US20080015030A1 - Networked computerized wager-based game system - Google Patents
Networked computerized wager-based game system Download PDFInfo
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- US20080015030A1 US20080015030A1 US11/790,105 US79010507A US2008015030A1 US 20080015030 A1 US20080015030 A1 US 20080015030A1 US 79010507 A US79010507 A US 79010507A US 2008015030 A1 US2008015030 A1 US 2008015030A1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3216—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
- G07F17/322—Casino tables, e.g. tables having integrated screens, chip detection means
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/323—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
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Abstract
A wager-based gaming system provides a wager-based game playable by a player from a player computer on the table. The player computer receives player inputs, including wagers, from the player and transmits them to a game server communicably connected thereto and which applies game logic defining the game and defined in a game logic module, to generate game outputs, including an outcome for the game for the player, which is displayed on the player computer. The game logic module is selectable and configurable from a backend server and which contains player data for the player, including an account balance from which the wagers may be placed. A card reader connected to the player computer reads a portion of the player data is validated against the player data on the backend to authorize or deny access to the player data.
Description
- Benefit of U.S. Provisional Application for Patent Ser. No. 60/794,140, filed on Apr. 24, 2006, is hereby claimed.
- The present invention concerns computerized wager-based games, and more particularly a networked computer wager-based gaming system and method, as well as a table therefor.
- Networked computerized wager-based game systems in which players play a wager-based game, such as poker, blackjack, bingo, roulette or other like games involving placement of wagers, using computers connected on a network, such as the Internet, are well known in the art. For example, PartyGaming PLc of Gibraltar provides a system (accessible from URL: www.partypoker.com) in which players may play a game of poker from their home computers over the Internet. However, such systems typically require players to download cumbersome, and often voluminous, client software applications to their own personal computers so as to be able to play. In addition, such systems typically offer little face-to-face social interaction with other players. Also, not all players wish to download such client applications to their own personal computers, due to security concerns regarding viruses, spyware, or the like.
- The security concerns and lack of face-to-face interactions noted above for such systems as those provided by PartyGaming Plc are somewhat obviated by systems that allow users to physically sit around a table in which each player has a computer upon which the user plays, all of the computers being networked to one another as well as to computers elsewhere to allow players to participate, if desired, in games played at other tables in other locations. Such computerized tables often include a central display unit which allows all players at the table to observe game play, for that particular table or elsewhere. An example of such a system with such a table is the PokerPro™ table and system provided by PokerTek inc. (URL: www.pokertek.com). This system allows users to play a wager-based game from individual computers situated on a table having a large central display unit and to place wagers using credits assigned to magnetic strip cards assigned to the user. Unfortunately, such magnetic strip cards are notoriously insecure and can be easily copied by unauthorized users, thus creating a risk of fraud.
- Accordingly, there is a need for an improved networked computerized poker game system and table therefor.
- It is therefore a general object of the present invention to provide an improved networked computerized wager-based game system and table therefore which offers greater security for players and an improved interactive face-to-face interactive experience.
- An advantage of the present invention is that the computerized network wager-based game system and table provided thereby allows users to play the game in physical proximity to one another at the table, thereby allowing face-to-face interaction between players.
- A further advantage of the game system and table provided by the present invention is that players may securely place wagers for the game.
- Still another advantage of the present invention is that players may play the wager-based game provided by the game system and the table without having to download software to their own personal computers.
- Still another advantage of the present invention is that response time of game system is minimized.
- Yet another advantage of the present invention is that the wager-based game available for play on the table may be seamlessly and instantly changed to another wager-based game.
- Still another advantage of the present invention is that a portion of the wager-based game may be replayed for any player computer on a requested computer without interrupting play on other player computers.
- In accordance with an aspect of the present invention, there is provided a wager-based gaming system comprising:
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- at least one table having at least one respective player computer disposed thereupon for receiving player inputs from a player for a respective game for the table playable on the player computer and for displaying game outputs therefor, the player inputs comprising at least one wager for the game and the game outputs comprising an outcome therefor;
- for each player computer, a respective card reader communicably connected thereto for reading at least a portion of respective player data for the player from a respective microprocessor on a respective smart card therefore when the smart card is inserted therein, the portion being stored on the microprocessor;
- at least one game server communicably connected to each player computer and storing respective game logic defining the game for applying the game logic to the player inputs to generate the game outputs; and
- a backend server to which each game server, and thereby the player computer, is communicably connected and upon which all the player data is stored for validating whether there is correspondence between the portion read by the card reader against the player data stored on the backend server, the backend server authorizing access to the player data stored thereon from the player computer for playing the game if said correspondence is validated.
- In accordance with another aspect of the present invention, there is provided a method for providing wager-based gaming on a table, said method comprising the steps of:
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- receiving a smart card having a microprocessor in a smart card reader situated at said table and communicably connected to at least one respective player computer for the table and upon which at least one respective game for said table is playable, said microprocessor having at least a portion of respective player data relating to said player stored thereupon, all said player data being stored on a backend server connected to said player computer;
- reading said portion into said player computer with said card reader;
- validating whether there is correspondence of said portion with said player data on said server computer;
- if said correspondence is validated, authorizing use of said respective player data from said gaming computer while said player plays said game thereupon, generating game outputs by applying game logic defining said game to respective player inputs input by said player on said player, said respective player inputs comprising at least one respective wager made by said player, said respective game outputs comprising a respective outcome for said game for said player.
- Other objects and advantages of the present invention will become apparent from a careful reading of the detailed description provided herein, with appropriate reference to the accompanying drawings.
