Note: Descriptions are shown in the official language in which they were submitted.
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REGULATED CASINO GAMES, GAMING MACHINES AND COMPUTER-IMPLEMENTED
METHODS HAVING PAYOUT SCHEDULES AND ASSOCIATED RETURNS TO PLAYER
(RTPs) SELECTED BASED UPON TIME TO SUCCESSFUL INTERACTION
BACKGROUND
[0001] The introduction of skill-based casino games has transformed the
industry and opened up
a great variety of arcade-type games designed to appeal to a younger player
demographic. However,
players of great skill and/or players that have mastered game play often find
that they do not enjoy an
advantage over comparatively less skilled players, which leads to some measure
of frustration.
Conventional regulated casino games generally have a predetermined RTP for all
interactions with in-game
assets, irrespective of the skill or speed of the player.
BRIEF DESCRIPTION OF THE DRAWINGS
[0002] Fig. 1 illustrates a block diagram of a gaming network suitable for
implementing
embodiments.
[0003] Fig. 2 shows a block diagram of an electronic gaming system according
to one embodiment.
[0004] Fig. 3 illustrates a network diagram of gaming network that may be
configured to
implement embodiments described herein.
[0005] Fig. 4 is a block diagram of electronic gaming device, according to an
embodiment.
[0006] Fig. 5 is a block diagram of an intelligent electronic gaming system,
according to one
embodiment.
[0007] Fig. 6 is a block diagram of a mobile gaming device with which an
embodiment may be
practiced.
[0008] Fig. 7 shows a system server suitable for implementing various aspects
of embodiments
described herein.
[0009] Fig. 8 shows a functional block diagram of a gaming system server
according to one
embodiment.
[0010] Fig. 9 shows a block diagram illustrating components of a gaming system
suitable for
implementing an embodiment.
[0011] Fig. 10 is an illustrative representation of the display of a gaming
machine configured
according to one embodiment.
[0012] Fig. 11 is a representation of RTP ranges associated with player-
selected difficulty levels,
according to one embodiment.
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[0013] Fig. 12 is another representation of RTP ranges associated with player-
selected difficulty
levels, according to one embodiment.
[0014] Fig. 13 is yet another representation of RTP ranges associated with
player-selected
difficulty levels, according to one embodiment.
[0015] Fig. 14 is an illustrative representation of the display of a gaming
machine showing a
Mahjong game configured for wagering, according to one embodiment.
[0016] Fig. 15 is a flowchart of a method according to one embodiment.
[0017] Fig. 16 is an illustrative representation of the display of a gaming
machine showing a
Mahjong game configured for wagering, according to another embodiment.
[0018] Fig. 17 is a scene of a first-person shooter type game of a regulated
gaming machine
according to one embodiment, showing the effect of times to successful
interaction on the RTPs of
wagering events.
[0019] Fig. 18 is a scene of an adventure type game of a regulated gaming
machine, showing the
effect of times to successful interaction on the RTPs of wagering events,
according to one embodiment.
[0020] Fig. 19 is a flowchart of a computer-implemented method according to
one embodiment.
[0021] Fig. 20 shows a wager-based regulated gaming machine configured
according to
embodiments. Fig. 20 also shows exemplary tangible, non-transitory computer-
readable media having data
stored thereon representing sequences of instructions which, when executed by
the regulated gaming
computing device, cause the regulated gaming computing device to determine
rewards due to a player
playing a wager-based game according to embodiments.
DETAILED DESCRIPTION
[0022] Embodiments shown and described herein are directed to methods, devices
systems, and
computer program products providing regulated casino games having payout
schedules and associated
RTPs selected based at least in part on time to successful interaction with in-
game assets.
[0023] Veteran gamblers (e.g., older gambler demographic age 50+) have been
accustomed to a
standard set of video gaming symbols (e.g., A, J, K, Q from playing cards)
which, for example, may be
accompanied with a multitude of additional themed symbols (e.g., fruits,
animals, fantasy creatures, media
personas, etc.) presented on a series of wheels or drums. Newer technology has
made possible the use of
digital display screens that present the reels and symbols in a digital
format. Such existing slot machine
technology, however, is dated and may be unappealing to younger players.
Indeed, younger gamblers (e.g.,
also referred to as "gamers"), on the other hand, are accustomed to home
gaming consoles (Nintendo,
XBOX, PlayStation and the like) that provide them with exquisitely-rendered
immersive 2D & 3D game
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environments with which they can interact. These gamers, who are used to fast
paced, energetic, and
visually stunning games, feel that the display method of the traditional slot
machines are unappealing,
which leads to decreased revenue for casino operators.
[0024] It is desirable, therefore, to offer hybrid arcade/wager-based games or
gambling arcade
games that provide hybrid arcade-style, wager-based gaming techniques, which
find a ready demographic
in younger gamers. However, one significant obstacle regarding such hybrid
arcade-style, wager-based
gaming techniques is that they often rely on complex back end solutions that
require lengthy and costly
processes of regulatory review and approvals in many different gaming
jurisdictions.
[0025] One possible workaround to this significant obstacle is to
configure/design a hybrid arcade-
style, wager-based game such that it is compliant with currently approved
wager-based gaming regulatory
standards such as, for example, the well-known GLI standards, which have
already been approved in
various gaming jurisdictions. One example of a GLI standard is the GLI-11
standard version 3.0, Published
Sep. 21, 2016 by Gaming Laboratories International, LLC, which is incorporated
herein by reference.
[0026] For example, in one embodiment, a hybrid arcade-style, wager-based game
may be
configured to provide an arcade-style gaming interface which enables a player
to participate in an arcade-
style game at the wager-based gaming machine. One or more events and/or
activities performed by the
player (e.g., during play of the arcade-style game) may automatically trigger
a random number generator
(RNG)-based wager that is compliant with applicable gaming standards, rules
and regulations. Because
such wager-based activities comply with currently existing GLI standard(s)
(and/or other national, regional,
local gaming rules and regulations), such hybrid arcade-style, wager-based
games may not require
additional regulatory approval for deployment in casino venues.
[0027] In one embodiment, a hybrid arcade-style, wager-based game may be
created by combining
a new and different visual game representation with a new and different method
of player interaction. The
hybrid arcade-style, wager-based game may be configured to provide a
perceptually stimulating experience
using a wide variety of human interface devices (HID), based on the
theme/style of the gambling game at
hand. For example, some games may utilize a gun controller for first person
shooter games, or steering
wheels, accelerator and brake pedals for driving games. These and other types
of games and interactions
may be adapted for hybrid arcade/wager-based gaming.
[0028] For example, the format of the hybrid arcade-style, wager-based game
may also focus on
other types of video and/or arcade-style games such as, for example, non-
linear (e.g., open world) type
video and/or arcade-style games such as, for example, Grand Theft Auto, linear
type video and/or arcade-
style games such as, for example, Half-Life, massively multiplayer online
"MMO" type video and/or
arcade-style games such as, for example, World of Warcraft, role-playing game
"RPG" type video and/or
arcade-style games such as, for example, Final Fantasy, and/or others, Such
games may feature a player
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character that may be moved through the game world via player input, (e.g.,
HID), which allows for an
increased sense of excitement through gameplay by providing a multitude of
player-choice possibilities
through a wide-array of path directions.
[0029] In some embodiments, the format of the hybrid arcade-style, wager-based
game may
facilitate a gameplay environment in which multiplayer functionality takes
place. The multiplayer
gameplay may have multiple "enrollment" aspects in which one, for example,
particular player could be
on location at a casino playing a hybrid arcade/wager-based game, while
another (e.g., different) player
could be at a different location, concurrently participating in the same
hybrid arcade/wager-based game,
but without participating in any wagering aspect/portions of hybrid
arcade/wager-based game. A non-
wagering game such as this is commonly known as a "free to play" game, which
the player is allowed to
download and install on their own devices. The player may then progress
through the game (e.g., which is
very similar to its the wager based counter-part) without taking part in wager-
based events. Gaming
situations such as these may promote a "clicks to bricks" outcome where a
casino property promotes their
games to home users and invites them to develop familiarity and expertise on
non-wagering versions of the
games. Later, those same home players may be invited to visit the casinos to
play the hybrid arcade/wager
version of the games.
[0030] In some embodiments, different players concurrently participating in
the same hybrid
arcade/wager-based game may each separately configure his/her respective
wagering parameters/amounts,
which may be different from the wagering parameters/amounts configured by
other game player-
participants.
[0031] Fig. 1 illustrates a block diagram of an embodiment of a hybrid
arcade/wager-based gaming
system 100 which may be implemented via a computer network. At least a portion
of the various functions,
actions, operations, and activities performed by one or more component(s) of
the hybrid arcade/wager-
based gaming system may be initiated in response to detection of one or more
conditions, events, and/or
other criteria satisfying one or more different types of minimum threshold
criteria. According to
embodiments, at least a portion of the various types of functions, operations,
actions, and/or other features
provided by the hybrid arcade/wager-based gaming system may be implemented at
one or more client
systems(s), at one or more system server(s), and/or combinations thereof.
According to different
embodiments, the present hybrid arcade/wager-based gaming system 100 may be
implemented in hardware
and/or combinations of hardware and software.
[0032] According to one embodiment, a hybrid arcade/wager-based gaming system
100 may
include local casino system(s) 122, client computer systems 130, mobile
devices 160 and remote/Internet-
based gaming services 190 and other 3rd party entities 150, coupled to a
computer/communication network
110. The local casino system(s) 122 may include local casino gaming system
server(s) 120. The local
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casino system(s) 122 may also include and class 2 RNG system(s)/service(s)
124. The Class 2 RNG
system(s)/service(s) 124 may be configured to dynamically generate and/or
provide Class 2 gaming type
RNG outcomes to be used by hybrid arcade/wager-based Gaming devices as
"predetermined" RNG
outcome(s). Class 3 RNG system(s)/service(s) 126 may also be provided to
dynamically generate and
provide Class 3 gaming "predetermined" RNG outcome(s). Local casino system(s)
122 may also include
electronic gaming machine(s) (EGMs) 128 that may be configured as described
herein below.
[0033] Client computer system(s) 130 may also be operable to couple to the
network 110 and
implement various types of functions, operations, actions, and/or other
features such as those described or
referenced herein via, for example, a web browser 132. Similarly, mobile
computing devices 160 (e.g.,
mobile phones, tablets and the like) may be configured to access the network
110 and to use a mobile web
browser 162 and/or one or more mobile applications (apps) 166 to implement
some or all the functionality
described herein. Third party entities 150 may also be configured to carry out
some or all of the
functionality described herein via the network 110.
[0034] Remote/Internet-based gaming service(s) 190 may also be coupled to
network 110 and may
comprise class 2 RNG system(s)/service(s) 194 as described relative to
reference numeral 124, class 3
RNG system(s)/service(s) 196 as described relative to reference numeral 126,
and remote database
system(s) 180. Remote system(s)/service(s) 170 may be provided, which may
include, for example,
content provider servers/services, media streaming servers/services, database
storage/access/query
servers/services, financial transaction servers/services, payment gateway
servers/services, electronic
commerce servers/services, event management/scheduling servers/services and/or
other services as
needed. Remote/Internet-based gaming service(s) 190 may also include gaming
servers 192.
[0035] According to embodiments, multiple instances or threads of hybrid
arcade/wager-based
gaming may be concurrently implemented and/or initiated via the use of one or
more processors and/or
other combinations of hardware and/or hardware and software. Embodiments may
access and/or utilize
information from one or more associated databases via communication with one
or more local and/or
remote memory devices.
[0036] According to different embodiments, various different types of
encryption/decryption
techniques may be used to facilitate secure communications over the network
110 and/or via other
communication channels. For example, such encryption may utilize random number
generators, SHA-1
(e.g., Secured Hashing Algorithm), MD2, MD5, DES (e.g., Digital Encryption
Standard), 3DES (e.g.,
Triple DES), RC4 (e.g., Rivest Cipher), ARC4 (e.g., related to RC4), TKIP
(e.g., Temporal Key Integrity
Protocol, uses RC4), AES (e.g., Advanced Encryption Standard), RSA, DSA, DH,
NTRU, and ECC (e.g.,
elliptic curve cryptography), PKA (e.g., Private Key Authentication), Device-
Unique Secret Key and other
cryptographic key data, SSL and/or others. Other security features may include
use of well-known
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hardware-based and/or software-based security components, and/or any other
known or yet to be devised
security and/or hardware and encryption/decryption processes implemented in
hardware and/or software.
[0037] Embodiments of hybrid arcade/wager-based gaming described herein may be
implemented
in hardware and/or a combination of both hardware and software. Possible
implementations include in an
operating system kernel, in a separate user process, in a library package
bound into network applications,
on a specially constructed machine, or on a network interface card. In a
specific embodiment, various
aspects described herein may be implemented in software such as an operating
system or in an application
running on an operating system.
[0038] Alternatively, hardware and/or software embodiments of present hybrid
arcade/wager-
based gaming techniques described herein may be implemented on a general-
purpose programmable
computer selectively activated or reconfigured by a computer program stored in
memory. Such
programmable machine may include, for example, mobile or handheld computing
systems, PDA, smart
phones, notebook computers, tablets, netbooks, desktop computing systems,
system servers, cloud
computing systems, network devices, etc.
[0039] Fig. 2 shows an example block diagram of an electronic gaming system
200 according to
one embodiment. As shown, electronic gaming system 200 may include electronic
gaming devices (EGD)
251 (e.g., electronic gaming terminals, electronic gaming machines, wager-
based video gaming machines,
etc.), which may be coupled to network 205 via a network link 210. Network 205
may include the internet
and/or a private network. One or more video streams may be received at
video/multimedia server 215 from
EGDs 251. Video/multimedia server 215 may also send one or more video streams
to mobile devices 245,
255, EGDs 251, and/or other remote electronic devices. Video/multimedia server
215 may send these video
streams via network link 210 and network 205.
[0040] Electronic gaming system 200 may include an accounting/transaction
server 220, a gaming
server 225, an authentication server 230, a player tracking server 235, a
voucher server 240, and a searching
server 242. The accounting/transaction server 220 may compile, track, store,
and/or monitor cash flows,
voucher transactions, winning vouchers, losing vouchers, and/or other
transaction data for the casino
operator and for the players. Transaction data may include the number of
wagers, the size of these wagers,
the date and time for these wagers, the identity of the players making these
wagers, and the frequency of
the wagers. Accounting/transaction server 220 may also generate tax
information relating to these wagers,
generate profit/loss and/or other reports for predetermined gaming options,
contingent gaming options,
predetermined betting structures, and/or outcome categories. Gaming server 225
may generate gaming
options based on predetermined betting structures and/or outcome categories.
