round,
the game
monetary denomination and other RWE parameters.
[0087] The GWE 102 also transmits parameters and objects to the RWE 104, such
as the RC
used to play per RWE game, whether to enter or decline a bonus round, casino
promotional
RC and audit information. The audit information includes a game title, profile
and status,
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Ln-GWC table information, GWC points and audit information, game software and
firmware
versions and signatures, and player and profile information.
[0088] The GWE 102 is also connected to the ESE 106 and transmits parameters
and objects
214 such as ESE 106 controlled entertainment game software, difficulty
settings, game score
enhancements, cheats, character profiles and setups, equipment inventory,
random
complexity modifications, changes in the GW character's status in the game.
[0089] The GWE 102 receives from the ESE 106 parameters 216 such as player
choices and
actions (choice is to open a treasure chest, action is to use magic wand to
open the treasure
chest) chosen through a UI, GW character profiles, GW equipment and inventory,
game
scores, random complexity ratings, language selection and tournament and
multiplayer
information.
[0090] The GWE 102 may also be connected to a GW patron management system 129.
The
GW patron management system sends parameters 218 to the GWE, player
entertainment
game configurations, a player's current GWC accumulation, etc. The GWE 102
sends
parameters 220 to the GW patron management system 129, such as the GWC in a
current
entertainment game, GWC that the player is using to acquire access to various
elements
within the entertainment game, GW player account information and player
activity and
profiles.
[0091] The architecture of a gaming system as shown in Fig. 2 may be
physically
accomplished as shown literally, or may be more virtual in nature. For
example, a single or a
plurality of controllers, hosts or servers may divide up the logical tasks
reflected, the user
interfaces shown could be combined to a single or plurality of display
screens, player feedback
and controls, that connections shown to the RW patron server 128 and for the
purposes of
game accounting, RC tracking and other functions could be a single connection
to a single
server, a single connection to a plurality of servers, multiple connections to
multiple servers,
etc., such that the system could be accomplished in a highly virtualized
space, such that the
RWE 104 and GWE 120 were large scale centralized servers "in the cloud"
coupled to a
plurality of widely distributed ESE controllers, such as ESE 106, or clients
via the Internet.
[0092] Fig. 3a is a sequence diagram illustrating exemplary data flows between
the RWE 104,
the GWE 102 and the ESE 106 of Figs. 1 and 2. The examples of communications
flow are not
intended to be exhaustive or all inclusive, but rather serve as practical
examples of the kinds
of data exchanged over the interfaces.
Selecting Player Preferences
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[0093] In one aspect, at the onset of a game session, the ESE 106 receives
information 300
and 300' about player preferences through the GW User Interface 124 via the
GWE 102 as a
means of selecting the entertainment theme for an entertainment game
controlled sequence,
or to make specific selections as relates the characters or teams or other
variables active in
the context of the entertainment theme. For example, the gaming system 100 (of
Fig. 1) may
be set up such that the ESE 106 houses software related to video football
(e.g. Madden
FootballTm), video hockey (e.g. NHL2K1OTM) and/or a video soccer game (e.g.
2010 FIFA World
CupTm). The player 114 (of Fig. 1) might decide they want to gamble at the
gaming system in
the context of football and could input this information through a touch
screen that is part of
the GW User Interface 124. The resulting information is used to configure the
ESE 106
and/or the GWE 102.
[0094] Once the player 114 (of Fig. 1) has selected football they could, in
one implementation,
further select the team they want to be (e.g. New Orleans SaintsTm), and the
team they wish
to oppose. Again, this information could be, for example, entered through a
user input device
such as a touch screen. In another implementation, the player 114 (of Fig. 1)
can make more
detailed selections to characterize the operation of the ESE 106. For example,
the player 114
(of Fig. 1) could select individual football players for their team.
[0095] User preferences and status in the RWE 104, and all other information
presented to
the user in a conventional slot machine (e.g. number of credits, number of
credits currently
being bet or wagered per game play, etc.), in addition to gambling or wagering
results, may
also be represented within an entertainment game controlled sequence managed
by the ESE
106. In each case, the information of interest 302 is communicated from the
RWE 104 to the
GWE 102 (either at the request of the GWE 102, or on a push-basis from the RWE
104). The
GWE 102 then translates (304) this information into the command, data or
signaling (or
plurality thereof) 306 necessary to cause the ESE 106 to generate (308) a
controlled sequence
of a desired portion of an audio-visual display as a part of the ESE's 106
entertainment game
controlled sequence.
Triggering Bets or Wagers by Player Actions or Choices
[0096] In another aspect, once configured the player114 (of Fig. 1) commences
gambling by
taking actions and making choices in the context of the ESE 106 entertainment
game
controlled sequence. The choices may be used to shape the type of bet or wager
such as by
altering the number of credits to be bet or wagered or the odds for the bet or
wager. For
example, the type of football play chosen in a video football implementation
may dictate the
number of credits to be bet or wagered and/or the football play dictates the
shape of the bet
more generally, such as a Hail Mary pass versus an up the middle run could
invoke bets or
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wagers with different odds. The actions taken and choices made by the player
forms part of
the information 312 and 312', collected (310) via the GWE User Interface 124
in the context of
an audio-visual user interface provided by the ESE 106, is relayed by the GWE
102 to the
RWE 104 and is conveyed simultaneously to the player 114 (of Fig. 1) through
the GWE User
Interface 124 and/or the ESE 106 generated audio-visual display. The RWE 104
uses the
information 312' to determine one or more bets or wagers for the player and
establishes (316)
for each bet or wager, via the RNG 108 (of Fig. 1) and pay tables 110 (of Fig.
1), one or more
resulting outcomes for the one or more bets or wagers, as a gambling or
wagering result that
may have one or more results corresponding to the one or more bets or wagers.
The gambling
or wagering result 318 is fed back to the GWE 102. The GWE 102 may or may not
directly
display (320) the gambling or wagering result through the GW User Interface
125, and/or
indirectly using the GW User Interface 124 in the game context.
[0097] The GWE 102 further directs (322) the ESE 106 to generate (324) a
controlled
sequence of a portion of the entertainment game reflective of the gambling or
wagering result.
The controlled sequence of a portion of the entertainment game changes the
state of the
entertainment game as well as defines how the entertainment game state will be
displayed
audibly and visually to the player. This may include transitioning through one
or more
entertainment game states and generation of one or more corresponding audio-
visual displays
for the player. In addition, the controlled sequence of a portion of the
entertainment game
may provide for additional player inputs that may form the basis for partially
or wholly
generating a portion of the controlled sequence or entertainment game states.
For example, if
five credits were bet or wagered based on the user selecting a mid-range
passing play, and the
RWE 104 controlled gambling game returned twelve credits as part of the
gambling or
wagering result, the GWE 102 may direct the ESE 106 to generate a controlled
sequence of a
portion of the entertainment game as a display of a play generating forward
movement of the
ball of 25 yards in favor of the team that the player 114 chose to represent
them in the game.
Additionally, the GWE 102 may dictate the specific play by which this forward
movement of
the ball was to be achieved, and in another aspect the ESE 106 would determine
the type of
play to be displayed, using logic internal to ESE's 106 software. In addition,
as the controlled
sequence of a portion of the entertainment game may be influenced by
additional player
inputs, the player may take an action, such as attempting to catch a pass as a
direct player in
the example football based entertainment game, the result of which may
ultimately determine
the remainder of a portion of the controlled sequence of a portion of the
entertainment game
or the state of the entertainment game.
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[0098] The controlled sequence could be for any portion of the entertainment
game. For
example, he controlled sequence could establish the beginning portion of the
entertainment
game where the theme of the entertainment game is laid out for the player. The
controlled
sequence portion of the entertainment game could also be for an intermediate
portion of the
entertainment game, such as a major branching of the game play where the
player is
presented with either a more challenging portion of the entertainment game or
a less
challenging portion based on the gambling or wagering results. The controlled
sequence
portion of the entertainment game could also establish a final outcome portion
of the
entertainment game, such as the player ultimately being victorious or
defeated.
