1. FIELD OF THE INVENTION The present invention relates to play on electronic gaming machines and, more particularly, to a vertical interactive player interface for players playing electronic gaming devices for purposes such as communicating services, player tracking, and others.
2. BACKGROUND OF THE INVENTION For some time casinos have incorporated slot machines into a computer network to permit transactions from the slot machine to be communicated to the network and to permit the network to issue commands to a particular machine or group of machines. An example of the use of a communications board for such purposes is described, for example, in U.S. Pat. No. 5,655,961, which is owned by the assignee of the present application and which is incorporated herein by reference for all purposes.
It is well known to associate a card reader, a display, and a keypad with each such slot machine to facilitate player tracking, as it is referred to in the industry. When installed at the slot machine, such devices are generally attached to the top of the slot machine, or on its face. However, such installations can be problematic for gaming devices fitted with secondary games, where such secondary games are installed on top of the gaming device in the same area where a player interface might be installed.
In a conventional player-tracking system, each player is assigned a card and an associated account, which is maintained on a network computer. Before playing one of the slot machines, the player inserts his or her card to cause points proportionate to play to accrue in his or her account. The points are then redeemable by the player for additional play, dinners, merchandise, or the like. In addition, the card, keypad and display, which is typically a vacuum fluorescent display or a small-character LCD display, can be used to permit a player to access a cashless play account or to access credits that are either complimentary or awarded to the player during the course of his or her play.
The design, construction and operation of networked slot machines, including the card reader, the keypad and the display, as mentioned above, is described in detail in the '961 patent. The design, construction and operation of touch screen displays is described in detail in US Patent Publication No. 2003/0109307, which is also owned by the assignee of the present application and which is incorporated herein by reference for all purposes. Another embodiment of networked slot machines is also described in U.S. Pat. No. 6,319,125 for a Method and Apparatus for Promoting Play on a Network of Gaming Devices, which is also assigned to the assignee of the present application and which is also incorporated herein by reference for all purposes.
In addition to player-tracking functions, cashless play and associated functions can be implemented using the system ofFIG. 1 as described in U.S. patent application Ser. No. 09/694,065, which is assigned to the assignee of the present application and which is incorporated herein by reference for all purposes. In addition, conversion of player-tracking points into playable credit can also be implemented using the system ofFIG. 1 as described in U.S. Pat. No. 6,371,852, which is also assigned to the assignee of the present application and which is also incorporated herein by reference for all purposes.
BRIEF DESCRIPTION OF THE DRAWINGSFIG. 1A is a front view of a prior art electronic gaming device including a player tracking system.
FIG. 1B is a front view of an electronic gaming device showing embodiments of the present invention and including a vertical player tracking display.
FIGS. 2A and 2B together are a block diagram showing components of a gaming network according to embodiments of the invention.
DETAILED DESCRIPTION Embodiments of the invention include an electronic gaming device including vertical player interface with player tracking functionality, among others, and methods for retrofitting existing electronic gaming machines with vertical player interfaces and tracking devices. As used in this description, electronic gaming devices, electronic gaming machines, EGMs, gaming devices, and gaming machines are used interchangeability to refer to electronic gaming devices. Player tracking, as used in this description, includes all communications between a given EGM, or set of given EGMs, and the network, including aspects of play and player tracking, as well as communications between the player and casino relating to services and calendaring, etc.
Turning toFIG. 1A, a prior art electronic gaming device (“EGM”)9 is shown. The EGM9 includes abill acceptor207 that accepts and validates bills, tickets or vouchers. Bill validators operate by scanning barcodes or other identifying features on tickets or vouchers, and by examining printing or other security features on paper currency to determine authenticity. Bill validators are well known in the gaming arts.
The EGM9 also includes one ormore coin slots201 for accepting coins or tokens. Aninternal hopper203 temporarily stores coins or tokens for later payment to the player through apayout bin205, if the player chooses to cash out in such a manner. Bills can also be stored in a separate hopper, and dispensed to the player through thebill acceptor207 or through anotherbill slot209 in the machine cabinet, similar to an ATM machine.