These gaming options may
be predetermined gaming options, contingent gaming options, and/or any other
gaming option disclosed
herein. The authentication server 230 may determine the validity of vouchers,
players identity, and/or an
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outcome for a gaming event. The player tracking server 235 may track a
player's betting activity, a player's
preferences such as the player's preferred language, drinks, font, sound
level, and the like. Based on data
obtained by player tracking server 235, a player may be eligible for gaming
rewards (e.g., free play),
promotions, and/or other awards (e.g., complimentary food, drinks, lodging,
concerts, etc.). Voucher server
240 may generate a voucher, which may include data relating to gaming options.
The generated vouchers
may be physical (e.g., paper) or digital.
[0041] Searching server 242 may implement a search on one or more gaming
devices to obtain
gaming data. Searching server 242 may implement a messaging function, which
may transmit a message
to a third party (e.g., a player) relating to a search, a search status
update, a game status update, a wager
status update, a confirmation of a wager, a confirmation of a money transfer,
and/or any other data relating
to the player's account. The message can take the form of a text display on
the gaming device, a pop-up
window, a text message, an email, a voice message, a video message and the
like. Searching server 242
may implement a wagering function, which may be an automatic wagering
mechanism. These functions of
searching server 242 may be integrated into one or more servers. Searching
server 242 may be configured
to, for example, determine which games paid out the most money during a time
period, which games kept
the most money from players during a time period, which games are most popular
(e.g., top games), which
games are least popular, which games have the most amount of money wager
during a period, which games
have the highest wager volume, which games are more volatile (e.g.,
volatility, or deviation from the
statistical norms, of wager volume, wager amount, pay out, etc.) during a time
period, and the like. Search
may also be associated with location queries, time queries, and/or people
queries.
[0042] According to embodiments, the gaming network 300 may include a display
system
server(s) 304 configured manage content (e.g., graphics, images, text, video
fees, etc.) to be displayed
and/or presented at one or more EGDs, dealer displays, administrator displays,
etc. One or more EGD
multimedia system server(s) 305 may be provided and coupled to network 310 and
configured to manage
content (e.g., graphics, images, text, video fees, audio feeds, etc.), which,
for example, is to be streamed or
provided to one or more EGDs (e.g., or to one or more groups of EGDs). One or
more messaging system
server(s) 306 may be provided and coupled to network 310 and configured for
the management of
messaging and/or other communications among and between the various systems,
components, devices,
EGDs, players, dealers, and administrators of the gaming network. mobile
system server(s) 308 may
manage communications and/or data exchanged with various types of mobile
devices such as player-
managed mobile devices (e.g., smart phones, PDAs, tablets, mobile computers),
casino-managed mobile
devices (e.g., mobile gaming devices). financial system server(s) 312 may be
configured to track, manage,
report and store financial data and financial transactions relating to one or
more hybrid arcade/wager-based
game sessions. According to one embodiment, a player tracking system server
314 may include at least
one database that tracks each player's hands, wins/losses, bet amounts, player
preferences, etc., in the
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network. In one implementation, the presenting and/or awarding of promotions,
bonuses, rewards,
achievements, etc., may be based on a player's play patterns, time, games
selected, bet amount for each
game type, etc. A player tracking system server may also help establish a
player's preferences, which assists
the casino in their promotional efforts to: award player comps (e.g., loyalty
points); decide which
promotion(s) are appropriate; generate bonuses and the like. Data tracking &
analysis system(s) 318 may
be configured to manage and analyze game data. In one embodiment, the data
tracking & analysis system(s)
may be configured to aggregate multisite hybrid arcade/wager-based gaming
trends, local wins and
jackpots.
[0043] Gaming system server(s) 322, 324 may each be dedicated to one or more
specifically
designated type(s) of game(s). Each game server may include game logic to host
one of more virtual hybrid
arcade/wager-based game sessions. At least some game server(s) may also be
configured to track of the
game accounting (e.g., money in, money out) for a virtual hybrid arcade/wager-
based game being played,
and/or for updating the financial system servers 312 at the end of each game.
The game server(s) 322, 324
may also configured to generate the EGD graphics primitives (e.g., game
virtual objects and game states),
and may further be operable to update EGDs when a game state change (e.g., new
card dealt, player upped
the ante, player folds/busts, etc.) is detected. Jurisdictional/regulatory
monitoring & enforcement system(s)
350 may be configured to handle tracking, monitoring, reporting, and
enforcement of specific regulatory
requirements relating to wager-based gameplay activities in one or more
jurisdictions.
[0044] Authentication & validation system(s) 352 may be configured to
determine and/or
authenticate the identity of the current player at a given EGD. For example,
in one embodiment, the current
player may be required to perform a log in process at the EGD in order to
access one or more features.
Alternatively, the EGD may be adapted to automatically determine the identity
of the current player based
upon one or more external signals such as, for example, scanning of a barcode
of a player tracking card, an
RFID tag or badge worn by the current player which provides a wireless signal
to the EGD for determining
the identity of the current player. In at least one implementation, various
security features may be
incorporated into the EGD to prevent unauthorized players from engaging in
certain types of activities at
the EGD. In some embodiments, the authentication & validation system(s) 352
may be configured to
authenticate and/or validate various types of hardware and/or software
components, such as, for example,
hardware/software components residing at a remote EGDs, game play information,
wager information,
player information and/or identity, etc.
[0045] Casino venues, shown in Fig. 3 as Casino A 330 and Casino B 340, may
correspond to a
real-world, physical casino located at a particular geographic location. In
some embodiments, a portion of
the multiple different casino venues may be affiliated with one another (e.g.,
Harrah's Las Vegas, Harrah's
London). In other embodiments, at least a portion of the multiple different
casino venues do not share any
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affiliation with each other.
[0046] EGDs 332, 334, 336, 342, 344, 346 may be configured to enable players
to participate in
game sessions according to embodiments. Different EGDs may be physically
located in one or more
different casino venues and may be connected via a communication network such
as shown at 310 in Fig.
3, which may include Internet, Cellular, and WAN Network(s). In some
embodiments, EGDs may be
implemented as stationary machines. In some embodiments, at least some EGDs
may be implemented
using mobile devices (e.g., tablets, smartphones, laptops, PC's, and the
like).
[0047] Game history server(s) 364 may be provided. Game history servers 364
may be configured
to track game types and game play history for hybrid arcade/wager-based games.
In some embodiments, a
game history server may also assist the casino manager in case of disputes
between players and the casino
by, for example, providing the ability to "replay" (e.g., by virtually
recreating the game events) the game
in dispute, step by step, based on previously stored game states. Remote
database system(s) may be coupled
to network 310 and selectively accessible and may be configured to store and
provide access to various
types of information and data described herein. Remote system
server(s)/service(s) may be provided, and
configured to provide, for example, content provider servers/services media
streaming servers/services
database storage/access/query servers/services, financial transaction
servers/services, payment gateway
servers/services, electronic commerce servers/services, event
management/scheduling servers/services
and/or other services. Mobile Game Device(s) 336, 346 may be configured to
provide the services
described below relative to Fig. 6.
[0048] According to specific embodiments, a variety of different game states
may be used to
characterize the state of current and/or past events which are occurring
(e.g., or have occurred) at a given
EGD. For example, in one embodiment, at any given time in a game, a valid
current game state may be
used to characterize the state of game play (e.g., and/or other related
events, such as, for example, mode of
operation of the EGD, etc.) at that particular time. In at least one
embodiment, multiple different states may
be used to characterize different states or events which occur at the EGD at
any given time. In one
embodiment, when faced with ambiguity of game state, a single state embodiment
forces a decision such
that one valid current game state is chosen. In a multiple state embodiment,
multiple possible game states
may exist simultaneously at any given time in a game, and at the end of the
game or at any point in the
middle of the game, the EGD may analyze the different game states and select
one of them based on certain
criteria. Thus, for example, when faced with ambiguity of game state, the
multiple state embodiment(s)
allow all potential game states to exist and move forward, thus deferring the
decision of choosing one game
state to a later point in the game. The multiple game state embodiment(s) may
also be more effective in
handling ambiguous data or game state scenarios.
[0049] A variety of different entities may be used (e.g., either singly or in
combination) to track
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the progress of game states which occur at a given gaming EGD. Examples of
such entities may include a
master controller system, display system, gaming system, local game tracking
component(s), remote game
tracking component(s), etc. Examples of various game tracking components may
include, but are not
limited to: automated sensors, manually operated sensors, video cameras,
intelligent playing card shoes,
RFID readers/writers, RFID tagged chips, objects displaying machine readable
code/patterns, etc.
[0050] Local game tracking components at the EGD may be operable to
automatically monitor
game play activities at the EGD, and/or to automatically identify key events
which may trigger a transition
of game state from one state to another as a game progresses. Depending upon
the type of game being
played at the gaming table, examples of possible key events may include the
start of a new gaming session;
the end of a current gaming session; the start of a virtual slot wheel spin; a
game start event; a game end
event; the detection of an event that triggers the initiation of wager-based
event (e.g., killing a zombie,
carrying out a predetermined action upon encountering a wagering opportunity,
and the like); the detection
of event that triggers the end of a wager-based event; the detection of event
that triggers the initiation or
end of a randomized game play event; an initial wager period start or end; a
subsequent wager period start
or end; or a payout period start or end.
[0051] Fig. 4 shows a block diagram 400 of electronic gaming device 400
according to one
embodiment. As shown, electronic gaming device 400 may include a processor
402, a memory 404, a
network interface 422, input devices 428, and a display 426. Processor 402 may
generate gaming options
based on predetermined betting structures and/or outcome categories.
Predetermined betting structures may
utilize more than one outcome category to generate via processor 402 gaming
options. Predetermined
betting structures may combine any outcome category with any other outcome
category to gaming options.
The processor 402 may offer a gaming option that is structured so that the
gaming option relates to more
than one EGD. Processor 402 may generate contingent gaming options and/or
predetermined gaming
options. Contingent gaming options 410 may be structures configured such that
a wager is activated when
a triggering event occurs.
[0052] Network interface 422 may be configured to enable the electronic gaming
device 400 to
communicate with remote devices/systems such as, for example, video/multimedia
server(s),
accounting/transaction server(s), gaming server(s), authentication server(s),
player tracking server(s),
voucher server(s) over a communication network, such as shown at 110, 205 and
310. Input devices 428
may be or include mechanical buttons, electronic buttons, one or more
touchscreens, microphones,
cameras, optical scanners, or any combination thereof. Input devices 428 may
be utilized to make a wager,
to make an offer to buy or sell a voucher, to determine a voucher's worth, to
cash in a voucher, to modify
(e.g., change sound level, configuration, font, language, etc.) electronic
gaming device 400, to select a
movie or music, to select type of content to be displayed on main and/or
auxiliary screen(s) of EGD, or
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any combination thereof.
[0053] Arcade-style game engine 442 may be configured to manage the arcade-
style game play
portion (or entertainment portion) of the hybrid arcade/wager-based game. In
contrast, a wager-based game
engine 444 may be configured to manage the wager-based game event portion(s)
of games according to
embodiments. A Random Number Generator (RNG) Engine 446 may be provided and
may include
software and/or hardware algorithm and/or processes which are used to generate
random outcomes and
may be used by the wager-based game engine to generate wager-based game event
outcomes.
[0054] Display 426 may show video streams from one or more gaming devices,
gaming objects
from one or more gaming devices, computer generated graphics, predetermined
gaming options, and/or
contingent gaming options. The memory 404 may include various memory modules
440, including a future
betting module 406, a predetermined game options module 408, a contingent game
options module 410, a
confirmation module 412, a validation module 414, a voucher module 416, a
reporting module 418, a
maintenance module 420, a player tracking preferences module 424, a searching
module 430, and an
account module 432.
[0055] Future betting module 406 may store data relating to the predetermined
betting structure.
Processor 402 may utilize data in future betting module 406 to generate
predetermined gaming options
and/or contingent gaming options. Any other processor (e.g., gaming server
225, any virtualized gaming
server, etc.) may implement the functions of processor 402. Predetermined game
options module 408 may
store data relating to predetermined gaming options, which may be offered to a
player. The contingent
game options module 410 may store data relating to contingent gaming options,
which may be offered to
a player. The confirmation module 412 may utilize data received from a
voucher, the transaction history
of the voucher (e.g., in the case in which the voucher changed hands in a
secondary market), and/or the
identity of the player to confirm the value of the voucher. In another
example, confirmation module 412
may utilize game event data, along with voucher data to confirm the value of
the voucher. A validation
module 414 may utilize data received from a voucher to confirm the validity of
the voucher. Voucher
module 416 may store data relating to generated vouchers, redeemed vouchers,
bought vouchers, and/or
sold vouchers. Reporting module 418 may generate reports related to a
performance of electronic gaming
device 400, electronic gaming system(s), hybrid arcade/wager-based game(s),
video streams, gaming
objects, credit device(s) or identification device(s), for example.
[0056] In one implementation, reporting module 418 may reside on a central
server and may be
configured to aggregate and generate real time statistics on betting
activities at one or more hybrid
arcade/wager-based games at one or more participating casinos. The aggregate
betting statistics may
include trends (e.g., aggregate daily wager volume and wager amount by game
types, by casinos, and the
like), top games with the most payouts, top tables with the most payouts, top
search structures used by
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players, most popular hybrid arcade/wager-based game(s) by wager volume, most
searched for game,
hybrid arcade/wager-based game(s) with least payouts, weekly trends, monthly
trends, and other statistics
related to game plays, wagers, people, location, and searches.
[0057] Maintenance module 420 may track any maintenance that is implemented on
electronic
gaming device 400 and/or electronic gaming system 200. Maintenance module 420
may schedule
preventative maintenance and/or request a service call based on a device
error. The player tracking
preferences module 424 may compile and track data associated with a player's
preferences.
[0058] Searching module 430 may include one or more searching structures, one
or more searching
algorithms, and/or any other searching mechanisms. In one example, the search
may end once one or more
triggering events are determined. In another example, the search may end once
data has been received from
a predetermined number (e.g., one, two, ten, one hundred, all) of the devices.
In another example, the search
may be based on a predetermined number of devices to be searched in
combination with a predetermined
number of search results to be obtained. In another example, the searching
structures may be based on one
or more specific games. In another example, the searching structure may be
based on a player's preferences,
past transactional history, player input, a particular hybrid arcade/wager-
based game or game type, a
particular EGD, a particular casino, a particular location within a casino,
game outcomes over a time period,
payout over a time period, and/or any other criteria. Searching algorithms may
be dynamic searching
programs, which may be modified based on one or more past results, as
described previously. In another
example, the search algorithm may generate a search priority based on the
probability of success various
events and/or conditions. In some embodiments, the search algorithm may
utilize any dynamic feedback
procedure to enhance current and/or future searching results.
