BACKGROUND OF THE INVENTION1. Field of the Disclosure
The present disclosure generally relates to casino gaming machines and, more particularly, to a wireless gaming systems in which a casino wagering game can be played by means of a mobile (wireless) device, a non-mobile gaming device or both.
2. Background of the Art
Generally, there are two types of casino table games: (i) games with a single common game outcome (referred to herein as “communal games”) such as, for example, Baccarat, Roulette, Craps, and certain slot games; and (ii) games with player-specific outcomes such as, for example, poker and blackjack, and variations thereof such as Let It Ride® Stud Poker and Royal Match 21®& Blackjack. Certain casino games do not require the player to make any decisions other than placing an initial wager. Players may, however, wager on different selected outcomes in certain communal games. For example, in Baccarat, the player may choose to wager on the player hand, the dealer hand, or on a tie. Thus, while the player may wager on different outcomes such that one player may win while another loses, the outcome of the game itself is common to all players.
Other games, whether or not communal, require player decisions other than whether to place a wager and on what outcome to wager. For example, Blackjack requires the player to make decisions (hit or stand, double down or fold, etc.) and the game outcomes largely depend on the decisions players make during the game. The pace of games that require player decisions (other than placing initial wagers) is set by the player.
A majority of casino table games are ones with player-specific outcomes. One popular table game that falls into this category is Let it Ride® Stud poker and it's well-known variants (Let it Ride Bonus® and Let It Ride The Tournament®.) Each player receives a partial hand of three cards each from a single 52 card deck and each partial hand is therefore unique. Even though each player hand also includes two communal cards, the hand composition of each final hand is still unique, because each hand includes three unique cards. The game of Let it Ride® stud poker is played against a pay table. Even if two players hold a winning hand of equal poker rank (even though the card suits are different), the players both win and are paid an odds payout according to a posted pay table containing predetermined winning combinations and payout odds.
In a traditional casino environment, players play casino wagering games against a real or virtual dealer while sitting at a physical game table where the desired game is being played and those game tables have limited space for players. A substantial disadvantage to the way such games are currently presented is that a player may participate in a game in only certain specified locations within the gaming environment (e.g., a casino), and at times when seats are available. For example, in order to play Baccarat, the player may have to travel through a large hotel/casino complex to a specific gaming area where the Baccarat table is located. Additionally, the baccarat table may not have seating available. Such a restrictive gaming environment hampers players' accessibility to different casino games and reduces their opportunities to play such games.
It is therefore desirable to provide games such as Let it Ride® stud poker in alternate gaming formats in order to increase player opportunities to play the game. One such alternate gaming format is a wireless gaming platform that enables play on a hand-held device. Another gaming format is a multi-player gaming platform that communicates with a wireless gaming platform for the purposes of increasing player capacity of the multi-player gaming platform by providing wireless gaming devices.
SUMMARY OF THE INVENTIONA first embodiment of the present invention is a wireless gaming system programmed to enable play of stud poker variants such as Let It Ride® on a wireless gaming device. Players may play individual games or may participate in group play. In a group play format, each player within a predetermined group receives three unique cards and two community cards from a single deck. The total number of players in the group is limited to 16, since three cards are dealt to each player, and three cards are dealt to common card area, with one card “burned.” The total number of cards (52) in the standard deck puts a limit on the number of players that can engage in group play. In group play, the community cards received by each player in the group are identical. In other embodiments, each player plays a game that is administered by the game server and is wholly independent of other games being played, i.e. the player hand and community cards are dealt from a separate deck of cards that are not shared by other players.
Regardless of whether the players select group play or individual play, players using this system establish a credit account with the entity administering the game, access a wireless game server using a wireless device, and enter play decisions on a wireless device. In a preferred form of the invention, the wireless device is a hand-held device used within a secure wireless network located in a designated area of a casino. Other embodiments include stationary wireless gaming stations. Although the secure wireless network is preferably on the casino floor under the current regulatory climate, other secure network locations are contemplated. For example, the networks may be located in multiple locations within a resort, such as in guest rooms, in restaurants and lounges as well as on the gaming floor. In yet other embodiments, and as gaming laws permit, established wireless networks such as known cell phone networks are used to transmit and receive wager and other play decisions.
Wireless gaming systems of the present invention include a device server enabling play of casino wagering games on wireless devices. A secure wireless network is in communication with the device server, enabling multiple users to enter wager and/or other play commands on a wireless device. The device server communicates with a local game server that is programmed with the game rules, and pay tables comprising predetermined winning hands and payout odds.
In a second preferred embodiment, the wireless game server is in communication with a multi-player gaming platform located on a casino floor, and data from the external game server (which is external to the wireless gaming platform but internal to the multi-player platform) is fed to the local game server and made available so wireless players can participate in the specific game being played. In this embodiment, the number of wireless players is limited because of the number of available cards, so this game format is less preferred. However, the physical structure of this system will be described in detail below, because the system includes all the components of the stand-alone wireless gaming platform, combined with an interactive multi-player gaming platform. It is to be understood that the local game server and the external game server can both be programmed to enable the play of proprietary casino games such as Let it Ride® Stud Poker. It is to be understood that by removing the multi-player platform from the system and enabling the local game server to take over game play administration that is typically managed by the external game server results in a wireless system that enables individual and/or group play of casino games with player-specific outcomes.
The second embodiment includes a gaming system that includes an interactive, multi-player electronic gaming platform that communicates with a wireless game platform with a device server. The wireless game platform also has a game server that communicates with an external game server of the electronic gaming platform. The external game server is programmed to enable the play of Let It Ride® stud poker.
The game server of the wireless game platform is programmed to executes a group game, and individual player's game, or will be overridden by the external game server to enable wireless play of the same game being conducted on the multi-player electronic gaming platform. It is to be understood that not all game functions are necessarily overridden. The randomly determined card values are determined in the external game server instead of in the local game server when the wireless game server is combined with a multi-player gaming platform.
For purposes of clarity, the discussion below relates to the embodiment wherein wireless players are participating in the same game being executed on a multi-player platform. It is to be understood that in this example, a limited number of players (a maximum of 16) including players at the multi-player platform and all wireless players can play the same game, due to the limited number (52) of cards in the deck
Other embodiments of the invention include providing cards from a pool of more than one deck to enable more players to join in group play.
The second embodiment includes a plurality of physical player stations communicating with the external game server (which in one embodiment is internal to the multi-player platform) by way of a physical connection to enable a player at each player station to play the interactive, multi-player game executed by the external game server. The external game server communicates with a device server that is capable of managing wireless gaming devices. The preferred device server is in further communication with a plurality of wireless hand-held gaming devices. In other embodiments, the wireless gaming devices are stationary. The wireless gaming devices communicate with the device server over a preferably secure wireless network located on a casino floor or elsewhere to enable a mobile player operating each corresponding wireless gaming device to play the communal game executed by the game server. The device server may operate in conjunction with one or more other servers such as the local game server discussed below.
In another embodiment, a method of playing an interactive multi-player game or individual's game of Let It Ride® poker is disclosed, wherein the multi-player game is one in which all players have a unique game outcome and in which player decisions are made in a limited amount of time as determined by the local game server, the external game server, or both, in order to maintain the flow of the game and avoid delays that might discourage players from playing the game.
In one embodiment, the time in which to make a decision to make three equal wagers or take back a wager is limited to a set time, and all participating players must make play decisions within the time limits set by the game system.
One exemplary method of the present invention comprises executing the multi-player game on a external game server; enabling a player at each of a plurality of stationary player stations to play the multi-player game executed by the external game server; and allowing a plurality of wireless gaming devices to wirelessly communicate with the external game server so as to enable a mobile player operating each corresponding wireless gaming device to play the same multi-player game executed by the game server. For purposes of this disclosure, the term “same game” refers to a game played out of the same deck or set (i.e.—multiple decks) of cards.
The present disclosure also contemplates a method of operating a wireless gaming device that includes selecting one of a first game of Let It Ride® poker having a first game executed by a local game server and a second game executed by an external game server and a multi-player gaming system. Gaming systems of the present invention may include a local (wireless) game server executing rules for a first game of Let It Ride® poker, and/or an external game server executing rules for a second game (different from Let It Ride® poker on a multi-player platform and communicating with the local game server, and a wireless gaming device communicating wirelessly with at least one of the local game server and the external game server. The wireless gaming device of the gaming system has an input with which a user of the wireless gaming device may select to play the first game executed by the local game server or the second game executed by the external game server and a display on which is displayed a result of the selected game.
Currently, multi-player electronic gaming platforms are provided as large free-standing gaming devices in a casino. These platforms take up a large amount of floor space. The win/unit of floor space can be improved by providing systems enabling wireless play on gaming platforms of this type.
Wireless play of games executed on multi-player platforms allows greater player mobility within the casino establishment and also allows a larger number of players to participate in a common game, without reducing the speed of play, and at the same time, such play increases the capacity and revenue generating ability of existing multi-player platforms. The wireless gaming approach according to one embodiment of the present disclosure may reduce or eliminate the need for the player to travel through a large hotel/casino to a specific gaming area where the desired gaming table is located.
Furthermore, the wireless gaming approach may further minimize search time for a player to search for a particular game and, potentially eliminate the wait time when a player finds that the desired game table location is occupied by another player. The wireless or mobile player may participate in a multi-player or other group game regardless of whether there is a physical player station available for use. Exemplary systems include one or more handheld gaming devices each equipped with a display, one or more (local, external or both) gaming servers configured to communicate wirelessly with the handheld gaming devices, and one or more financial servers configured to record financial transactions for players playing communal games of chance on the handheld gaming devices.