- Further aspects and advantages of the present invention will become better understood with reference to the description in association with the following Figures in which:
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FIG. 1 is a system diagram of a networked computerized wager-based game system for playing poker, in accordance with an embodiment of the present invention; -
FIG. 2 is a diagram showing the modules of a backend server for the system shown inFIG. 1 ; -
FIG. 3 is a data scheme diagram showing data stored in the database of the backend server for the system shown inFIG. 1 ; -
FIG. 4 is a diagram showing the modules of a game server for the system shown inFIG. 1 ; -
FIG. 5 is a diagram showing interactions of data between the personal player computer, the game server, and the backend server for the system shown in.FIG. 1 ; -
FIG. 6 is a diagram showing the modules of a game module for the player computer of the system shown inFIG. 1 ; -
FIG. 7 is diagram showing a scheduling agent for the remote configuration module of the backend server of the system shown inFIG. 1 ; -
FIG. 8 is a diagram showing a replay request for execution by the system shown inFIG. 1 ; and -
FIG. 9 is a perspective view of an exemplary table for the system shown inFIG. 1 . - Referring now to
FIG. 1 , therein is shown a system diagram of a networked computerized wager-based game system, shown generally as 10, in accordance with an embodiment of the present invention. As shown,system 10 has at least one table 26 at which players may play a respective wager-based game for the table 26, preferably a wager-based card game, in whichwagers 300 of money may be made, such as poker, blackjack, bingo, roulette, or the like. Each table 26 has at least one respective player computer (PC) 12 disposed thereupon and upon which a player plays the game on thesystem 10. EachPC 12 also has a respective card reader (CR) 14 therefor disposed on table 26 and communicably connected to the PC 12. For the purposes of describing thesystem 10, the term communicably connected used in this specification designates any connection, direct or indirect, between any components of thesystem 10, including connection by thenetwork 28, such that they the components may exchange data. - Reference is now made to
FIGS. 1 , 2, and 3. Each player preferably has a smart card (SC) 18, having amicroprocessor 154 disposed thereon, which is insertable into theCR 14. Themicroprocessor 154 contains at least a portion ofrespective player data 200 for the player, with all of therespective player data 200 for each player being stored in a database (DB) 64 on abackend server 24 communicably connected tonetwork 28, game server (GS) 20, table server computer (TBS) 40 andlinks CR 14. As shown inFIG. 3 , therespective player data 200 identifies the player and includes financial information such as, for example, arespective account balance 202, redeemable for money and from whichwagers 300 may be placed during play of the game and to which winnings based on anoutcome 302 of the game are creditable by addition thereto. For identifying the player, theplayer data 200 may include aplayer identifier 204 andpassword 206 which must be entered by player at PC 12 when SC 18 is inserted intoCR 14 to verify the identity of the player. The portion of the player data on themicroprocessor 154 preferably includes at least theplayer identifier 204, but may also include all of theplayer data 200, if desired. Further, theCR 14 may read or write theplayer data 200, or any portion thereof, to themicroprocessor 154 on theSC 18 when theSC 18 is inserted therein, thus allowing the portion of theplayer data 200 on theSC 18 to be updated whenever theplayer data 200 is modified on theBS 24. Theplayer data 200 may be transmitted back and forth between PC 12 andCR 14, as well as between eachCR 14 and the respective table base station computer (TBS) 40 for the table 26, which generally controls allPCs 12 andCRs 14 disposed thereat and to which eachPC 12, and eachCR 18 on the table 26, is communicably connected. It should be noted that, while only twoPCs 12 are shown at table 26, there may be more PCs 12 I desired. In fact, as explained below, there are, preferably, tenPCs 12, each with onecorresponding CR 14, per table 26. In addition, there may be more than one table 26 in thesystem 10 and each table 26 may be at the same, or at a different, geographical location. - Each
PC 12 may, optionally, have a currency receiver (CUR) 150 communicably connected thereto, and thereby to theTBS 40,GS 20, andBS 24 and disposed on the table 26. Thecurrency receiver 150 receives an optional respective player deposit of currency, i.e. money such as banknotes or coins, from the player and determines the respective deposit value, i.e. the monetary value, of the respective player deposit, which is creditable, by addition thereto, to asession balance 212, redeemable for money, maintained by thesystem 10 while the player is playing at a givenPC 12 and which is creditable, by addition thereto, for updating therespective account balance 202 of the player. Each table 26 may also have, for eachrespective PC 12 thereof, a respective ticket printer and reader (TKT) 152 communicably connected to thePC 12 and thereby theTBS 40,GS 20, andBS 24 which prints and reads tickets having a monetary value inscribed thereon and which is attributable to thesession balance 212 and/or theaccount balance 202. - Referring again to
FIG. 1 ,TBS 40 controls a large central display unit (CDU) 16, typically a liquid crystal display (LCD), which is situated in the centre of table 26 and which allows each player to monitor the progress of the game, except forprivate player data 210, including the exact cards in a player's hand which have not yet been revealed to other players, which is generally shown only on the display of the player'sPC 12.TBS 40 provides bidirectional communicable connection betweenPC 12,CUR 150, TKT 142, andCR 14 at table 26 through internal network links 32 andnetwork 28 toGS 20 and back-up game server (BGS) 22. Thenetwork 28 is preferably an Internet type network with external network links 30 being Internet network links. However,network 28 and external network links 30 may be of any type as long as bidirectional communication betweenelements GS 20,BGS 22,BS 24, and Table Station Base (TBS) 40 are provided thereby, thereby ensuring thatelements CR 14,PC 12, TKT 142,CUR 150, andCDU 32 are all communicably connected to each other by internal table network links 32. Table network links 32 are preferably Internet/Ethernet links, but may be any kind of network link that allows transmission of data betweenelements CR 14 is shown as being connected directly to bothPC 12 andTBS 40, it is sufficient thatCR 14 only be connected to one ofPC 12 andTBS 40, provided that a communicable connection, either direct or indirect throughPC 12, is furnished forCR 14 toTBS 40. Similarly, whileTKT 152 andCUR 150 are shown as being connected bylinks 32 only to theirrespective PCs 12, they could, instead or in addition thereto, be connected bylinks 32 toTBS 40. Thesystem 10 may also have an optional monitoring computer (MC) 170 communicably connected by external network links 30 to theGS 20 andBGS 22, as well as toBS 24 bynetwork 28. TheMC 170 permits monitoring, i.e. viewing, of all players and the game and requesting of replays of portions of the game, such as a hand of cards in card wagering-based game, by a user, such as a system administrator or an employee of a venue, such as a casino or the like, in which thesystem 10 is deployed. In addition, if desired, theMC 170 may also, by accessing theBS 24, be used for configuring thesystem 10, including, notably, the game. - It should be noted that