[0059] Account module 432 may include data relating to an account balance, a
wager limit, a
number of wagers placed, credit limits, any other player information, and/or
any other account information.
Data from account module 432 may be utilized to determine whether a wager may
be accepted. For
example, when a search has determined a triggering event, the device and/or
system may determine whether
to allow this wager based on one or more of a wager amount, a number of
wagers, a wager limit, an account
balance, and/or any other criteria.
[0060] In at least one embodiment, at least a portion of the modules discussed
in block diagram
400 may reside locally in gaming terminal 400. However, in at least some
embodiments, at least part of the
functions performed by these modules may be implemented in one or more remote
servers. For instance,
modules 406-420 and 424 may each be on a remote server, communicating with
gaming terminal 400 via
a network interface such as Ethernet in a local area network (LAN) or a wide
area network (WAN)
topology. In some implementations, these servers may be physical servers in a
data center. In some other
implementations, these servers may be virtualized. In yet some other
implementations, the functions
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performed by these modules may be implemented as web services. For example,
the predetermined game
options module 408 may be implemented in software as a web service provider.
Gaming terminal 400
would make service requests over the web for the available predetermined wager
options to be displayed.
Regardless of how the modules and their respective functions are implemented,
the interoperability with
the gaming terminal 400 is seamless. In one implementation, reporting module
418 may reside on a central
server and may be configured to aggregate and generate real time statistics on
betting activities at one or
more hybrid arcade/wager-based games at one or more participating casinos. The
aggregate betting
statistics may include trends (e.g., aggregate daily wager volume and wager
amount by game types, by
casinos, and the like), top games with the most payouts, top EGDs with the
most payouts, top search
structures used by players, most popular hybrid arcade/wager-based game(s) by
wager volume, most
searched for game(s), EGDs with least payouts, weekly trends, monthly trends,
and other statistics related
to game plays, wagers, people, location, and searches.
[0061] Fig. 5 is a block diagram of an exemplary intelligent multi-player
electronic gaming system
500 according to one embodiment. Gaming system 500 may be implemented as a
gaming server or as an
electronic gaming machine (e.g., EGM) or electronic gaming device (e.g., EGD).
[0062] As shown, gaming system 500 may include at least one processor 510, at
least one interface
506, and memory 516. Additionally, gaming system 500 may include at least one
master gaming controller
512, a multi-touch sensor and display system 590, a plurality of peripheral
device components 550, and
various other components, devices, systems such as, for example, arcade-style
game engine(s) 541; wager-
based game engine(s) 543; RNG engine(s) 545; transponders 554; wireless
communication components
556; gaming chip/wager token tracking components 570; games state tracking
components 574;
motion/gesture analysis and interpretation components 584, and audio/video
processors 583 which, for
example, may include functionality for detecting, analyzing and/or managing
various types of audio and/or
video information relating to various activities at the gaming system. Various
interfaces 506b may be
provided for communicating with other devices, components and systems, as may
be tournament manager
575; sensors 560; one or more cameras 562; one or more microphones 563;
secondary display(s) 535a;
input devices 530a; motion/gesture detection components 551; and peripheral
devices 550.
[0063] The arcade-style game engine(s) 541 may be configured to manage the
arcade-style game
play portion (or entertainment portion) of the hybrid arcade/wager-based game.
Conversely, the wager-
based game engine(s) 543 may be configured to manage the wager-based game
event portion(s) of the
hybrid arcade/wager-based game. RNG engine(s) 545 may include software and/or
hardware algorithm
and/or processes used to generate random outcomes and may be used by the wager-
based game engine to
generate wager-based game event outcomes. Monetary payout manager 522 may be
configured or designed
to include functionality for determining the appropriate monetary payout(s)
(if any) to be distributed to
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player(s) based on the outcomes of the wager-based game events which are
initiated during play of one or
more hybrid arcade/wager-based games. The non-monetary payout manager 524 may
be configured to
include functionality for determining the appropriate non-monetary payout(s)
(if any) to be awarded or
distributed to player(s) based on the outcomes of the wager-based game events
which are initiated during
play of one or more hybrid arcade/wager-based games.
[0064] One or more cameras (e.g., 562) may be used to monitor, stream and/or
record image
content and/or video content relating to persons or objects within each
camera's view. For example, in at
least one embodiment where the gaming system is implemented as an EGD, camera
562 may be used to
generate a live, real-time video feed of a player (e.g., or other person) who
is currently interacting with the
EGD. In some embodiments, camera 562 may be used to verify a user's identity
(e.g., by authenticating
detected facial features), and/or may be used to monitor or tract facial
expressions and/or eye movements
of a user or player who is interacting with the gaming system.
[0065] In at least one embodiment, display system 590 may include EGD
controllers 591;
multipoint sensing device(s) 592 (e.g., multi-touch surface
sensors/components); display device(s) 595;
and Input/touch surface 596. According to embodiments, display surface(s) 595
may include one or more
display screens. Master gaming controller 512 may include
authentication/validation components 544;
device drivers 552; logic devices 513, which may include one or more
processors 510; memory 516, which
may include configuration software 514, non-volatile memory 519, EPROMS 508,
RAM 509, associations
518 between indicia and configuration software, and interfaces 506.
[0066] In at least one embodiment, the peripheral devices 550 may include
power distribution
components 558; non-volatile memory 519a (e.g., and/or other types of memory);
bill acceptor 553; ticket
I/0 555; player tracking I/O 557; meters 559 (e.g., hard and/or soft meters);
meter detect circuitry 559a;
processor(s) 510a; interface(s) 506a; display(s) 535; independent security
system 561; door detect switches
567; candles, etc. 571; input devices 530, for example.
[0067] In one implementation, processor 510 and master gaming controller 512
may be included
in a logic device 513 enclosed in a logic device housing. The processor 510
may include any conventional
processor or logic device configured to execute software (i.e., sequences of
computer-readable instructions
to be executed) allowing various tasks such as communicating with a remote
source via communication
interface 506, such as a server that stores authentication information or
games; converting signals read by
an interface to a format corresponding to that used by software or memory in
the gaming system; accessing
memory to configure or reconfigure game parameters in the memory according to
indicia read from the
device; communicating with interfaces, various peripheral devices and/or I/0
devices; operating peripheral
devices such as, for example, card readers, paper ticket readers, etc.;
operating various I/0 devices such as,
for example, displays 535 and input devices 530. For instance, the processor
510 may send messages
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including game play information to the displays 535 to inform players of game
play/event information,
wagering information, and/or other desired information.
[0068] In at least one implementation, the gaming system may include card
readers such as used
with credit cards, or other identification code reading devices to allow or
require player identification in
connection with play of the card game and associated recording of game action.
Such a player identification
interface can be implemented in the form of a variety of magnetic and/or chip-
card card readers
commercially available for reading a player-specific identification
information. The player-specific
information can be provided on specially constructed magnetic cards issued by
a casino, or magnetically
coded credit cards or debit cards frequently used with national credit
organizations such as Visa,
MasterCard, American Express, or banks and other institutions.
[0069] The gaming system may include other types of participant identification
mechanisms which
may use a fingerprint image, eye blood vessel image reader, or other suitable
biometric information to
confirm identity of the player. Such personalized identification information
could also be used to confirm
credit use of a smart card, transponder, and/or player's personal player input
device (e.g., UID).
[0070] The gaming system 500 also includes memory 516 which may include, for
example,
volatile memory (e.g., RAM 509), non-volatile memory 519 (e.g., disk memory,
FLASH memory,
EPROMs, etc.), unalterable memory (e.g., EPROMs 508), etc. The memory may be
configured or designed
to store, for example: 1) configuration software 514 such as all the
parameters and settings for a game
playable on the gaming system; 2) associations 518 between configuration
indicia read from a device with
one or more parameters and settings; 3) communication protocols allowing the
processor 510 to
communicate with peripheral devices and I/0 devices 4) a secondary memory
storage device 515 such as
a non-volatile memory device, configured to store gaming software related
information (e.g., the gaming
software related information and memory may be used to store various audio
files and games not currently
being used and invoked in a configuration or reconfiguration); 5)
communication transport protocols (e.g.,
such as, for example, TCP/IP, USB, Firewire, 1EEE1394, Bluetooth, IEEE 802.11x
(e.g., IEEE 802.11
standards), hiperlan/2, HomeRF, etc.) for allowing the gaming system to
communicate with local and non-
local devices using such protocols; etc. In one implementation, the master
gaming controller 512
communicates using a serial communication protocol. A few examples of serial
communication protocols
that may be used to communicate with the master gaming controller include but
are not limited to USB,
RS-232 and Netplex (e.g., a proprietary protocol developed by IGT, Reno,
Nev.).
[0071] A plurality of device drivers 552 may be stored in memory 516. Example
of different types
of device drivers may include device drivers for gaming system components,
device drivers for gaming
system components, etc. The device drivers 552 may utilize a communication
protocol of some type that
enables communication with a particular physical device. The device driver
abstracts the hardware
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implementation of a device. For example, a device driver may be written for
each type of card reader that
may be potentially connected to the gaming system. Examples of communication
protocols used to
implement the device drivers include Netplex, USB, Serial, Ethernet, Firewire,
I/0 debouncer, direct
memory map, serial, PCI, parallel, RF, Bluetooth.TM., near-field
communications (e.g., using near-field
magnetics), 802.11 (e.g., Wi-Fi), etc. When one type of a particular device is
exchanged for another type
of the particular device, a new device driver may be loaded from the memory
516 by the processor 510 to
allow communication with the device. For instance, one type of card reader in
gaming system 500 may be
replaced with a second type of card reader where device drivers for both card
readers are stored in the
memory 516.
[0072] The software units stored in the memory 516 may be upgraded as needed.
For instance,
when the memory 516 is a hard drive, new games, game options, various new
parameters, new settings for
existing parameters, new settings for new parameters, device drivers, and new
communication protocols
may be uploaded to the memory from the master gaming controller 512 or from
some other external device.
As another example, when the memory 516 includes a CD/DVD drive including a
CD/DVD designed or
configured to store game options, parameters, and settings, the software
stored in the memory may be
upgraded by replacing a second CD/DVD with a second CD/DVD. In yet another
example, when the
memory 516 uses one or more flash memory 519 or EPROM 508 units designed or
configured to store
games, game options, parameters, settings, the software stored in the flash
and/or EPROM memory units
may be upgraded by replacing one or more memory units with new memory units
which include the
upgraded software. One or more of the memory devices, such as the hard-drive,
may be employed in a
game software download process from a remote software server.
[0073] The gaming system 500 may also include various authentication and/or
validation
components 544 which may be used for authenticating/validating specified
gaming system components
such as, for example, hardware components, software components, firmware
components, information
stored in the gaming system memory 516, etc.
[0074] Sensors 560 may include, for example, optical sensors, pressure
sensors, RF sensors,
Infrared sensors, motion sensors, audio sensors, image sensors, thermal
sensors, biometric sensors, etc. As
mentioned previously, such sensors may be used for a variety of functions such
as, for example: detecting
the presence and/or monetary amount of gaming chips which have been placed
within a player's wagering
zone and/or detecting (e.g., in real time) the presence and/or monetary amount
of gaming chips which are
within the player's personal space, for example. In one implementation, at
least a portion of the sensors
560 and/or input devices 530 may be implemented in the form of touch keys
selected from a wide variety
of commercially available touch keys used to provide electrical control
signals. Alternatively, some of the
touch keys may be implemented by a touchscreen display. For example, in at
least one implementation, the
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gaming system player may include input functionality for enabling players to
provide their game play
decisions/instructions (e.g., and/or other input) to the EGD using the touch
keys and/or other player control
sensors/buttons. Additionally, such input functionality may also be used for
allowing players to provide
input to other devices in the casino gaming network (e.g., such as, for
example, player tracking systems,
side wagering systems, etc.)
[0075] Wireless communication components 556 may include one or more
communication
interfaces having different architectures and utilizing a variety of protocols
such as, for example, 802.11
(e.g., Wi-Fi), 802.15 (e.g., including Bluetooth.TM.), 802.16 (e.g., WiMAX),
802.22, Cellular standards
such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, Near
Field Magnetic
communication protocols, etc. The communication links may transmit electrical,
electromagnetic or optical
signals which carry digital data streams or analog signals representing
various types of information. An
example of a near-field communication protocol is the ECMA-340 "Near Field
Communication--Interface
and Protocol (e.g., NFCIP-1)", published by ECMA International (e.g., www.ecma-
international.org),
herein incorporated by reference in its entirety for all purposes. It will be
appreciated that other types of
Near Field Communication protocols may be used including, for example, near
field magnetic
communication protocols, near field RF communication protocols, and/or other
wireless protocols which
provide the ability to control with relative precision (e.g., on the order of
centimeters, inches, feet, meters,
etc.) the allowable radius of communication between at least 5 devices using
such wireless communication
protocols.
[0076] Power distribution components 558 may include, for example, components
or devices
which are operable for providing wireless power to other devices. For example,
in one implementation, the
power distribution components 558 may include a magnetic induction system
which is adapted to provide
wireless power to one or more portable UIDs at the gaming system. In one
implementation, a UID docking
region may include a power distribution component which is able to recharge a
UID placed within the UID
docking region without requiring metal-to-metal contact.
[0077] A motion/gesture detection component(s) 551 may be configured or
designed to detect
player movements and/or gestures and/or other input data from the player. In
some implementations, each
gaming system may have its own respective motion/gesture detection
component(s). In other embodiments,
motion/gesture detection component(s) 551 may be implemented as a separate sub-
system of the gaming
system which is not associated with any one specific gaming system or device.
[0078] Fig. 6 is a block diagram of an exemplary mobile gaming device 600 in
accordance with a
specific embodiment. In at least one embodiment, one or more players may
participate in a game session
using mobile gaming devices. In at least some embodiments, the mobile gaming
device may be configured
or designed to include or provide functionality which is similar to that of an
electronic gaming device (e.g.,
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EGD) such as that described, for example, in FIG. 4.
[0079] As shown in Fig. 6, mobile gaming device 600 may include mobile device
application
components (e.g., 660), which, for example, may include UI components 662;
database components 664;
processing components 666 and/or other components 668 which, for example, may
include components
for facilitating and/or enabling the mobile gaming device to carry out the
functionality described herein.
[0080] The mobile gaming device 600 may include mobile device app component(s)
that have
been configured or designed to provide functionality for enabling or
implementing at least a portion of the
functionality of the hybrid arcade/wager-based game techniques at the mobile
gaming device.