[0099] If the player 114 (of Fig. 1) subsequently gambled another five credits
and the
gambling or wager result was such that these five credits were lost, a loss of
yards on the play
might transpire. Alternatively, other controlled sequences of a portion of the
entertainment
game might be made available, such as the resulting ESE 106 display might be
signaled to
show an incomplete pass, a short gain insufficient to achieve a first down, or
even an
interception. If this play was undertaken on fourth down, a fumble might ensue
and
possession would go to the other team. Once the ball was held by the other
team, subsequent
gambling propositions would cause display actions in the context of the
player's team being on
defense.
Process Map Use
In another aspect, the interaction between the GWE 102 and the ESE 106, by
which the
wager result drives ESE 106 generated audio-video output, is accomplished by
virtue of one or
more Process Maps 130 (of Fig. 1) whose purpose is to transform (332) gambling
or wagering
results into a set of directions that enable the ESE 106 to generate the
appropriate portion of
the audio-visual output in the ESE 106 driven entertainment game controlled
sequence.
[00100] When the one or more Process Maps 130 (of Fig. 1) are resident
entirely within the
ESE 106, the GWE 102 may still operate between the RWE 104 and the ESE 106 and
translate (326) the result 328 of the RWE 104 controlled gambling game output
in the RWE
104 into a form that the ESE 106 can accept as input 330 to the one or more
Process Maps 130
(of Fig. 1).
[00101] Bonusing, special events and other results of the RWE 104 controlled
gambling game
would be similarly mapped to events within the ESE 106, either explicitly via
the GWE 102,
or more generally by the GWE 102 along with the ESE 106 using the ESE's 106
own software
(i.e. the one or more Process Maps 130 (of Fig. 1)) to convert the input from
the GWE 102 into
a specific controlled sequence of events within a portion of the entertainment
game.
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[00102] In another aspect, the controlled sequence portion of the
entertainment game is only
partially based on a gambling or wagering result. For example, the controlled
sequence
portion of the entertainment game could be also partially based on actions
taken by the
player, such as sequence of player or user inputs. As another example, the
controlled
sequence portion of the entertainment game may be partially based on an action
of an
operator of the gaming system, such as the operator of a gambling
establishment providing a
special bonus or complimentary award to a player. As another example, the
controlled
sequence portion of the entertainment game is further based on an action of a
third party,
such as another player playing competitively or cooperatively with the player
of the
entertainment game.
[00103] In another aspect, an entertainment conditioning function is used to
transform a
series of gambling or wagering results into a series of results that are more
appropriate for
generating a controlled sequence of a portion of an entertainment game in
order to maintain a
player's interest in what may be a losing series of gambling or wagering
results. For example,
Fig. 3b illustrates an exemplary series of gambling or wagering results
corresponding to a
series of results that can be used to generate a controlled sequence for a
portion of an
entertainment game. In the example, the entertainment game is related to a
football game,
but it should be understood that an entertainment conditioning function may be
applied to
any type of entertainment game. On graph 340 dots, such as dot 342, and
respective curve
344, illustrate an RC credit meter on a gambling game for a series of gambling
or wagering
results. From graph 340, it can be seen that the player has some losses (as
indicated by a fall
in the RC credit meter) and wins (indicated by a rise in the RC credit meter).
Also on graph
340, other dots, such as dot 348, and respective curve 350, represent a
yardage meter for use
in generating a display for an entertainment game. If the yardage advanced and
lost in the
football game were directly linked to RWE gambling or wagering results, a
potentially
unsatisfying script might emerge whereby the player, for a number of
possessions, continues
to lose yardage on every play regardless of how well the play calling was
done.
[00104] As can be seen from graph 340, yardage is managed independently of the
play by play
result as indicated by the RWE gambling or wagering results. That is, there is
not a one to
one correspondence between the yardage gained or lost and the RC credits won
or lost. This is
accomplished through the use of an entertainment conditioning function, by use
of its
processes, and by looking forward at a Win/Loss Queue (WLQ) of the series of
gambling or
wagering results. By generating the yardage using an entertainment
conditioning function,
the entertainment game states reflected to the player as playing field results
are managed so
that over a play session, the final game entertainment game state 352 will
generally be in line
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with the gambling or wagering result 354. This is to say, if the player
finished their gambling
play session a winner, then the player's team would be reflected to have
dominated the other
team in the scrimmage. If, however, the player lost a marginal amount of money
in the
session, the game could have played out to be close, with the player perhaps
winning by a
small margin late in the game, with the outcome of the entertainment game
hanging in the
balance to the last moment, and an unfortunate turnover in the last 45 seconds
leads to the
opponents long yardage field goal to win the game by 1 point. If the player
sustained larger
losses, the game could still be kept exciting throughout, so the result was
not obvious to the
player, but the opponent could overwhelm the player's team in the last 5
minutes of the game.
[00105] Fig. 3c illustrates an implementation of another exemplary
entertainment
conditioning function through the use of a look up table included process maps
used to affect
the operation of an entertainment game. Turning now to Fig. 3c, on graph 360
dots, such as
dot 362, and respective curve 364, again illustrate an RC credit meter on the
game for a series
of gambling or wagering results. From graph 360, it can be seen that the
player has some
losses and wins. Also on graph 360 dots, such as dot 368, and respective curve
370, represent
a yardage meter for use in generating a display for an entertainment game. In
contrast to
graph 340 of Fig. 3b, curve 370 reflects yardage won/lost in the football game
when playing to
beat a point spread as the yardage is affected by an entertainment
conditioning function. In
Fig. 3c, even though the player is going to incur a margin loss 372 in terms
of their wagering
play, the player actually wins 374 the football game by continuing to make up
yards late in
the game (versus the yardage failing as shown in Fig. 3b). As previously
described, the win of
the football game could simply be a function of the RWE wagering results, the
player's play
picking, or a hybrid of the two. Returning to Fig. 3c, the player wins the
football game but, as
a point spread must be beat in order to "cover", the wagering result dictates
that the final
outcome of the entertainment game be that the football game was won by fewer
points than
needed to cover the point spread. So in this case, a player can experience a
satisfying game
session where prudent play calling and team configuration allowed the player
to be a strong
opponent but the player could not cover the spread. Accordingly, the final
outcome of the
entertainment game (that of not being able to beat the point spread), is tied
to the fact that
the player did not have a winning series of gambling or wagering results on
the game. If,
however, the player had a winning session, then the game would show an outcome
of the
entertainment game where the player's team had covered the spread.
[00106] FIG 3d illustrates another exemplary aspect of an entertainment
conditioning
function. As illustrated in Fig. 3d, an RC curve 380, representing gambling or
wagering
results, and a yardage curve 382, representing progress in an entertainment
game, are again
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replicated. A series of look up tables 384, each of which has an index 386 for
lookup, and
corresponding entertainment game states 388 representing results for a play,
which could be
the net yardage for the play, or other special playback modifiers (such as
false starts,
penalties, etc.) that could result. Creation of the index and the selection of
which table to use
the index in may be a function of a number of parameters used individually or
a plurality of
such in a combination. A non-exhaustive list of potential parameters for index
creation
includes:
(a)The amount of RC remaining.
(b)Virtual time elapsed in the game context (e.g. in football, time left on
the game
clock)
(c) The depth of the Win/Loss Betting Queue (i.e. the amount of RWE plays
available
for look ahead).
(d)Game context choice or actions (e.g. which play is selected).
(e)The volatility of the RWE engine pay tables.
(0 The difference between the game context score and the required score level
to beat
(e.g. the spread).
(g) The difference between progress in the game context (e.g. yard gained) and
the
difference of the RC at the start of the game session and the current RC
level.
(h)The relative rate of RC wagered by the player (i.e. the amount wagered
average vs.
the max bet amount for the game).
(i) A random determination.
(j) The physical amount of time elapsed in the play session.
(k)The speed at which the player plays the game.
[00107] In operation, one or more gambling or wagering results are determined
for a
gambling game. The one or more gambling or wagering results are then used
(390) along with
a look up table to generate (392) a desired result or entertainment game state
that is then
used to generate a controlled sequence for a portion of the entertainment
game.