BRIEF DESCRIPTION OF THE DRAWINGSFor the present disclosure to be easily understood and readily practiced, the present disclosure will now be described for purposes of illustration and not limitation, in connection with the following figures, wherein:
FIG. 1 shows an interactive, computer-based communal gaming platform according to one embodiment of the present disclosure;
FIG. 2 illustrates structural details of an exemplary wireless gaming device that can be used in the gaming platform ofFIG. 1;
FIG. 3 depicts an exemplary layout for a network-based implementation of the communal gaming platform ofFIG. 1;
FIG. 4 provides additional networking details showing how mobile or wireless gaming devices can be used in the communal gaming platform ofFIG. 1;
FIGS. 5A-5D are flowcharts that illustrate exemplary methods for initializing, funding and playing a communal game wirelessly according to embodiments of the present disclosure;
FIG. 6 illustrates a node that may be used in any of the processor-based devices according to any embodiment of the present disclosure; and
FIG. 7 shows an exemplary game play surface for play of Let It Ride® stud poker.
DETAILED DESCRIPTIONReference will now be made in detail to certain embodiments of the present disclosure, examples of which are illustrated in the accompanying figures. It is to be understood that the figures and descriptions of the present disclosure included herein illustrate and describe elements that are of particular relevance to the present disclosure, while eliminating, for the sake of clarity, other elements found in typical casino gaming systems.
Any reference in the specification to “one embodiment,” “a certain embodiment,” or any other reference to an embodiment is intended to indicate that a particular feature, structure or characteristic described in connection with the embodiment is included in at least one embodiment and may be utilized in other embodiments as well. Moreover, the appearance of such terms in various places in the specification does not necessarily refer to the same embodiment. References to “or” are furthermore intended as inclusive so “or” may indicate one or another of the “ored” terms or more than one “ored” term.
Embodiments of the present wireless gaming system are directed to a system that executes a group game or individual's game of Let It Ride® poker that may be played by multiple players. In group game play, all players wager on individual player outcomes that cannot be altered by player decisions. Players may be required to make play decisions in group play to avoid delaying the game for other players. In individual play, the players may or may not be given time limits in which to make play decisions. Players choose only whether to place a multi-part wager and, as the game progresses, which of their wagers may be withdrawn during play of the game according to the rules of Let It Ride® stud poker.
Some casinos may choose to provide group play in an alternate format that permits an unlimited number of players to participate. In this alternate format, each participating player simultaneously receives the same hand of cards. This is a less preferred format because it makes the game much more volatile for the house. In a more preferred form of group play, each player receives a unique partial hand of three cards each and that partial hand is combined with two communal cards to arrive at a final five-card hand.
The rules of Let It Ride® poker are well known and are described according to the disclosure of U.S. Pat. No. 5,288,081 as follows in a live table format. For purposes of this disclosure, the term “live” refers to a game with a physical dealer, and physical game elements such as cards and/or chips. This live table format may be virtually reproduced or simulated on a multi-player platform such as the system described below.
Referring toFIG. 7, the apparatus for the wagering game of the present invention includes a horizontal common display screen capable of displaying agaming surface10 Thegaming surface10 is shown with acurved side12 for virtually accommodating up to seven players and astraight side14 for accommodating the dealer. Thegaming surface10 includes seven player positions19A-g. Although seven playing positions or locations18a-gfor individual players are provided in this example, it is not essential to the game that exactly seven persons play and as many as sixteen players may participate. For strict replication of casino play, a maximum of seven players provides for a game that is easily manageable by the dealer and house, and one in which the individual players feel more involved.
In a virtual world of gaming, especially in a multi-player game format, the number of players (physical plus wireless) is limited to 16 without altering the game rules. In other embodiments, using different game rules, any number of players may participate. For example, additional players may play if multiple decks of cards are used form the set of cards from which hands are dealt. In other forms of the game, all players receive the same hand of cards, instead of distinct player hands. Ahouse dealer position20, including an area suitable for displaying the dealer'scards21, is provided.
Each of the playing positions18a-gis shown as including awagering zone22, comprising three separate and distinct wagering or bettingareas22a, b, c. Each position18a-galso includes a card area19a-gfor receiving and displaying virtual cards dealt to the player occupying the position. Thewagering areas22a, b, care designed to receive appropriate wagering indicators or settling means such as virtual chips (not shown) or indications of amounts electronically wagered.
At one side of thedealer station20, the apparatus for practicing the method of the present invention may include an image of a microprocessor or computer controlled shuffling machine ordelivery shoe32 supported by atable extension34. The shufflingmachine32 may include a dealing module for automatically and sequentially dealing cards and also may include a display means for displaying wager amounts, the identity of winning players, or other game related information.
The initial step in playing en electronic game of the present invention is preparing or shuffling a virtual deck of cards by activating the shufflingmachine32, by virtually hand-shuffling a deck or by activating a random number generator to provide random partial hands of cards to each player. Before receiving any virtual cards or before the fronts of the virtual cards are revealed to the players, the players place an initial three-part virtual wager by putting equal amounts in each of the three bettingareas22a, b, c. Two of the parts of this initial wager, the parts placed inwagering area22aand22bare retrievable at the option of the player. The third portion placed inarea22ccannot be withdrawn under the game rules. After the placing the wagers by each player, the virtual cards are dealt, three cards being dealt face-down to each player and two cards are dealt face-down in front of the dealer. In the virtual form of the game, an interactive virtual dealer image is provided and is displayed on an upright display. The players may input a decision into a user interface to inspect or “sweat” their cards in preparation for reaching a decision on withdrawing a wager or “Letting It Ride.” The players are queried by the virtual dealer about whether the first part of the initial wager, the part placed inwagering area22a, should be left or whether the player wishes to withdraw that portion of the bet. Each player makes the decision by player input in the user interface on the basis of the three cards forming the player's incomplete hand at this point. Once each player has been queried and has decided whether or not to let the first portion of the bet stay in play, and those bets the player chooses to retrieve or remove are physically removed fromarea22aand returned to the player, the dealer reveals the face of one of the face-down common or community cards. Now, each player has four cards to consider, the three cards dealt to that player originally (which may be a single set of three cards in a communal game) and the single common card showing on the table. Each player must then decide whether to let the second part of the initial wager stay in play or whether to withdraw it from the game. After each player is queried and decides what to do with regard to the second part of the bet, and those bets to be withdrawn are physically (virtually) removed fromarea22band returned to the player (e.g., credited to the player's account for the game). The dealer then reveals the face of the second common or community card. Each player now has a virtual five card hand comprised of the three cards each player was originally dealt plus the two revealed common cards. The third bet, the bet placed atvirtual wagering area22c, is not retrievable and the flow of the game proceeds to where the players show or reveal their three cards to the dealer, or since this is a virtual game, the player cards have already been completely disclosed. The virtual dealer resolves each player's bet (which includes all three parts, the second and third part or only the third part, depending on the player's choices during play of the hand) based on the five card hand and determines what payout, if any, the player is entitled to receive according to the payout schedule at the particular gaming table, game format or casino operating the virtual gaming system. Bets on non-winning hands are electronically collected by the dealer or house. Winning payouts are credited to the player's credit meter. The hand is then over and a new hand begins.
In other forms of the game, bonus side wagers may be made and players may win this bonus side bet when the player hand composition is one of a number of predetermined winning poker hands with corresponding payout odds.
The award or payoff is given for each of the bets that remain in play at the end of the hand. A typical pay table would be as follows:
| |
| Pair, Tens or Better | 1-1 (even money) |
| Two Pairs | 2-1 |
| Three of a Kind | 3-1 |
| Straight | 5-1 |
| Flush | 8-1 |
| Full House | 11-1 |
| Four of a Kind | 50-1 |
| Straight Flush | 200-1 |
| Royal Flush | 1,000-1 |
| |
The bet withdrawal methods of the present invention is not limited to five card poker games, but may be applied or used in other appropriate games such as seven card poker. The method of the present invention does not require the display of avirtual shuffling machine32, virtual dealing module33 or virtual chips. However, these displayed game elements provide a more realistic live game simulation add interest to the game. While the initial wager of the present invention is preferably comprised of three equal bets, the bets do not necessarily have to be equal. While equal bets are preferred for casino play, unequal bets may be used. In addition, more than or fewer than three bets may be made. For example, the game rules could allow for four equal bets wherein all but one bet may be withdrawn during the game. The wagering game of the present invention might be played with a virtual dealer or without a virtual dealer image in interactive electronic or video form with automatic coin, crediting or betting means receptacles and equivalent payout capability, wherein appropriate symbols for cards, wagers or score keeping would be displayed electronically.
General descriptions of the technology disclosed and claimed herein include a gaming system with at least:
a device server in communication with a local game server capable of managing wireless gaming devices;
a local game server in communication with the device server; and
a secure wireless network in communication with the device server; and
multiple wireless devices capable of communicating with the secure wireless network, receiving wager commands and displaying game outcomes, wherein the local game server performs game steps comprising:
each player placing a multipart wager to participate in the game;
dealing cards to each player and at least one common card, all the common cards being dealt face down;
giving each player a chance to examine the cards received by that player and to withdraw a part that is less than all of the multipart wager and the player electing to withdraw the part or not;
showing the at least one common card, thereby providing a hand for each player, each player's hand comprising the shown at least one common card and the cards each player was dealt; and
resolving each player's remaining wager from the multipart wager which was not withdrawn based on the rank of that player's hand.
The multipart wager may be at least three parts. The quantity of cards dealt to each player may be three, there may be two common cards, and the multipart wager may be in three parts and all parts of the multipart wager may be equal. In some forms of the invention, an interactive multi-player gaming platform is provided having an external game server and multiple physical player stations. The external game server communicates with the device server. The local game server also communicates with the device server and the external game server. When the game being played on the wireless devices is the same game being played on the multi-player gaming platform, the game information from the external game server is communicated to the wireless devices over a secure wireless network that communicates with the device server.
