WO2009134919A2 - Systems and methods for out-of-band gaming machine management - Google Patents
Systems and methods for out-of-band gaming machine management Download PDFInfo
- Publication number
- WO2009134919A2 WO2009134919A2 PCT/US2009/042156 US2009042156W WO2009134919A2 WO 2009134919 A2 WO2009134919 A2 WO 2009134919A2 US 2009042156 W US2009042156 W US 2009042156W WO 2009134919 A2 WO2009134919 A2 WO 2009134919A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- gaming machine
- powered
- memory
- state
- operating system
- Prior art date
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Classifications
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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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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- This disclosure generally relates to gaming machines and more particularly to management of gaming machines.
- electronic gaming machines may be clustered together in a relatively small geographical region such as a casino floor. Electronic gaming machines may also be distributed over a relatively large geographical region as is the case when electronic gaming machines provide lottery tickets for a state-run lottery.
- Electronic gaming machines may be communicatively coupled to a management server.
- the management server may monitor the electronic gaming machines.
- the management server may reconfigure electronic gaming machines with which it has an active communication path.
- the management server cannot monitor or reconfigure the gaming machine.
- the communication path between the gaming machine and the management server may be down because the gaming machine is powered off or the gaming machine has crashed, i.e., the gaming machine is powered on but an operating system of the gaming machine is not being executed.
- the present disclosure is directed to an electronic gaming machine that includes a core processor electrically powered by a power supply when the gaming machine is in a powered on state and electrically isolated from any power supply when the gaming machine is in a powered off state, the core processor executing instructions in the powered on state; a memory in communication with the core processor and having instructions stored therein that cause the processor to execute a game title on an operating system of the gaming machine; a remote management controller electrically powered by the power supply when the gaming machine is in either one of the powered off state or the powered on state, the remote management controller operable to provide remote access to the gaming machine; and an unalterable boot up procedure for the gaming machine.
- the electronic gaming machine may further include a non-volatile memory electrically powered by the power supply when the gaming machine is in either one of the powered off state or the powered on state.
- the non-volatile memory may store event logs, wherein the remote management controller is operable to provide the event logs over an out-of-band channel to a remote computing device.
- the non-volatile memory may store authentication information, wherein the remote management controller is operable to provide the authentication information over an out-of- band channel to a remote computing device.
- the non-volatile memory may store an indicator of at least one software title stored in the memory, wherein the remote management controller is operable to provide the indicator of at least one software title over an out-of-band channel to a remote computing device.
- the present disclosure is directed to a method of managing a plurality of remote gaming machines that includes: configuring each respective gaming machine of the plurality of gaming machines to enable remote access while an operating system of the respective gaming machine is not being executed; configuring each respective gaming machine of the plurality of gaming machines to have a respective unalterable boot up; and accessing a respective first memory of a respective gaming machine while the operating system of the respective gaming machine is not being executed for at least one respective gaming machine of the plurality of gaming machines.
- accessing a respective memory of a respective gaming machine may further include retrieving a respective software title indicator of at least one respective software title stored in a respective second memory storing of the respective software title.
- This may include managing a portfolio of licenses for software titles based at least on software title indicators retrieved from the plurality of gaming machines.
- Managing a portfolio of licenses for software titles may include determining at total number of the gaming machines which store a respective software title, wherein a respective license for the respective software title is included in the portfolio of software titles.
- accessing a respective memory of a respective gaming machine may further include retrieving a respective event log for the respective gaming machine while a core processor for executing the operating system is powered and concurrently while the operating system of the respective gaming machine is not being executed. This may further include providing the respective gaming machine with a repair storage device image and initiating a reboot of the respective gaming machine.
- accessing a respective memory of a respective gaming machine may include retrieving a respective diagnostic indicator for the respective gaming machine while a core processor for executing the operating system is powered off. In some embodiments, accessing a respective memory of a respective gaming machine may further include retrieving a respective authentication indicator for the respective gaming machine while a core processor for executing the operating system is powered off. This may further include verifying the authentication indicator for the respective gaming machine. In some embodiments, accessing a respective memory of a respective gaming machine may further include retrieving an asset indicator of at least one respective asset of a respective gaming machine. This may include managing a portfolio of assets based at least on asset indicators retrieved from the plurality of gaming machines. Managing a portfolio of assets may include determining a total number of the gaming machines which include a respective asset, wherein a respective license for the respective asset is included in the portfolio of assets.
- Figure 1 is a schematic diagram of a gaming machine management system according to one non-limiting illustrated embodiment.
- Figure 2 is a schematic diagram of the gaming machine of Figure 1 , according to one non-limiting illustrated embodiment.
- Figures 3A-3C are a flow diagram of a process to manage a plurality of remote gaming machines.