[00108] In another aspect, the output of the entertainment conditioning
function are pseudo
gambling or wagering results that are gambling or wagering results that have
been
conditioned according to the entertainment conditioning function. The pseudo
gambling or
wagering results are then used to generate a controlled sequence of a portion
of an
entertainment game in the same manner as non-conditioned gambling or wagering
results.
[00109] Fig. 3e illustrates another process by which a player may be rewarded
for playing the
entertainment game well even though the gambling or wagering results are not
positive for
the player. In this process, a GWE (not shown) starts (600) the process by
comparing (602) a
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player's actions while playing an entertainment game to a set of optimal
player actions. To do
so, the GWE receives one or more player actions taken by the player while
playing the
entertainment game when the entertainment game is in one or more respective
entertainment game states 606. The GWE then compares the one or more player
actions
taken by the player with one or more optimal player actions for the
entertainment game in
one or more respective entertainment game states 608 stored in the GWE. For
example, if the
player is playing a football style entertainment game and the entertainment
game is in a
state where the player has to make short yardage on a 3rd down conversion,
then an optimal
player action may be to call a running play.
[00110] The GWE compares (602) the action taken by the player with the optimal
action for
the given entertainment game state and determines (608) if the optimal action
was taken. If
not, the process ends (610) without rewarding the player. However, if the
optimal player
action was taken, the GWE determines (612) if the player should be awarded GWC
614. The
GWC may also determine (616) if the player should be awarded by enhancing an
EE 618
within the entertainment game. If the GWE does determine to award the player
EE, the
GWE does so by enhancing an EE within the entertainment game for the player's
use. The
GWE may also determine (620) to reward the player by adjusting a pay table 622
in an RWE
to be more favorable to the player. As a result of this process, the player is
rewarded for
playing the entertainment game well even if a series of gambling game results
may not prove
favorable to the player.
Direct and Indirect Correlation of the ESE Controlled Sequence
[00111] In another aspect, the correlation between events in the entertainment
layer driven
by the ESE 106 and the gambling events driven by the RWE 104 can be either
direct (e.g. five
credits won equals a five yard movement of the football) or indirect (e.g. the
GWE 102 or ESE
106 can introduce randomness into the process by which the entertainment
output is selected,
the random process being seeded by the result of the RWE 104 controlled
gambling game and
the state of the ESE 106 driven entertainment game controlled sequence.)
[00112] In the case of the indirect correlation, if the GWE 102 was the
controller introducing
some measure of randomness, the GWE 102 would modify the directions that it
sends to the
ESE 106, which in turn generates the appropriate controlled sequence of a
portion of the
entertainment game output for the player 114 (of Fig. 1). In this mode, a
gambling or
wagering result X which is achieved by the RWE 104 would in turn be modified
by the GWE
102 by an amount 'Z' (e.g.. X Z) such that the display generated by the ESE
106 is not
deterministic as a function of the result of the RWE 104 controlled gambling
game. The
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nature of the modifier 'Z' could be an element which was dictated by the
casino operator (not
shown).
Player Communication
[00113] Turning now to Fig. 4a, in another aspect, the player's 114 (of Fig.
1) state 400 as it
relates to the RWE 104 and the RWE 104 controlled gambling game is displayed
(402) to the
player 114 (of Fig. 1) using an optional RW User Interface 113, independently
of the state of
the ESE 106 driven (404) entertainment output. The number of credits in the
gaming system
100 (of Fig. 1), the number of credits the player 114 (of Fig. 1) has selected
to bet or wagered
on the next gambling play, and any and all other metrics 406 and 406 relevant
to the player's
status in the RWE 104 controlled gambling game are continuously updated and
displayed 408
using the RW User Interface 113 , independently of the entertainment content
of the game as
generated by the ESE 106. This is achieved through a dedicated portion 125 (of
Fig. 1) of the
GW User Interface 124 that is reserved exclusively for this purpose and that
is managed by
the GWE 102 based on input received from the RWE 104.
[00114] The player's RWE state portion of the GWE 102 output, while
synchronized with the
gambling activity within the RWE 104, may not in all implementations be
tightly
synchronized with the ESE 106 generated entertainment game controlled sequence
output
(i.e. the ESE 106 output may lag the information displayed directly by the GWE
102 (if part of
the particular implementation) as to the state of the RWE 104 controlled
gambling game). In
addition, the output of the ESE 106 (i.e. the ESE 106 generated entertainment
game
controlled sequence, and the GWE 102 driven output directly reflecting the
state of the RWE
104 controlled gambling game, may be directly synchronized such that the
result of a RWE
104 controlled gambling game is not known to the player 114 (of Fig. 1) until
the completion of
the ESE 106 driven display sequence initiated by that RWE 104 controlled
gambling game.
This characteristic may or may not be accompanied by a feature that prevents
additional bets
or wagers from being made until the ESE 106 driven display routine is complete
and
confirmation of this fact is passed from the GWE 102 to the RWE 104.
Direct RWE Control and Status Display
[00115] In another aspect, certain player functions are handled as input 410
directly to the
RWE 104, rather than running through the GWE 102 or ESE 106. According to such
an
aspect, the player 114 (of Fig. 1) triggers the betting process in the RWE 104
through a
dedicated user input portion of RW User Interface 113 connected to the RWE
104. The player
114 (of Fig. 1) can also cash out (412) through another dedicated user input
linked directly to
the RWE 104 through the RW User Interface 113. In another aspect, these
functions are
handled through a touch screen, whereby the RW User Interface 113 subsumes a
portion of
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the display. In another aspect, all user input is captured (414) through the
GWE User
Interface 124, which directs the input 416 to the RWE 104 or directs the input
418 to the ESE
106, as appropriate.
Betting Queues and Story Board Control
[00116] In another aspect, player 114 (of Fig. 1) actions will result in a
request to the RWE
104 to drive a number of RWE 104 plays, as exemplified by Pending Bet Queue
132 (of Fig. 1)
to occur in order to generate a list of wins/losses which would be loaded into
a queue. This
wins/losses queue, or WLQ 420, is in turn communicated to the GWE 102. The GWE
102
operates (422) on these gambling or wagering results via the one or more
Process Maps 130 (of
Fig. 1), such Process Maps 130 (of Fig.1 ) containing the procedures to
analyze (424) the net
result of the gambling or wagering results in the WLQ 420 and subsequently
trigger 424 a
series of actions 426 in simulating a portion of the ESE 106 controlled
entertainment game by
the ESE 106 such that player 114 (of Fig. 1) experiences more of a
comprehensive story to
describe the result of their wagering as opposed to the linear relationship of
a typical wager-
result, wager-result method, in the case of a single ESE 106 generated
controlled sequence of
a portion of an entertainment game per RWE 104 play by direct correlation. The
purpose of
this conditioning function that the GWE 102 processes using the WLQ 420 is to
provide a
more realistic ESE 106 controlled entertainment game context progression,
enhancing the
entertainment derived by the player 114 (of Fig. 1).
[00117] An example of this functionality in the context of a football game
would be the GWE
102 determining from the WLQ 420 (which for this example has a depth of 8
plays) that the
player will net a win of 3 credits for a total of 8 bet, but will only do so
on the last play. The
GWE 102, receiving this gambling or wagering result from the pending WLQ 420
instructs
the ESE 106 to generate a controlled sequence of a portion of the
entertainment game
showing the player's team making 2 running plays for short gains, followed by
the
quarterback getting sacked for a loss of 10 yards, followed by the quarterback
throwing the
ball downfield for a 25 yard completion and a first down.
[00118] The entertainment or storyboard conditioning function (performed by
the GWE 102
for conditioning the ESE 106 output described above) may or may not directly
correlate to the
handling of the actual wagering proposition which RWE 104 plays entail. This
is to say, if the
conditioning function directly correlated to the wagering proposition, then
the results of the
conditioning operation of the RWE 104 results would be translated into a
single summary bet
or wager for the player (so long an equivalent mathematical result for a fair
gambling
proposition could be ensured). If the conditioning function was not directly
correlated, then
one of two methods could be employed: (a) the wagering proposition would be a
package of
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RWE 104 wagers run in a sequence as a package of bets or wagers, or (b) a
separate RWE 104
wager not related to the sequence of RWE 104 wagers would be effected to
produce the wager
proposition. The correlation and exact implementation may depend on regulatory
and casino
operator policies. Additionally, the WLQ 420 pending bet or wager results may
or may not be
considered irrevocably committed to the RWE 104 controlled gambling game. In
the case
where all bets or wagers in the WLQ 420 will be placed, the ESE 102 will play
out the script
resulting from the pending queue of bets or wagers, and the player 114 (of
Fig. 1) will win/lose
funds accordingly. In this mode, and at a moment of synchronization, the
player 114 (of Fig.