The system may be further characterized as including at least:
a wireless gaming platform comprising a local game server, a device server, and a secure wireless network in communication with the device server, the wireless gaming platform having wireless transmission and reception ability;
multiple user input devices having visual display ability and wireless reception and wireless transmission ability;
each of the multiple user input devices (e.g., PDAs, cell phones, iPhones™ systems, laptops, specially designed hand-held gaming devices or any other wireless transmission system that can support user input and wireless communication with the wireless gaming platform) enabling user input of wagers, wager amounts and decisions made during play of a game having steps comprising:
- a) a player placing a wager comprising at least two distinct wagering parts;
- b) providing to the player at least a portion of the player's playing cards so that partial information or a game outcome is provided,
- c) giving the player at least one opportunity, before the player's final game outcome is determined, to withdraw from engagement in the game at least one wagering part of the at least two wagering parts, but less than all of the at least two wagering parts,
- d) continuing play of the game with additional playing cards used to form a hand of cards for the player are displayed to the player, and
- e) resolving all wagers not withdrawn by the player from the at lest two wagering parts.
The at least a portion of the player's playing cards may be three cards, and community cards in one embodiment are used to display the additional playing cards. Preferably two community cards are used to display the additional playing cards. The multipart wager may be at least or exactly three parts. The quantity of cards dealt to each player is preferably exactly three, there are exactly two common cards, and the multipart wager comprises three parts. Preferably all parts of the multipart wager are equal and the game comprises a poker game, and awards are made for predetermined ranks of hands in the card game against a paytable, and not a dealer hand.
The system may embody steps of the game in which at least:
each player placing a wager to participate in the game;
dealing three cards to each player and two common cards face down;
giving each player the chance examine the three cards received by that player and to withdraw part of the wager;
showing only one of the common cards;
giving each player another chance to withdraw another part of the wager;
showing the second of said two common cards, thereby providing a five card hand for each player, each player's five card hand comprising the two showing common cards and the three cards each player was dealt; and
resolving each player's remaining wager, which was not withdrawn based on the poker ranking of that player's five card hand against a paytable.
The wager may be divided into three equal parts and wherein at least one of the three parts may not be withdrawn. The player cards in one embodiment may define communal cards for all players playing a single round of play, and the additional cards may be common cards.
An exemplary gaming system may also be described herein as having at least:
an interactive multi-player computer-based wagering game platform having an external game server executing a multi-player game, and a plurality of physical, stationary player stations communicating with the external game server by way of a physical connection such as a hard wired connection to enable a player at each player station to play said communal game executed by said external game server;
a local game server in communication with the external game server, and
a device server in communication with the external game server and a plurality of wireless gaming devices, the wireless gaming devices communicating with the device server over a secure wireless network to enable a mobile player operating each corresponding wireless gaming device to play said multi-player game executed by said game server, wherein the external game server performs game steps comprising:
each player placing a multipart wager to participate in the game;
dealing cards to each player and at least one common card, all the common cards being dealt face down;
giving each player a chance to examine the cards received by that player and to withdraw a part that is less than all of the multipart wager and the player electing to withdraw the part or not;
showing the at least one common card, thereby providing a hand for each player, each player's hand comprising the shown at least one common card and the cards each player was dealt; and
resolving each player's remaining wager from the multipart wager which was not withdrawn based on the rank of that player's hand.
The Let It Ride® stud poker game may be played as a communal game, wherein each participating player receives the same partial hand consisting of three cards. When the game is played in connection with play of the game on a multi-player platform, all wireless players may receive a distinct hand (and limits are placed on the number of players that can participate in each round), or all wireless players can play the same hand which may be the same hand or a separate hand from one of the players playing on the multi-player platform.
An alternative description for gaming systems and methods of play according to the generic scope of present technology includes a system for providing wireless play of a game. The system may have a) a central game processor having wireless transmission and reception ability; b) multiple user input devices selected from the group consisting of cellular phones and PDAs having visual display ability and wireless reception and wireless transmission ability to the central game processor; c) each of the multiple user input devices enabling user input of at least one of wagers, wager amounts and decisions made during play of a game. A preferred game would include steps of:
- a) a player placing a wager comprising at least three distinct wagering parts;
- b) providing to the player at least a three-card portion of the player's playing cards so that partial information or a game outcome is provided,
- c) giving the player at least one opportunity, before the player's final game outcome is determined with a player's final hand of playing cards, to withdraw from engagement in the game at least one wagering part of the at least three wagering parts, but less than all of the at least three wagering parts,
- d) continuing play of the game with additional community playing cards used to form a hand of cards for the player are displayed to the player, and
- e) resolving all wagers not withdrawn by the player from the at lest three wagering parts.
Two community cards are preferably used to display the additional playing cards, and the quantity of cards dealt to each player is exactly three, there are exactly two common cards, and the multipart wager comprises three parts, all parts of the multipart wager are equal, and the game comprises a poker game wherein awards are made for predetermined ranks of hands in the card game against a paytable. The steps of the game preferably involve 1) each player placing at least a three-part wager to participate in the game; 2) dealing three cards to each player and two common cards face down; 3) giving each player the chance examine the three card received by that player and to withdraw a first part of the wager; 4) showing only one of the common cards to the player; 5) giving each player another chance to withdraw a second part of the three-part wager; 6) showing the second of said two common cards, thereby providing a five card hand for each player, each player's five card hand comprising the two showing common cards and the three cards each player was dealt; and 7) resolving each player's remaining wager, which was not withdrawn based on the poker ranking of that player's five card hand against a paytable.
The system may also comprise multiple player terminals in which individual players enter wagers on the game. The multiple player terminals may be linked to a communal game play system and multiple players wager on a same set of three cards dealt to a player and the common cards.
The game may also be played without actual wagering of funds, but rather the at least one player may play the game with a play/practice wager and keep a non-monetary account on the wireless system. The wagers are not collectible or chargeable funds, but rather the at least one player may play the game with a play or practice charge and virtual winnings and losses are provided in a non-monetary account on the wireless system.
In this way, the game play will not violate any state or interstate limitations on gambling. The charges may be credited and debited to the phone company, wireless service company, or through a provider accessed on the wireless connection.
For purposes of illustration only, it is assumed the players on the stationary multi-player platform receive distinct hands, and all wireless players are playing the same communal hand (the 8th“common” hand). The game outcome of the 8thhand is therefore common to all of the wireless players. It is to be understood that there are numerous formats for playing wirelessly, and the following is just one example of a play format. Other formats would allow the players on wireless devices to play separate and individual games, or group games wherein a group of up to 16 players receive individual cards and community cards from the same deck. When wireless players play the same game as is being executed on a multi-player platform, players may play the same hand as another player, a separate “common” hand, or a completely different hand. Players may choose the play format from a menu displayed on the wireless device, or the format may be dictated by the house. The format that will be described in detail below as an example of a system of the present invention is one that provides one common game outcome to all wireless players. The players playing on the multi-player gaming platform may also play the communal game or a distinct game. Players at the hard-wired player stations may choose the play format or the format may be dictated by the house. For purposes of clarity and simplicity, a game format in which all players at hard-wired multi player stations and all players at wireless player stations wager on the same communal game outcome is described. Many other game play formats are contemplated.
Theoretically, the games with common outcomes can be played by an infinite number of players at any given time without delaying game play because the players are not dealt their own cards, etc. and also because the players cannot influence the outcome or the pace of the game in any way. Players are given a set amount of time in which to place wagers and if the time elapses, the player must wait until the next round of betting is permitted. Furthermore, increasing the number of players directly increases the revenue generated by a casino per game. The number of players playing the communal games may, however, be limited due to the size limit of the system. Certain automated systems, such as The Table Master™ platform, sold by Shuffle Master, Inc. have a defined number of player consoles. See U.S. Patent Pub. No. US 2005-0164759 A1, the disclosure of which is incorporated herein by reference. Therefore, embodiments of the wireless communal gaming system can allow many more players to participate in a communal game than is possible in the current physical gaming systems.
Also, a single deck game played in a format requiring player-specific outcomes such as Three Card Poker® could be played on an automated communal game platform, but each player would have to wait for the decisions of other players, who are not required to play in turn and game progress would be slowed. Furthermore, the number of additional players in such single deck games is dictated by the number of cards left in the deck. Thus, in a 52 card deck, only 16 players and a dealer can play the Three Card Poker® game. Because the Table Master system typically accommodates only five players, an additional 11 players could participate in the game. Thus, games with player-specific outcomes may be less suitable for play using the wireless communal gaming system (without rule modifications of the game) because there remains a limit on the number of players that can participate in the game, and game play is slowed by adding the extra players. In other embodiment, rule changes such as dealing cards from card sets formed from multiple decks can be employed to allow more players to play simultaneously.
FIG. 1 shows an interactive, computer-based, wirelesscommunal gaming platform10athat enables wireless play according to an embodiment of the present disclosure. Thegaming platform10amay be located on a casino floor and may be in wireless communication with a plurality of mobile/wireless gaming devices (WGD)14A-14D. Additional details about thewireless gaming devices14A-14D are provided below, particularly with reference toFIG. 2.
Thegaming platform10aincludes an external game server31a(shown in Phantom indicating its location within the cabinet of the platform), which may be internal or external to theplatform10a, but external to a back-end processing center (seeFIG. 4) or control center in a casino, for example. Individual stationary player controllers (not shown) control operation of eachplayer station16a-20a.Player interfaces21a-25acommunicate with the player controllers and may be push-button or touch-screen controls. In one embodiment, one or more player stations (e.g.,station16a-20a) are controlled directly by the external game server31a. The individual player controllers are coupled to the external game server31athrough hard wired connection such as cable, for example, an RS-232 cable, twisted pair, coaxial cable, or other metallic or fiber optic cable, for example. Such cable connected controllers andplayer stations16a-20aoperated by such cable connected controllers are referred to herein as “hardwired” controllers andplayer stations16a-20a. The connection between the individual player controllers and the external game server31amay be a direct connection from each individual player controller to the external game server31aor may be through a networked, daisy-chained or other desired communication system.