[0081] According to embodiments, various aspects, features, and/or
functionalities of the mobile
gaming device may be performed, implemented and/or initiated by processor(s)
610; device drivers 642;
memory 616; interface(s) 606; power source(s)/distribution 643; geolocation
module 646; display(s) 635;
I/0 devices 630; audio/video devices(s) 639; peripheral devices 631; motion
detection module 640; user
identification/authentication module 647; client app component(s) 660; other
component(s) 668; UI
Component(s) 662; database component(s) 664; processing component(s) 666;
software/hardware
authentication/validation 644; wireless communication module(s) 645;
information filtering module(s)
649; operating mode selection component 648; speech processing module 654;
scanner/camera 652 and/or
OCR processing engine 656, for example.
[0082] Fig. 7 shows a system server 780 that may be configured according to
embodiments. The
system server 780 may include at least one network device 760, and at least
one storage device 770 (e.g.,
such as, for example, a direct attached storage device). In one embodiment,
system server 780 may be
configured to implement at least some of the hybrid arcade/wager-based game
techniques described herein.
Network device 760 may include a master central processing unit (e.g., CPU)
762, interfaces 768, and a
bus 767 (e.g., a PCI bus). When acting under the control of appropriate
software or firmware, the CPU 762
may be responsible for implementing specific functions associated with the
functions of a desired network
device. For example, when configured as a server, the CPU 762 may be
responsible for analyzing packets;
encapsulating packets; forwarding packets to appropriate network devices;
instantiating various types of
virtual machines, virtual interfaces, virtual storage volumes, virtual
appliances; etc. The CPU 762
preferably accomplishes at least a portion of these functions under the
control of software including an
operating system (e.g., Linux), and any appropriate system software (e.g.,
such as, for example, AppLogic
(e.g., TM) software).
[0083] CPU 762 may include one or more processors 763 such as, for example,
one or more
processors from the AMD, Motorola, Intel and/or MIPS families of
microprocessors. In an alternative
embodiment, processor 763 may be specially designed hardware for controlling
the operations of system
server 780. In a specific embodiment, a memory 761 (e.g., such as non-volatile
RAM and/or ROM) also
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forms part of CPU 762. However, there are different ways in which memory could
be coupled to the system.
Memory block 761 may be used for a variety of purposes such as, for example,
caching and/or storing data,
programming instructions, etc.
[0084] Interfaces 768 may be typically provided as interface cards.
Alternatively, one or more of
the interfaces 768 may be provided as on-board interface controllers built
into the system motherboard.
Generally, they control the sending and receiving of data packets over the
network and sometimes support
other peripherals used with the system server 780. Among the interfaces that
may be provided may be FC
interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL
interfaces, token ring
interfaces, InfiniBand interfaces, and the like. In addition, various very
high-speed interfaces may be
provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM
interfaces, HSSI interfaces,
POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
Other interfaces may include
one or more wireless interfaces such as, for example, 802.11 (e.g., Wi-Fi)
interfaces, 802.15 interfaces
(e.g., including Bluetooth.TM.) 802.16 (e.g., WiMAX) interfaces, 802.22
interfaces, Cellular standards
such as CDMA interfaces, CDMA2000 interfaces, WCDMA interfaces, TDMA
interfaces, Cellular 3G
interfaces, and the like.
[0085] Generally, one or more interfaces may include ports appropriate for
communication with
the appropriate media. In some cases, they may also include an independent
processor and, in some
instances, volatile RAM. The independent processors may control such
communications intensive tasks as
packet switching, media control and management. By providing separate
processors for the
communications intensive tasks, these interfaces allow the master
microprocessor 762 to efficiently
perform routing computations, network diagnostics or security functions.
[0086] In at least one embodiment, some interfaces may be configured or
designed to allow the
system server 780 to communicate with other network devices associated with
various local area network
(e.g., LANs) and/or wide area networks (e.g., WANs). Other interfaces may be
configured or designed to
allow network device 760 to communicate with one or more direct attached
storage device(s) 770.
[0087] Regardless of network device's configuration, it may employ one or more
memories or
memory modules (e.g., such as, for example, memory block 765, which, for
example, may include random
access memory (e.g., RAM)) configured to store data, program instructions,
logic and processes for the
general-purpose network operations and/or other information relating to the
functionality of the
embodiments described herein. The program instructions may control the
operation of an operating system
and/or one or more applications, for example. The memory or memories may also
be configured to store
data structures, and/or other specific non-program information described
herein.
[0088] Because such information and program instructions may be employed to
implement the
systems/methods described herein, one or more embodiments relates to machine
readable media that
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include program instructions, state information, etc. for performing various
operations described herein.
Examples of machine-readable storage media include, but are not limited to,
magnetic media such as hard
disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks;
magneto-optical media such
as floptical disks; and hardware devices that may be specially configured to
store and perform program
instructions, such as read-only memory devices (e.g., ROM) and random-access
memory (e.g., RAM).
Some embodiments may also be embodied in transmission media such as, for
example, a carrier wave
travelling over an appropriate medium such as airwaves, optical lines,
electric lines, etc. Examples of
program instructions include both machine code, such as produced by a
compiler, and files containing
higher level code that may be executed by the computer using an interpreter.
[0089] FIG. 8 illustrates an example of a functional block diagram of a gaming
system server in
accordance with a specific embodiment. As shown, the gaming system server 800
may a context interpreter
802 which, for example, may be operable to automatically and/or dynamically
analyze contextual criteria
relating to a detected set of event(s) and/or condition(s), and automatically
determine or identify one or
more contextually appropriate response(s) based on the contextual
interpretation of the detected
event(s)/condition(s). Examples of contextual criteria which may be analyzed
may include, but are not
limited to, for example, location-based criteria (e.g., geolocation of mobile
gaming device, geolocation of
EGD, time-based criteria, identity of user(s), user profile information,
transaction history information and
recent user activities, for example. Time synchronization engine 804 may be
operable to manage universal
time synchronization (e.g., via NTP and/or GPS). The search engine 828 may be
operable to search for
transactions, logs, game history information, player information, hybrid
arcade/wager-based game
information, etc., which may be accessed from one or more local and/or remote
databases. The gaming
system server 800 may also include a configuration engine 832 that may be
configured to determine and
handle configuration of various customized configuration parameters for one or
more devices,
component(s), system(s), and process(es). Time interpreter 818 may be operable
to automatically and/or
dynamically modify or change identifier activation and expiration time(s)
based on various criteria such
as, for example, time, location, transaction status, etc.
Authentication/validation component(s) 847 (e.g.,
password, software/hardware info, SSL certificates) may be operable to perform
various types of
authentication/validation tasks. The transaction processing engine 822 may be
operable to handle various
types of transaction processing tasks such as, described and/or referenced
herein. An OCR processing
engine 834 may be operable to perform image processing and optical character
recognition of images such
as those captured by a gaming device camera, for example. The database manager
826 may be configured
to handle various types of tasks relating to database updates, management and
access. In at least one
embodiment, the database manager may be operable to manage game history
databases, player tracking
databases and/or other historical record keeping. Log component(s) 809 may be
operable to generate and
manage transactions history logs, system errors, connections from APIs. Status
tracking component(s) 812
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may be provided and configured to automatically and/or dynamically determine,
assign, and/or report
updated transaction status information based, for example, on a state of the
transaction. Gateway
component(s) may be operable to facilitate and manage communications and
transactions with external
payment gateways. Web interface component(s) 808 may be operable to facilitate
and manage
communications and transactions with virtual live electronic gaming device web
portal(s). API interface(s)
to gaming system server(s) may be operable to facilitate and manage
communications and transactions
with API Interface(s) to the gaming system server(s). API Interface(s) to 3rd
party system server(s) may
be provided, which may be operable to facilitate and manage communications and
transactions with API
interface(s) to 3rd party system server(s).
[0090] One or more general-purpose processors 810 may be provided. In an
alternative
embodiment, at least one processor may be specially designed hardware for
controlling the operations of a
gaming system. In a specific embodiment, a memory (e.g., such as non-volatile
RAM and/or ROM) also
forms part of CPU. When acting under the control of appropriate software or
firmware, the CPU may be
responsible for implementing specific functions associated with the functions
of a desired network device.
The CPU preferably accomplishes all these functions under the control of
software including an operating
system, and any appropriate applications software. Memory 816 may be provided.
The memory 816 may
include volatile memory (e.g., RAM), non-volatile memory (e.g., disk memory,
FLASH memory,
EPROMs, etc.), unalterable memory, and/or other types of memory. According to
different embodiments,
one or more memories or memory modules (e.g., memory blocks) may be configured
or designed to store
data, program instructions for the functional operations of the mobile gaming
system and/or other
information. The program instructions may control the operation of an
operating system and/or one or more
applications, for example. The memory or memories may also be configured to
store data structures,
metadata, identifier information/images, and/or information/data relating to
other features/functions
described herein. Interface(s) 806 may be provided such as, for example, wired
interfaces and/or wireless
interfaces. Suitable device driver(s) 842 may also be provided, as may be one
or more display(s) 835.
Messaging server component(s) 836, may provide various functions and
operations relating to messaging
activities and communications. Similarly, network server component(s) 837may
be configured to provide
various functions and operations relating to network server activities and
communications. User
account/profile manager component(s) 807 may be provided to manage various
aspects of user accounts
and/or profiles.
[0091] Fig. 9 shows a block diagram illustrating components of a gaming system
900 suitable for
implementing various aspects of the embodiments shown and described herein. In
Fig. 9, the components
of a gaming system 900 for providing game software licensing and downloads are
described functionally.
The described functions may be instantiated in hardware, firmware and/or
software and executed on a
suitable device. In the system 900, there may be many instances of the same
function, such as multiple
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game play interfaces 911. Nevertheless, in Fig. 9, only one instance of each
function is shown. The
functions of the components may be combined. For example, a single device may
comprise the game play
interface 911 and include trusted memory devices or sources 909.
[0092] The gaming system 900 may receive inputs from different groups/entities
and output
various services and or information to these groups/entities. For example,
game players 925 primarily input
cash or indicia of credit into the system, make game selections that trigger
software downloads, and receive
entertainment in exchange for their inputs. Game software content providers
provide game software for the
system and may receive compensation for the content they provide based on
licensing agreements with the
gaming machine operators. Gaming machine operators select game software for
distribution, distribute the
game software on the gaming devices in the system 900, receive revenue for the
use of their software and
compensate the gaming machine operators. The gaming regulators 930 provide
rules and regulations that
are applicable to the gaming system and receive reports and other information
confirming adherence to
these rules.
[0093] The game software license host 901 may be a server connected to a
number of remote
gaming devices that provides licensing services to the remote gaming devices.
For example, the license
host 901 may 1) receive token requests for tokens used to activate software
executed on the remote gaming
devices, 2) send tokens to the remote gaming devices, 3) track token usage and
4) grant and/or renew
software licenses for software executed on the remote gaming devices. The
token usage may be used in
use-based licensing schemes, such as a pay-per-use scheme.
[0094] In another embodiment, a game usage-tracking host 922 may track the
usage of game
software on a plurality of devices in communication with the host. The game
usage-tracking host 922 may
be in communication with a plurality of game play hosts and gaming machines.
From the game play hosts
and gaming machines, the game usage tracking host 922 may receive updates of
an amount that each game
available for play on the devices may be played and on amount that may be
wagered per game. This
information may be stored in a database and used for billing according to
methods described in a utility-
based licensing agreement.
[0095] The game software host 902 may provide game software downloads, such as
downloads of
game software or game firmware, to various devices in the game system 900. For
example, when the
software to generate the game is not available on the game play interface 911,
the game software host 902
may download software to generate a selected game of chance played on the game
play interface. Further,
the game software host 902 may download new game content to a plurality of
gaming machines responsive
to a request from a gaming machine operator.
[0096] The game software host 902 may also include a game software
configuration-tracking host
913. The function of the game software configuration-tracking host is to keep
records of software
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configurations and/or hardware configurations for a plurality of devices in
communication with the host
(e.g., denominations, number of paylines, payout schedules, max/min wagers).
[0097] A game play host device 903 may include a host server connected to a
plurality of remote
clients that generates games of chance that are displayed on a plurality of
remote game play interfaces 911.
For example, the game play host device 903 may include a server that provides
central determination of
wager outcomes on a plurality of connected game play interfaces 911. As
another example, the game play
host device 903 may generate games of chance, such as slot games or wager-
based video games, for display
on a remote client. A game player using the remote client may be able to
select from a number of games
that are provided on the client by the host device 903. The game play host
device 903 may receive game
software management services, such as receiving downloads of new game
software, from the game
software host 902 and may receive game software licensing services, such as
the granting or renewing of
software licenses for software executed on the device 903, from the game
license host 901.
[0098] The game play interfaces or other gaming devices in the gaming system
900 may be
portable devices, such as electronic tokens, cell phones, smart cards, tablet
PCs and PDAs. The portable
devices may support wireless communications. The network hardware architecture
916 may be enabled to
support communications between wireless mobile devices and other gaming
devices in gaming system.
The wireless mobile devices may be used to play games of chance, such as
described herein.
[0099] The gaming system 900 may use a number of trusted information sources.
Trusted
information sources 904 may include devices, such as servers, that provide
information used to
authenticate/activate other pieces of information. Cyclic Redundancy Check
(CRC) values used to
authenticate software, license tokens used to allow the use of software or
product activation codes used to
activate software are examples of trusted information that might be provided
from a trusted information
source 904. Trusted information sources may include a memory device, such as
an EPROM, that includes
trusted information used to authenticate other information. For example, a
game play interface 911 may
store a private encryption key in a trusted memory device that is used in a
private key-public key encryption
scheme to authenticate information from another gaming device.
[0100] Gaming devices storing trusted information might utilize apparatus or
methods to detect
and prevent tampering. For instance, trusted information stored in a trusted
memory device may be
encrypted to prevent its misuse. In addition, the trusted memory device may be
secured behind a locked
door. Further, one or more sensors may be coupled to the memory device to
detect tampering with the
memory device and provide some record of the tampering. In yet another
example, the memory device
storing trusted information might be designed to detect tampering attempts and
clear or erase itself when
an attempt at tampering may be detected.
[0101] The gaming system 900 of example embodiments may include devices 906
that provide
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authorization to download software from a second device to a second device and
devices 907 that provide
activation codes or information that allow downloaded software to be
activated. The devices, 906 and 907,
may be remote servers and may also be trusted information sources.
[0102] A device 906 that monitors a plurality of gaming devices to determine
adherence of the
devices to gaming jurisdictional rules 908 may be included in the system 900.
A gaming jurisdictional rule
server may scan software and the configurations of the software on a number of
gaming devices in
communication with the gaming rule server to determine whether the software on
the gaming devices is
valid for use in the gaming jurisdiction where the gaming device is located.
For example, the gaming rule
server may request a digital signature, such as CRCs, of particular software
components and compare them
with an approved digital signature value stored on the gaming jurisdictional
rule server.