A set ofgame electronics13 manages the central operations of thegaming device9. For example, thegame electronics13 counts the monetary value input into the EGM9, and tracks and stores values for this and other data items. Thegame electronics13 also control the game play of the EGM9, such as by accepting user input from various buttons (not shown) to cause credits to be wagered, as well as cause motors to spin the game wheels, speakers to generate sound, and circuits to generate lights or video signals.
The EGM9 also includes game-mounted components of a player tracking system. The components are shown affixed to aframe214, which is mounted to front of thegaming device9. The player tracking system includes anLED display215,keypad217 andcard reader219. Also shown is agame printer211.
FIG. 1B shows anelectronic gaming device10 including embodiments of the present invention. While theelectronic gaming device10 shows some of the features of thegaming device9 ofFIG. 1A, it further includes avertical player interface228, which includes player tracking functionality, among others.
A set ofgame electronics15 manages the central operations of thegaming device10. Thegame electronics15 may be a main board that interfaces with various controller boards that control specific functions in the EGM10, or may control the various devices directly. For example, thegame electronics15 counts the monetary value input into the EGM10, and tracks and stores values for this and other data items. Thegame electronics15 also control the game play of the EGM10, such as by accepting user input from various buttons (not shown) to cause credits to be wagered, as well as game results to be displayed, speakers to generate sound, and circuits to generate lights or video signals.
One of the items controlled by thegame electronics15 is aninternal game printer212. The internal game printer can be of any type known in the art, such as impact, inkjet, thermal, laser, and can be a color printer or standard black and white. Even if the game printer is only capable of printing in a single color, cardstock or paper used by the printer could be pre-printed in color. In lieu of aninternal game printer212, the EGM10 can be associated with a game and/or system printer (not shown), which can be located at the EGM10 or be a stand-alone printer associated with one or more gaming devices.
As discussed above, the EGM10 also includes avertical player interface228, including player tracking system. The components of thevertical player interface228 are generally shown affixed to ahousing238, which is capable of being affixed or mounted to thegaming device10. When so affixed, thevertical player interface228 is mounted to the side of the EGM10. While described as being on the side of the gaming machine, it is contemplated that the vertical player interface can be located anywhere near the gaming machine. Although the vertical player interface interacts with theEGM10, it is a separate system from the gaming device.
Thevertical player interface228 affixed to theEGM10 includes adisplay218. The display contains a 240×640 touch-panel liquid crystal display (“LCD”) ortouch screen display218. Images appearing on the display are stretched or pulled vertically to fill the area of the display. In the present embodiment of the invention, thedisplay218 comprises a Hitachi SX16H005-AZA LCD. The vertical player interface also includesspeakers230. Thespeakers230 can be made to produce sounds or music by thebonus engine220, and can be in communication with the casino's sound system through the network to produce sounds, music or announcements available throughout the entire casino, or available through only portions of the casino or a givenEGM10. The vertical player interface further includes acard reader234. Thecard reader234 has a slot236 (visible inFIG. 1B), into which a player's card is received. Thecard reader234 can additionally be structured with a keypad to facilitate entry of a PIN number at the card reader. Alternatively, a representation of a keypad can be rendered on thedisplay218. While atouch screen display218 is shown and described, alternate embodiments could use traditional displays, such as VFD, LCD, etc. Additionally, although theplayer interface housing238 is described as having only one part, it is contemplated that the various components of the vertical player interface can be made of multiple components associated with theEGM10.
Thevertical player interface228 is in turn affixed or otherwise coupled to theEGM10, or a portion thereof, and once coupled to theEGM10 permits communication between the player and casino, including player tracking. Affixation can, but need not, be permanent to permit casinos or other gaming operators to move the vertical player interface devices to different machines as needed by the casino.
To permit casinos to continue to use existing vertical player interface devices as existingEGMs10 are retired or are retrofitted to include vertical player interface devices, vertical player interfaces228 can be optionally structured and adapted for application to various machines, poles, and other structures in the casino environment. Additionally, a singlevertical player interface228 can be associated with more than oneEGM10. For example, twoadjacent EGMs10 can be electronically connected to a single vertical player interface where spacing between adjacent devices is a concern for the casino. The number of such EGMs connected to a single vertical player interface, is limited only by the network or networks communicating with the vertical player interface and associated EGMs.