The external game server31amay provide functions including random number generation and virtual game element production (e.g., cards, dice, shuffler simulations, shoe simulations and the like), determination of game outcome, application of game rules, maintenance of and application of minimum and maximum permitted wagers, and maintenance of and application of pay tables, in an embodiment. The external game server31a, alone or in combination with other processors, may perform gaming functionality including executing game logic, displaying a virtual dealer and any other desired video images on avirtual dealer display38a, displaying virtual game play elements such as cards, dice, or other indicia that indicate the status of the game to the players atplayer display units32a-36aat one or morehardwired player stations16a-20a, or on acommon player display37a. The game server31amay providing audio, which in turn produces audio output fromspeakers39a,40a, and, may be associated with thevirtual dealer display38a, security, and reporting game results or other data desired to be acquired from the automated casino table gaming system. The external game server31amay also determine and control the sequence of events occurring in the game, including when betting is opened or closed.
Thegaming system10 may include a number of hardwired player stations (e.g., the fivehardwired stations16a-20ain the embodiment ofFIG. 1) operated by the hardwired individual player controllers that allow users to interact with a realistic, interactive virtual dealer displayed on adisplay screen38ain a communal gaming environment. In the embodiment ofFIG. 1, eachhardwired player station16a-20aincludes a corresponding payment (bills, coins, tickets, etc.) acceptor26a-30ato allow the user to place wagers on the game being played. The payment acceptors26a-30amay also be configured to accept payments in the form of cash (currency bills and/or coins), pre-paid vouchers available from the casino, tickets from a prior winning, a credit/debit card, or any other suitable payment means. Eachhardwired player station16a-20aalso includes aplayer display32a-36a. The display and/or theplayer interface21a-25aallows a player to place a wager, review betting history, view the communal game outcome, communicate to a casino attendant (e.g., for a service request or to report a problem with thehardwired player stations16a-20a, etc.), view the winning bet/amount, or perform other desired functions. Eachplayer display32a-36amay include an individual display (e.g., a video display monitor or a touch-screen display) (not shown) to allow the player to view game-related information, aninput device21a-25a(e.g., a set of push-buttons (not shown) or touch-screen buttons) and one or moreaudio speakers39a,40ato play casino music or game-related messages, announcements, or instructions. The construction, operation, and functionality of typicalhardwired player stations16a-20aare known to one skilled in the art and, hence, additional discussion for thehardwired player stations16a-20ais not provided herein for the sake of brevity.
General types of gaming systems that can perform the implementation of the games described herein can be generally structured as the following, non-limiting example of a gaming system. An interactive communal computer-based wagering game platform is provided, the platform having at least an external game server and multiple physical, stationary player stations for playing the communal game. The system includes a device server in communication with the external game server for managing wireless gaming devices. Also provided is a local game server in communication with the external game server. A secure wireless network is provided and is in communication with the device server. The game could be played by multiple wireless devices capable of communicating with the secure wireless network, receiving wager and other game commands and displaying communal game outcomes. The external game server performs game steps according to the rules of play of the associated game.
In the embodiment ofFIG. 1, thegaming system10aincludes acommon display area37 a useful for displaying communal game elements, amounts wagered and the like. A life-like, realisticupright dealer display38ais operated by the external game server31a. The common display area or “table”display37amay display the dealer's hand as well as wagers/bets placed by other players on the “table” (i.e., the players playing through thehardwired player stations16a-20a). Thus, thecommon display area37a, typically positioned horizontally, may effectively simulate a live gaming table experience along with a realistic dealer video displayed on theupright display38a. The dealer video may provide a life-like display or simulation of a human dealer conducting the game at thegaming system10a. The dealer video may also serve to attract casino patrons to the gaming apparatus and encourage them to continue playing the game at the table. In one embodiment, more than one dealer video may be available to switch from one displayed dealer to the other. For example, a video of a male dealer with a casino in the background may be changed to a female dealer with palm trees and a sandy beach in the background. Thegaming system10amay also include additional (or ancillary) display screens41aand42ato display additional game-related information (game rules, game pay table, etc.) or information (e.g., current status, score card, etc.) about other casino games that may be of interest to the patrons at thephysical player stations16a-20a. Alternatively,areas41aand42amight be used to display graphics, such as the game name or payout tables. In one embodiment, all of the display screens—i.e., the displays of thehardwired player stations16a-20a, thecommon display area37a, the uprightdealer video display38a, and the ancillary video screens41a,42a—in thegaming system10aare projection, plasma, LCD or other large size displays.
Thegaming system10amay also include anindicator42bat the top thereof to allow a player to draw attention of a casino employee (e.g., a maintenance person or a bar service attendant) to thehardwired player stations16a-20afor assistance with player's needs. The indicator42 may illuminate when activated. In the event of any malfunction or irregularity sensed by a processor (not shown) or the controller31ain thegaming system10a, theindicator42bmay automatically illuminate to draw a casino employee's attention to the problem. In thewireless gaming platform10aofFIG. 1, theindicator42bmay also function as an antenna for communication with various handheld wireless devices (e.g.,wireless gaming devices14A-14D) also participating in the same communal game being played at the “table”37a. Further details of the wireless gaming environment according to one embodiment of the present disclosure are provided below with reference toFIGS. 3-4.
It is noted here that, in one embodiment, an automated casino table gaming system such as the Table Master™ system, the Vegas Star® system, or the Rapid Roulettes system, all marketed by Shuffle Master, Inc., of Las Vegas, Nev., USA, or its affiliates may be used as thegaming system10awith suitable modifications (as discussed, for example, with reference toFIG. 3 below) for wireless device support and wireless game playing options. United States Patent Publication Numbers US 2005-0164759 A1 and US 2005-0164762 A1 discuss the Table Master™ system and are incorporated herein by reference. The automated casinotable gaming system10aincludes avirtual dealer display38aand at least onecommon player display37adriven by the external game server31aand a plurality of stationaryhardwired player stations16a-20a, with one individual player controller (not shown) located at each individual player position.
The Table Master™ system and Vegas Star® systems provide popular table games likeRoyal Match 21™, Blackjack, and Three Card Poker® and Let It Ride® stud poker in an automated environment (without a live dealer present). A casino operator may easily switch between games offered through the Table Master® or Vegas Star® systems by installing a compact disc (CD), or EPROM's or other media carrying the game code for the new game and suitably changing game-playing button panels, table top design, and marquee overlays43arelated to the new game. Such flexibility in game support is further increased by availability of a large number of “interactive” virtual dealers and background screen options for thevideo display38a. In one embodiment, the dealers and background screens may be customized according to a casino's preference instead of requiring the casino to utilize “standard” dealer videos. Thus, a suitably modified Table Master™ or Vegas Star® system may be used to provide wireless communal gaming in addition to local gaming and, thereby, attract and accommodate more players in a communal gaming environment.
The Rapid Roulette® system as described in U.S. Pat. No. 6,659,866 to Frost et al for Automatic Table Game, (the disclosure of which is incorporated by reference) includes a physical roulette wheel and includes players wagering at a plurality of automated wagering stations. The Rapid Roulette® system may also include a camera capturing and transmitting an image of the physical roulette wheel to one or more wagering stations, whether near the physical roulette wheel or distant from the physical roulette wheel. Players may then wager on spins of the wheel at each of the locations. A Rapid Roulette® system may thus also be modified to provide wireless communal gaming in addition to local gaming and, thereby, to attract and accommodate more players in a communal gaming environment.
FIG. 2 illustrates structural details of an exemplary wireless gaming device (WGD)14A that can be used in thegaming platform10aofFIG. 1. TheWGD14A inFIG. 2 is identical to theother devices14A-14D in theplatform10 and is shown inFIG. 1 as representative of wireless gaming devices that may be used in theplatform10a, regardless of whether shown inFIG. 1. Hence, the discussion provided herein for theWGD14A inFIG. 2 equally applies to all other wireless gaming devices that may be used in thecommunal gaming platform10aofFIG. 1.
In one embodiment, thewireless gaming device14A includes anantenna45 for wireless communication with a local game server64 (shown inFIG. 4 and discussed below), a plurality of player controls46, a player-viewable display47, anoptional audio speaker48 and also an optional security device such as, for example, a card reader (not shown) or afingerprint reader49. The details of suitable user-id verification devices is included in co-pending application Ser. No. 11/585,025, filed Oct. 23, 2006 entitled: Security Devices for Implementing Hand-Held Wagering, and assigned Attorney Docket No. PA 1464.ap.US. Although theantenna45 is shown visible in the embodiment ofFIG. 2, it may be internally mounted in other embodiments. The card reader (not shown) may be of any type desired including, for example, a magnetic strip reader or a bar code reader. Thefingerprint reader49 or card reader may be used for secure activation of thewireless device14A. Any desired secure activation device or method or combination of secure activation steps may be employed. In one embodiment, thefingerprint reader49 or card reader in combination with a player identifier and pin number entered into thewireless gaming device14A are required to be used periodically to assure that the proper player is using thewireless gaming device14A. In another embodiment, a wireless activation device (not shown) such as a wristband containing a communication circuit that activates thewireless gaming device14A when it is proximate viawireless communications device14A or when the wristband is hardwired todevice14A, and that can be worn by a user, for example on their wrist (e.g., a wristband including a wireless transmitter), may be provided along with or in place of thefingerprint reader49 or card reader.
The dotted box on the right-hand side inFIG. 2 illustrates internal processing for an embodiment of theWGD14A. As shown therein, aprocessor50 resides in theWGD14A and executes a number of software applications including, for example, a client interface application (not shown), a datadisplay software application52, a decryption (and, optionally, an encryption)software application54, and a secureactivation software application58. The software applications may be resident in the processor's local memory (not shown). Theprocessor50 may also operate a timer/shut offswitch56 that may be implemented in hardware or software.
The client interface application may be a browser or “thin client” (i.e., client application that depends primarily on the device server62 (FIG. 3) for processing activities, and may translate data received at thewireless gaming device14A from thedevice server62 or thelocal game server64 and operate in conjunction with the data display software application to display that data as appropriate for viewing by awireless gaming device14A user.
As noted before, theprocessor50 in theWGD14A may execute any or all of the following software applications: (1) a client interface software application (not shown), which is to receive and translate data received from thewireless device server62 orlocal game server64; (2) adisplay software application52, which is provided to control the appearance of the data received from thedevice server62; (3)secure activation software 58, (4) timer shut offsoftware56 and (5) adecryption software application54, which is used to retrieve secure data sent from thedevice server62 via thewireless communication link63.