1) would then be presented the choice to continue with the game and hence
expose themselves
to the next series of bets or wagers, to limit the amount of bets or wagers
they'd be exposed to,
or to cash-out. Note that in this WLQ 420 committed mode, the WLQ 420 could be
no larger
than credits available on the game, subsuming that the gaming system contains
the logic to
automatically control the depth of the WLQ 420 or how much of the WLQ 420 is
analyzed and
thus committed by the GWE 102 to the gambling proposition.
[00119] If the gaming system utilizes the WLQ 420 herein described, there are
two methods
for handling termination of play by the player 114 (of Fig. 1) at the time of
cash out. In the
first method, the player 114 (of Fig. 1) may elect to revoke the pending bets
or wagers of the
WLQ 420 and to take pay out on the credits remaining on the gaming system. In
the second
method, the pending result of bets or wagers of the WLQ 420 are displayed to
the player 114
(of Fig. 1), and the amount of remaining credits which the player 114 receives
at cash out is a
netting of these results against the credits remaining. Which method is
utilized may be a
selection of the casino operator or will be based on what is allowed by gaming
regulations in
the particular jurisdiction.
[00120] The WLQ's 420 operation does not necessarily mean that a plurality of
credits must
be played or committed. For instance, the final net result of the WLQ 420 over
say 9 bets or
wagers could be arithmetically operated upon in some manner to determine the
betting result
of a single set of credit(s) wagered. The value of the WLQ 420 in this case is
to provide a
deeper set of inputs for the ESE 106 GW context story board so that the player
114 (of Fig. 1)
is uncertain throughout a greater period of time how their bet or wager is
going to come out.
In another aspect, the player could commit a fixed amount of credits to the
whole football
game, the RWE 104 could be run once to determine the outcome of the whole
game, and then
the football game could be played by the player to completion, the result of
plays throughout
score the game controlled by the GWE 102, its Process Maps 130 and possibly
RNG results for
the play by play action, with the outcome of the whole game unknown until the
final.
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[00121] In another aspect, the WLQ 420 is eliminated, and a series of control
tables in the one
or more Process Maps 130 (of Fig.1) of the GWE 102 would take an RWE 104 RNG
108 (of Fig.
1) wagering result and use the value to drive selection of a particular
control table which
would provide a script of instructions to drive the ESE 102 GW context story
board over a
multiple of plays, actions, results or events. The purpose here again is to
drive a richer
entertainment representation of the result of RWE 102 RW gambling plays.
[00122] In another aspect, generation of the controlled sequence portion of
the entertainment
game further includes using a conditioning function to relate the result of
the general
direction (winning or losing) of a plurality of wagers in the WLQ with the
controlled sequence
portion of the entertainment game, such that the result of the controlled
sequence portion of
the game may be decoupled on a wager by wager basis, while being coupled on a
summation
basis, as summed over the plurality of wagers.
ESE Output Conditioning
[00123] In another aspect, as the player 114 (of Fig. 1) continues to expend
credits in the
game, either in a single session, or across multiple sessions as tracked
through a RW Patron
Management System 128 (of Fig. 1), the ESE 106 output can be conditioned to
provide audio-
visual output that is exclusively displayed to the player 114 (of Fig. 1) if
the player 114 (of Fig.
1) meets certain criteria as set by the casino. For example, unique
characters, weapons,
background scenery and/or music, monsters, etc. could be displayed in variants
of the ESE
106 output. Likewise, unique gambling propositions can be offered to the
player 114 (of Fig.
1) as a function of player status as reflected in the casino's RW Patron
Management System
128 (of Fig. 1) and/or the player's 114 (of Fig. 1) gambling behavior during
the current session.
The ESE 106 output can also be conditioned, and/or unique display options
provided to the
player 114 (of Fig. 1), as a function of the casino's assessment of the player
114 (of Fig. 1)
across any number of dimensions as supported by the RW Patron Management
System 128 (of
Fig. 1), independently of the player's 114 (of Fig. 1) specific actions vis-à-
vis the specific game
in question. In this manner, a player's entertainment experience on a
particular game can
vary from player to player and session to session. To enable such a feature,
the gaming
system (of Fig. 1) accepts input from the casino operator or configuring
entity on a plurality of
conditioning variables, such as rate of play, time of day, frequency of play
on the particular
game, a player's club status, etc. Based on the control variables specified, a
casino operator
can tailor their machines entertainment offering to their particular market
interests.
[00124] In another aspect, player selections in the ESE 106 controlled
entertainment game
such as selection of a team in a football game, selection of specific players
for a team, selection
of a specific play choice, choice of weapon or game scenario, etc., may
control certain RWE 104
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parameters such as the amount of credits bet in the RWE 104 controlled
gambling game
and/or affect the bonusing available to the player. For example, a football
controlled sequence
driven by the ESE 106 might allow the player to select from one of a number of
offensive plays
to be run. Choices might include a run up the middle, a short 5-yard pass
attempt, and a 50
yard "Hail Mary" pass attempt. Selection of each play might cause one, three
and ten credits
to be bet or wagered in the RWE 104 controlled gambling game respectively,
this information
having been clearly communicated to the player prior to finalizing his
selection. In another
example, choosing NY YankeeTM Alexander Rodriguez to pinch hit in an ESE
baseball
entertainment game might require that additional credits are expended for each
"at bat", but
could also give the player the opportunity to win bigger bonuses. Such a
scenario subsumes
the concept whereby the player plays the ESE 106 controlled entertainment game
and in so
doing makes choices that affect the RWE 104 controlled gambling game
configuration such
that player choices can affect the denomination of the credit and/or the
bonusing available as
a function of playing the game. Once the RWE 104 is configured to operate in
response to
certain player choices in the ESE 106 GW context, the actual gambling play is
run completely
randomly on the RWE 104.
[00125] In another aspect, player selections in the ESE 106 controlled
entertainment game
affect the odds or pay tables of the RWE 104 controlled gambling game. For
example, a player
in an ESE 106 controlled football entertainment game may elect to call a long
odds play, such
as a "Hail Mary" pass when only 2 yards are needed and they are on the 50 yard
line, versus
calling a much safer run up the middle play. In this case, the RWE 104 would
receive
signaling as to the selection and enroll the player in a long odds bet or
wager with a much
higher payout than would be the case with the 2 yard up the middle run play.
[00126] In another aspect, and a feature related to that disclosed in the
previous paragraph,
the GWE 102 contains analysis logic and processes to determine the riskiness
of the player
114 (of Fig. 1) choices in the ESE 106 controlled entertainment game, and
signal the RWE 104
so as to effect changes in its pay tables or odds to match the gambling
profile of the RWE 104
to the risk of the ESE 106 elected play or action choice. (E.g. calling the
"Hail Mary" pass in
the situation cited in the preceding paragraph, or in a shooting game, the
player directing the
player to run directly at a machine gun nest to engage in close combat with a
pistol.)
[00127] In another aspect, the player's skill in playing the entertainment
game influences the
gambling game. In operation, the GWE communicates with the RWE to select and/
or
configure a gambling proposition as a function of the player's demonstrated
skill (exclusively
or in conjunction with other influencing elements) in the entertainment game.
The player's
demonstrated skill may be a function of their play at in the current game
session (either over
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the entire session, in the context of a single recent action or anything in
between), or a
measure of a given player's demonstrated skill over time (i.e. across multiple
game sessions as
related to a specific player profile). The impact of the player's demonstrated
skill upon the
nature of the gambling game can be slight or large, the relative influence
being determined by
the casino operator or gaming system manufacturer.