system 10 is conceived as a distributed network. Specifically,game client module 120, used onPC 12, and possiblyTBS 40, to interact with player, the back end interfaces and back end business modules used onTBS 40, and game server modules for controlling game logic onGS 20 andBGS 22, are all independent from one another. At the same time,system 10 is implemented using a dynamic n-tier hierarchy, notably with regard to software forPC 12,TBS 40,GS 20, andBGS 22, which facilitates management of multiple games in multiple locations. Asynchronous message-based communication protocols are used for communication betweenelements network 28, to reduce delays in message handling throughoutsystem 10, such that there is no perceptible delay for players when playing. The dual server configuration, i.e.GS 20 andBS 24, further facilitate speed ofsystem 10 by assigning management of databases and business modules, such as the cashier functions for updating financial information of a player, statistical analysis, player tracking, monitoring play in progress at table 26, and monitoring history of play at table 26 toBS 24, leavingGS 20, andBGS 22 if required, to manage actual game play, and the logic associated therewith, for the multiple games that may be in progress at any one moment insystem 10. - To describe the manner in which playing of the game is handled by the
system 10, reference is now made toFIGS. 4 , 5, and 6. In general, the game is played by a player by enteringplayer inputs 112, including at least onewager 300, into thePC 12 which displays agame interface 122 provided by a gamesoftware client module 120 resident on thePC 12 for the game and into which the player inputs are entered. ThePC 12 transmits the player inputs, typically via theTBS 40, to theGS 20 which applies the game logic in thegame logic module 46 to theplayer inputs 112 to generategame outputs 114, including anoutcome 302 for the player for the game. The game outputs 114 are transmitted to thePC 12 where they are displayed, by thegame client module 120, on thegame interface 122. TheGS 20 also is responsible for managing artificial intelligence of robot players, i.e. non-human robot players managed bysystem 10 and against which human players may play. Administration of financial information, including anywagers 300 and winnings of player is, however, generally managed byBS 24. The game outputs 114 are also transmitted by theGS 20 to theBS 24, as part of game data relating to the game for storage and processing thereon.Player data 200, which may be received as part ofplayer inputs 112 and/or fromSC 154 viaCR 32, as well as the player inputs themselves 112 are also be transmitted fromGS 20 toBS 24 for storage thereon. More specifically, theBS 24 has ahistory module 68 which stores allplayer inputs 112 andgame outputs 114 for eachPC 12, on theBS 24 preferably in thedatabase DB 64 thereon. TheDB 64 is, preferably, also used for storingplayer data 200, andgame configuration information 108, and aschedule 102. Eachplayer input 112 andgame output 114 is stored on theBS 24 in association with thePC 12 from which the player input is entered and for which thegame output 114 applies. Theinputs 112 andoutput 114 may also be stored in association with theplayer information 200, if the player has been identified by verification of the portion of theplayer information 200 on theSC 18 with the player information stored on theBS 24. TheBS 24 also, provided the portion on of theplayer data 200 on theSC 18 has been verified by theBS 24 against theplayer data 200 stored thereon, may transmitplayer data 24 to theGS 20 and thePC 12 for use by the player while playing the game on thePC 12. Additionally, theBS 24 transmits game data, includinggame configuration 108 to theGS 20 for configuring thegame logic module 46. - Referring to
FIGS. 1 , 2, 3, and 5, each player preferably obtains arespective SC 18 before commencing play for the first time on thesystem 10. The player then proceeds to a table 26 and inserts theSC 18 into aCR 14 of aPC 12 that is not currently in use. The player then enters an initial input to thePC 12 to indicate that the player wishes to play the game thereon. The initial input may be aplayer input 112 entered directly on thePC 12. The initial input may also be insertion of theSC 18 into theCR 14 or deposit of a player deposit of currency into theCUR 20, both of which cause thePC 12 to generate an event transmitted to theGS 20. - If the player inserts the
SC 18 into theCR 14, the portion of theplayer data 200 in the microprocessor on theSC 18 is then read by theCR 14 and transmitted therefrom, possible viaPC 12, to theTBS 40, which then transmits the portion throughlinks 30 andnetwork 28 toBS 24. TheBS 24 then verifies that the portion of theplayer data 200 received from theSC 18 corresponds, i.e. is identical to, theplayer data 200 stored on theBS 24. This verification may also involve entry by player of aplayer access code 206, submitted along with the portion of theplayer data 200 on theSC 18 to theBS 24 for verification thereof. Alternatively, theaccess code 206 could, if stored as part of the portion of the player data on theSC 18, be verified, i.e. checked for identity, with the portion read by theCR 14. Should correspondence between the portion ofplayer information 200 on theSC 18, and theaccess code 206 if required, with theplayer information 200 stored on theBS 24 be successfully verified, then theBS 200 authorizes use of theplayer information 200 from thePC 12 at which theSC 18 was inserted into theCR 14 and will communicateplayer information 200, notably theaccount balance 202 for the player, back and forth therewith, as well as with theGS 20 while the player plays thegame 200. Thus, if the verification is successful, theaccount balance 202, among other things, will be made available to the player on thePC 12 for placingwagers 300 therefrom. When player has finished playing, theBS 24 updates theplayer data 200, including theaccount balance 202 such as the amount of money credited to a player'saccount balance 202. For purposes of security, microprocessors onSC 18 andCR 14 use 128 bit authentication and triple data encryption standard (3DES) encryption for storage and exchange of all data therebetween. 3DES may also be used for transmitting all data overnetwork 28. Thus, use ofSC 18 provides significant additional security versus use of standard magnetic strip cards. Also, it should be noted that all, or a portion of, player data, including financial information, may also be stored onBS 24, possibly in addition to, or in substitution for,SC 18. Once validation is complete, player may play a wager-based game, the logic of which is generally managed byGS 20. If theSC 18 is not inserted into theCR 14, or if the portion of theplayer data 200 on theSC 18 does not match the player data on theBS 24, i.e. the correspondence is not verified, then access to theplayer information 200, including theaccount balance 202, from thePC 12 is denied for playing the game therefrom. - If access to the