It is observed here that various portable/mobile electronic computing devices may be used, upon suitable modifications known to one skilled in the art, as thewireless gaming device14A. Such portable devices may include, for example, a PDA (Personal Digital Assistant), a mobile computer, a custom-made tablet PC (personal computer) (custom made for casino gaming applications), a suitably-configured cellular phone, etc.
The following description ofFIG. 2 is provided in conjunction with the network architecture illustrated inFIG. 3, which depicts anexemplary layout60 for a network-based implementation of thecommunal gaming platform10aofFIG. 1 withwireless gaming devices14A-14D. During operation, a menu of game options (not shown) supported by thegaming system10aor thelocal game server64 may be displayed on the wirelessgaming device display47, which may be a regular or touch-sensitive LCD (Liquid Crystal Display) screen with low power consumption. In an embodiment of the wirelesscommunal gaming system10a, game rules are executed on a processor that is part of the external game server31awithin the wirelesscommunal gaming system10aand state machine management for thewireless gaming devices14A-14D is performed on a processor that is part of thelocal game server64. Thus,wireless gaming device14A-14D users may select one of a plurality ofwireless gaming systems10ato play through thelocal game server64. Players may also select all-wireless games residing on thelocal game server64. The player can then select the game, and a server (not shown inFIG. 2, but shown aslocal game server64 inFIG. 3). Operating thegaming system10awill send (through, for example, thedevice server62, also referred to herein as awireless game server62, or Proxy Server, as shown inFIG. 3) appropriate game data to theWGD14A for display based on that selection. The random number generator and game rules reside on thelocal game server64 in an embodiment. Thewireless gamingdevice14A processor50 does not control game functions, nor does it execute any game code. All game functions, including the random selection of game outcomes, reside on the external game server31a(FIG. 1) thelocal game server64 or both, if desired. In one embodiment, the only functions of thewireless gaming device14A during play are to send player's game selection information, game play information, and wager information to thedevice server62 and to display game information provided by theserver62. The player enters game selection or wager information using theplayer control buttons46 on theWGD14A or, if available, using touch inputs to the touch-screen display47 as is known to one skilled in the art.
FIG. 3 (andFIG. 4 as is described below) illustratesservers62 and64 as being different servers. It should be appreciated, however, that the functions of the device andlocal game servers62,64 may be implemented in one server, if desirable and practical. Moreover, the functions of the other servers illustrated inFIGS. 3 and 4 (e.g.,financial server71,logging server90, etc.) also may be implemented in one or more servers, if desirable and practical.
Once a game is selected and during game play, thelocal game server64 may perform such functions as parameter validation to assure theWGD14A-14D users are following house rules. For example, thelocal game server64 may determine whether thewireless gaming device14A-14D user is attempting to wager more than the maximum wager permitted or attempting to wager less than the minimum wager permitted, and whether thewireless gaming device14A-14D user is attempting to place a wager at an inappropriate time. Thelocal game server64 may then prevent thewireless gaming device14A-14D user from performing any such activity falling outside the parameters and, if desired, inform thewireless gaming device14A-14D user they are attempting an improper operation and ask that the user place a wager conforming to the parameters.
It is noted that both the external game server31aand thelocal game server64 may both have the capability to select random numbers, convert those random numbers into game elements such as cards or dice used in game play, and execute game rules. Thus, awireless gaming device14A user may select to play a game directly on thelocal game server64 or may select to play a game being played at astationary gaming system10awith live players sitting or standing at thegaming system10athrough thelocal game server64.
In one embodiment, theWGD14A may be a “thin client” without any audio features. However, in the embodiment ofFIG. 2, theWGD14A is shown with optionalaudio speakers48 to enable the player to hear game-related announcements or game background music, etc. As noted before, none of the game logic or game outcomes are stored in theWGD14A. Such thin client architecture avoids storage of game rules, random number generation, and the like, and also avoids the need to perform security checks of the code executed by thewireless gaming device14A. In one embodiment, only the data being received by thewireless gaming device14A is secured (as indicated, for example, by the availability ofdecryption software application54 in thewireless gaming device14A). Any regulatory validation routines required by applicable gaming laws is stored as part of the game logic or game code in the local game server64 (or, alternatively, in the wireless device server62).
Alternatively, in one embodiment, thelocal game server64 may be physically part of (i.e., incorporated within the housing of) one of thehardwired player stations16a-20aofFIG. 1, but protectively secured within the body of thehardwired player stations16a-20a. Because the regulatory validation information is typically stored in thelocal game server64, if someone hacks graphics at thewireless gaming device14A to make it look like a winning outcome, such tampering can be easily verified with the secure game code stored at thelocal game server64 with pertinent regulatory validation. Furthermore, an encrypted or security “key” may be used in communication between thewireless gaming device14A and thedevice server62 to avoid hacking into thelocal game server64 through thedevice server62 from theWGD14A. During game play, such security keys may be temporarily stored in thedevice server62 and thewireless gaming device14A in communication with thedevice server62.
Thus, in one embodiment, thewireless gaming device14A acts as a dummy display terminal in that it functions merely as a player/game interface. The game code, including the game logic and regulatory validation information, resides on the external game server31asuch that game code is not executed on thewireless gaming device14A. Thewireless gaming device14A displays a graphical representation of a game based on messages coming from thedevice server62. The graphical game representation on thewireless gaming device14A is capable of taking user input in the form of menus or other predefined choice controls. User input to thewireless gaming device14A may be limited to the game choices permitted for any given game state and the game state may be controlled by the external game server31athrough thedevice server62 and/or thelocal game server64. The display data software application52 (in thewireless gaming device14A) for displaying the graphical representation of the game can be either a general purpose thin-client application (e.g., a browser capable of providing support for multiple games) or it can be an optimized code for one or more specific communal games. In any event, thewireless device server62 provides display content information to thewireless gaming device14A, for example, to attract the player to place a wager or in response to input from the player.
Encryption software (shown as an optional component of the decryption application54) can also reside in theprocessor50 to secure data being sent to thedevice server62. Encryption/decryption software may also reside on thedevice server62 to secure data being sent to theWGD14A. In one embodiment, the messages between thedevice server62 and thewireless gaming device14A are made secure using a strong encryption method. Optionally, the messages may be encoded to minimize the message size. The decryption software application54 (which may be part of the graphical game representation code in thewireless gaming device14A) decrypts the messages and/or optionally decodes the messages. Secureactivation software application58 may be provided to power up theWGD14A after automatic shut-off (discussed below). The player could be required to enter a user name, a “pin” (i.e., personal identification number) number, insert a card, place a finger on anoptional fingerprint reader49, or come into close proximity to a wireless activation device (not shown) affixed to the wrist of the player, for example, to activate thewireless gaming device14A. The wireless activation device49B (e.g., a wrist-band based wireless transmitter) could send an activation signal that would be received by thewireless gaming device14A upon being powered up using a short range wireless communication link49D. Alternately, the player may connect thewireless gaming device14A into a wristband activation device via a hardwire connection (not shown) or use any other desired activation device or information entry device.
Theprocessor50 may also operate the timer and shut off switch56 (if in hardware) or may include a software timer to de-energize thedisplay47 of thewireless gaming device14A to preserve the batteries of thewireless gaming device14A. Thewireless gaming device14A could become inactive (automatically shut-off the display or other functions) through the timer and shut offswitch56 if not used for a predetermined period of time. Thetimer56 could also reside in thedevice server62 and send a command to theprocessor50 to shut off thewireless gaming device14A after a predetermined time has elapsed without play. Thewireless gaming device14A could then be re-activated using thesecure activation software58 described above.
In one embodiment, the wireless communalgame network layout60 as shown inFIG. 3 includes alocal game server64 that executes and carries out the communal game at the physicallyhardwired player stations16a-20ain theFIG. 1gaming system10aand also supports wireless communal gaming through thedevice server62, which is wirelessly linked to variouswireless gaming devices14A-14D via thewireless communication link63. In other embodiments, the external game controller31a(i.e.—external to the wireless system) administers the communal game and contains game rules, pay tables and random number generating capability, for example. The communication over thewireless link63 may employ any of the presently-available wireless communication protocols including, for example, IEEE 802.11a, IEEE 802.11b, IEEE 802.11x, HyperLan/2, Bluetooth, IrDA, and HomeRF. The wireless communication may utilize RF (Radio Frequency) or IR (InfraRed) signals for data transfers. In one embodiment, the wireless data transfer may employ the IEEE 802.11b compliant wireless interface utilizing 2.4 GHz Direct Sequence Spread Spectrum (DSSS) radio system with a communication range of up to 330 ft (inside a building) from any access point and data transfer rate of 11 Mbps. In one embodiment, thedevice server62 and thelocal game server64 both include respective serial communication ports (not shown). In that case, thecommunication link65 is a serial communication link. Thecommunication link65 can also be a wireless link or a USB, IEEE 1394 or Ethernet link. Similarly, thecommunication link66 between thelocal game server64 and each individualhardwired player station16a-20a(FIG. 1) in thecommunal gaming system10a(FIG. 1) may also be a serial communication link connecting a serial port (not shown) on eachhardwired player station16a-20awith a serial port (not shown) on thelocal game server64. As in case of thecommunication link65, the communication between thehardwired player stations16a-20ain thegaming system10aand the local game sever64 may also be accomplished via a wireless, USB, IEEE 1393, orEthernet communication link66.