[00128] The form of the impact can include, but is not limited to (a) the odds
of the gambling
game, or (b) the range of possible results.
[00129] In another aspect, it should be noted that in addition to the impacts
relating to RC
use cited before, various ESE 106 GW context decisions can accrete to or cause
a declination of
a player's GWC based on GWE 102 analysis of the wisdom of the choice in the
given situation
(e.g. was it wise to call for a 50 yd deep pass when 4th and 1 on the
opponents 35 yard line in
the football game?)
[00130] In another aspect, a closed loop feedback between the entertainment
game and the
RWE operates to provide an additional play element. Referring now to Fig. 4b,
in operation,
an ESE 430 manages an EE 432 that a player uses when playing an entertainment
game
hosted by the ESE 432. The player consumes the EE 432 as the player plays the
entertainment game. When the player takes an action that consumes the EE 432,
a
corresponding bet or wager 434 is made (436) in a gambling game managed by an
RWE 438.
A gambling RC result 440 of the gambling game is then used to determine an
effect 442 for
the EE 432. For example, an amount of the EE 432 may be increased if the
gambling or
wagering result is a win for the player. Alternatively, the EE 432 may be
reduced if the
gambling or wagering result is a loss for the player.
[00131] Referring now to Fig. 4c, an additional entertainment game element
442, or different
type of EE, may be supplied (444) to the player by the ESE 430 in response to
the gambling or
wagering result 440 rather than affecting the original EE 432 that was acted
upon or used by
the player to make (436) the corresponding bet or wager 434 in the RWE 438.
Accordingly,
the RC gambling or wagering result 440 of the gambling game is used to
determine addition of
the additional game element 442 in the entertainment game.
[00132] For example, an RC win could provide a player of a football game such
as Madden
FootballTM with access to linebacker Lawrence Taylor as a player on his team,
which in turn
could positively affect the player's performance in the entertainment game
and/or in the RW
gambling game. This stands in contrast to a RC win leading to the opportunity
to run more
plays, which is an example of an increase in EE.
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[00133] As another example, an RC win could provide a player in a baseball
game with a
higher payroll ceiling, allowing the player to sign better talent to his team.
This closed loop
feedback could take place in lieu of, or in addition to, an increase in the
amount of EE, for
example.
[00134] As another example, an RC loss could cause a player in a racing game
to experience
fog, making it harder to stay on the track, or place road hazards on the track
(e.g. potholes) in
lieu of, or in addition to impacting the amount of fuel the race car has (i.e.
the EE).
[00135] Another example related to a racing game, a loss in the gambling game
could cause
the steering wheel control to vibrate or become less responsive to the
player's inputs until a
subsequent gambling game win, or a certain event occurs within the
entertainment game (e.g.
a prescribed period of time elapses, the player pulls his car into the pits
for repairs, etc.). In
this regard, the closed loop feedback described herein need not be singular,
but can continue
to loop back on itself over a multitude of gambling game results and/or
entertainment game
events.
[00136] As another example related to a hybrid game implementation of
Scrabble, EE is
consumed when tiles are moved from the player's rack to the board. RC is bet
as a function of
the points on the tiles placed (i.e. Z-0-0 drives a 12 credit bet). In an RC
win, in addition to
affecting the player's amount of, or access to, EE, can in certain
circumstances governed by
the design of the game affect the Scrabble board. When an RC win of a certain
threshold is
reached, bonus squares are added to the Scrabble board. These squares can
relate solely to
the entertainment game and the accumulation of GWC (e.g. an additional "triple
word score"
square"), can relate to subsequent gambling games (e.g. a square that provides
a free credit
added to a gambling game initiated by the consumption of EE when a tile is
placed on the
square using a valid Scrabble move), or both.
[00137] An RC win could also increase the total number of tiles available to
the game or
provide special tiles (e.g. a letter "A" worth eight points instead of one
point). RC losses could
provide the opposite effects, eliminating special squares, or base squares
that are standard on
a Scrabble board, eliminating tiles, etc.
[00138] Variables within the ESE, and also inputs from the casino operator,
can also play a
role in establishing the relationship between EE¨RC and RC¨EE beyond explicit
choices
made by the player (e.g. the case where the player selects a specific football
play or a specific
player for his football team in Madden FootballT").
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[00139] The impact of these variables and inputs, along with all other inputs
that can affect
this relationship are managed through a function within the GWE ¨ previously
described.
[00140] Examples of inputs from the casino operator include, in a non-
exhaustive list, time of
day, location of machine, player specific information (e.g. player identity,
funds expended
today or over a period of time on this game or on all games in the casino in
total, etc.).
[00141] As another example of an input by a casino operator, roving gaming
element can be
injected into the entertainment game, but only one for instance, for a whole
group of
networked games of the same type. The first player of the networked games that
successfully
played the roving gaming element would receive a jackpot win that would then
become
unavailable to the other players of the networked games. In the context of a
first person
shooter entertainment game with a western them, the roving gaming element
would be in the
form of a very bad hombre who would roam towns within the GW. Players, would
ride from
town to town, doing their gaming, but if they were both lucky (or unlucky
enough) to run
across this guy (he could be in a saloon, restaurant, on the street, at the
corral, etc.) they could
decide to play bounty hunter and "call him out" for a duel. This would be a
big payout jackpot,
with perhaps easy odds, so that the harder proposition might be finding the
bad hombre, and
maybe the player ends up with a 50/50 chance of killing the bad hombre
depending on the
setup (at the corral, in the open, etc.). This would be a very thematic way
for a casino
operator to offer a progressive jackpot. Players would actually try to hunt
the bad hombre
down if the award was high enough. This might mean that the bad hombre is
always there in
any GW that any player can access, but they may have to ride to a remote area
of the territory
to find him, and in an obscure place to boot (under the stairwell watching,
etc.). First to kill
the bad hombre, wins the money.
[00142] Such a feature allows the casino operator to program a "roving
jackpot" and inject the
roving jackpot into the game for a period of time. The casino operator could
advertise this and
make a big deal of it, such as coming to a gambling area to play for a big
Texas Hold'em
tournament prize.
[00143] In another aspect, a result of a gambling game shapes a parameter of
the
entertainment game, but not the result or a specific result. For example, in
an entertainment
game where a player must achieve a particular objective by overcoming a series
of obstacles,
the number and types of obstacles may be altered in correspondence with the
result of a
gambling game. Alternatively, a new and unexpectedly harder obstacle may be
placed into
the game. For example, in a game where the player has to chop trees, if the
player wins a
gambling game, the GWE process map shapes the ESE game by causing more trees
to appear
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of various types (such as easier to chop higher point value ¨ GWC- trees if
the player wins the
gambling game, fewer or no new trees if the player loses the gambling game, or
a horrible
beast is introduced into the forest in the event of a gambling game loss, and
the player has to
fend the beast off with the player's axe).
[00144] In the various aspects of the gaming system, player choices and input
are received
through the GWE user interface 124, which can subsume a wide array of input
devices,
including but not limited to a touch screen, buttons, joystick controllers,
levers, switches, etc.
[00145] An advantage of the architecture is that it leverages very popular
titles with
"gamers" and provides a sea change environment for casinos to attract players
with games
that are more akin to the type of entertainment which a younger generation
desires.
[00146] Another benefit of this architecture is that it minimizes the
underlying changes
needed to the aforementioned entertainment software (Gears of War, etc.), for
it to operate
within the gaming construct, thus making a plethora of complex game titles and
environments rapid and inexpensive to deploy in a gambling environment.
Player Profiles And Game Influence Elements
[00147] In another aspect, a player either has an account on the gaming system
or game
network or they do not, as in the case of a new player. If a player is new to
the network, or a
player wishes to change their preferred profile, a setup process, similar to a
wizard, is run.
The setup process can encompass a number of parameters which alter the look-
and-feel of the
ESE's 106 output. For example, a player profile might identify the football
team they want to
be represented by in an ESE 106 controlled entertainment game system built
around Madden
Football 2K10.