player data 200 is not available, a player may still play the game from aPC 12 by depositing a player deposit of currency into theCUR 150. Whenever a player deposit is made, theCUR 150 determines the deposit value thereof which is transmitted to thePC 12 and from thePC 12 to theGS 20. TheGS 20 credits the deposit value to asession balance 212, redeemable for money and from which wagers 300 may be placed, based on winnings or losses determined bygame outcomes 302, maintained by theGS 20 while the player plays the game on thePC 12. Thesession balance 212 is initially set at zero by theGS 20 when the player commences playing the game on thePC 12 by making an initial input, for example a first player deposit into theCUR 150 or insertingSC 18 intoCR 14, whichever is done first. The deposit value of each player deposit is automatically credited, i.e. added, by theGS 20 to thesession balance 212. Similarly, when correspondence between the portion of theplayer data 200 stored on theSC 18 and theplayer data 200 on theBS 24 is verified, theBS 24 transmits theaccount balance 202 to theGS 20 which credits theaccount balance 202 to thesession balance 212. Thesession balance 212 is also transmitted from theGS 20 to theBS 24 and stored thereon, preferably inDB 64. As the player plays the game on thePC 24, thesession balance 212 is also updated by theGS 24 by adding winnings and subtracting losses, based onoutcomes 302 for therespective wagers 300 therefrom. When the player stops playing on thePC 12, for example by entering a request to terminate play thereon or to redeem the session balance, thesession GS 20 transmits the session balance to theBS 24 which, if correspondence of the portion ofplayer data 200 onSC 18 withplayer data 200 on theBS 200 has been validated, assigns thesession balance 212 to theaccount balance 202, thus updating theaccount balance 202, and resets the session balance to zero. If correspondence of the portion ofplayer data 200 onSC 18 withplayer data 200 on theBS 200 has not been validated, then theBS 24 generates a ticket output containing thesession balance 212 which is transmitted to a printer, preferably the ticket reader and printer (TKT) 152, communicably connected to the PC which generates a ticket having thesession balance 212 inscribed thereupon and which is redeemable for cash. - Optionally, the ticket may be machine readable by
TKT 152, thus allowing the ticket to be inserted thereinto for anotherPC 12 to be credited to thesession balance 212 thereon. If desired, the player may also request a similar procedure for redeeming theaccount balance 202 when correspondence of the portion ofplayer data 200 onSC 18 withplayer data 200 on theBS 200 has been validated. Further, if desired readable tokens and token readers and receivers may also be connected toPCs 12 to deposit and track credits to thesession balance 212 and/oraccount balance 202. TheCUR 150 is banknote or coin reader and receiver, as is well known in the art and can accept multiple currencies, as is well known in the art. - Having presented the general manner in which the game is played on the system, the components thereof are now described in greater detail. Referring now to
FIGS. 5 and 6 , eachPC 12 has a distributed network softwaregame client module 120 installed thereon, which provides a player's interface upon which the game, includingplayer inputs 112 andgame outputs 114 therefor, is displayed and by which the player enters theplayer inputs 112. Thegame client module 120 provides communication to theGS 20 and theBS 24, via theTBS 40. While implementable on any operating system, for platform, thegame client module 120, as well asPC 12, are generally designed to function using the Microsoft® Windows® operating system, althoughelements game interface 122 includes, for each game playable on thePC 12, a respective specific gameinterface elements module 124 which contain interface elements that are specific to the game playable on thePC 12 and a general client platform (GCP)module 126 which includes common interface elements common to every game playable on thePC 12. Based on scheduling instructions 180 entered or stored on theBS 24, a designated specific gameinterface elements module 124 for a designated game can be actuated, for example loaded, by thegame client module 120, thus instantly changing thegame interface 120 to therespective game interface 120 required for the designated game. Thus, thegame client module 120 is game-independent and can dynamically support a large variety of wager-based games, such as poker, blackjack, bingo, roulette, etc., and allows thegame interface 122 that is available on allPCs 12 at a table 26 to be almost instantaneously changed from theBS 24. In general, the same type of game, whether it be blackjack, poker, bingo, etc. is loaded on allPCs 12 for a table 26 at any given time. - To facilitate multi-lingual environments,
game client module 120 allows the language used to be play game onPC 12 to be instantly switched by clicking a mouse, when connected toPC 12, pressing a single button onPC 12, or by selecting a single icon displayed onPC 12. To enhance realism of game play, thegame client module 120, notable thegame interface 122, presents a different perspective of the game currently being played by players at the table 26, based on the position of the PC's 12 display on table 26. Typically, and as explained in further detail below,PCs 12 will be panel personal computers with displays embedded in the top of table 26 or extending upwardly therefrom. For additional security, thesystem 10 provides for automatic detection of failures of thePC 12,game client module 120 onPC 12, andCDU 16, as well as automatic recovery thereof upon detection of failure. - The
game client module 120 is also resident on theMC 170 andTBS 40, thus allowing the game to be displayed on theMC 170 and on theCDU 16 controlled by theTBS 40. However, the respectivegame client modules 120 on theMC 170 and theTBS 40 are configured for displayingplayer inputs 112 andgame outputs 114, i.e. displaying the game, and not for receivingplayer inputs 112 from players. - Referring now to