In addition to player tracking, thevertical player interface228 can be used to communicate to the player about services offered by the casino or gaming establishment. Such services could include bonus opportunities, awards, promotions, dining or beverage services, emergency notification, player-to-casino communication, player-to-player communication, calendaring or event planning, broadcast or cable television, movies, videos, music, casino maps, show availability, etc. The player interface can likewise be used to accept communications from the player, such as player tracking sign-in or sign-up, food or beverage orders, award or promotion redemption, text messaging, credit purchase, ATM withdrawal, etc.
The player tracking system, a function of thevertical player interface228, including thecard reader234,speakers230 anddisplay218, is managed by functions operating on a “bonus engine”220 which is a specialized piece of hardware used in the electronic gaming network. Thebonus engine220 manages thedisplay218,speakers230 andcard reader234, as well as provides the bonusing and other functions described above. A player of thegaming device10 uses a card and/or a PIN code to identify himself or herself to the player tracking system. The PIN can be entered at thecard reader234. In lieu of a card reader, the vertical player tracking display can enable player interface by allowing the player to enter a PIN number on a keypad represented on thedisplay218. Monetary value can be entered into the game at thedisplay218, either from the ID card itself, from a credit-card account with a bank or from a special gaming account managed by a casino. Alternatively, a player can use the card and/or PIN code to identify himself or herself, and then put credits on the machine by using thedisplay218 or by depositing coins, tokens, bills, or tickets/vouchers into the machine.
Thebonus engine220 is coupled by a computer connection to thegaming network5, and plays a central role in the player interface and player tracking systems. Thebonus engine220 is in constant communication between thegame electronics15 and thegaming network5. Thebonus engine220 receives constant status updates about the state and status of theEGM10, including messages or communications entered by the player at thedisplay218. Thegame electronics15 may automatically send information to thebonus engine220, such as “events”, when the events occur, such as at the end of the game, or when a key event happens like a bill being accepted into theEGM10. Or, thebonus engine220 may send electronic updates, requests, or polls to thegame electronics15. When polled, thegame electronics15 sends the latest events to thebonus engine220. Additionally, the gaming network can send commands and directives to aparticular EGM10 through thebonus engine220 of that device. Thebonus engine220 then performs the commands, such as by displaying a message on thedisplay218, or the bonus engine delivers the commands to thegame electronics15 of that gaming device or to the network.
The vertical player interface may be contained within the same housing of theEGM10 or may be an add-on sitting atop or adjacent the EGM (as shown inFIG. 1B). Preexisting EGMs not built with a vertical player interface can therefore be retrofitted to provide the necessary electronics and displays. The configuration necessary to operate the vertical player interface can be specific to theEGM10 or can be coordinated through thegaming network5. Although the specific hardware included in thegaming device10 is important in implementing embodiments of the invention, the invention can operate regardless of the type of components in thegaming device10 orplayer interface228.
One such gaming network is illustrated inFIGS. 2A and 2B. In agaming network5, a number ofEGMs10 are organized in groups called banks.Individual banks20 can contain almost any number ofEGMs10. Additionally, any number of banks is possible in agaming network5. Thegaming network5 illustrated inFIGS. 2A and 2B is only an example gaming network. Those skilled in the art will appreciate that embodiments of the invention can operate on any acceptable network, even if it differs from the one illustrated.
Each bank is controlled by abank controller30, which is coupled to eachEGM10 by acommunication cable12. Thebank controller30 facilitates data communication between theEGMs10 in its associated bank and the other components on thegaming network5. In some embodiments, thebank controller30 need not be present, and theEGMs10 communicate directly with the other portions of thegaming network5. Thebank controller30 can include audio capabilities, like an audio board or sound card for transmitting digitized sound effects, such as music and the like, to asound system34 coupled to the bank controller. Additionally, thebank controller30 orsound system34 may include a device for playing locally stored sounds, such as a hard-drive, CD or DVD-ROM drive. Thebank controller30 can also be connected to an electronic sign orscreen32 that displays information, such as scrolling, flashing, or other types of messages that indicate jackpot amounts and the like, which are visible to players of machines on a particular bank. Bank messages can likewise be displayed on thedisplay218. These message displays32,34 may be generated or changed responsive to commands issued over thenetwork5 to thebank controller30. The sounds and images created by the bank controller may be identical for each of thebanks20 or all of sounds and images created by the banks may be different than the others.