[0103] Further, the gaming jurisdictional rule server may scan the remote
gaming device to
determine whether the software is configured in a manner that is acceptable to
the gaming jurisdiction
where the gaming device is located. For example, a maximum wager limit may
vary from jurisdiction to
jurisdiction and the rule enforcement server may scan a gaming device to
determine its current software
configuration and its location and then compare the configuration on the
gaming device with approved
parameters for its location.
[0104] A gaming jurisdiction may include rules that describe how game software
may be
downloaded and licensed. The gaming jurisdictional rule server may scan
download transaction records
and licensing records on a gaming device to determine whether the download and
licensing was carried out
in a manner that is acceptable to the gaming jurisdiction in which the gaming
device is located. In general,
the game jurisdictional rule server may be utilized to confirm compliance to
any gaming rules passed by a
gaming jurisdiction when the information needed to determine rule compliance
is remotely accessible to
the server.
[0105] Game software, firmware or hardware residing a particular gaming device
may also be used
to check for compliance with local gaming jurisdictional rules. When a gaming
device is installed in a
particular gaming jurisdiction, a software program including jurisdiction rule
information may be
downloaded to a secure memory location on a gaming machine or the jurisdiction
rule information may be
downloaded as data and utilized by a program on the gaming machine. The
software program and/or
jurisdiction rule information may check the gaming device software and
software configurations for
compliance with local gaming jurisdictional rules. In another embodiment, the
software program for
ensuring compliance and jurisdictional information may be installed in the
gaming machine prior to its
shipping, such as at the factory where the gaming machine is manufactured.
[0106] The gaming devices in game system 900 may utilize trusted software
and/or trusted
firmware. Trusted firmware/software is trusted in the sense that is used with
the assumption that it has not
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been tampered with. For instance, trusted software/firmware may be used to
authenticate other game
software or processes executing on a gaming device. As an example, trusted
encryption programs and
authentication programs may be stored on an EPROM on the gaming machine or
encoded into a specialized
encryption chip. As another example, trusted game software, e.g., game
software approved for use on
gaming devices by a local gaming jurisdiction may be required on gaming
devices on the gaming machine.
[0107] The devices may be connected by a network 916 with different types of
hardware using
different hardware architectures. Game software can be quite large and
frequent downloads can place a
significant burden on a network, which may slow information transfer speeds on
the network. For game-
on-demand services that require frequent downloads of game software in a
network, efficient downloading
is essential for the service to viable. Thus, network efficient devices 910
may be used to actively monitor
and maintain network efficiency. For instance, software locators may be used
to locate nearby locations of
game software for peer-to-peer transfers of game software. In another example,
network traffic may be
monitored, and downloads may be actively rerouted to maintain network
efficiency.
[0108] One or more devices may provide game software and game licensing
related auditing,
billing and reconciliation reports to server 912. For example, a software
licensing billing server may
generate a bill for a gaming device operator based upon a usage of games over
a time period on the gaming
devices owned by the operator. In another example, a software auditing server
may provide reports on
game software downloads to various gaming devices in the gaming system 900 and
current configurations
of the game software on these gaming devices.
[0109] At particular time intervals, the software auditing server 912 may also
request software
configurations from a number of gaming devices in the gaming system. The
server may then reconcile the
software configuration on each gaming device. The software auditing server 912
may store a record of
software configurations on each gaming device at particular times and a record
of software download
transactions that have occurred on the device. By applying each of the
recorded game software download
transactions since a selected time to the software configuration recorded at
the selected time, a software
configuration is obtained. The software auditing server may compare the
software configuration derived
from applying these transactions on a gaming device with a current software
configuration obtained from
the gaming device. After the comparison, the software-auditing server may
generate a reconciliation report
that confirms that the download transaction records are consistent with the
current software configuration
on the device. The report may also identify any inconsistencies. In another
embodiment, both the gaming
device and the software auditing server may store a record of the download
transactions that have occurred
on the gaming device and the software auditing server may reconcile these
records.
[0110] In an EGM or EGD, a payout schedule for a wager is a randomized
monetary Return to a
Player. Some alternative industry terms for a payout schedule may include
paytable, payline, payback
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percentage or distribution. The phrase "payout schedule" is used and defined
here to avoid ambiguity that
may be inherent in these alternate terms.
[0111] In the simplest terms, a payout schedule can be described as a table of
information. Each
of the table's entries (rows) may include at least three elements (columns).
One of the elements for an entry
may include some identifying information for a wagering event or multiple
wagering events. Another
Element of the entry may include the probability (standard mathematical
definition) of the event occurring.
The other important element is the payback value for the wagering event,
should the wagering event occur.
[0112] The overall Return to the Player (also known as RTP) along with the
payback values in the
table are generally expressed as either (a) a multiple of the wager or (b) a
specific value, such as a dollar
(or other currency) amount. All entries in a payout schedule should be
expressed in the same terms, as
mixing wager multiples and specific values will typically not yield useful
information.
[0113] In other implementations of a payout schedule, these listed values may
not be explicitly
present in the table but may instead be indirectly indicated. For instance, if
two six-sided dice were used
as a lookup into a payout schedule, the probability of a seven (7) being
rolled is higher than any other
number. If seven was indicated in the actual payout schedule, it would be
indirectly related to the
probability of the 7 being rolled (which is 1/6, or 0.1666666...) Those of
skill in the art will recognize that
there are many alternate methods of expressing a probability, as well as many
alternate methods of
specifying a payback value. For instance, rather than specifying the payback
value in terms of dollars and
cents, or as a multiple of a wager, it could be expressed instead as the value
of a "Brand New Car!" or the
value of a progressive prize. For clarity, this description will assume that
probabilities are real numbers
between 0 and 1 inclusive, while payback values will either be multiples of
the wager (expressed as
percentages) or constant values (such as one dollar ($1)).
[0114] Herein, the sum of all probabilities in a payout schedule will equal 1
in a complete payout
schedule. It is acceptable to assume that a payout schedule has a missing
entry if the sum of all probabilities
is less than 1. This missing entry's probability is equal to one minus the sum
of the existing Probabilities.
The payback value of the missing entry is zero. If the sum of the
probabilities is greater than one, the
payout schedule is invalid.
[0115] To use a payout schedule, a random value must be generated. This random
value must be
used such that each entry in the payout schedule can be identified using some
transformation of the random
value combined with some form of look-up into the payout schedule using the
probability of each entry.
For example, consider the following payout schedule in Table 1:
Event Probability Payback Value
Die Roll = 1 or 2 or 3 .5 $0
Die Roll = 4 .166666... $1
Die Roll = 5 .166666... $2
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Die Roll = 6 .166666... $3
Table 1
[0116] The value of a payout schedule is a sum of products. Each entry in the
payout schedule will
have its own entry value. This entry value is simply the product of the
probability and the payback value.
The value of the payout schedule is the sum of all entry values in the payout
schedule. Therefore, for the
payout schedule of Table 1, its value is calculated as shown below:
(.5 * $0) + (.166666 * $1) + (.166666 * $2) + (.166666 * $3) = $1.0
[0117] In this case, if the wager was $1, and the expected value was $1, the
casino (and the player)
would expect to neither win nor lose money on this game over time.
[0118] Note that random values may have different distributions. Most typical
gaming devices use
a uniform distribution, as a single random number is used to determine some
outcome, such as a reel stop
position, a wheel position, the value of a playing card, etc. However, some
games or gaming devices may
be configured to use a non-uniformly distributed random outcome. One such non-
uniform random
distribution is the Gaussian distribution. A Gaussian distribution (also known
as a Normal distribution) is
obtained whenever the sum of multiple uniformly distributed random numbers is
calculated. For example,
if the sum of two 6-sided dice is used to determine how much to pay the
player, the outcome of 7 is more
common than any other outcome by virtue of the Gaussian distribution of the
random result of summing
two 6-sided dice. The outcome is still completely random - it's just not
uniformly distributed between 2
and 12. The examples used in this description will assume the generation of
random numbers that are
uniformly distributed unless otherwise specified. Note, however, that this
does not preclude the use of
non-uniform distributions in alternate embodiments.
[0119] In compliance with virtually all US-based gaming regulations, the
randomized return must
not be based on any previous actions or outcomes. Therefore, a gaming device
is not typically permitted
to alter the outcome of a random number generator because the gaming device
has paid more or less than
some target percentage over time. Therefore, the description and embodiments
herein will assume the same
constraint.
[0120] There are a large number of gambling games that are legal to play in
the United States that
can be reduced to one or more payout schedules. For example, the simple game
of Roulette uses a
uniformly-distributed random value (the ball landing somewhere on the wheel)
along with a set of rules
that denote the payout for each of the various possible outcomes. The payout
for "black" is usually one-
for-one: If you wager $1 on "black", and the ball lands on a "black" number,
you will receive $1 for every
$1 bet (aka 2 to 1 odds) For this wager, there are 18 black numbers, 18 red
numbers, and (hypothetically)
2 green numbers (0 and 00). The frequency of getting black is 18/38, or
roughly 47.4%, and has a value of
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2. The frequency of getting "not-black" is roughly 52.6% and has a value of 0.
Therefore, the value to the
player (the payout schedule Value) for "black" wager on roulette is:
(2 * 47.4%) + (0 * 52.6%) = 94.8%
[0121] In other words, the casino can expect to win (after many millions of
wagers) 1 - .948 =
0.052, or 5.2 cents, for every dollar wagered on "black" in Roulette. Note:
Because no units (currency) was
set on the payback values, it can be assumed that they are unit-less and,
therefore, suitable to be used as a
multiplier for the wager.
[0122] A classic slot machine follows a similar schedule. Each possible
combination of symbols
on the screen (or on a payline) has a specific Probability of occurring. That
combination also has a payback
value (return to player). This payback value may be zero, or it may be
millions of dollars. Using the same
basic formula that was used in the simple wager of "black" on Roulette, the
overall payback percentage of
a slot machine is determined by summing up the products of each symbol
combination's probability of
occurring and the payback value for that combination of symbols.
[0123] Over a sufficiently long period of time, the value of a payout schedule
converges to a
constant, designed value (94.8% in the previous Roulette example). For
purposes of calculating the
theoretical RTP of a game, regardless of the individual details comprising a
payout schedule (Roulette vs.
slot machine vs. other), if the values of two payout schedules (as calculated
above) are the same, then the
theoretical RTP for the wager will be the same. As such, the use of the term
"value of the payout schedule"
is inclusive of every possible way that a payout schedule can be constructed.
[0124] For instance, if an example stated: "Carrying out a predetermined
action (e.g., collecting a
Blue Diamond, eating a Power Pill, etc.) results in the evaluation of a payout
schedule with a value of
91%", no assumption should be made about how the payout schedule is
constructed. In one embodiment,
the rolling of a die may be used as the value of the payout schedule. In
another embodiment, a slot machine
outcome may be used to determine the value of the payout schedule. In yet
another embodiment, the
spinning of a virtual wheel may be used to determine the value of the payout
schedule. For example, a
randomized lookup into a lookup-table may be used to establish the value of
the payout schedule.
[0125] Even if two payout schedules have the same value, the payout schedules
may have very
different volatilities. In the simplest terms, a payout schedule with a higher
volatility will require more
wagers to converge to some given confidence interval (standard statistical
definition) around the payout
schedule value than a payout schedule with a lower volatility. In many (if not
most) gambling games,
combining the theoretical payback value with the volatility is a significant
part of the craftsmanship behind
mathematical game design. Unless noted otherwise, the volatility of a payout
schedule does not affect the
use of the term payout schedule- two payout schedules with the same value may
be considered equivalent
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in various alternate embodiments and examples described herein.
[0126] Herein, the phrase 'wagering event' means a wager instance that is
generated as a result of
a player interacting with a wagering opportunity, or any wagering opportunity
within a game that is
recognized by the game as a wagering event. Wagering opportunities may include
hardware-based actions
such as: pressing a button, pulling a trigger, touching the screen, etc.
Wagering opportunities may also
include, but are not limited to, virtual events (events that occur virtually
within a video game), such as
moving a tile, touching or attempting to touch any game object with a player-
controlled avatar (humanoid,
vehicle, held weapon or fist, etc.) or having the player's avatar come within
a certain proximity of the game
object, firing a projectile at any game object (either requiring the
projectile to hit or simply be fired, or
alternately having the projectile aimed such that it eventually comes within a
certain proximity to a game
object), making a selection or a move or as the result of making a selection
or a move (such as placing an
"X" on a Tic-Tac-Toe board, moving your piece in a Monopoly game, sliding a
tile or gem in a Match-3
game, etc.), and in general taking any action within a game or allowing any
interaction to occur within a
game, at any point in time or during or after any duration of time. For any of
these opportunities, if a wager
has been made prior to, simultaneous with or subsequent to their occurrence,
and directly or indirectly
because of their occurrence, the combination of the wager and the occurrence
becomes known as a
wagering event. There may be a myriad of possible wagering opportunities
within a game. Part of the
game's design will be determining which (and when) opportunities may be
wagered upon, thereby defining
the difference between a wagering opportunity and a wagering event. Some
events may not be or include
a wagering opportunity until some specific time or upon the occurrence of some
other predicate event(s).
[0127] According to one embodiment, some wagering events may occur less
frequently, may be
associated with a greater time delay within the game, may require a greater
degree of dexterity or cleverness
and/or may generally be more subjectively difficult to accomplish. Some
wagering events may be
associated with more than one such attribute. Naturally, such wagering events
may have a higher perceived
value to a player than wagering events that are associated, for example, with
a higher frequency of
occurring and/or that require a comparatively lesser degree of dexterity,
cleverness and/or that are
comparatively easier to accomplish.
[0128] In any event, regardless of such attributes that may be associated with
one or more wagering
events, the game must be considered "fair". A primary tenet regarding fairness
is that the rules of the game
must be completely described to the player, such that the player may make an
informed decision whether
or not to play the game based on how the game is played. This rule applies to
all known regulated gaming
jurisdictions. The gaming embodiments shown and described herein are fair and
it is assumed that the rules
of the game are clearly described to the player.
[0129] Also, the game must never pay out so much money that the casino (or
other gaming
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establishment) will consistently lose money to a player that, through luck
and/or consistently skillful
actions, accomplishes many or all of the wagering events. While it is
acceptable, for a player that
consistently accomplishes most or all wagering events that are subjectively
more valuable, to win more
money (including more than he or she put into the gaming machine) than another
player that accomplishes
none or a limited number of such subjectively more valuable wagering events,
the game must be designed
in such a manner as to guarantee that the winnings over time, for any player,
will not cause the casino to
lose money. The embodiments shown and described herein allow for the game
designer to guarantee that
no player, however, lucky, clever, dexterous or skillful, cannot win more than
100% of his or her wagers
over a significantly long period of time and over many iterations of the game.
This proposition may be
called, in short-hand, the Unacceptably High Payback Rule.