FIGS. 1 , 3, and 4, eachGS 20 has multiple virtualgaming logic modules 46 resident and stored thereon. Specifically eachGS 20 has, for each game playable on therespective PCs 12 communicably connected, byTBS 40, to theGS 20, one respectivegaming logic module 46 for the game and which defines the game. Based on dynamic game-room instances of games being played onsystem 10,GS 20, and notablygame logic modules 46, allow players to play a specific game together in a virtual game room, along with other players registered to play in the same virtual game-room. The game-rooms created by the virtualgaming logic module 46 reproduce all of the real game's rules and level of confidentiality, with the possibility of playing with the security and anonymity of a network-based game, or of playing face-to-face with other players at table 26 where players are physically present. To facilitate rapid changes of game available onPC 12, for example changing game onPC 12 software client from poker to bingo,GS 20 has acommon game platform 64 into whichvarious logic modules 46, as well as artificial intelligence (AI)robot player modules 48, can be rapidly loaded to actuate thegame logic module 24, again by executing a simple command, such as a scheduling instruction 180, fromBS 24. AIrobot player modules 48 control play of non-human robot players with which human players may also play. In general, eachmodule modules GS 20, in conjunction withBS 24, allows for parameters of games to be instantly adjusted dynamically, again based on scheduling instructions 180 andgame configuration information 108 stored on theBS 24. Further,GS 20 supports, in conjunction withBS 24, self-service functions for player management by players, for example deposit and withdrawal of cash from theaccount balance 202, which is part of player data.GS 20 also logs game play, which is transmitted thereby toBS 24 and stored thereon, preferably indatabase 64, byhistory module 68. As shown inFIG. 4 , allmodules GS 20 andBGS 22 are capable of bidirectional communication with each other. However, the connections shown by arrows betweenmodules FIG. 4 are exemplary and other configurations for communication betweenmodules modules BS 24,TBS 24, andPC 12. - It should be noted that
GS 20,BGS 22, andBS 24 are modules which are resident onserver computers system 10 has backup game server (BGS) 22, which is essentially identical toGS 20 and synchronized therewith. ShouldGS 20 become unavailable,BGS 22 will automatically assume tasks of GS. In addition,GS 20, as well asBGS 22, automatically detects and manages failure of anyPC 12, as well as the software client thereon.GS 20 andBGS 24 are preferably implemented on computer systems using the LINUX operating system. However, other operating systems, such as Microsoft® Windows® may be used, provided they can provide the communications required forsystem 10. - As shown in
FIG. 1 ,TBS 40,GS 20,BGS 22, andBS 24 may each be housed on separate respective server computers. However, if desired,TBS 40 andGS 20, as well as theBS 24 if desired, could also be resident on a single server computer, for example theserver computer 40 at the table 26 upon which theTBS 40 is resident provided they are communicably connected. TheGS 20 andBS 22 could also be resident onsingle server computer BGS 20 andGS 20 be housed, i.e. resident or hosted, on separate communicably connected server computers. - Reference is now made to
FIGS. 1 , 2, and 3.BS 24 manages and monitors all aspects of server activity, including activity ofGS 20 andBGS 22, and provides for administration ofsystem 10 and ofmain database 64, in whichplayer data 200 is stored, possibly in addition to any player information stored in microprocessor onsmart card 18. The communication and authentication server (CAS)module 66 ofBS 24 is a server-side software application that manages the interaction and communication of the various server components, includingGS 20 andBGS 22, as well as software clients onPC 12. TheBS 24 has a multi-tier architecture that allows the user interface for any givenmodule BS 24, as well as forGS 20,BGS 22, to reside onBS 24 or on any computer with access to theBS 24 overnetwork 28 or any other network to whichBS 24 is connected. In addition to thedatabase 64 andCAS 66,BS 24 has the following modules: monitoringsystem module 52,cashier system module 58,player services module 60,management system module 54, history andstatistics module 68, andremote configuration module 56. -
BS 24, as well asmodules modules database 64, either directly or indirectly. Further, some of themodules GS 20 andBGS 22 if desired. Eachmodule -
Remote configuration module 56 provides remote hardware configuration forPCs 12,TBS 40, and allother elements module 56 provides remote activation and deactivation ofPCs 12 andTBS 40, as well as remote changing of hardware options forPC 12,TBS 40, and tables 26.Remote configuration module 56 also provides a seat reservation system for reserving seats at tables 26 for both tournaments and regular game-play, including waiting-list management for seats and seat assignment.Remote configuration module 56 also provides an operator access control subsystem, tournament configuration and player registration, and game room management and configuration. - Additionally, and referring to
FIGS. 2 , 3, 6, and 7,remote configuration module 56 furnishes an automatic scheduling agent (SA) 100 which allows scheduling of automated configuration operations of the game-room in which a game is played, as well as of other software components and modules ofsystem 10. More specifically,scheduling agent 100 reads and writes aprogrammable schedule 102 stored onBS 24, preferably inDB 64, and defined, i.e. programmed, by a user using thescheduling agent 100. Theschedule 100 containsscheduling instructions 103 which specify an optional designatedtime 104 for execution of thescheduling instruction 103, a designatedgame logic module 46, and thereby a designated game and designated respective game specificinterface elements module 124 therefor, and, optionally,game configuration information 108 specifying a game configuration for the designatedgame logic module 46 and, optionally, the respective game specificinterface elements module 124 for the designated game defined by designated respectivegame logic module 46. - At the designated
time 64, thescheduling agent 100 reads thescheduling instruction 103 and transmits the scheduling instruction to theGS 20. TheGS 20 receives thescheduling instruction 103 and, once any instance of any game for thegame logic module 46 currently activated thereon has been completed, typically by generation of theoutcome 302 therefor and updating of thesession balance 202, deactivates, i.e. unloads therespective game module 46 currently activated thereon. TheGS 20 then immediately activates, i.e. loads into theCGP 62, the designatedgame logic module 46 in thescheduling instruction 103 as well as anyconfiguration information 106 therefor in the scheduling instruction. At the same time, theGS 20 sends a message to thegame client module 120 to deactivate, i.e., unload, the game specificinterface elements module 124 for the game that has just terminated and to activate, i.e. load, the designated gamespecific element module 124 for the designated by designatedgame logic module 64 as well as anygame configuration information 108 applicable thereto. Alternatively, theGS 20 may send, as soon as theGS 20 receives thescheduling instruction 103, the message to thegame client module 120 instructing themodule 120 to deactivate the game specificinterface element module 124 for the game currently and to activate the designated gamespecific element module 124 in the configuration specified in anyconfiguration information 108 applicable thereto, as soon as any instance of the game currently in progress has terminated. In either way, the designatedgame logic module 46 and the designated gamespecific interface elements 104 are activated, thus making the designated game seamlessly available for playing on thePCs 12 on the table 26, as soon any instance of the game currently activated on theGS 20 has completed without restarting anyPCs 12, theGS 20, or theBS 24. - It should be noted that scheduling