- FIG. 1 shows a schematic diagram of a gaming machine management system 100 according to one non-limiting illustrated embodiment.
- the gaming machine management system 100 has a gaming machine management server 102 that is in remote communication with at least one gaming machine. While Figure 1 shows three gaming machines, individually referenced as 104a-104c and collectively referenced as 104, it is to be understood that the gaming machine management system 100 may include more or less gaming machines 104.
- the illustrated embodiment is provided merely for the sake of clarity and the number of gaming machines is not limited thereto.
- the gaming machine 104a is in a powered on state with an executing operating system.
- the gaming machine 104a is communicatively coupled to the game management server 102 by an in-band communication channel 106a.
- Communications carried by the in-band communication channel 106a are at an "operating system" level and include communications provided by an operating system of the gaming machine 104a and communications provided to the operating system of the gaming machine 104a.
- the gaming machines 104b, 104c are configured to communicate with the game management server 102 via in-band communication channels 106b, 106c, respectively, when said communication channels 106b, 106c are "up" or operative.
- In-band communication channels are collectively referenced as 106.
- the communication channels 106b, 106c between the game management server 102 and the gaming machines 104b, 104c, respectively, are shown as being broken or inoperative such that there is no communication via the respective communication channels 106b, 106c.
- the gaming machine 104b is in a powered off state. In the powered off state, the gaming machine 104b uses an amount of electrical current such that the gaming machine 104b may be re-booted faster than it would otherwise re-boot. In the powered off state, an operating system of the gaming machine is not being executed, and consequently, standard communications via the communication channel 106b are "down" or inoperative.
- the gaming machine 104c is in a powered on state, but an operating system of the gaming machine 104c is not executing.
- the gaming machine 104c may be a state similar to a "crashed" personal computer. In this case, the operating system of the gaming machine is not being executed, and consequently, standard communications via the communication channel 106c are down.
- the gaming machine 104c is in a powered on state, but standard communications via the communication channel 106c are down. This situation may arise when an application on the gaming machine 104c freezes or crashes in such a way that the communication channel 106c is brought down, even if the operating system is being executed concurrently.
- Each one of the gaming machines 104 is communicatively coupled to the game management server 102 by an out-of-band communication channel, individually referenced as 108a-108c and collectively referenced as 108.
- the out-of-band channels 108 enable the game management server 102 to remotely monitor and manage the gaming machines 104.
- communications carried by the out-of-band channels 108 may be at a service level or a device level and may include communications carrying information such as hardware self-test information.
- Out-of-band communications from the gaming machine 104a may include information related to asset management of the gaming machine, authentication information, background diagnostics, etc.
- Asset management information may include information indicative of software loaded on the gaming machine 104.
- Authentication information may include information indicative of a configuration of the gaming machine 104.
- authentication information may include information related to a core processor speed, capacity of a hard drive, an operating system version, a boot-up procedure version, game titles, peripheral devices, authentication certificates, authentication keys such as private/public key pairs, a hash of some quantity such as a key or software, a signed software image, etc.
- Background diagnostic information may include information indicative of a memory integrity check, an image of a hard drive, etc.
- out-of-band communications from the gaming machine 104b may include information related to asset management of the gaming machine, authentication information, background diagnostics, etc.
- Out-of-band communications from the gaming machine 104c which is powered on without an executing operating system, may include information related to diagnostics such as event logs of the gaming machine 104c, image tests, etc.
- Out-of-band communications to the gaming machine 104c may include repair information for correcting a crash of the gaming machine 104c such as a hard drive re-image, etc.
- the gaming machines 104 may be geographically distributed over a large region.
- the gaming machines 104 may be lottery ticket dispensing machines for a state-run lottery.
- the gaming machines 104 may be distributed over a relatively small geographic region such as a casino, airport, lounge, or gas station.
- the gaming management system 100 may include distributed clusters of gaming machines 104, an example of which may be multiple geographically distributed casinos where each casino has a cluster of gaming machines 104.
- the game management server 102 may manage, monitor, reconfigure, authenticate, verify, and perform diagnostics and repair of the gaming machines 104.
- the game management server 102 may remotely access the gaming machines 104, perform remote diagnostics and repairs, provide remote downloads, remotely power on/off, and reboot the gaming machines 104.
- An access control device 103 may be coupled to the game management server 102 for limiting access to the game management server 102 to only authorized personnel.
- the access control device 103 may take a variety of forms such as a biometric identification device, a security card reader, etc.
- communications via one or both of the in- band channel 106 and the out-of-band channel 108 may be encrypted. In that case, unauthorized personnel will not be able to hack into the gaming machines 106 via the encrypted channel(s).
- the game management server 102 generates an activity log.
- the activity log may include information such an indicator of past operators, past operations, accessed gaming machines 104, time of access, etc.