In one embodiment, thewireless device server62 is in communication with the overallcasino data network68 via awireless communication link70, which can be operative under any of the aforementioned wireless communication protocols (e.g., IEEE 802.11b, Bluetooth, etc.).Link70 can also be a hard wired link, if desired. Thecasino network68 may linkvarious device servers62 operating throughout the casino (to control and manage wireless gaming through respective groups ofwireless gaming devices14A-14D) with other data and account management systems in thecasino operating network68. Such data and customer account management systems include, for example, afinancial server71 and a casino cashier's “cage”72 with player management stations (not shown inFIG. 3, but shown asmanagement workstations80A-B inFIG. 4). Thefinancial server71 may be configured to track the value of each wireless gaming transaction and securely maintain each wireless game player's account information to facilitate wireless gaming within thecasino network68. In a large casino environment, there may be more than one financial server associated with thecasino network68. In one embodiment, thefinancial server71 may communicate with other devices operating in thecasino network68 by acommunication link73, which can be a wireless link (e.g., IEEE 802.11b or Bluetooth, etc.) or a hardwired link such as a serial communication link connected to a serial port (not shown) on thefinancial server71. The casino cage orcashier station72 may include a player transaction station80 (FIG. 4) including a number of computer terminals (e.g.,workstations80A-B shown inFIG. 4) operated by casino employees and handling such routine transactions as, for example, checking outwireless gaming devices14A-14D to casino patrons, performing electronic fund transfers to a player's account, paying out winning bets, maintaining and settling a player's account, etc. The computer terminals (e.g.,workstations80A-80B ofFIG. 4) in thecasino cage72 may be linked to the other devices in thecasino network68 by anothercommunication link75, which can also be a wireless link (e.g., IEEE 802.11b or Bluetooth, etc.) or a hardwired link such as a serial communication link connected to various serial ports (not shown) on the computer terminals in the cashier'scage72.
FIG. 4 provides additional networking details showing how mobile orwireless gaming devices14A-14D can be used in thecommunal gaming platform10aofFIG. 1, andFIG. 5D illustrates an exemplaryoperational method112 for playing a communal game wirelessly according to one embodiment of the present disclosure. The back-end processing layout77 inFIG. 4 provides additional details on the system-wide architectural considerations involved in implementing the wirelesscommunal game network60 inFIG. 3, whereas, themethod112 inFIG. 5D shows operational details of wireless communal gaming according to one embodiment of the present disclosure. The below discussion is provided with reference to FIGS.4 and5A-5D, wherein structural or system aspects are discussed primarily with reference toFIG. 4, and corresponding operational or transactional aspects are discussed primarily with reference toFIGS. 5A-5D.
As shown inFIG. 4, a back-end processing center88 may include a secureserver unit system95 providing one or more servers for wireless communal gaming and which may also provide support for stationary, hardwired physical communal gaming. Thewireless device server62 provides secure communication with the mobile client devices orWGDs14A-C, tracks credit meters for each checked-out mobile client device, manages game states and updates the credit meters. Thelocal game server64, on the other hand, executes the relevant game code and may provide, in combination with controller31aor on its own, gaming support for stationaryhardwired player stations16a-20a(shown inFIG. 1) in thegaming system10a.
As illustrated inFIG. 4, thewireless gaming devices14A-C communicate wirelessly with thewireless device server62, which may, in turn, communicate with one or more other servers in thesystem layout77, such as, for example, alogging server90 that provides logging of transactions, system events and game outcomes, as well as thefinancial server71 that provides account management, reporting, workstation authentication, and limited game server management. Thefinancial server71 may further communicate with management workstations (e.g.,workstations80A-B) at various locations wherewireless gaming devices78A-78C are docked when unused and are not checked-out to players. Themanagement workstations80A,80B permit the dockedwireless gaming devices78A-78C to be loaded with software, verified, associated with at least one of: an account and optionally a player identification. Theworkstations80A,80B may also manage the account by, for example, transferring funds received from a player to the servers. The functionality described in connection with thoseservers62,71,90, etc. may alternately be divided or aggregated among servers as desired. The communication betweenservers62,71,90 andwireless gaming devices14A-14C may be made secure through encryption/decryption.
Prior to commencing wireless gaming, a player may need to check out aWGD78A-78C from a cashier'scage72. InFIG. 4, an exemplary wireless gamingdevice docking station78 is shown containing threeWGDs78A-78C. Thesewireless gaming devices78A-78C are identical to thedevices14A-14D shown inFIGS. 1-3, but are provided with different reference numerals to distinguish docked wireless gaming devices from the checked-out or issued/operational units (e.g.,devices14A-14D inFIG. 1). Three such operationalwireless gaming devices14A-14C are shown operating on thecasino floor84 and in communication with variouswireless access points85A-85C located throughout thecasino floor84. The access points85A-85C comprise a portion of the secure wireless network. In one embodiment, to preserve the confidentiality and security of gaming transactions, communication betweenwireless gaming devices14A-14C andwireless access points85A-85C is carried out over asecure wireless channel86. It is noted here that the embodiment illustrated inFIG. 4 is for illustration purpose only. It should be evident to one skilled in the art that thestructural layout77 inFIG. 4 is representative in nature, and does not purport to convey all implementational details of a communal wireless gaming platform. For example, although threewireless gaming devices78A-78C are shown docked in thedocking station78, there may be many more such devices present in an actualcasino docking station78. Similarly, there may be many more wireless gaming devices on thecasino floor84 than the fourrepresentative devices14A-14D shown inFIG. 1. Additionally, the wireless gaming devices on thecasino floor84 may be operating with different wireless access points (e.g., when devices are in different physical locations in the casino, or when devices are linked to differentcommunal gaming systems10a, etc.) than the threepoints85A-85C shown inFIG. 4. Also, there may be more than two wirelessdevice management workstations80A,80B in the cashier's “cage”72. All such additional implementational details are not shown or discussed herein for the sake of brevity.
In one embodiment, as illustrated in the flowchart ofFIG. 5A, the dockedmobile devices78A-78C in thedocking station78 may be electronically connected202 to and operatively controlled by theworkstations80A-80B via one or more USB (Universal Serial Bus) links82 carrying out data transfers between aworkstation80A-80B and a correspondingwireless gaming device78A-78C (block202). Other suitable ways (e.g., serial ports, wireless links, etc.) to carry out such data transfers may be conveniently implemented as desired. In one embodiment, themanagement workstations80A-80B load204 thewireless gaming device78A-78C with appropriate software (block204) to enable theWGD78A-78C to display a communal game on its display so as to allow the player to carryout interactive wireless gaming (including wagering, receiving and displaying game results and payout information, etc.). As noted above, no random number generation (RNG) or game code execution takes place at thegaming device14A-14C. Such transactions are carried out securely at the external game server31a, thelocal game server64, or elsewhere in the wirelesscommunal gaming platform10a. In one embodiment, themanagement work stations80A-80B may also verify206 whether the software loaded onto thewireless gaming device78A-78C being checked-out or cradled in thedocking station78 is error-free (block206). If an error is detected, themanagement workstation80A-80B reloads204 the appropriate software. In one embodiment, the management workstation may exchange208 an encryption code or “key” with a dockedmobile device78A-78C prior to the device being checked-out so as to prevent any misuse or tampering by the player (block208). Such encryption code, for example, may prevent the player from operating theWGD14A-14C on a network other than thecasino network68 or from tampering with the game results displayed on theWGD14A-14C, etc.
In operation, as shown inFIG. 5B, the player may be required to first check out220 a wireless gaming device (e.g.,device78A) at a teller terminal (i.e., cashier's cage72) or from another secure location (e.g., an electronic device dispenser or cradle) in the casino or other establishment providing the wireless gaming experience. In case of an automated, electronic device dispenser, a security deposit222 (e.g., a hold for a specific amount on a player's credit card) may be required before allowing the player to check-out a WGD. If a security deposit is required, it is accepted atblock224. In one embodiment, at the time of check-out, an authentication procedure may be performed by the terminal or cage operator (not shown), whereby a player ID (for the player checking out the wireless gaming device) is inputted into thewireless device server62 through, for example, a teller terminal or workstation (e.g.,workstation80A or80B) and is associated with the device-ID number of thewireless gaming device78A (block226). This association may be stored228 in thewireless device server62 through itsdevice manager unit104 so as to, for example, enable thesystem95 to track the device and its player when needed. The game data (e.g., player's wagers, winning outcomes, etc.) generated during game play and stored (by player ID, for example) in the memory (e.g., the non-volatile random access memory orNVRAM110 inFIG. 4) of thewireless device server62 may later be associated with account information in the financial server71 (which may also be organized by player ID) and the account can then be reconciled in real time or after a play session ends. All financial transactions may be reported to thefinancial server71 to avoid any financial discrepancy or disputes. In this regard, the players may need to establish an account with the casino prior to checking out awireless gaming device78A-78C (block230). Moreover, the plays may be on credit only.
Similar to traditional “buy-in” at a casino, a player may be required to establish aplayer account230 and purchase some electronic credits (e.g., a payment of $100 may buy100 electronic credits) that can be stored in theWGD78A-78C to be checked-out in order to activate theWGD78A-78C (block232). The player may authorize the cage operator to charge the player's credit card for a specific amount, which can then provide corresponding wagering credits to the player, for example. The player can also pay cash for future wagering. In any event, funds are typically associated with thewireless gaming device78A-78C being checked-out and with the player account (in the financial server71) at the time of device checkout so as to activate thewireless gaming device78A-78C and enable the player to participate in the gaming (block234).
It is observed here that the activewireless gaming device14A-14D may not directly communicate with thefinancial server71, if desired. Rather, in one embodiment, thefinancial server71 may receive data for all financial transactions from thedevice server62 and or from theworkstations80A-80B in thecasino cage72. Any other terminals handling financial transactions for wireless gaming devices (e.g., stand-alone kiosks discussed below) may be connected to thedevice server62 through thecasino network68. Thedevice server62 may then appropriately channel the transaction to thefinancial server71. Thefinancial server71 may also receive such financial transaction information from thelocal game server64 or from other player accounting machines through, for example, secure messaging over thecasino network68 or via the device server62 (as, for example, in the embodiment ofFIG. 4). Such player accounting machines may include credit machines where players apply currency and/or credit to an account from which play using thewireless gaming device14A-14C will be transacted with wagers deducted from the player account and winnings credited to the player account. Alternately, as noted before, teller terminals (e.g.,workstations80A-80B) may be used to apply credit to a player account or withdraw credit from a player account and may report such transactions to thefinancial server71. Thefinancial server71 and thewireless device server62 may both reside on thecasino computer network68 and may both store and exchange relevant information.