[0130] Frequently within a game, there will be wagering events that may be
subjectively perceived
as being more valuable, harder to accomplish, that occur less frequently
(collectively, Harder wagering
events) and there will be wagering events that may be subjectively perceived
as being comparatively less
valuable, easier to accomplish, that occur more frequently (collectively,
Easier wagering events). For
example, in the classic Matching game BejeweledTM, matching 3 gems is
considered to be Easier than
matching 4 gems. Also, opportunities to match 3 gems may occur more frequently
than do opportunities
to match a greater number of gems (4, 5, 6, or 7, for example). In a first-
person shooter game, a head shot
(smaller target, more difficult to hit) may be considered to be Harder and a
body shot (larger target,
comparatively easier to hit) may be considered to be Easier. Because of basic
human nature, players
typically expect larger rewards for Harder activities.
[0131] According to one embodiment, not only may individual wagering events be
Harder or
Easier, but entire game (or levels within a game) may be configured to be
Easier or Harder, as the player
wishes. Indeed, according to one embodiment, the player may select the desired
level of difficulty of the
game. For example, the player may select between three different levels of
difficulty; namely, Easy,
Medium and Hard. Alternatively, the player may select between a lesser number
of degrees of difficulty
(e.g., Easy, Hard) or may select as between a greater number of levels along a
spectrum of difficulty (e.g.,
five levels, such as Novice, Rookie, Experienced, Expert, Legend). Not all
wagering opportunities need
be of the player-selected difficulty level, but in the aggregate, the wagering
opportunities within the game
may be configured to be of the player-selected difficulty level.
[0132] Games in regulated gaming machines, as those designed for at-home
console use or games
found in arcades, have levels, goals or targets that the player seeks to
complete, reach or hit. Such levels
may include clearing a spaceship of hostile aliens, reaching a goal such as a
destination or accomplishing
a specific task or destroying a long-sought target. These levels, goals and
targets may be configured, within
the game, to be Easy, Hard, or anywhere in between, depending upon the design
of the game. If configured
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as Easy, the zombies may be somewhat lethargic and easy to hit and kill, the
task may be easy to accomplish
or the target easy to destroy, or require a series of acts that are, at least
in the aggregate, relatively easy to
accomplish. Likewise, if configured as Hard, the zombies may be more aware and
energetic and harder to
hit and kill, the task may be hard to accomplish or the target hard to
destroy, or require a series of acts that
are, at least in the aggregate, objectively or subjectively more difficult to
accomplish. According to one
embodiment, the player may be presented with a plurality of difficulty levels
and may be invited to select
a desired difficulty level for the game or for at least the current level or
session within the game. Thereafter,
according to one embodiment, the game and the wagering opportunities presented
within the game, may
be configured according to the player-selected difficulty level.
[0133] Fig. 10 is an illustrative representation of the display of a gaming
machine configured
according to one embodiment. As shown therein and according to one embodiment,
a game 1002, called
"Ancient Treasures", through a suitable user interface, invites the player to
select one of a plurality of
difficulty levels for the game to be played. As shown in exemplary Fig. 10,
the plurality of difficulty levels
includes Easy 1004, Medium 1006 and Hard 1008. Each of these difficulty levels
may be selected by the
player. In this exemplary implementation, each difficulty level is accompanied
by a brief description and/or
visual aids to help the player make the appropriate choice of difficulty
levels. For the Easy difficulty level,
this brief description is "I'm a Newbie!", as shown at 1010. For the Medium
and Hard difficulty levels,
the brief descriptions are "I Have Skills!" as shown at 1012 and "Bring it
on!", as shown at 1014.
[0134] According to one embodiment, the selection of the difficulty level by a
player may affect
the RTP (and by extension, how much the player is likely to be rewarded on his
or her wagers) of the game,
level or session and may also affect game play (including, for example, how in-
game assets react to
received player inputs). The graphic 1016 conveys this succinctly, stating
"The Harder Your Quest, The
More You Can Win". The association between the player-selected difficulty
level and the size of the
potential reward may also be shown intuitively and graphically. For example,
as shown in Fig. 10, the size
of the treasure chest 1018, 1020 and 1022 is correlated with the difficulty
level and RTP, with the smallest
treasure chest 1018 (associated with the lowest RTP) being disposed next to
the player-selectable Easy
level 1004, with the next-largest treasure chest 1020 (associated with the
next-highest RTP) being disposed
next to the player-selectable Medium level 1006 and with the largest treasure
chest 1018 (associated with
the highest RTP), intended to convey the largest potential reward, being
disposed next to the player-
selectable Hard level 1006.
[0135] According to one embodiment, one way to implement this association
between player-
selectable difficulty level and potential reward is to assign a different and
higher-valued payout schedule
to harder levels, goals or targets than for comparatively easier levels, goals
or targets. Such a paradigm
allows for a consistently greater return to the skilled player as well as
opportunities for the less-skilled
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players to hone his or her skill before attempting harder levels, goals or
targets. Other embodiments are
configured to enhance such a paradigm to both enhance all players' experiences
and to protect the casino.
[0136] According to one embodiment, each individual wager, placed through the
gaming machine
receiving some player interaction when the player encounters a wagering event,
should never have an
expected RTP that falls below a specified minimum (such as 75% in Nevada),
regardless of game state or
game history. According to another embodiment, the overall RTP, over the life
of the game, should not
exceed some specified maximum, most likely mathematically capped at 100%, even
if the player were to
successfully and consistently accomplish all available skillful actions
required during wagering events,
irrespective of the selected difficulty level. It is to be understood that,
over the short term, any player may
be rewarded more than his or her wagers. However, even if the luckiest and
most skilled player in the
world were to play a game machine or configured according to one or more of
the embodiments shown
and described herein for an extended period of time, that player would never
be rewarded a return that cost
the casino (or other operator) money.
[0137] Notwithstanding, according to one embodiment, the expected RTP of an
individual
wagering event within a game may be larger for a harder wagering event than
the expected RTP for a
comparatively easier wagering event within the same game. It is these harder
(and/or less-frequently
occurring) wagering events that are associated with a better (for the player)
RTP, that keep the player
engaged in the game at hand, and that heighten his or her excitement during
game play. Engaging gameplay
is usually an indicator of higher revenue in the gaming industry. According to
one embodiment, an Easier
(and/or frequently occurring) wagering event may have an expected RTP of (for
example) 75%, while a
Harder (and/or less frequently occurring) wagering event may have an expected
RTP of, for example, 95%.
According to one embodiment, the player-selected difficulty level determines
the RTP the player can
expect during game play. For example, as shown in Fig. 11, if the player
selects the Easy difficulty level,
the expected RTP (over many iterations of the game) may be from a regulatorily-
mandated minimum (75%
in the example being developed herein) to an exemplary maximum RTP of 80%.
This 75% to 80% RTP
range is called RTP Range 1 in Fig. 11, as shown at 1102. As also shown in
Fig. 11, if the player selects
the Medium difficulty level (see reference 1107 in Fig. 10), the expected RTP
(over many iterations of the
game) may range from, say, 78% to 86%. This 78% to 86% RTP range is called RTP
Range 2 in Fig. 11,
as shown at 1104. Lastly, if the player selects the Hard difficulty level, the
expected RTP (over many
iterations of the game) may range from, say, 84% to 95%. This 84% to 95% RTP
range is called RTP
Range 3 in Fig. 11, as shown at 1106. Therefore, each player-selectable
difficulty level may be associated
with respective maximum RTPs and/or with respective minimum RTPs (e.g., 75%
for the Easy difficulty
level, 78% for the Medium difficulty level and 84% for the Hard difficulty
level) and respective maximum
RTPs (e.g., 80% for the Easy difficulty level, 86% for the Medium difficulty
level and 95% for the Hard
difficulty level. Different payout schedules may be provided and stored in
memory (either locally or
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remotely) to implement such RTP ranges, minimum RTPs and maximum RTPs.
[0138] It is to be noted that not each wagering event in a level need be of
the player-selected
difficulty level. Suffice it that the level, goal or target, as a whole,
returns an RTP that is associated with
the player-selected difficulty level. Indeed, even in a level or session
configured as "Hard" following a
player selection of a Hard difficulty level, there may be both easy and hard
wagering events, there may be
lethargic or frenetic zombies, easy to hit targets and devilishly difficult
targets to destroy. According to an
embodiment, however, the level, goal or target may be configured to be easier
to complete, reach or hit
when the player has selected an Easy difficulty level and harder to complete,
reach or hit when the player
has selected a comparatively-higher difficulty level, with RTPs trending from
lower to higher as the
selected difficulty level rises.
[0139] As shown in Fig. 11, the player may be rewarded according to (or as low
as) the minimum
RTP of RTP range 1 (75% in this example) if the player fails to complete the
level, reach the goal or hit
the target when the player-selected difficulty level is Easy. Likewise, the
player may be rewarded
according to (or as low as) the minimum RTP of, RTP range 2 (78% in this
example) if the player fails to
complete the level, reach the goal or hit the target when the player-selected
difficulty level is Medium.
Similarly, the player may be rewarded according to (or as low as) the minimum
RTP of RTP range 3 (84%
in this example) if the player fails to complete the level, reach the goal or
hit the target when the player-
selected difficulty level is Hard. Different player-selected difficulty levels
may have different wagering
requirements, minimums or other constraints to ensure that the game remains
both fair to the player and
profitable for the operator. As shown, the gaming machine may be configured to
reward the player, on
wagers made during the game, a higher amount if the player completes the
level, goal or target at the
selected difficulty level and a lower amount if the player fails to complete
the level, goal or target at the
selected difficulty level. As shown in Fig. 11, however, RTP ranges 1, 2 and 3
(shown at reference
numerals 1102, 1104 and 1106) overlap one another. Indeed, the result of this
overlap is that the
aforementioned lower amount is lower than an amount that would have been
rewarded to the player had
the player selected a next-lower difficulty level than the selected difficulty
level and had completed the
level, goal or target at the next-lower difficulty level. Indeed, if the
player selects the Medium difficulty
level and is unsuccessful at completing the level, reaching the goal or
hitting the target, he or she will be
rewarded an amount computed at an RTP of 78%, which is lower than the amount
he or she would have
been rewarded had the player selected the next-lower difficulty level (Easy,
in this case) and had completed
the level, goal or target at the next-lower difficulty level; an amount
computed at an RTP of 80%. Plainly
stated, according to one embodiment, there is a penalty for choosing a high
difficulty level and failing to
complete the level, reach the goal or hit the target at the selected
difficulty level. Other mechanisms may
be provided to affect player behavior, rewards, volatility, for instance,
depending upon the selected
difficulty level.
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[0140] Fig. 12 shows other possible distributions or RTPs across player-
selectable difficulty levels,
according to one embodiment. As shown at 1202, RTP Range 1, associated with
the Easy player-selected
difficulty level, ranges from a minimum RTP of 75% (likely regulatorily-
mandated) to a maximum RTP
of, in this example, 78%. Similarly, as shown at 1204, RTP Range 2, associated
with the Medium player-
selected difficulty level ranges from, for example, a minimum RTP of 82% to a
maximum RTP of, for
example, 84% and RTP Range 3, shown at 1206 and associated with the hard
player-selected difficulty
level ranges from a minimum RTP of, for example, 86% to a maximum RTP of 95%,
for example. As
shown from inspection of Fig. 12, RTP Ranges 1, 2 and 3 do not overlap. There
may be games in which
all or some of the RTP ranges overlap or there may be games in which none of
the RTP ranges overlap, as
shown in Fig. 12. It is up to the game designer to devise scenarios and game
play that will encourage the
player, via suitable RTP range incentives and disincentives, to select the
desired game play difficulty and/or
RTP range to maximize the player's excitement, engagement and enjoyment of the
game while maintaining
a predictable and reliable rate of return for the casino operator.
[0141] For example, in Fig. 13, there is but one RTP range 1302, comprising
minimum RTP of
75% and a maximum RTP of 95%. Should the player select the "Easy" difficulty
level, the player can
expect anywhere from 75%, on average, to about 78%, on average of the amounts
wagered returned to him
or her. If the player, however, selects the "Medium" difficulty level, the
player can then expect RTPs of
about 78% to about 86%, on average. However, as indicated by the dashed lines
at 1304, should the player
exhibit poor judgment, inferior skill, poor dexterity or otherwise not satisfy
some other game play
characteristic or metric associated with the "Medium" difficulty level, the
player may then find his or her
wagers being evaluated against a payout schedule or schedules that have a
lower RTP than the average
RTP range normally associated with the Medium difficulty level. According to
one embodiment, the player
may be dropped down to a lower RTP such as the regulatorily-mandated minimum
RTP of, for example,
75%. Similarly, if the "Hard" difficulty level is selected by the player, the
maximum RTP the player can
expect, on average is 95% in this example. However, as suggested at 1306,
should the player's performance
fall short, on any predefined performance metric, of that expected in the self-
selected Hard difficulty level,
the average RTP the user can expect may be dropped to a lower level and may
end up at the lowest RTP
allowed of 75% in this example. According to one embodiment, the player's
expected RTP may be dropped
in stages. Moreover, according to one embodiment, the RTP range may also
increase, from RTP range 1
to RTP range 2 or from RTP range 2 to RTP range 3, based upon predetermined
game play metrics, which
may be periodically evaluated during game play. The selection of the desired
difficulty level may, in this
manner, define the starting RTP range, which starting RTP range may be
adjusted as allowed and according
to any metric, game play or any desired characteristic.
[0142] According to one embodiment, the Easy player-selected difficulty level
may be associated
with an RTP range 1, which may be provided by the illustrative and exemplary
payout schedule shown in
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Table 2. Therein, a random number is generated and scaled to a value between 0
and 99 (0.99). Using the
"Range" column, the scaled number (0..99) is used to determine the payout
amount to award the player.
The "RTP (calculated)" column for each row is simply the product of the Payout
and the Probability for
that row. The sum of the values in this RTP column represents the overall
total RTP for the entire payout
schedule:
Payout Probability Range RTP (calculated)
0 80% 0..79 0
1 10% 80..89 .10
5% 90..94 .20
5% 96..99 .45
Total RTP (Sum) .75 (75%)
Table 2
[0143] As shown, 80% of the time, on average, the player will lose all of his
or her wager. 10%
of the time, the player will be rewarded his or her even wager. 5% of the
time, the player may either
recover 5 or 10 times his or her wager. On average and over many different
iterations, at this difficulty
level, the player can expect a gaming machine so configured to return, on
average, 75% of his or her wagers.