- the activity log may show who performed or attempted to perform what operation on which gaming machine and when.
- Figure 2 shows a schematic diagram of the gaming machine 104a, which is representative of the gaming machines 104b, 104c, according to one non-limiting illustrated embodiment.
- the gaming machine 104a has a memory controller hub 110 that is communicatively coupled to a core processor 112, a memory 114, and output devices 116 by one or more buses 118.
- the core processor 112 may be a device for executing software, particularly that stored in the memory 114.
- the core processor 112 may be a custom made or commercially available processor, a central processing unit (CPU), a semiconductor based microprocessor (in the form of a microchip or chip set), or generally any device for executing software instructions.
- the memory 114 may include any one or combination of volatile memory elements such as a read-only memory (ROM) and a random access memory (RAM).
- the random access memory (RAM) may include dynamic random-access memory (DRAM), static random-access memory (SRAM), synchronous dynamic random-access memory (SDRAM), flash RAM, etc.
- the memory 114 may store one or more logic modules or logic routines, each of which may comprise an ordered listing of executable instructions for implementing logical functions.
- the memory 114 stores an operating system 120 and applications 122.
- the execution of the operating system 120 by the core processor 112 essentially controls the execution of other logic, such as applications 122, and provides scheduling, input-output control, file and data management, memory management, and communication control and related services.
- the applications 122 include one or more ordered listings of executable instructions for implementing logical functions for a game title, e.g., blackjack, poker, roulette, slot games, etc.
- the output devices 116 may include user interface devices such as display devices and/or various output cards such as graphics cards.
- the memory controller hub 110 has a microprocessor 124a.
- the microprocessor 124a has a management engine.
- the management engine may take a variety of forms including firmware.
- the management engine implements various services on behalf of management applications.
- the gaming machine 104a further includes an input/output controller hub 126 that is communicatively coupled to a storage device 128, communications devices 130, a remote management microcontroller 132, and an unalterable media 134 by one or more buses 118.
- the input/output controller hub 126 has a microprocessor 124b that embodies a management engine.
- the management engine may take a variety of forms including firmware.
- the management engine implements various services on behalf of management applications.
- the storage device 128 may take a variety of forms such as, but not limited to, a hard drive, a CD-drive, a DVD drive, etc.
- the Communications devices 130 may include a network interface card and/or wireless communication devices such as, but not limited to, Ethernet devices and/or 802.11 devices that provide a communication link with the gaming machine management server 102.
- the communication link may be a wireless communication link, a wired communication link or media, an optical fiber, etc., and/or a combination thereof.
- the communication link may provide both the in-band channel 106 and the out-of-band channel 108.
- a first communication link may provide the in-band channel 106
- a second communication link may provide the out-of-band channel 108.
- the communications devices 130 include an in-band module 136 and an out-of- band module 138.
- the in-band module 136 provides system level communications with the gaming machine management server 102 via the in- band channel 106.
- the out-of-band module 138 provides out-of-band communications via the out-of-band channel 108.
- the remote management microcontroller 132 facilitates remote out-of-band management of the gaming machine 104.
- the remote management microcontroller 132 may take a variety of forms such as a small microprocessor with firmware.
- the firmware may be stored in a non-volatile memory 140.
- the non-volatile memory 140 may take the form of flash memory.
- the remote management microcontroller 132 may include a built-in web server that is remotely accessible.
- the non-volatile memory 140 may store, among other things, authentication information and diagnostic information. Additionally, the gaming machine 104 is typically secured from unauthorized access to the physical components of the gaming machine 104 via a door of a cabinet that houses the gaming machine 104. The non-volatile memory 140 may store door access information indicative of when the gaming machine was opened for physical access to components of the gaming machine, who accessed the gaming machine, and what operation, change, and/or modification occurred or was attempted. Additionally, the non-volatile memory 140 may store software title indicators that are indicative of software titles stored in the memory 114.
- the gaming machine management server 102 may configure the gaming machine 104a to store selected information in the non-volatile memory 140.
- the gaming machine management server 102 may specify components, modules, software, etc. that are considered as an asset.
- the non-volatile memory 140 may store a respective asset indicator that is indicative of the gaming machine 104a having one of the specified assets.
- the unalterable media 134 may take the form of a read-only memory such as EEPROM.
- the unalterable media 134 may store firmware for booting up the gaming machine 104a similar to Basic Input/Output System (BIOS) firmware of many personal computers.
- BIOS Basic Input/Output System
- the boot-up firmware stored in the unalterable media 134 identifies and initiates various hardware components of the gaming machine 104a. Obviously, the firmware for booting up the gaming machine 104a cannot be updated if the firmware is stored in the unalterable media 134. However, by storing the firmware in the unalterable media 134, the firmware cannot be tampered with by either authorized or unauthorized personnel. Consequently, the gaming machine 104a is more secure with the boot-up firmware stored in the unalterable media 134 than stored in a writeable media.