Thedevice server62 may create a data object for each player playing on thewireless gaming devices14A-14C as indicated by the virtual device objects106 inFIG. 4. Thisobject106 may include data pertaining to the player's current financial credit (“Credit”) (updated based on the player wagering information received from thewireless gaming device14A), a player identifier (“Id”) for authenticating the player,wireless gaming device14A-14C activation and operational state (“Device State”), status information obtained from tracking a device meter (not shown) in thewireless gaming device14A-14C (“Meters”), and data reflecting the current state of the game (“Game State”), among other things. The device meter in thewireless gaming device14A-14C may record numerical identifiers of the games played on thewireless gaming device14A-14C along with a numerical count of each wagering attempt by the player. The Game State information may include such information as whether the player has wagered in the most recent round of the game, has terminated the game play, has been inactive in the game play, whether the game has been concluded, etc. Thedevice server62 may also include anapplication manager unit108 to communicate with thelocal game server64 to obtain the information about the communal game that is currently being executed by thegame server64 and offered to wireless and non-wireless players. Through theapplication manager108, thedevice server62 can offer the communal game to mobile players onwireless gaming devices14A-14C. As noted before, thedevice manager104 in thedevice server62 may provide an initial interface between thewireless gaming devices14A-14C and thedevice server62 and supports communication between them. Thecommunications unit102 in thedevice server62 implements appropriate communication protocol to facilitate secure wireless data communication between thewireless gaming devices14A-14C and thedevice server62. In one embodiment, the wireless communication may be based on the Wi-Fi standard A0211, which uses public radio bands. Further, the communication between thewireless device server62 and thewireless gaming devices14A-14C may be accomplished through standard TCP/IP (Transmission Control Protocol/Internet Protocol) or UDP (User Datagram Protocol)/IP based server and browser applications, permitting information to be communicated to be arranged into frames at the data link layer, permitting routing of data to be determined at the network layer, and permitting division of messages into packets through TCP/IP or UDP/IP at the network and transport layers, as is standard when using browsers. The UDP/IP protocol is a packet switching network communications protocol that is similar to TCP/IP, but offers lesser services than TCP/IP. For example, UDP/IP may not provide sequencing of the packets or retransmission of unreceived packets as is typically the case with TCP/IP. In UDP, after the packets are created, the IP layer (comprising the network and transport layers discussed above) transmits the packets across a network such as the Internet. UDP finds its use primarily in applications requiring streaming media where data are transmitted and received in or nearly in real-time.
As mentioned above, various game-related data (e.g., wagering inputs, game outcomes, time-out events, missed or wrong wagers, etc.) may be stored in thememory110 of thedevice server62 for ease of later retrieval, whenever needed. TheNVRAM110 primarily stores game-related data for gaming transactions conducted by players operatingwireless gaming devices14A-14C on thecasino floor84. On the other hand, asimilar NVRAM memory100 may be provided in thelocal game server64 to store game-related data for gaming transactions conducted by players operating the stationaryhardwired player stations16a-20ain thecommunal gaming system10aofFIG. 1. Both of thesememories100,110 may be consulted in the event of any disputes or alleged discrepancies in wagering and game outcomes.
Thelocal game server64 may also include agame engine manager96 that contains a random number generator (RNG) and game rules such that awireless gaming device14A-14D user may choose to play a game directly on thelocal game server64 or on a multi-player electronic game platform being played on the external game server31athrough thelocal game server64. Thus, thegame engine manager96 may execute an appropriate game depending on the game configuration selected (e.g., by a casino operator) through a gameengine configuration unit98. In one embodiment, thegame engine manager96 is stateless and does not track any payment/credit information for the local game players (i.e., the players operating the hardwired player stations16-20). Such information may, instead, be sent to thedevice manager104 in the device server, which can also track user accounts. The executed game code information may be sent to thedevice server62 via thegame engine manager96 so that the wireless game players are also offered the same communal game as the players athardwired player stations16a-20aon thecasino floor84. Thegame engine manager96 may also monitor and track game data generated byhardwired player stations16a-20a(FIG. 1) and effectuate the game data storage in itsmemory100. During various game executions, respective game engine objects97 may be generated to monitor the execution, flow, and status of the respective communal games. In an embodiment, a separategame engine object97 exists in thelocal game server64 for each communal game operating through thatlocal game server64. Thus, thelocal game server64 and thedevice server62 may be operatively linked to offer the same communal game to mobile as well as stationary game players, thereby significantly expanding the number of players that can participate in the same game. Since the games played on the stationary terminals are communal games, an infinite number of wireless players can be managed without negatively impacting game performance or speed.
As mentioned before, theremote logging server90 may log information related to gaming transactions (including, for example, wagers placed, winning wagers, pay table values, etc.), game outcomes, and other system events (e.g., malfunctions reported, inaccuracies detected, device failures detected, etc.) supplied to it through thedevice server62, but may not necessarily be restricted to device server-specific information (i.e., similar information related to thelocal game server64 is also recorded in the remote logging server90). The information recorded in thelogging server90 may be useful in the event of any inquiry, dispute, or request for data verification. Thecommunication link94 between thelogging server90 and thefinancial server71 may be a one-way (read-only) link to prevent any data corruption or loss for the data in thelogging server90 because integrity of data in thelogging server90 is not only desirable, but may be necessary to comply with a jurisdiction's gaming laws. In the embodiment ofFIG. 4, the data sent from thedevice server62 to theremote logging server90 is sent over a one-way communication link91 to maintain the integrity of data stored in the logging sever90. The communication may be a two-way communication link (shown by optional link91A), if desired. The financial sever71 may alternately access appropriate data from thelogging server90 to carryout player-specific account management and reporting based on the player's gaming transactions recorded in thelogging server90.
Although thefinancial server71 illustrated inFIG. 4 has a one-way communication link with the device sever62, in other embodiments, thefinancial server71 may have a bi-directional communication with thedevice server62 via thecasino network68 as illustrated inFIG. 3. Alternatively, a one-way communication link between the financial sever71 and thedevice server62 may be implemented as desired by the casino system designer. Additionally, in the embodiment ofFIG. 4, two firewalls92-93 are shown to further provide secure communication and interchange of gaming data, system information, control signals, etc. Thefirst firewall92 may be provided between variouswireless access points85A-85C communicating with thedevice server62 so as to further secure data communication from thewireless gaming devices14A-14C and preserve the integrity of gaming transactions carried out by the users ofwireless gaming devices14A-14C. Thesecond firewall93 may be provided between the cashier'scage72 and thefinancial server71 so as to secure account/finance-related data communication betweenworkstations80A-80B in theplayer transaction station80 and thefinancial server71.
Referring now toFIG. 5C, if a player is running low on funds (block240) while playing a game on thecasino floor84, the player can replenish the player's account at that time (which is after initial check-out) by returning to the cashier'scage72 for the addition of funds to the player'sWGD14A-14C (blocks241,242). In an alternative embodiment, after initial check-out, the player can add funds to their account using pre-designated kiosks (not shown) within the casino wherein the checked-out wireless gaming device (e.g.,WGD14A) can be inserted or docked into a cradle (not shown) and then authenticated (which may be automatically performed by the kiosk) in a manner that was described before in connection with thewireless gaming device14A-14C initial check-out procedure (blocks243,244). In a further embodiment, wireless replenishment of player account funds may be provided (blocks245,246). In this case, if the checked-outWGD14A has a built-in credit card reader, then the player can swipe the player's credit card, casino card or other card to initiate a funds transfer. The swiped card data may be collected at thedevice manager104 in thedevice server62 and then forwarded to thefinancial server71. Thefinancial server71 may verify the authenticity of the card (e.g., from the player-identifying information stored therein and retrieved using the player-ID supplied from the device manager104) (block247) and establish the new credit amount requested by the player using theplayer control buttons46 on theWGD14A (block248). If theWGD14A does not have a built-in credit card reader, the player may be provided with an access code that the player can enter using theplayer control buttons46 on theWGD14A to access thedevice server62 in a funds transfer mode (block250). In the funds transfer mode, a fixed, predetermined amount of credit (not under player control) may be added to the player's account. Upon receiving the player access code (and device-ID or other desired information that may be automatically transmitted by theWGD14A), thedevice manager104 in thedevice server62 may retrieve the player-ID stored therein (and associated with the device-ID assigned earlier at the time of device check-out) and supply that information to thefinancial server71 with an instruction to initiate automatic funds transfer in the predetermined amount using player card information stored therein (block252). Upon successful transfer of new funds into the player's account, thedevice server62 may send a message for the same to the correspondingWGD14A through the secure wireless channel86 (block256). Theprocessor50 in theWGD14A may then display the new electronic credits on thedevice display47 to inform the player of the new account balance (block258). Other ways of replenishing the player account during a game play may also be devised depending on how the wireless gaming is implemented. If additional funds cannot be successfully transferred to player's account (block251), thefinancial server71 may notify the casino cage operator (through a message on aworkstation80A or80B, for example) of the failed attempt to replenish the player account and may also send an appropriate message to thedevice server62 through the casino network68 (block254).