[0144] Similarly, the Medium player-selected difficulty level may be
associated with an RTP range
2, which may be provided by an illustrative and exemplary payout schedule as
follows:
Payout Probability Range RTP (calculated)
0 75% 0..79 0
1 15% 80..89 .15
5 5% 90..94 .20
10 5% 96..99 .50
Total RTP (Sum) .85 (85%)
Table 3
[0145] Table 3 shows the payout multiplier, the probability, the range of
normalized random
numbers and the calculated RTP for a Medium player-selected difficulty level
in which the player may be
rewarded, over many iterations and over time, about 85% of his or her wagers.
[0146] Similarly, the Hard player-selected difficulty level may be associated
with an RTP range 3,
which may be provided by an illustrative and exemplary payout schedule such as
shown in Table 4:
Payout Probability Range RTP (calculated)
0 80% 0..79 0
2 10% 80..89 .20
5 5% 90..94 .25
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5% 96..99 .50
Total RTP (Sum): .95 (95%)
Table 4
[0147] As shown, 80% of the time, on average, the player will lose his or her
wager. 10% of the
time, the player will be rewarded twice his or her wager. 5% of the time, the
player may either recover 5
or 10 times his or her wager. On average and over many different iterations,
the player having selected the
Hard difficulty level can expect an average return of 95% of his or her
wagers.
[0148] With reference to Figs. 11-14, RTP range 1 may be enabled when the
player selects the
Easy difficulty level, and the player may be rewarded on his or her wagers
using the payout schedule shown
in Table 2 or some functional equivalent. Likewise, RTP range 2 may be enabled
when the player selects
the Medium difficulty level, and the player may be rewarded on his or her
wagers using the payout schedule
shown in Table 3 or some functional equivalent. Lastly, RTP range 3 may be
enabled when the player
selects the Hard difficulty level, and the player may be rewarded on his or
her wagers made in this level
using the payout schedule shown in Table 4 or some functional equivalent
payout schedule.
[0149] According to some embodiments, lower RTP payout schedules may be
enabled for some
wagering opportunities (such as those provided in the Easy player-selectable
difficulty level) while
comparatively higher RTP payout schedules may be enabled for other wagering
opportunities (such as
those provided in the Medium and Hard player-selectable difficulty levels). In
some embodiments, lower
RTP payout schedules may be enabled for wagering opportunities that occur
often or that the player is
statistically more likely to accomplish (i.e., Easier wagering opportunities)
while higher RTP payout
schedules may be enabled for one or more wagering opportunities that occur
comparatively less frequently
and/or that the player is less likely to successfully accomplish (i.e., Harder
wagering opportunities). For
example, lower RTP payout schedules may be enabled for Easier wagering
opportunities while higher RTP
payout schedules may be enabled for Harder wagering opportunities. Easier and
Harder wagering
opportunities may be measured, subjectively or objectively, by the amount of
game play time required to
reach them, cleverness of the player, by the manual dexterity of the player,
by the reaction time or speed
of the player and/or by any other metric that results in a statistical
differential between the rate of
unsuccessfully completing a predetermined action or actions upon encountering
a predetermined wagering
opportunity and the rate of successfully completing the action or actions upon
encountering the same
predetermined wagering opportunity during game play. Indeed, the player may
accept a lower rate of
return for accomplishing tasks he or she (and/or the game designer) perceives
as Easier in exchange for a
comparatively higher rate of return for accomplishing tasks he or she (and/or
the game designer) perceives
as being Harder, wagering opportunities that conclude a chapter of the game's
narrative or that are
thematically significant to the game.
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[0150] According to embodiments, the wagering opportunities within a player-
selected difficulty
level, according to one embodiment, may be of the same or different
difficulty, however that term is defined
by the game designer. Indeed, all wagering opportunities in the Easy player-
selected difficulty level may
be "Easy" or there may be a mix of "Easy", "Medium" and "Hard" wagering
opportunities to present varied
and challenging wagering opportunities to the player or to build or release
tension during game play.
However, the mix of "Easy", "Medium" and "Hard" wagering opportunities may
trend toward the "Easy"
end of the difficulty spectrum in the Easy player-selectable difficulty level.
Similarly, the mix of "Easy",
"Medium" and "Hard" wagering opportunities (if there is such a mix) may trend
toward "Medium" in the
difficulty spectrum in the Medium player-selectable difficulty level and
toward the "Hard" end of the
difficulty spectrum in the Hard player-selectable difficulty level.
Alternatively, all the perceived difficulty
level of all wagering opportunities in each player-selected difficulty level
may be holly homogeneous
within level: all wagering opportunities in the player-selected Easy level may
be "Easy", all wagering
opportunities in the player-selected Medium level may be of "Medium"
difficulty and all wagering
opportunities in the player-selected Hard level may be "Hard".
[0151] To further illustrate the use of lower RTPs for Easier wagering
opportunities and higher
RTPs for comparatively Harder wagering opportunities, the following paragraphs
discuss a matching game.
As shown in Fig. 14, the following presents exemplary features of a Mahjong
game, modified for wagering
according to one embodiment. It is to be understood, however, that most (if
not all) of the game parameters
and characteristics may be altered to offer an entertaining experience for the
player. As such, the numbers
and values used below are arbitrarily chosen for purposes of clarity of
explanation and should not be
interpreted as limiting any embodiment described herein. Mahjong is an ancient
Chinese game that is
played with a set of 144 tiles based on Chinese characters and/or symbols,
although there are many variants
of the game. The object of the game is to remove pairs of matching tiles until
the last paid of tiles is
removed. There are additional constraints, in that a tile must have at least
one free side to be removable.
A free side may be defined as a right, left, top or bottom side that does not
have a next-adjacent neighbor
on its level. Other games may be adapted and presented according to
embodiments. For example, each or
selected acts of removing tiles may give rise to a wager.
[0152] Herein, it is believed that a player is willing to accept a lower
reward for accomplishing
Easy tasks than for accomplishing Hard tasks. Accordingly, as shown in Fig.
14, the Mahjong player is
invited to select a desired difficulty level. In Fig. 14, these difficulty
levels are again Easy, Medium and
Hard, although other difficulty levels may be offered. What "difficulty"
means, within the context of this
disclosure, will vary from game to game, depending upon the choices made by
the game designer to
influence game play, shape player behavior and influence wager outcomes. In
the illustrative example
shown in Fig. 14, the Easy difficulty level means fewer symbols, fewer layers
of tiles, a greater number of
open slides and may also mean that the player has the most time to make his or
her matches, at least as
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compared to the Medium and Hard difficulty levels. Should the player select
the Medium difficulty level,
he or she can expect a greater number of symbols, layers, fewer open sides and
may be given a more limited
period of time in which to make his or her matches, at least as compared to
the Easy level. Similarly,
should the player select the Hard difficulty level, he or she can expect the
most symbols, layers, still fewer
open sides and/or the least amount of time to make his or her matches.
According to one embodiment,
each of the difficulty levels may be associated with respectively different
RTPs or RTP ranges. As
discussed elsewhere, should the player fail to perform at the selected
difficulty level, his or her expected
RTP may be dropped down to a lower RTP or RTP range.
[0153] Fig. 15 is a flowchart of a method according to one embodiment. In
particular, Fig. 15 is a
flowchart of a method of determining rewards due to a player playing a
regulated gaming machine (e.g.,
an EGM or an EGD, as described above). In one embodiment, the method may
comprise, as shown at
B1502, providing, in the regulated gaming machine, a game configured to
provide a player-selectable
choice of one of a plurality of difficulty levels for the game. Block B1504
calls for providing and
associating a respective maximum RTP with each of the plurality of difficulty
levels and for providing one
or more payout schedules for each of the maximum RTPs. After accepting funds
from the player, the game
may prompt the player to select, via a suitable interface (such as a
touchscreen, for example), a preferred
one of a plurality of difficulty levels and the gaming machine may receive, as
shown at B1508, the player's
selection of one of the presented difficulty levels.
[0154] As called for by B1510, the game may be configured to enable wagers
using the accepted
funds and a selected one or ones of the payout schedules, such that amounts
returned to the player on
wagers made during the game are selectively closer to a minimum RTP or to the
maximum RTP (e.g.,
between the minimum RTP and the maximum RTP) associated with the player-
selected difficulty level.
With the game so configured, game play may then be enabled, as shown at B1512.
As shown at B1514,
the regulated gaming may receive inputs from the player and, when the received
player inputs are
associated with (or otherwise result in) less successful game play, the gaming
machine may reward the
player with amounts that are closer to a minimum RTP and when the received
player inputs are associated
with (or otherwise result in) comparatively more successful game play, the
gaming machine may reward
the player, over time and in the aggregate, with amounts that are closer to
the maximum RTP that is
associated with the player-selected difficulty level.
[0155] According to one embodiment, the provided and associated respective
maximum RTP is
greater for a lower difficulty level than it is for a comparatively higher
difficulty level. In one embodiment,
the game may be configured with at least one level, goal or target that may be
configured such that player
inputs that are operative to complete the level, goal or target are more
likely to be received when a selection
of a lower difficulty level is received than when a selection of a
comparatively higher difficulty level is
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received. According to one embodiment, rewarding may comprise rewarding
amounts consistent with the
maximum RTP associated with the player-selected difficulty level only when the
player completes the
level, goal or target. Rewarding may comprise rewarding the player, on wagers
made during the game, a
higher amount if the player completes the level, goal or target at the
selected difficulty level and a lower
amount if the player fails to complete the level, goal or target at the
selected difficulty level. The lower
amount, according to one embodiment, may be lower than an amount that would
have been rewarded to
the player had the gaming machine received a player selection of a next-lower
difficulty level than the
selected difficulty level and had received player inputs consistent with
completing the level, goal or target
at the next-lower difficulty level.
[0156] Rewarding may comprise rewarding the player, on wagers made during the
game a first
amount when a first difficulty level of the plurality of difficulty levels is
selected and when player inputs
are received that are consistent with failing to complete a level, goal or
target at the first difficulty level.
Similarly, rewarding may comprise rewarding the player a second amount when a
second difficulty level
of the plurality of difficulty levels is selected and when player inputs are
received that are consistent with
failing to complete a level, goal or target at the second difficulty level.
According to one embodiment, the
second difficulty level may be higher than the first difficulty level and the
first amount may be lower than
the second amount. This may encourage players to select a difficulty level
that is consistent with their
perceived ability to complete the level, goal or target. According to one
embodiment, the game may be
further configured to suggest an appropriate difficulty level. Such gaming
machine-generated suggestion
may be based upon, for example, stored and accessed data of the player's past
performance at this or similar
games. The game, according to one embodiment, may be an arcade-style game
and/or a scripted game, for
example.
[0157] Fig. 16 is an illustrative representation of the display of a gaming
machine showing a
Mahjong game configured for wagering, according to another embodiment. Fig. 16
is similar to Fig. 14,
but for added functionality of increased rewards for quick game play. Indeed,
according to one
embodiment, the player's interactions with the Mahjong tiles may be timed, and
the player rewarded for
playing quickly; that is for rapidly removing pairs of matching tiles until
the last paid of tiles is removed.
Each game may be timed, or each move may be timed. Indeed, the time(s) elapsed
until successful
interaction (time to find and remove a matching pair, for example) may be used
to select one of a plurality
of payout schedules, with each of the plurality of payout schedules being
associated with a different RTP
percentage. In this manner, shorter times elapsed until successful interaction
may, according to one
embodiment, cause a selection of payout schedules that are more advantageous
to the player than
comparatively longer times elapsed until successful interaction. In the
implementation of Fig. 16, such
enhanced payout schedules are not available for the Easy play mode ¨ although
they could be. In Fig. 16,
the Medium and Hard play modes are provided with payout schedules that are or
become more
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advantageous to the player when the player plays fast and with payout
schedules that are or become
comparatively less advantageous when game play is slower. As shown in Fig. 16,
player selection of the
level of difficulty (higher RTPs for harder play modes) may be combined with
still more advantageous
payout schedules (or further enhanced payout schedules) that are accessed when
the player quickly
successfully interacts with the in-game assets (the tiles, in this case).
Therefore, according to one
embodiment, the best RTPs may be achieved when the player selects the hardest
difficult level and plays
fast. There may some overlap in the RTPs between, say, the Medium difficulty
level played fast, and the
Hard difficulty level played slowly, or the RTPs may increase monotonically as
the difficulty level and
speed of game play increases, with no overlap.
[0158] Fig. 17 is a scene of a first-person shooter type game of a regulated
gaming machine
according to one embodiment, showing the effect of times to successful
interaction on the RTPs of
wagering events. This game comprises a plurality of in-game assets, at least
some or each of which being
configured to generate a wagering opportunity when interacted with by the
player. Here, the in-game assets
are zombies 1704, 1706 and monsters, such as boss zombie 1708. The object of
the game is to shoot
zombies 1704, 1706 and the boss zombie 1708 using a weapon 1726 controlled via
player interactions with
the regulated gaming machine's user interface. During game play, the regulated
gaming machine receives
skilled player interactions, via the user interface, with one or more of the
zombie in-game assets.
Interacting with an in-game asset such as a zombie 1704 or 1706 generates a
wagering opportunity. For
each generated wagering opportunity, the regulated gaming machine may then
determine whether the
received player interaction(s) resulted in a successful or an unsuccessful
interaction with the in-game asset
with which the player interacted. In terms of the zombie first person shooter
game of Fig. 17, a successful
interaction means (re)killing the zombie and an unsuccessful interaction is
one in which the marauding
undead is merely injured or an interaction in which the player's shot missed
the zombie entirely, as shown
at 1716.
[0159] According to one embodiment, the speed at with which the player
dispatches the zombies
back to their graves or unceremoniously on the side of the road may affect the
payout schedule with which
the regulated gaming determines player rewards. That is, at least for each
successful interaction, the
regulated gaming machine may not only generate a wagering event but may also
determine a time elapsed
until successful interaction. Thereafter, for at least some of the generated
wagering events (some may not
be susceptible to enhanced RTPs for fast play), the determined time elapsed
until successful interaction
may be used alone or in conjunction with other factors, to select one of a
plurality of payout schedules,
each of which being associated with a different RTP percentage. Thereafter, an
award of player game
credits to the player may be generated according to the selected payout
schedule and the RTP associated
with the selected payout schedule. According to one embodiment, shorter times
elapsed until successful
interaction cause a selection of payout schedules that are more advantageous
to the player than
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comparatively longer times elapsed until successful interaction.
[0160] Herein, the phrase "time to successful player interaction" is intended
to encompass any
measurement(s) of time that attempts to quantify how fast the player was in
achieving the game's objective
or sub-objectives. For example, the time it takes the player to kill a zombie
is a time to successful
interaction. Referring back to Fig. 17, the time to successful interaction is
suggested by the stylized
stopwatches at 1730, 1732 and 1734. These stopwatches would likely not be
displayed on-screen; they are
shown in Fig. 17 solely to graphically show the times to successful
interactions with zombies 1704, 1706
and with boss zombie 1708, for purposes of explanation. As shown in Fig. 17,
stopwatch 1730 shows the
shortest elapsed time to successful interaction. Here the stopwatch would be
stopped upon the player's
successful interaction with zombie in-game asset 1706. The successful
interaction in question here is the
killing of zombie 1706 by a head shot. The player also engaged zombie in-game
asset 1704, but missed,
as shown at 1716, which would be considered to be an unsuccessful player
interaction with zombie 1704.