instructions 103 may also entered, at any time, fromremote configuration module 56 with the option of being immediately executed, i.e. without assignment of apre-determined time 104 of execution thereto, thus allowing for spontaneous and seemless changes to the game playable on thePC 12. Thus, thescheduling agent 100, provides for dynamic selection and configuration of a selected game, i.e. the designated game defined by the designatedgaming logic module 46 specified in the scheduling command, among the plurality of games for whichgaming logic modules 46 are available on theGS 20 and gamespecific interface modules 124 are available on thegame client module 120. - The
management system module 64 provides for game administration of games, management ofsmart cards 18, management of special promotions associated withsystem 10 or with entities which have implementedsystem 10, and creation and scheduling of tournaments, including result notification for tournaments and scheduling notification for tournaments. -
Cashier system module 58 provides for player management, and notably of player data, tournament registration for tournaments, as well as, in conjunction withmanagement system module 64, and management ofsmart cards 18. -
Player services module 60 is responsible for provision of services to player using player data. Accordingly,player services module 60 manages and updates player account balances 202, as part ofplayer data 200, and transactions affecting the account balance, such as deposits or withdrawals to accountbalance 202.Player services module 60 also allowssystem 10 to dynamically generate a dynamic tournament schedule for players. -
Monitoring system module 52 provides real-time monitoring of the hardware status ofsystem 10, including all elements of tables 26, especiallyPC 12 andTBS 40, as well asservers monitoring system module 52 monitors all active players, any tournaments of games that may be in progress onsystem 10, and of running-game rooms in which players are playing.Monitoring system module 52 also provides for viewing of statistics for casinos for whichsystem 10 is implemented, including total rake, total money in currently in play, and seat occupancy at tables 26. - History and
statistics module 68 tracks and compiles statistics forsystem 10. These statistics include: daily income and transaction reports, game room history, table profit reports, player history, and allplayer inputs 112 andgame outputs 114, which are stored by thehistory module 68, preferably in theDB 64, on theBS 24. History andstatistics module 68 also provides data mining to allow for customizable reports and data sheets. - Referring now to
FIGS. 2 , 3, and 8, thehistory module 68 also provides replays of the game or a requested replay portion thereof. Specifically, areplay request 250 may be entered into thegaming client module 120 on any of thePCs 12 participating in a game or amonitoring computer 170. Thereplay request 250 specifies a requestedportion 256 of theplayer inputs 112 andgame outputs 114 for the game, for example a hand of a wager-based card game, at least one designatedcomputer 12 identifying thePC 12 for which the requested portion of theplayer inputs 112 andgame outputs 114 were generated, and at least one requested computer, namely theTBS 40 for theCDU 16,PC 12, or theMC 170 on which the requestedportion 256 is to be displayed in sequence, thereby replaying the portion. Thegame client module 120 transmits thereplay request 250 to theGS 20, which in turn transmits the replay request to theBS 24. Thehistory module 68 on the BS then retrieves the requestedportion 256, typically fromDB 64 and theBS 24 sends the requested portion to theGS 20. TheGS 20 then suspends processing ofplayer inputs 112 on the designatedPCs 12, thereby suspending play thereon, and transmits the requested portion to the requestedcomputer player inputs 112 andplayer outputs 114 in sequence. Thegame client 120 on the requestedcomputer player inputs 112 andplayer outputs 114 in sequence, thereby replaying the requestedportion 206. Once the requestedportion 206 has been replayed the requested computer sends a message to theGS 20 indicating that the requested portion has been replayed, and the GS re-enables processing ofplayer inputs 112 on the designatedPCs 12, allowing play of the game to resume.PCs 12 other than the designatedPCs 12 remain unaffected by thereplay request 250 thus allowing play to continue thereon during processing of the replay request. - To provide the reader with additional details on table 26, reference is now made to
FIG. 9 , which shows an exemplary table 26, typically podium based, forsystem 10. Table 26 shown inFIG. 9 is an 8 ft×5 ft long wooden oval table which contains a 37-inch LCD CDU 16, ten x86 architecture panel PCs having having 10.4″ displays asPCs 12, and tenCRs 14. A leather padded armrest 80 extends aroundtop 82 of table 26, the top 82 being covered by Scotch Guard®, with felt on top of the Scotch Guard®. EachPC 12 has a 10.4 display 94 extending from top at, preferably, a 15 degree incline therewith, although the degree of incline may also be adjustable. Further eachdisplay 84 is a 5-wire resistive touch screen integrated with panel PC ofPC 12.PC 12 anddisplay 84 are housed in National Electrical Manufacturers Association NEMA 4 rated ventilated metal housing.CDU 16 is also NEMA 4 rated.Further PC 12 anddisplay 84 are modular and removable without tools for simple and fast replacement or repair.CR 14 are slot loaded with acrylic covers. Thebase 260 of the table 26, which may square, as shown, or oval, for example in the shape of a racetrack, and houses theTBS 40. - Referring again to
FIG. 1 andFIG. 9 , an exemplary version ofTBS 40 is now presented.TBS 40 preferable contains the computer forTBS 40 as well as all power and networking equipment required for table 26 and allelements base 260 of theTBS 40 houses theTBS 40 on a lockable ventilated pull-out closure mechanism, for example a pull-out door with a lock, allowing for facilitated access toTBS 40 when maintenance is required. Further,TBS 40 is removable from table 26 and interchangeable. A light automatically turns on when the door is opened. A hole at the bottom ofTBS 40 provides for facilitated connection of the TBS to a power supply, such as a power outlet. Speakers are attached to doors. In addition,TBS 40 also houses: power equipment for each of thePCs 12, displays 84, andCDU 16, networking equipment for eachPC 12, computer forTBS 40 which acts as a server forPC 12, a 16-port hub switch to which computer of TBS and eachPC 12 is connected via Ethernet, and a power management system that allows all electrical components to connect via one plug using a single phase. - While a specific embodiment has been described, those skilled in the art will recognize many alterations that could be made within the spirit of the invention.