Referring now to themethod112 illustrated inFIG. 5D, initially, as described above with reference toFIG. 5B, when checking out aWGD14A-14C, the purchased electronic credits are stored114 in thefinancial server71 and displayed116 on the checked-out WGD (e.g.,WGD14A) to enable the player to keep track of the player's wagering activities (blocks114 and116). In addition, thewireless gaming device14A-14D (FIG. 1) may display the name of, or announce the name of, a game that the player may participate in (e.g., communal game) (block117). The wireless gaming devices (e.g.,WGDs14A-14D) may be configured in such a way that when a player is in the legal gaming area and in the vicinity of a communal gaming system (e.g., thegaming system12 inFIG. 1), the player's wireless gaming device (e.g.,WGD14A) displays117 the communal game being played at thegaming system12. In one embodiment, the indicator42 (FIG. 1) on thecommunal gaming system12 may continuously transmit or broadcast game signals to wireless access points (e.g., points85A-85C inFIG. 4) in the vicinity thereof. The wireless access points, in turn, may broadcast these signals further throughout a specific casino area around thegaming system12. Anywireless gaming devices14A-14C in the vicinity of such wireless access points may pick up these broadcast signals announcing117 the communal game being played at thenearby gaming system12. In another embodiment, the indicator42 may itself function as one of the wireless access points to broadcast the game signals to nearbywireless gaming devices14A-14C on the casino floor. As noted before, a communal game is a casino game whose pace and outcomes are controlled by thelocal game server64 and the player may choose to participate in the communal game, but may not control the outcome or pace of the game.
Once the player'sWGD14A displays the desired game (i.e., when theWGD14A is in the vicinity of thegaming system12 offering the desired game), the player may locate thegaming system10aoffering the game the player wishes to play (block118) and may “link” theWGD14A to thegaming system10a(block120). In one embodiment, the player may physically place theWGD14A at a communication port (not shown) located on thecommunal gaming system10a(and dedicated for “linking” of wireless gaming devices to thegaming system10a) for several seconds to establish a communication link with thatspecific gaming system10a(through the nearbywireless access points85A-85C and thedevice server62, for example). In an alternative embodiment, the player'sWGD14A may be communicatively “linked” to thegaming system10a(i.e., to the local game server64) via thedevice server62 when the player selects that game from the game menu display on the player'sWGD14A which is offered at thegaming system10a. In yet other examples, the link is established using a proximity detector.
After receiving a confirmation121 (e.g., from thedevice server62 in communication with thelocal game server64 operating thegaming system10a) that the communication between the player'sWGD14A and the gaming system (i.e., the local game server64) is established (block121), the player may start playing the game by placing bets electronically122 and wirelessly using the player'sWGD14A (block122). During the communal game play, and when the wireless player has selected the communal game for play, thelocal game server64 operates to generate the game outcomes (block124), which are sent to the player'sWGD14A via thewireless device server62. As set forth above, during game play, thelocal game server64 may perform such functions as parameter validation to assure theWGD14A-14D users are following house rules. For example, thelocal game server64 may determine whether thewireless gaming device14A-14D user is attempting to wager more than the maximum wager permitted or attempting to wager less than the minimum wager permitted, and whether thewireless gaming device14A-14D user is attempting to place a wager at an inappropriate time. Thelocal game server64 may then prevent thewireless gaming device14A-14D user from performing any such activity falling outside the house rules and, if desired, inform thewireless gaming device14A-14D user they are attempting an improper operation and ask that the user place a wager conforming to the house rules.
Based on the player's bet and game outcome, thewireless device server62 settles the bet and awards/subtracts electronic credits on the player'sWGD14A wirelessly (block126). In addition, as part ofblock126, thedevice server62 tracks the score/outcome (i.e.—game states) of the game play based on the common outcome of the game, and may terminate the play session when the player's electronic credit balance reaches “0.” The player may purchase more credit to return to the game or replenish the credit balance before it reaches “0” using one of the methods discussed above. Moreover, as mentioned above, thelocal game server64 may periodically require the player of awireless gaming device14A-14D to input a player identifier such as e.g., a fingerprint fromreader49, a code from a card swiped into the card reader (not shown) a user name and/or a personal identification number entered at the player controls46, or other identifier to ensure that the player using theWGD14A-14D is authorized to use the device. If it is determined that the player is not authorized, thelocal game server64 may terminate the play session and alert casino personnel to the unauthorized access. The player may continue playing different rounds of the game based on the credit balance available in the player's account (as displayed on thedisplay47 of theWGD14A) as indicated by the decision loop atblock128.
At any time when the player wishes to stop playing the specific game offered at thecommunal gaming system10a, the player may simply walk away from the play area. The communication between theWGD14A and thegaming system10amay be terminated when the physical distance between the two devices exceeds certain limits (depending on the wireless protocol employed, signal power levels, etc.). In other embodiments, alternative methods may be implemented to terminate the communication between thegaming system10aand the player'sWGD14A. Such methods include, for example, pressing an on/off button (not shown) on theWGD14A or physically placing theWGD14A on a communication port (not shown) on thegaming system10aand selecting a de-linking option (block130). After de-linking theWGD14A from a specificcommunal gaming system10a, the player may proceed to play a different communal game at a different gaming system by linking theWGD14A to that new gaming system in the manner discussed above (block132), or may choose to play a wireless-only game off oflocal game server64. When the player decides to conclude wireless gaming, the player may return theWGD14A to the cashier's cage72 (or to a suitable kiosk designated for returning suchwireless gaming devices14A-14C) and cash out the player's winnings, if any (block134). An operator at the cashier'scage72 may reconcile the player's account by verifying and settling it through thefinancial server71 using the workstation (e.g., theworkstation80A) in theplayer transaction station80. In this manner, wireless communal gaming may be carried out in addition to such communal gaming at stationaryhardwired player stations16a-20a.
FIG. 6 illustrates an embodiment of anode400 that may be used as one or more of thewireless gaming devices14A-14D, the external game server31a, the individual player controllers (not shown), thedevice server62, thelocal game server64, or any other processor-based device described herein. Thenode400 illustrated inFIG. 6 includesmemory402, aprocessor410, astorage device412, an output device (e.g., display or monitor)414, an input device (e.g., keyboard, mouse, joystick, etc.)416, and acommunication adaptor418. Communication between theprocessor410, thestorage device412, theoutput device414, theinput device416, and thecommunication adaptor418 is accomplished by way of one ormore communication buses420. Thosebuses420 may include, for example, a system bus, a peripheral component interface bus, or an Industry Standard Architecture bus. It should be recognized that thenode400 may have fewer components or more components than shown inFIG. 6. For example, if a user interface is not desired, theinput device416 and/oroutput device414 may not be included with thenode400.
Thememory402 may, for example, include random access memory (RAM), static or dynamic RAM, and/or read only memory (ROM) (e.g., programmable ROM, erasable programmable ROM, or electronically erasable programmable ROM) and may store computer program instructions and information. Thememory402 may also be partitioned into sections including anoperating system partition408 where system operating instructions are stored, adata partition406 in which data is stored, and acommunal gaming partition404 in which communal gaming operational instructions are stored. Thecommunal gaming partition404 includes circuitry or code that performs some or all of the functions described herein including, for example, game rules. Thecommunal gaming partition404 may store program instructions and allow execution by theprocessor410 of those program instructions. Thedata partition406 may furthermore store data such as, for example, cards associated with random numbers generated during game play.
Theprocessor410 may, for example, be an Intel® Pentium® type processor or another processor manufactured by, for example Motorola®, Compaq®, AMD®, or Sun Microsystems®. Theprocessor410 may furthermore execute the program instructions and process the data stored in thememory402. In one embodiment, the instructions are stored inmemory402 in a compressed and/or encrypted format. As used herein the phrase, “executed by a processor” is intended to encompass instructions stored in a compressed and/or encrypted format, as well as instructions that may be compiled or installed by an installer before being executed by theprocessor410.
Thestorage device412 may, for example, be non-volatile battery backed RAM, a magnetic disk (e.g., floppy disk and hard drive), optical disk (e.g., CD-ROM or DVD) EPROM flash memory or any other device or signal that can store digital information. Thecommunication adaptor418 permits communication between thenode400 and other devices coupled to thecommunication adaptor418 at thecommunication adaptor port422 including, for example, a chip valuation device (not shown) and a chip sorter (not shown). Thecommunication adaptor418 may be a network interface or, alternately or in addition, may be coupled directly to one or more other devices through one or more input/output adaptors (not shown).
Theinput device416 may include a card reader, keyboard, mouse, bar code scanner or any combination of input devices desired. Theoutput device414 may include a monitor, printer, or any combination of output devices desired. It will be recognized, however, that thenode400 does not necessarily need to have aninput device416 or anoutput device414 to operate. Moreover, thestorage device412 may also not be necessary for operation of thenode400 as data required or desired for wireless communal gaming operation may be stored in memory, for example.
The foregoing describes various embodiments of a system and method for wireless communal gaming in a casino environment. As mentioned hereinbefore, currently, communal games are generally presented on large free-standing gaming devices (e.g., slot machines) or as table games (e.g., Baccarat or Roulette) in a casino. A substantial disadvantage to the way such games are currently presented is that a player may participate in a game in only certain specified locations within the gaming environment (e.g., a casino). For example, in order to play Baccarat, the player may have to travel through a large hotel/casino complex to a specific gaming area where the Baccarat table is located. Such a restrictive gaming environment hampers players' accessibility to different communal games and reduces their opportunities to play such games. The present disclosure thus relates to a system and method for playing communal wagering games in a casino environment in a wireless manner, allowing greater player mobility within the casino establishment and also allowing a large number of players (players playing wirelessly as well as players playing traditionally at ahardwired player station16a-20a) to participate in a common game, thereby increasing the capacity of existing communal game tables. The wireless gaming approach according to one embodiment of the present disclosure may reduce or eliminate the need for the player to travel through a large hotel/casino to a specific gaming area where the desired gaming table is located. Furthermore, the wireless gaming approach may further minimize search time for a player to search for a particular game and, potentially eliminate the wait time when a player finds that the desired game table location is occupied by another player. The wireless or mobile player may participate in the communal game regardless of whether there is ahardwired player station16a-20aavailable. The system of the present disclosure includes one or more wireless gaming device each equipped with a display, one or more gaming servers configured to communicate wirelessly with the wireless gaming devices andhardwired player stations16a-20a, and one or more financial servers configured to record financial transactions for players playing communal games of chance on the handheld gaming devices.
While the disclosure has been described in detail and with reference to specific embodiments thereof, it will be apparent to one skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope of the embodiments. Thus, it is intended that the present disclosure cover the modifications and variations of this disclosure provided they come within the scope of the appended claims and their equivalents.