[00148] In another aspect, a choice of a particular team in a sports themed
entertainment
game can affect the paytables and costs of wagering. For example, a particular
team may
include players that have a higher probability of carrying out a particular
called play. A
player playing such a team would naturally tend to have better results in the
entertainment
game. Therefore, it would be natural for such a team to cost more to play,
that is, minimum
wagers placed while utilizing such a team in the entertainment game would be
higher or
occur with more frequency than if a lesser team were chosen. In addition, as a
reward for
risking more, paytables could be adjusted so that the player has either a
higher probability of
winning a particular wager or the payout as multiplier of the wagered amount
per successful
wager could be set higher.
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[00149] Having described a general architecture and processing for the gaming
system 100 (of
Fig. 1), several specific game aspects and processes used in the specific
examples of a gaming
system will now be described in reference to Fig. 1.
Western Gunfight (Single Player)
[00150] In this example implementation, the ESE's 106 entertainment game
controlled
sequence concerns an "old west" style gunfight where two gunfighters (one
representing the
player 114, the other the computer) oppose each other on the main street of a
frontier town
circa 1850. The player can make choices as to how his gunfighter is
represented in the game
(e.g. man or woman, tall or short, left-handed or right handed, mode of dress,
etc.). The player
can also choose the type of pistols their gunfighter is going to use. These
choices are made
through the GWE User Interface 124, in concert with audio-visual output
created by the ESE
106. Players could, at the behest of the casino and/or as a function of their
player status, gain
access to specialized accessories for their gunfighter, effectively conferring
status.
[00151] In the game, the number of credits bet reflects the number of rounds
of ammunition
available to his character in the gunfight itself. A single credit provides
the character with
one bullet in a single pistol. A bet or wager of 10 credits might provide the
character with two
pistols, each with five bullets.
[00152] When the bet or wager is placed, the result of the gambling
proposition is translated
by the GWE 102 and/or ESE 106 into a controlled sequence of the gunfight
itself. A losing bet
or wager of a single credit would lead to the player's gunfighter firing a
single errant shot, and
being shot by the opposing gunfighter. A draw would result in both the
player's character and
the opponent missing each other, or injuring each other, but not fatally. A
winning bet or
wager of seven credits, for example, might lead to a prolonged audio-visual
output in the form
of a more involved gun battle, where the two characters move around the street
until they
expend all of their ammunition (in this case seven bullets for the player's
character). At the
completion of this logical display unit, the opponent would die and the
player's character
would survive more or less unscathed.
[00153] In another aspect, the game would always have the opposing character
loading their
gun with six bullets for a showdown (as one would typically expect). The
player, by selecting
to load less bullets for the gun fight, would be interpreted by the GWE 102 to
be a riskier
proposition for the player 114, and as such the GWE 102 would signal the RWE
104 to select a
longer odds bet or wager pay table with larger payout potential than if the
player 114 fully
loaded their gun with six bullets. The gun battle would ensue and if the
result of the RWE
104 controlled gambling game was a win for the player 114, the player 114
would see his/her
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character shooting deftly only say the two bullets they had loaded short
versus their opponent
who wildly fanned their six gun missing the player 114 with their shots. If
the RWE 104
controlled gambling game was a loss, the player 114 would see the more
expected outcome
whereby they ran out of ammo in the fight, or shot at too slow of a rate and
were gunned down
in the street.
[00154] The player's gunfighter would win and lose gun battles, but would not
be fatally
injured until such time as he expended the last credit in the machine, and
such final bet or
wager was a loss. At that time the GWE 102/ESE 106 driven audio-visual
displays would
encourage the player 114 to insert more credits or money to continue play and
to prevent his
gunfighter from dying a slow painful death from complications related to his
gunshot wound.
[00155] In another aspect, a player could save the configuration of their
gunfighter character
for future use. This configuration would be linked to their account on the
casino's Patron
Management System and could be accessed in subsequent game playing sessions.
[00156] In another aspect, a player can accumulate GWC while playing the
gunfighter game,
thus allowing a player's character to gain in skill as function of winning
more gunfights and
therefore, gaining access, for example, to better odds for a bet or wager as a
function of the
player's GWC level (in this case akin to how many gun battles the player has
won). In
addition, GWC can be accumulated by the player for making certain decisions
during playing
of the entertainment game as opposed to making other decisions. For example, a
player may
be accorded GWC for making a selection as to what to use for cover on the
street, selecting a
less powerful but more accurate weapon, etc.
[00157] As a player continued play in the game, they would experience a range
of interesting
opponents. Bonuses that might be won as a function of the RWE 104 controlled
gambling
game could be represented in the entertainment game controlled sequence as the
gunfighter
having come across stolen loot, or winning a game of cards in a saloon, or
stripping a
vanquished opponent of his personal effects.
[00158] Note that this example is not intended to be all inclusive, but rather
cites only one
manner in which the various components of the gaming system may be combined to
accomplish an entertainment and gambling game.
Baseball (Single Player)
[00159] In this example implementation, gambling is undertaken in the context
of a baseball
game. The game proceeds, bet by bet, or wager by wager, through nine innings,
including
both halves, where the player's team is on offense and on defense. In another
aspect, the
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player 114 can choose to play only offense, the computer controlled opponents'
offensive half of
each inning being represented simply as a final result.
[00160] Players would be able to choose the team that they were going to be
represented by,
and could also in some gaming systems select specific players to represent
them. Specific
baseball players would require different amounts of credits to be bet or
wagered for each pitch
of their at bat, or in the case of pitchers, for each pitch thrown.
[00161] Within the workings of the game, for each bet or wager placed when at
bat (in this
example, the player 114 does not vary the size of his bet or wager for each at-
bat; it is dictated
as a function of the team and/or individual players he selected at the onset
of the game) a
pitch is thrown to their player and the player 114 either gets a hit (if the
RWE 104 controlled
gambling game had produced a win), receives a strike (a loss), or a ball (a
draw). In the case
of hits, the magnitude of the hit (single, double, etc.) is a function of the
value of the gambling
proposition driven win on the bet or wager made (i.e. lx the bet or wager, 2x
the bet or wager,
etc.).
[00162] Ultimately, over the course of many bets or wagers, the opposing side
is retired, and
the player's team will then take the field to play defense. Here, bets or
wagers made drive
pitches by the player's team and ultimately outs, hits, walks, etc. by the ESE
106 generated
opponent result. Betting continues until the opposing side is retired.
[00163] This process can continue through a full nine innings of baseball or
end prematurely
when the player 114 declines to expend more credits. Bonuses can be awarded at
the end of
the game if the player's team wins the ESE 106 generated baseball game. Given
the number
of credits required to reach the end of the game, these bonuses could be
significant.
[00164] Note that in this implementation the cumulative effect of each bet or
wager can lead
to an outcome (winning or losing the baseball game) that is not explicitly
linked to the result
of each bet or wager and that the player 114 cannot predict. This adds an
entertainment
element to the slot machine that is unique and can drive long-term interest
among casino
customers.
[00165] In another aspect, the outcome of the baseball game need not be
deterministically set
by a gambling result. For example, the baseball game could still be played as
is done on an
interactive gaming system, such as a WiiTM, namely, the player has to hit the
ball, etc., but
the result of the gambling game affects the likelihood of hitting the ball out
of the park, or the
speed that the pitch is thrown, etc.
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[00166] In another aspect, accumulation of GWC during an individual gaming
session affects
odds in future gaming sessions if the person playing the game plays again. For
example, by
continuing to play games through a simulated season, accumulation of GWC over
several
gaming sessions would correlate to keeping a team together. Through
accumulation of GWC,
a more favorable TABLE Ln-RC is used to improve the probability that the
player will have
winning gambling or wagering results.
[00167] Note that this example is not intended to be all inclusive, but rather
cites only one
manner in which the various components of the gaming system may be combined to
accomplish an entertainment and gambling game.
Football (Single Player)
[00168] In another aspect, gambling is undertaken in the context of a football
game. The
game proceeds, play-by-play through as many as four quarters (plus OT
potentially) of
football.
[00169] When playing offense, the patron would select specific plays to be
run. Each play
would correspond to a specific bet or wager value. For example, a run up the
middle might
take a single credit, while a 50-yard Hail Mary pass attempt might require 10
credits.