Configuration data for thegaming network5 is stored in one or morenetwork data repositories61,67,69. In some embodiments, thedata repositories61,67,69 are made of battery backed-up non-volatile SRAM (Static Random Access Memory), which provides dual advantages of having extremely fast data input and output, and having a power source that is independent from thenetwork5 or theEGMs10. Thedata repositories61,67,69 may also be mirrored, i.e., duplicate copies are made in real-time. This prevents data from being lost if one of the battery sources should fail or other catastrophic event. Data may be stored in thedata repositories61,6769 using CRCs (Cyclic Redundancy Checks) and timestamps to ensure the data is valid and non-corrupt.
Configuration data is created at aconfiguration workstation44 and stored in thedata repositories61,67,69. Configuration data may include message data for players, which can be displayed on thedisplay218, as well as for promotions such as bonuses, which can likewise be communicated to the player via thedisplay218. Player message data is stored in thedata repository61, where it can be accessed by aplayer server60. Player message data can include welcoming messages, casino and EGM maps, card-in/card-out messages, and special messages about current promotions, dining, casino services, calendaring, event planning, for instance, all of which can be displayed on thedisplay218. Theplayer server60 reads the message data from thedata repository61 and sends a properly formatted message back to thebank controllers30 andEGMs10. These player messages may be displayed on ascreen32 for an entire bank, or may be shown on thedisplay218. In a like manner, messages created by the player at thedisplay218 are sent via thenetwork5 to the host computer.
Other configuration data created at theconfiguration workstation44 and stored in thedata repositories61,67,69 may include casino configuration data, such as identification of eachEGM10 on a casino floor. Additional parameters stored in thedata repository67,69 are parameters used in promotions, such as bonus promotions. These parameters include such items as whatEGMs10 are included in the promotion, such as which EGMs are capable of playing secondary games, how to fund a bonus, i.e., if a bonus is funded by a portion of the coin-in amount of theEGMs10, whether a paid bonus is to be taxed or non-taxed, and other parameters.
As players play theEGMs10 in thegaming network5, the EGMs send data from their coin meters, or meter values. One ormore bonus server66 stores these meter values, or summaries of the meter values, in its associateddata repository67.
Thebonus servers66 can also operate based on the present and stored meter values to determine an amount of money being wagered on the EGMs in near real-time. Thebonus servers66 can use the amount of money being wagered to calculate bonus pools that are funded as a percentage of the coin-in of participatingEGMs10. For instance, thebonus servers66 can calculate a present amount of a bonus pool that is funded at one-half of one percent of the coin-in for the participatingEGMs10. An example of bonus promotions that can be operated from thebonus servers66 includes LUCKY COIN and progressive bonuses, for example. Players can be provided with game information, such as game totals, bonuses, promotions, progressive jackpots, etc. via thedisplay218.
Thepromotion server68, like thebonus server66, can use an amount of money being wagered to calculate promotion pools funded as a percentage of the coin-in. Alternatively, the casino or operator can configure thepromotion server68 to award promotions not related to coin-in, for example, incentives for enrolling in player tracking programs, which can occur at thedisplay218.
Thepromotion server68 may include functions and processes operative to generate signals to cause a system award to be generated and to communicate the generated system award to theparticular EGM10 at which the player receiving the award can be notified and receive the award via thedisplay218. Using thedisplay218, the player can communicate to the host computer via the network and can, for instance, opt whether to receive an award or whether to add the award to the player's stored credits associated with his player tracking account.
In determining when to grant a bonus, promotion or system award, if any, thepromotion server68 can access data stored anywhere on thenetwork5 looking for triggering events, such as: from any of thedatabases100 described below; from any of thedata repositories61,67,69; from thebank controller30; and from a bonus engine220 (FIG. 1B) on any or all of theEGMs10 coupled to the gaming network.