The player apparently then adjusted his or her aim, took another shot and
successfully interacted with
zombie 1704, dropping it via a well-aimed head shot. The time to successful
interaction, in this case, was
somewhat longer than the time to successful interaction with zombie 1706, as
suggested by stopwatch
1734, which stopped when the kill head shot landed. Lastly, the time to
successful interaction with boss
zombie 1708 is longer than it was with either zombies 1706 or 1704. This may
not be because the player
is a poor shot, but because a boss zombie, in this example, can survive up to
four body shots. When the
boss zombie was also shot in the head, it died, stopping stopwatch 1732 and
establishing the time to
successful interaction with the boss zombie.
[0161] Thereafter, according to one embodiment, for each in-game asset with
which the player
successfully interacted, one or more determined times elapsed until successful
interaction may be used
(alone or in conjunction with other factors) to select one of a plurality of
payout schedules, each of
which may be associated with a different RTP percentage. For each such in-game
asset with which
the player successfully interacted, an award of player game credits to the
player may be generated
according to the selected payout schedule and the RTP associated with the
selected payout schedule.
In this manner, shorter times elapsed until successful interaction (faster
killing of zombies in this
example) cause a selection of payout schedules that are more advantageous
(return greater rewards) to
the player than comparatively longer times elapsed until successful
interaction. For example, the
wagering event generated as a result of killing zombie 1706 may determine the
reward due to the
player using a payout schedule having an RTP percentage of 95%. Similarly, the
wagering event
generated as a result of killing zombie 1704 may determine the reward due to
the player using a payout
schedule having an RTP percentage of 85%, as the time to successful
interaction was longer for killing
zombie 1704 than it was for killing zombie 1706. The wagering event generated
as a result of killing
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the boss zombie 1708 may determine the reward due to the player using a payout
schedule having an
RTP percentage of say 90%, if the player was reasonably efficiently in killing
the boss zombie. Indeed,
even though killing the boss zombie took the longest, the degree of difficulty
was high which, in itself,
may have caused rewards to be generated using a different set of payout
schedule in which the degree
of difficulty is considered. Together, the degree of difficulty and the speed
at which the successful
interaction took place may together determine the payout schedule and RTP used
to determine player
rewards. The degree of difficulty and the speed of the successful interaction
may each contribute
equally to the determination of which payout schedule to use to determine
player rewards, or either
one may be weighted more than the other, as the game designer chooses.
[0162] Fig. 18 is a scene of an adventure type game of a regulated gaming
machine, showing the
effect of times to successful interaction on the RTPs of wagering events,
according to one embodiment.
Indeed, Fig. 18 is a scene of an adventure type game of a regulated gaming
machine, showing the effect
of times to successful interaction on the RTPs of wagering events, according
to one embodiment.
Erickson's Golden Quest is an example of an adventure game in which, for our
purposes here, the
titular Erickson seeks a treasure chest 1802. To do so, the titular character
must carry out many acts,
requiring many interactions with in-game assets during his treasure quest. In
one embodiment, the
time elapsed until successful interaction may be determined in the aggregate
for many successful
interactions with many in-game assets. The determination of the aggregate time
to successful interaction,
in this embodiment, may be used to select one of a plurality of payout
schedules, each of the plurality of
payout schedules being associated with a different return to player RTP
percentage. As shown, a player
that has taken a long time to complete all required acts to achieve the game's
objective may be rewarded
using a payout schedule associated with RTP1, as suggested at 1804, which may
be a payout schedule
associated with an RTP closer to the minimum RTP than the maximum RTP, such
as, for example, 75%.
As shown at 1806, a player that has taken a respectably short period of time
to complete all required acts
to achieve the game's objective (i.e., finding the treasure in this case) may
be rewarded using a payout
schedule associated with RTP2, which may be a payout schedule associated with
an RTP somewhere close
to midway between the minimum and maximum RTPs such as, for example, 85%.
Lastly, a player that
has completed all required acts very quickly may be rewarded using a payout
schedule associated with
RTP3, which may be a payout schedule associated with an RTP close to the
maximum RTP such as, for
example, 95%. As discussed above, the player's demonstrated skill may also be
taken into account in
selecting the payout schedule to use in rewarding the player. It is to be
noted that, instead of a plurality of
payout schedules, a single payout schedule, a lesser or a greater number of
payout schedules may be used,
together with speed and/or skill coefficients, weighting factors or other
mathematical and/or logical
operators that may operate to either increase or decrease the RTP between
minimum and maximum values.
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Hence, the phrase "plurality of payout schedules" explicitly includes, within
its scope the case in which a
single payout schedule is used but is modified using mathematical and/or
logical operators to vary the RTP
between minimum and maximum percentage values.
[0163] Fig. 19 is a flowchart of a computer-implemented method according to
one embodiment.
As shown at B1902, the computer-implemented method may comprise accepting
funds, in the regulated
gaming machine, from a player and correspondingly establishing player game
credits. At block B1904, a
game may be provided in in the regulated gaming machine, comprising a
plurality of in-game assets, each
of the plurality of in-game assets being configured to generate a wagering
opportunity when interacted with
by the player. At least one player interaction may be received at B1906, via a
user interface of the regulated
gaming machine, with at least one the plurality of in-game assets. As shown at
B1908, for each generated
wagering opportunity, it may be determined whether the received player
interaction(s) resulted in a
successful or an unsuccessful interaction with the in-game asset with which
the player interacted. At least
for each successful interaction, block B1910 calls for determining a time
elapsed until successful
interaction and generating a wagering even. As shown at B1912, for at least
some of the generated
wagering events, the determined time elapsed until successful interaction may
be used as shown at B1914
to select one of a plurality of payout schedules, each of the plurality of
payout schedules being associated
with a different return to player (RTP) percentage. As called for at B1916, an
award of player game credits
to the player may be generated according to the selected payout schedule and
the RTP associated with the
selected payout schedule, such that shorter times elapsed until successful
interaction cause a selection of
payout schedules that are more advantageous (i.e., return more money or other
monetary or non-monetary
value) to the player than comparatively longer times elapsed until successful
interaction.
[0164] According to further embodiments, at least some of the plurality of
payout schedules may
be associated with respectively different ranges of times elapsed until
successful interaction. In one
embodiment, the plurality of payout schedules may comprise a first payout
schedule and a first associated
RTP that is configured to be selected when the time elapsed until successful
interaction is within a first
range of times elapsed until successful interaction; a second payout schedule
and a second associated RTP
that is configured to be selected when the time elapsed until successful
interaction is within a second range
of times elapsed until successful interaction; and a third payout schedule and
a third associated RTP that is
configured to be selected when the time elapsed until successful interaction
is within a third range of times
elapsed until successful interaction. The first, second and third ranges may
be different from one another,
may overlap or may not overlap and may define, for example, a slowest range, a
next fastest range and a
fastest range of times until successful interaction. Other orderings are
possible. In one embodiment, at
least two times elapsed until successful interaction may be used to select one
of a plurality of payout
schedules. A lesser or a greater number of payout schedules and associated
RTPs may be implemented, as
those of skill in this art may recognize. One embodiment includes grouping
different kinds of in-game
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assets in different classes and establishing different classes of payout
schedules and associated RTPs for
wagering events generated upon successful interactions with the different
classes of in-game assets. In one
embodiment, for each successful interaction with an in-game asset, the
determination of the time elapsed
until successful interaction may comprise measuring the time elapsed between
the time at which the in-
game asset becomes available for player interaction and the last player
interaction with the in-game asset
that resulted in the successful interaction. In one embodiment, for each
successful interaction with an in-
game asset, the determination of the time elapsed until successful interaction
may comprise measuring the
time elapsed between the first and the last player interaction with in-game
asset that results in the successful
interaction. Other methods of measuring the time elapsed until successful
interaction may be implemented,
as such may be game-specific.
[0165] Fig. 20 shows a wager-based regulated gaming machine configured
according to
embodiments. According to one embodiment, an electronic, wager-based gaming
device 2000 may
comprise a memory or memories 2004, 2005, 2006, 2010, at least one processor
2008, a display 2020 and
a user interface 2022. A plurality of processes may be spawned by the
processor, which plurality of
processes may comprise processing logic to carry out the functionality shown
and described relative to
Figs. 10-19. Fig. 20 also shows exemplary tangible, non-transitory computer-
readable media 2018, 2004,
2005 or 2006 having data stored thereon representing sequences of instructions
which, when executed by
the regulated gaming computing device, cause the regulated gaming computing
device to determine
rewards due to a player playing a wager-based game according to embodiments.
[0166] Discussing now Fig. 20 in greater detail, reference number 2000 is a
regulated gaming
machine, also referenced herein as an electronic gaming device (EGD) and
electronic gaming machine
(EGM). The regulated gaming machine 2000 may comprise direct access data
storage devices such as
magnetic disks 2004, non-volatile semiconductor memories (EEPROM, Flash, etc.)
2006, a hybrid data
storage device 2005 comprising both magnetic disks 2004 and non-volatile
semiconductor memories, one
or more microprocessors 2008 and volatile memory 2010. The regulated gaming
machine 2000 may also
comprise a network interface 2016, configured to communicate over network 2014
with remote servers,
storage services and the like. References 2004, 2005 and 2006 are examples of
tangible, non-transitory
computer-readable media having data stored thereon representing sequences of
instructions which, when
executed by a regulated gaming computing device, cause the regulated gaming
computing device to provide
wager-based games and determine rewards due to a player playing such wager-
based game as described
and shown herein, particularly at Figs. 10-19. Some of these instructions may
be stored locally in the
gaming machine 2000, while others of these instructions may be stored (and/or
executed) remotely and
communicated to the gaming machine 2000 over the network 2014. In other
embodiments, all these
instructions may be stored locally in the gaming machine 1302, while in still
other embodiments, all of
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these instructions are stored and executed remotely, based on payer
interactions at the gaming machine
2000, and the results communicated to the gaming machine 2000. In another
embodiment, the instructions
may be stored on another form of a tangible, non-transitory computer readable
medium, such as shown at
2018. For example, reference 2018 may be implemented as an optical disk, which
may constitute a suitable
data carrier to load the instructions stored thereon onto the gaming machine
2000, thereby re-configuring
the gaming machine to one or more of the embodiments described and shown
herein. In other
implementations, reference 2018 may be embodied as an encrypted persistent
memory such as a Flash
drive. Other implementations are possible.
[0167] Another embodiment is a method of providing a game for a regulated
gaming machine.
Such a method may comprise providing an existing console or arcade-type game,
the provided game
comprising a plurality of game assets appearing onscreen during game play. The
provided game may
then be modified to accept funds from a player and to correspondingly
establish player game credits.
One or more of the plurality of in-game assets may be configured to generate a
wagering opportunity
when interacted with by the player. One or more player interactions may be
received, via a user
interface of the regulated gaming machine, with at least one the plurality of
in-game assets. For each
generated wagering opportunity, a determination may be made whether the
received player
interaction(s) resulted in a successful or an unsuccessful interaction with
the in-game asset with which
the player interacted. At least for each successful interaction, the time
elapsed until successful
interaction may be generated, as may be a wagering event. For at least some of
the generated wagering
events, the determined time elapsed until successful interaction may be used
to select one of a plurality
of payout schedules, each of the plurality of payout schedules being
associated with a different return
to player (RTP) percentage. An award of player game credits to the player may
be generated according
to the selected payout schedule and the RTP associated with the selected
payout schedule, such that
shorter times elapsed until successful interaction cause a selection of payout
schedules that are more
advantageous to the player than comparatively longer times elapsed until
successful interaction.
[0168] In the foregoing description, numerous specific details are set forth
in order to provide a
thorough understanding of one or more aspects and/or features of the exemplary
embodiments. It will be
apparent to one skilled in the art, however, that one or more aspects and/or
features described herein may
be omitted in favor of others or omitted all together. In some instances, the
description of well-known
process steps and/or structures are omitted for clarity or for the sake of
brevity.
[0169] Herein, devices or processes that are described as being in
communication with each other
need not be in continuous communication with each other, unless expressly
specified otherwise. In
addition, devices or processes that are disclosed to be in communication with
one another may
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communicate directly or indirectly through one or more intermediaries.
[0170] Further, although constituent steps of methods have been described in a
sequential order,
such methods may be configured to work in alternate orders. In other words,
any sequence or order of steps
that may be described herein does not, in and of itself, indicate a
requirement that the steps be performed
in that order. The steps of described processes may be performed in an order
that differs from the order
described herein. Further, some steps may be performed simultaneously despite
being described or implied
as occurring non-simultaneously (e.g., because one step is described after the
other step). Moreover, the
illustration of a process by its depiction in a drawing does not imply that
the illustrated process is exclusive
of other variations and modifications thereto, does not imply that the
illustrated process or any of its steps
are necessary to one or more of the invention(s), and does not imply that the
illustrated process is preferred
over other processes.
[0171] When a single device or article is described, it will be readily
apparent that more than one
device/article (e.g., whether or not they cooperate) may be used in place of a
single device/article. Similarly,
where more than one device or article is described (e.g., whether or not they
cooperate), it will be readily
apparent that a single device/article may be used in place of the more than
one device or article. The
functionality and/or the features of a device may be alternatively embodied by
one or more other devices
that are not explicitly described as having such functionality/features.
[0172] Lastly, while certain embodiments of the disclosure have been
described, these
embodiments have been presented by way of example only and are not intended to
limit the scope of the
disclosure. Indeed, the novel methods, devices and systems described herein
may be embodied in a variety
of other forms. Furthermore, various omissions, substitutions and changes in
the form of the methods and
systems described herein may be made without departing from the spirit of the
disclosure. The
accompanying claims and their equivalents are intended to cover such forms or
modifications as would fall
within the scope and spirit of the disclosure. For example, those skilled in
the art will appreciate that in
various embodiments, the actual physical and logical structures may differ
from those shown in the figures.
Depending on the embodiment, certain steps described in the example above may
be removed, others may
be added. Also, the features and attributes of the specific embodiments
disclosed above may be combined
in different ways to form additional embodiments, all of which fall within the
scope of the present
disclosure. Although the present disclosure provides certain preferred
embodiments and applications, other
embodiments that are apparent to those of ordinary skill in the art, including
embodiments which do not
provide all the features and advantages set forth herein, are also within the
scope of this disclosure.
Accordingly, the scope of the present disclosure is intended to be defined
only by reference to the appended
claims.
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