[00170] Players would be able to choose the team that they were going to be
represented by,
and could also in some gaming systems select specific football players to
populate their team.
Specific football players would modify the number of credits to be bet or
wagered on a given
football play. For example, selecting a pass play with Minnesota VikingsTM
receiver Randy
Moss as the recipient would require an additional two credits be expended in
the RWE 104
controlled gambling game. Having Tom Brady of the New England PatriotsTM
involved in a
passing play might require a one credit step-up. It is also possible that
selecting specific
players would provide the player 114 with access to specific bonusing
provisions.
[00171] After selecting a play, the RWE 104 controlled gambling game would run
in the
context of the number of credits dictated by the choice of football play and
the player 114 or
players engaged in the play. The result of the RWE 104 controlled gambling
game, as
dictated by the RWE 104, is communicated to the GWE 102, and after
conditioning through
one or more Process Maps 130, drives a specific result through the ESE 106.
The result of the
gambling proposition and the outcome of the football play are both displayed
to the player
114.
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[00172] As the game progresses, the ESE 106 presents the player 114 with
appropriate
football play choices based upon the state of the game (e.g. punting the ball
is not offered on
anything other than fourth down).
[00173] Ultimately, over the course of many bets or wagers, an offensive
series reaches its
logical conclusion with points being scored, a turnover or other change of
possession. The
player then selects defensive formations in the context of the entertainment
game controlled
sequence, again driving bets or wagers of specific size in the RWE 104
controlled gambling
game.
[00174] This process can continue through four quarters of football or end
prematurely when
the player 114 declines to expend more credits. Bonuses can be awarded at the
end of the
game if the player 114's team wins the ESE 106 generated football game. Given
the number
of credits required to reach the end of the game, these bonuses could be
significant.
[00175] Note that this example is not intended to be all inclusive, but rather
cites only one
manner in which the various components of the gaming system may be combined to
accomplish an entertainment and gambling game.
Tank Game (Single Player)
[00176] In this example implementation, gambling is undertaken in the context
of a WWII
tank battle. Via the GWE User interface 124, and responding to prompts
generated by the
ESE 106 audio-visual output, the player 114 selects one or more tanks and
assigns them
various attributes in terms of speed, maneuverability, range, armor and
weapons. Each
choice imputes a specific number of credits that will subsequently be bet in
the RWE 104
controlled gambling game. The player outfits one or more tanks (representing a
minimum of
one credit ¨ a single, meagerly outfitted tank -- or multiple credits in the
form of a single,
well outfitted tank or multiple tanks each outfitted uniformly or differently)
to build out his
tank brigade. These tanks are staged in a corral as represented through the
ESE 106 as part
of the entertainment game controlled sequence. Once outfitted, the player 114
launches one
or more of these tanks into battle which triggers the appropriate number of
credits to be bet or
wagered in the RWE 104 controlled gambling game.
[00177] The result of the RWE 104 controlled gambling game is then
communicated from the
RWE 104 to the GWE 102 which in turn coordinates a controlled sequence of the
tank battle
between the player's brigade and an ESE 106 controlled opponent. The result of
the battle
itself reflects (though not necessarily directly) the result of the RWE 104
controlled gambling
game. As the battle progresses, the player 114 can continue to outfit new
tanks and release
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them from the corral into battle. This again correlates with the placement of
a bet or wager of
a specific number of credits in the RWE 104 controlled gambling game.
[00178] For example, a player could create three tanks, correlating to three,
six and ten
credits respectively. These tanks are stored in the corral. When the player
114 releases the
three credit tank into battle via the GWE user interface 124, a three credit
bet or wager is
made in the RWE 104 controlled gambling game. The result of this bet or wager
dictates (not
necessarily deterministically) the fate of the tank in the ESE 106 controlled
entertainment
game. In this example, the RWE 104 controlled gambling game results in a three
credit loss
for the player 114, and the tank is hit by an anti-tank missile and burns to
the ground. The
player then releases both the six- and ten-credit tanks into the field of
battle. The RWE 104
executes both RWE 104 controlled gambling games and the results are again
transmitted to
the GWE 102 and ultimately affects the ESE's 106 representation of the result
of these tanks'
performance on the field of battle. Ultimately, if one of the player's tanks
is the last
remaining on the ESE 106 controlled entertainment game's field of play, the
player 114 wins
the ESE 106 generated tank game. This may cause the player 114 to receive a
bonus but does
not affect the number of credits ultimately won by the player 114. That is
dictated solely by
the RWE 104 controlled gambling game.
[00179] Note that this example is not intended to be all inclusive, but rather
cites only one
manner in which the various components of the gaming system may be combined to
accomplish an entertainment and gambling game.
Internet vs. Physically Based Casino Play
[00180] Consistent with various discussions in this document, the gaming
system may be
embodied in whole or in part in the "cloud" being based in the internet thus
taking place
outside of a casino. In this mode, players would access games through an
internet website
and have an otherwise similar experience as relates to RC and GWC. Tournament
play would
also be supported in such a model. In summary, as it would apply to the gaming
system, the
only notable difference between a land based casino and an internet based one
would be
whether players are present in a gambling operation location in the case of a
land based
operation, or at home or other distributed location in the case of the
internet based operation.
In either case, the elements of the gaming system and their functions would
operate
effectively the same.
Head-To-Head Play
[00181] In another aspect the gaming system also includes the concept whereby
players can
independently gamble through the RWE 104, but experience a head-to-head
presentation of
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the ESE 106 driven entertainment game controlled sequence content. According
to this
aspect, players opt to participate in a head-to-head competition through a GWE
102 managed
sign-up process. That process allows two or more (as may be appropriate given
the
entertainment game in question, i.e. the limit is two players for football,
but could be N
players for the adaptation of a multi-player game like Ha10TM) players to
directly establish a
head-to-head pairing between them, or for a single player to request a head-to-
head
competition. In the latter case the GWE 102 will interact with a centralized
server to link the
player 114 with another player in a queue of players seeking head-to-head game
play. This
sign-up process may, but does not have to, require minimum bet or wager
commitments on
the part of the players to ensure a game of adequate length between the
participants.
[00182] Players gamble through independent RWEs, and there is no co-mingling
of their
gambling or wagering results. There is no head-to-head element with respect to
the actual
gambling proposition. Where the head-to-head aspect does come into play is as
regards the
ESE 106 display routines, and the GWE's 102 direction of same.
[00183] In a head-to-head implementation a single GWE 102 and ESE 106, either
locally or
on a remote server, act as a master controller. One or more Process Maps 130
dictate the
impact of each player's gambling upon the players' characters within the ESE
106 driven
entertainment game controlled sequence. The same resulting audio-video feed is
displayed on
all the slot machines of participating players. An example of such a map, for
a western gun
fighting game is as follows. In the table, "Character 1" is the entertainment
game avatar
related to player 1 and "Character 2" is the entertainment game avatar related
to player 2.
Table 1
Player 1 Gambling Result Player 2 Gambling Result I Impact on Character 1
Impact on Character 2
Hit by shot from Character Hit by shot from
Character
WIN WIN 2 1
Shot from Character 2 Hit by shot from
Character
WIN LOSE Misses 1
Hit by shot from Character Shot from Character
1
LOSE WIN 2 Misses
Shot from Character 2 Shot from Character
1
LOSE LOSE Misses Misses
[00184] As with non head-to-head games, in this example, a player's character
dies when the
player 114 runs out of credits as a result of a losing bet or wager.
[00185] A range of bonus schemes are possible in this environment. According
to one aspect,
a player gains bonuses (either credits or other prizes as dictated by the
casino) as a function of
the player's gambling or wagering results independent of the head-to-head play
(i.e.
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"independent bonusing"). In another aspect, each player, in addition to their
gambling or
wagering results, is assigned a score or GWC, in the context of the ESE 106
displayed
entertainment game controlled sequence that relates to their performance
relative to the
player 114 they are competing with head-to-head (i.e. "relative scoring").
Continuing with the
western gunfighter example, relative scoring might work like this.