When thepromotion server68 determines that a triggering event has been satisfied and that a system or bonus award should be generated, it sends appropriate signals to thebonus engine220 of theappropriate EGM10 through thegaming network5 to deliver the award or initiate the game via thedisplay218. Records of awards, promotions, bonuses, and may be maintained by thepromotion server68 or elsewhere in thegaming network5 for tracking and accounting purposes.
Of course, theservers60,66,68 could be embodied in a single device, or in other configurations, and do not have to appear as inFIG. 2A, which is only a functional representation. Likewise, thedata repositories61,67,69 could be embodied in a single device.
As data is generated by theEGMs10, data is passed through communication hardware, such asEthernet hubs46, and aconcentrator48. Of course, switches or bridges could also be used. Theconcentrator48 is also coupled to atranslator50, which includes a compatibility buffer so that the data from theEGMs10 can be used by a server cluster56 (FIG. 2B), and other parts of thegaming network5. Acommunication hub102, in turn, is connected to thetranslator50 and to anevent monitor104. The event monitor104 is also coupled to a server cluster56 (FIG. 2B). Theserver cluster56 may, of course, be embodied by more than one physical server box. In practice, including multiple server boxes with dynamic load sharing and backup capabilities of one another ensures thegaming network5 is nearly always operational.
Theserver cluster56 is attached to and manages several databases, such as aslot accounting database90, apatron management database92, aticket wizard database94, a “Cage Credit and Table Games” (CCTG)database96, aplayer tracking database98, and acashless database99. These databases are collectively referred to as thedatabases100. Of course thesedatabases100 are only exemplary, and more or fewer databases can be part of thegaming network5. In some embodiments, particular servers in theserver cluster56 manage a single database. For example, a single server in theserver cluster56 may manage theslot accounting database90, while another server manages thepatron management database92. Such implementation details are well within the expertise of one skilled in the art. However, for ease of illustration,FIG. 2B shows asingle server cluster56 that is coupled to all of thedatabases100.
In operation, theslot accounting database90 receives and stores statistical and financial information about the EGMs, such as dates, times, totals, game outcomes, etc. This statistical and financial information, and the analyses thereof, can be made available to a player or group of players via thedisplay218. Thepatron management database92 stores information regarding identified players, such as how often and which games they play, how often they stay in the casino, their total loyalty points, past awards, preferences, etc. Theticket wizard database94 stores data about tickets that are issued by the EGMs, such as payouts and cashout tickets, as well as promotional tickets.
TheCCTG database96 stores information aboutnon-EGM10 data in a casino. That data is typically generated by a client station (not shown) coupled to one of thebank controllers30. The client station can be located in a casino cage or at a table game, for instance, and data generated by the client station is forwarded to theCCTG database96 where it is stored. For example, data such as when and how many chips a customer buys, when a customer creates or pays off markers, when a customer cashes checks, etc. is stored in theCCTG database96.
Theplayer tracking database98 is a subset database of thepatron management database92, and is used when data retrieval speed is important, such as for real time promotions and bonusing. Thecashless database99 stores information about payment options other than bills, coins, and tokens.
Application clients80 and82 couple to theserver cluster56, and can retrieve data from any or all of thedatabases100. Application programs run on anapplication client80,82 to provide users information about thegaming network5 and the casino in which the network is established and to cause functions to operate on thegaming network5. Anexample application client80 could include, for instance, an accounting server that allows queries and provides reports on financial and statistical information on single or groups ofEGMs10.
Adata interface88 presents a uniform interface to other applications and servers (not shown), and grants access to retrieve data from thedatabases100. Typically these other clients or servers would not be controlled by the same entity that provides the other components of thegaming network5, and therefore thedata interface88 grants only guarded access to thedatabases100.
Using the system described with reference toFIGS. 1B and 2A and2B, casinos can provide vertical interactive player interfaces to provide players access to casino services, such as player tracking, bonuses and promotions, refreshments and reservations, upcoming events, video and audio programming, text messaging, casino maps, etc. even where more traditional player interfaces are not possible because of antiquated equipment or spacing considerations.
Although particular embodiments for installing vertical player interfaces and communicating with a player using a vertical interactive player interface have been discussed, it is not intended that such specific references be considered as limitations upon the scope of this invention, but rather the scope is determined by the following claims and their equivalents.