Claims (31)
1. A wager-based gaming system comprising:
at least one table having at least one respective player computer disposed thereupon for receiving respective player inputs for a player for a respective game for said table playable on said player computer and for displaying game outputs therefor, said respective player inputs comprising at least one wager and said game outputs comprising an outcome therefor;
for each player computer, a respective card reader communicably connected thereto for reading at least a portion of respective player data for said player from a respective microprocessor, on a respective smart card therefor when said smart card is inserted therein, said portion being store on said microprocessor;
at least on game server communicable connected to each player computer and storing game logic defining said game for applying said game logic to said respective player inputs and generating thereby said game outputs; and
a backend server to which each game server, and thereby said player computer, is communicably connected and upon which all said player data is stored for validating whether there is correspondence between said portion read by said card reader against player data stored thereon, said backend server authorizing access to said player data stored thereon from said player computer for playing said game if said correspondence is validated.
2. The system of claim 1 , wherein said player data comprises a respective account balance for said player and from which said wager may be placed said respective account balance being updated based on said outcome.
3. The system of claim 1 , wherein said respective player data is writable to said microprocessor by said card reader when said smart card is inserted therein and said correspondence is validated, said backend server transmitting said portion to said card reader when said portion is modified thereon for writing on said microprocessor to update said portion.
4. The system of claim 1 , wherein said portion is stored on said card reader in encrypted format, said portion being transmitted between said backend server and said card reader in said encrypted format.
5. The system of claim 1 , wherein all of said player data is also stored on said microprocessor.
6. The system of claim 1 , further comprising at least one server computer, each server computer being communicable connected to one another by at least one network and upon which said game server and said backend server reside, each game server residing on a respective server computer therefor communicably connected by said at least one network to said player computer.
7. The system of claim 2 , further comprising, for each player computer, a respective currency receiver communicably connected thereto for receiving a respective player deposit of currency and determining a deposit value therefor, said deposit value being creditable to said respective account balance by said backend server when updating said account balance.
8. The system of claim 7 , wherein said game server stores a respective session balance for each player computer while said player plays said game thereon, said game server initially setting said respective session balance to zero, updating said respective session balance based on said outcome, and crediting each said respective deposit value thereto, said game server, if said correspondence is validated for said player on said player computer, adding said respective account balance to said respective session balance and transmitting said respective session balance to said backend server which assigns said respective session balance to said respective account balance for said player, thereby updating said respective account balance.
9. The system of claim 8 , wherein said game server, when said correspondence is not validated and when requested by said player input, transmits said respective session balance to said backend server, said backend server generating a ticket output containing said respective session balance for printing as a ticket by a printer communicably connect to said player computer upon which said player is playing, said ticket being redeemable for one of money and credit to said session balance on any said gaming machine for playing said game thereupon.
10. The system of claim 1 , wherein said player computer is a panel personal computer having a touch screen upon which said respective player inputs may be entered for playing of said game and upon which said respective player inputs and game outputs are displayed.
11. The system of claim 1 , wherein said game is a selected game selectable from a plurality of games from said backend sever, said game server having, for each game of said plurality, a respective game logic module therefor stored thereon and comprising said game logic, each game logic module being selectively activatable and deactivateable on said game server from said backend server to respectively select and deselect said selected game.
12. The system of claim 11 , wherein said player computer comprises a game client module comprising a respective game interface for receiving said respective player inputs, said game client module transmitting said respective player inputs to said game server and receiving said game outputs therefrom, said game interface displaying said game by displaying at least a portion of said respective player inputs and said game outputs.
13. The system of claim 13 , wherein said game client module comprises a respective game specific interface elements module for said game interface that defines respective game specific interface elements specific to said selected game and a general client platform module containing common interface elements for said game interface and which are common to all said games of said plurality of games, said respective game-specific interface module being activated for said game interface when said respective game logic module for said selected game is activated to enable playing of said selected game.
14. The system of claim 11 , wherein said backend server comprises a remote configuration module for transmitting scheduling instructions designating a designated said respective game logic module for a designated said game to said game server, said game server deactivating said respective game logic module for said selected game once said game server determines said outcome for any instance of said selected game in progress when said scheduling instruction is received and subsequently activating said designated said respective game logic module, said designated said game thereby being selected as said selected game.