- the gaming machine 104a further includes a power supply 142 that is electrically coupled to various components of the gaming machine 104a via an electrically conductive medium 142.
- the gaming machine 104a is configured such that various components of the gaming machine 104a are electrically powered by the power supply 142 even when the gaming machine 104a is "powered off.”
- the input/output controller hub 126, the storage device 128, communications devices 130, the remote management microcontroller 132, unalterable media 134 and non-volatile memory 140 may receive a small amount of electrical current from the power supply 142 when the gaming machine 104a is powered off.
- the amount of electrical current supplied to various components of the gaming machine 104a is sufficient for the operation of the remote management microcontroller 132 and for out-of-band communication with the gaming machine management server 102.
- various components and/or functions of the gaming machine 104a such as the remote management microcontroller 132 and the management engine may be embodied in Intel® Active Management Technology.
- Method of Asset Management Figures 3A-3C show a flow chart of an exemplary process 300 to manage managing a plurality of remote gaming machines according to one non-limiting illustrated embodiment.
- Certain acts in the processes or process flow described in all of the logic flow diagrams referred to below must naturally precede others to function as described.
- the various embodiments are not limited to the order of the acts described if such order or sequence does not alter the functionality of one or more of the embodiments. That is, it is recognized that some acts may be performed before, after, or in parallel with other acts. Further, some embodiments may include additional acts and/or omit other acts.
- each respective gaming machine of the plurality of gaming machines is configured to enable remote access while an operating system of the respective gaming machine is not being executed.
- each respective gaming machine of the plurality of gaming machines is configured to have a respective unalterable boot up sequence.
- the unalterable boot up initializes and identifies various hardware components of the gaming machine when the gaming machine is powered on.
- a respective first memory of a respective gaming machine is accessed while the operating system of the respective gaming machine is not being executed for at least one respective gaming machine of the plurality of gaming machines.
- a respective software title indicator of at least one respective software title stored in a respective second memory storing of the respective software title is retrieved.
- a portfolio of licenses for software titles is managed based at least on software title indicators retrieved from the plurality of gaming machines.
- a total number of the gaming machines which store a respective software title is determined wherein a respective license for the respective software title is included in the portfolio of software titles.
- a respective event log for the respective gaming machine is retrieved while a core processor for executing the operating system is powered and concurrently while the operating system of the respective gaming machine is not being executed.
- the respective gaming machine is provided with a repair storage device image.
- the repair storage device image may be an image of a memory or a portion of a memory, such as memory 114, and/or may be an image of a hard drive.
- a reboot of the respective gaming machine is initiated.
- a respective diagnostic indicator for the respective gaming machine is retrieved while a core processor for executing the operating system is powered off.
- a respective authentication indicator for the respective gaming machine is retrieved while a core processor for executing the operating system is powered off.
- the authentication indicator for the respective gaming machine is verified.
- a respective asset indicator of at least one respective asset of a respective gaming machine is retrieved.
- a portfolio of assets is managed based at least on asset indicators retrieved from the plurality of gaming machines.
- At 330 which may be optional in some embodiments, at total number of the gaming machines which include a respective asset is determined, wherein a respective license for the respective asset is included in the portfolio of assets.
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
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CN2009801203674A CN102046250A (en) | 2008-04-30 | 2009-04-29 | Systems and methods for out-of-band gaming machine management |
AU2009243035A AU2009243035B2 (en) | 2008-04-30 | 2009-04-29 | Systems and methods for out-of-band gaming machine management |
Applications Claiming Priority (2)
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US12/113,005 | 2008-04-30 | ||
US12/113,005 US9005034B2 (en) | 2008-04-30 | 2008-04-30 | Systems and methods for out-of-band gaming machine management |
Publications (2)
Publication Number | Publication Date |
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WO2009134919A2 true WO2009134919A2 (en) | 2009-11-05 |
WO2009134919A3 WO2009134919A3 (en) | 2010-01-14 |
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PCT/US2009/042156 WO2009134919A2 (en) | 2008-04-30 | 2009-04-29 | Systems and methods for out-of-band gaming machine management |
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US (1) | US9005034B2 (en) |
CN (1) | CN102046250A (en) |
AU (1) | AU2009243035B2 (en) |
WO (1) | WO2009134919A2 (en) |
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Also Published As
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US9005034B2 (en) | 2015-04-14 |
AU2009243035A1 (en) | 2009-11-05 |
WO2009134919A3 (en) | 2010-01-14 |
US20090275395A1 (en) | 2009-11-05 |
CN102046250A (en) | 2011-05-04 |
AU2009243035B2 (en) | 2014-03-27 |
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