Table 2
Player 2 Gambling
Player 1 Gambling Result Result Player 1 Bonus Score Player 1 Bonus
Score
WIN WIN 0 0
WIN LOSE 1 0
LOSE WIN 0 1
LOSE LOSE 0 0
[00186] The bonus scoring would be tracked within the GWE 102 overseeing the
head-to-head
competition and would be either communicated directly to a patron management
system or
relayed to a patron management system through the RWE 104 associated with each
player
participating in the competition.
[00187] Another example of a head-to-head competition revolves around an ESE
106
deployment of a video football game (e.g. Madden Football 2K11Tm). In this
case, head-to-head
competition is limited to two players. Each selects the team they want to be,
and the head-to-
head competition itself is managed as described previously. Specifically, the
Process Map for
a head-to-head football game might look like this for example when the
"offense" has the ball
and it is first, second or third down.
Table 3
"Offense" "Defense"
Player 1 Gambling Player 2 Gambling
Result Result Result of Play (not a 4th down kicking situation)
WIN WIN Offense advances the ball, but does not gain a first
down
WIN LOSE Offense advances the ball and gains a first down
LOSE WIN Offense has a loss of yards on the play
LOSE LOSE Offense achieves zero
yards on the play
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[00188] On fourth down, in a kicking situation (this context being established
by the ESE
106), the table might look like this.
Table 4
"Offense" "Defense"
Player 1 Player 2
Gambling Gambling
Result Result Result of 4th Down Kicking Play
Offense succeeds in getting off a punt of average distance and the resulting
kick
WIN WIN return is also average
Offense runs a trick play and gains a first down (50% of time) or offense
achieves
WIN LOSE a punt that pins the other team deep in their zone
(50% of the time)
Offense gets off a poor punt (90% of the time) or the punt is blocked (10% of
the
LOSE WIN time)
Offense succeeds in getting off a punt of average distance and the resulting
kick
LOSE LOSE return is also average
[00189] The head-to-head implementation of the gaming system contains a richer
series of
one or more Process Maps 130 that are managed by the GWE 102 and ESE 106 to
provide a
rich gaming experience.
[00190] Bonusing schemes in the football context are derived directly from the
score of the
ESE 106 simulated video football game, which in turn represents the aggregate
performance
of the two teams as a function of each player's gambling or wagering results
as transformed
through the Process Map into specific football plays.
[00191] In regards to head-to-head play, generally the same concepts of
queuing of bets or
wagers or wagers in a Pending Bet Queue 132 of the WLQ 420 (of Fig. 4) or the
absence of the
WLQ 420 (of Fig. 4) would apply. When the WLQ 420 (of Fig. 4) is supported in
head-to-head
play, players are required to commit credits and these credits are queued in
the form of
pending bets or wagers to provide for smooth play. In the absences of a WLQ
420 (of Fig. 4),
players would manually make betting decisions, move by move.
[00192] Fig. 5 is a hardware architecture diagram of a processing apparatus
500, such as a
computing device, controller, general purpose computer, gaming machine or the
like, that may
be used to host various components of a gaming system as previously described
herein. A
processor 501 is coupled to a memory 502 by a bus 504. The processor is also
coupled to a
non-transitory processor-readable storage device 506 that stores processor-
executable
instructions 507 and data 508. The processor is also coupled to one or more
interfaces 510
that connect the processor to other processing apparatuses as well as networks
as previously
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described herein. The processor is also coupled via the bus to user input
devices 512 and user
output devices 514.
[00193] In operation, the processor 501 loads instructions 507 and data 508
into memory 502
and executes the instructions and operates on the data to implement the
features of the
components of a gaming system as described herein. The processor uses the user
input
devices 512 and user output devices 514 in accordance with the instructions
and data in order
to create and operate user interfaces for players, casino operators, owners,
etc. as previously
described herein.
[00194] It should be understood that although the processing apparatus 500 is
described
herein as being constructed from processor instructions stored and executed by
hardware
components, the processing apparatus can be composed of only hardware
components. In
addition, although the storage device 506 is described as being coupled to the
processor
through a bus, those skilled in the art of processing apparatuses will
understand that the
storage device could include removable media such as a USB memory device, an
optical CD
ROM, magnetic media such as tape or disks, etc. In addition, the storage
device could be
accessed through one of the interfaces 510 or over a network. Furthermore, any
of the user
input devices 512 or user output devices 514 could be coupled to the processor
via one of the
interfaces or over a network. In addition, although a single processor is
described, those
skilled in the art will understand that the processor could be a controller or
other computing
device or a separate computer as well as be composed of multiple processors or
computing
devices.
[00195] It should also be understood that an RWE, a GWE and an ESE as
described herein
can be implemented on multiple processing apparatuses, whether dedicated,
shared or
distributed in any combination thereof, or may be implemented on a single
processing
apparatus. In addition, while certain aspects and features of a gaming system
described
herein have been attributed to an RWE, a GWE or an ESE, these aspects and
features may be
implemented in a hybrid form where any of the features or aspects may be
performed by any
of an RWE, a GWE or an ESE within a gaming system.
[00196] According to other aspects of a gaming system as contemplated by the
present
disclosure, a gaming system may be implemented using a computer processor such
as a single
core or multi-core central processing unit (CPU) or micro-processing unit
(MPU), which is
constructed to realize the functionality described above. The computer
processor might be
incorporated in a stand-alone apparatus or in a multi-component apparatus, or
might
comprise multiple computer processors which are constructed to work together
to realize such
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functionality. The computer processor or processors execute a computer-
executable program
(sometimes referred to as computer-executable instructions or computer-
executable code) to
perform some or all of the above-described functions. The computer-executable
program may
be pre-stored in the computer processor(s), or the computer processor(s) may
be functionally
connected for access to a non-transitory computer-readable storage medium on
which the
computer-executable program or program steps are stored. For these purposes,
access to the
non-transitory computer-readable storage medium may be a local access such as
by access via
a local memory bus structure, or may be a remote access such as by access via
a wired or
wireless network or Internet. The computer processor(s) may thereafter be
operated to
execute the computer-executable program or program steps to perform functions
of the above-
described embodiments.
[00197] According to additional aspects of a gaming system as contemplated by
the present
disclosure, a gaming system by implemented using methods in which the
functionality
described above is performed by a computer processor such as a single core or
multi-core
central processing unit (CPU) or micro-processing unit (MPU). As explained
above, the
computer processor might be incorporated in a stand-alone apparatus or in a
multi-component
apparatus, or might comprise multiple computer processors which work together
to perform
such functionality. The computer processor or processors execute a computer-
executable
program (sometimes referred to as computer-executable instructions or computer-
executable
code) to perform some or all of the above-described functions. The computer-
executable
program may be pre-stored in the computer processor(s), or the computer
processor(s) may be
functionally connected for access to a non-transitory computer-readable
storage medium on
which the computer-executable program or program steps are stored. Access to
the non-
transitory computer-readable storage medium may form part of the method of the
embodiment. For these purposes, access to the non-transitory computer-readable
storage
medium may be a local access such as by access via a local memory bus
structure, or may be a
remote access such as by access via a wired or wireless network or Internet.
The computer
processor(s) is/are thereafter operated to execute the computer-executable
program or
program steps to perform functions of the above-described embodiments.
[00198] The non-transitory computer-readable storage medium on which a
computer-
executable program or program steps are stored may be any of a wide variety of
tangible
storage devices which are constructed to retrievably store data, including,
for example, any of
a flexible disk (floppy disk), a hard disk, an optical disk, a magneto-optical
disk, a compact
disc (CD), a digital versatile disc (DVD), micro-drive, a read only memory
(ROM), random
access memory (RAM), erasable programmable read only memory (EPROM),
electrically
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erasable programmable read only memory (EEPROM), dynamic random access memory
(DRAM), video RAM (VRAM), a magnetic tape or card, optical card, nanosystem,
molecular
memory integrated circuit, redundant array of independent disks (RAID), a
nonvolatile
memory card, a flash memory device, a storage of distributed computing systems
and the like.
The storage medium may be a function expansion unit removably inserted in
and/or remotely
accessed by the apparatus or system for use with the computer processor(s).
[0199] The scope of the claims should not be limited to the preferred
embodiments set forth in
the examples but should be given the broadest interpretation consistent with
the description as
a whole.
43