15. The system of claim 14 , wherein said game server transmits a message specifying said designated said game to said game client when said designated said game logic module is activated, said game client deactivating said respective game-specific interface elements module for said selected game and activating said respective game-specific interface elements module for said designated said game.
16. The system of claim 10 , wherein said back end server comprises a programmable schedule, said programmable schedule defining at least one programmed time at which a respective said scheduling instruction associated therewith is to be sent to said game server, said programmable schedule enabling automated and scheduled selection of said selected game.
17. The system of claim 16 , wherein said scheduling instruction further comprises configuration information specifying a game configuration for said designated said game, said game server activating said designated said game logic module and configuring said designated said game in accordance with said game configuration.
18. The system of claim 14 , further comprising, for
a respective table server computer therefor, said table server computer being securely housed in said table to prevent access by said player thereto and communicably connected to said game server and to each player computer on said table and providing communication of said player inputs and said game outputs therebetween; and
a common display unit disposed on said table and communicably connected to said table server computer, said table server computer having said game client resident thereon and displaying said game on said common display unit.
19. The system of claim 18 , further comprising, at least one monitoring computer communicably connected to said game server and having said game client module resident thereon, said game client module on said monitoring computer being configured for limiting use of said monitoring computer to displaying said game.
20. The system of claim 14 , wherein said backend server comprises a history module, said game server transmitting all player inputs entered into each said game client on each said player computer to play said game and all said game outputs generated to said backend server, said history module storing all said player inputs and said game outputs on said backend server.
21. The system of claim 20 , wherein said game client is configured for receiving a replay request from a user thereof for replay of at least a portion of said player inputs and said game outputs for said game for at least one designated said player computer designated in said replay request on a requested computer designated in said replay request and having said game client module resident thereon, said game client module transmitting said replay request to said game server which transmits said replay request to said backend server, said history module retrieving said requested portion from said history module and transmitting said requested portion to said game server, said game server suspending said player inputs on said designated said personal computer, thereby suspending play of said game thereon and said game client on said requested computer displaying each player input and each game output of said requested portion in sequence, thereby replaying said portion.
22. The system of claim 17 , wherein said requested computer is at least one of said designated gaming computer, said monitoring computer, and said table server computer.
23. A method for providing wager-based gaming on a table, said method comprising the steps of:
receiving a smart card having a microprocessor in a smart card reader situated at said table and communicably connected to at least one respective player computer for the table and upon which at least one respective game for said table is playable, said microprocessor having at least a portion of respective player data relating to said player stored thereupon, all said player data being stored on a backend server connected to said player computer;
reading said portion into said player computer with said card reader;
validating whether there is correspondence of said portion with said player data on said server computer;
if said correspondence is validated, authorizing use of said respective player data from said gaming computer while said player plays said game thereupon, generating game outputs by applying game logic defining said game to respective player inputs input by said player on said player, said respective player inputs comprising at least one respective wager made by said player, said respective game outputs comprising a respective outcome for said game for said player.
24. The method of claim 23 , wherein said player data comprises a respective account balance for said player and from which said respective wager may be placed, said method further comprising the step of, if said correspondence is validated, updating said respective account balance based on said respective outcome.
25. The method of claim of claim 23 , further comprising the steps of:
assigning a respective session balance to said player computer and from which said respective wagers may be made;
accepting said wagers against said session balance while said player plays said game; and
updating said session balance based on said outcome.
26. The method of claim 25 , further comprising the steps of:
receiving a respective player deposit of currency from said player in a currency receiver connected to said player computer;
determining a deposit value of said deposit; and
adding said deposit value to said session balance.
27. The method of claim 26 , wherein said player data comprises an account balance redeemable for money and from which said wager may be placed, said session balance being initially set to said account balance if said correspondence is validated, said session balance being otherwise initially set to 0.
28. The method of claim 26 , wherein after said updating of said session balance for said player computer, said respective account balance for said player playing on said player computer is updated by assigning said session balance thereto if said correspondence has been validated.
29. The method of claim 23 , wherein said game is a selected game selected from a plurality of games, each game having a respective game logic module therefor stored on a game server connected to said backend server, said method further comprising the steps of:
transmitting a scheduling instruction for actuating a designated said respective game logic module for a designated said game designated in said scheduling instruction to said game server; and
after said outcome, for any instance of said selected game in progress on said game server has been generated thereby, deactuating said game logic module for said selected game and actuating said game logic module for said designated said game, said designated said game thereby being selected and actuated as said selected game.
30. The method of claim 29 , further comprising the step of prior to said step of transmitting said scheduling instruction, consulting a schedule stored on said backend server which defines said scheduling instruction and a time for transmitting said scheduling instruction.
31. The method of claim 23 , further comprising the steps of:
receiving a replay request requesting replay of at least a requested portion of said player inputs and game outputs for at least one designated player computer and specifying a requested computer for displaying said portion;
retrieving said requested portion from said backend server, all said player inputs and said game outputs being stored thereupon;
transmitting said requested portion retrieved to said requested computer;
suspending play of said game on said designated computer;
displaying said requested portion on said designated computer, thereby replaying said requested portion; and
re-enabling play of said game on said designated computer.
Priority Applications (1)
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US11/790,105 US20080015030A1 (en) | 2006-04-24 | 2007-04-24 | Networked computerized wager-based game system |
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US79414006P | 2006-04-24 | 2006-04-24 | |
US11/790,105 US20080015030A1 (en) | 2006-04-24 | 2007-04-24 | Networked computerized wager-based game system |
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US11/790,105 Abandoned US20080015030A1 (en) | 2006-04-24 | 2007-04-24 | Networked computerized wager-based game system |
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