`Walker et al.
`
`US00600101.6A
`11
`Patent Number:
`(45) Date of Patent:
`
`6,001,016
`Dec. 14, 1999
`
`54 REMOTE GAMING DEVICE
`Jay S. Walker, Ridgefield; James A.
`75 Inventors:
`Jorasch, Stamford; Thomas M.
`Sparico, Riverside, all of Conn.
`Walker Asset Management Limited
`Partnership, Stamford, Conn.
`
`73 ASSignee:
`
`21 Appl. No.: 08/775,577
`22 Filed:
`Dec. 31, 1996
`(51) Int. Cl. .................................................. A63F 9/24
`52 U.S. Cl. ..................
`463/42; 463/20
`58 Field of Search ..................................... 463/1, 12–13,
`463/16, 20, 25, 29–30, 36, 40–42; 273/143 R,
`292, 293, 307, 138.1, 138.2, 139; 364/410.1,
`411.1, 412.1
`
`56)
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`4,467,424 8/1984 Hedges et al..
`5,259,613 11/1993 Marnell, II.
`5,390.934 2/1995 Grassa.
`5,395.242 3/1995 Slye et al. ................................. 463/43
`
`5,397,128 3/1995 Hesse et al..
`5,411,258 5/1995 Wilson et al. ............................ 463/28
`5,570,885 11/1996 Ornstein.
`5,770.533 6/1998 Franchi ..................................... 463/20
`Primary Examiner Jessica J. Harrison
`Assistant Examiner Mark A. Sager
`Attorney, Agent, or Firm-Dean Alderucci; Jeffrey L.
`Brandt
`ABSTRACT
`57
`A method and System for remote play of a gaming device,
`Such as a slot machine. A player enters play preferences at
`a remote wagering terminal. The remote wagering terminal
`transmits the play preferences to a slot network Server that
`Stores the play preferences. Based upon the play preferences,
`the slot network Server identifies one or more slot machines
`and transmits outcome data from those slot machines to the
`remote wagering terminal. The outcome data may be live or
`historical. In one embodiment of the present invention, the
`Slot network Server generates visual representation data
`based on the historical data, and transmits Same to the
`remote wagering terminal. The slot network Server keeps
`track of the players wins and losses based upon the outcome
`data.
`
`24 Claims, 13 Drawing Sheets
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`KEYPAD
`
`REMOTE
`TERMINAL
`
`CASHER
`TERMINAL
`
`SLOT
`MACHINE 2
`
`SLOT
`MACHINE 2
`
`
`
`REMOTE
`TERMINAL
`NETWORK
`10
`
`
`
`
`
`
`
`SLOT
`NETWORK
`SERVER
`
`SLOT
`NETWORK
`3
`
`
`
`
`
`
`
`
`
`SLOT
`MACHINE 2
`
`SLOT
`MACHINE 2
`
`REMOTE
`TERMINAL
`
`
`
`PLAYER
`TRACKING
`CARD
`READER
`
`Patent Owner NexRF Exhibit 2001, Page 1 of 21
`
`
`
`S. Patent
`U
`
`Dec. 14, 1999
`
`Sheet 1 of 13
`
`6,001,016
`
`Ž?
`
`LOTS|OTS
`
`EN|HOWWEN|HOV/W
`
`
`
`N
`
`
`
`
`
`
`
`| OTS
`
`9
`
`Ž EN|HOV/W | OTS
`
`Ž
`
`LOTS
`
`EN|HOW W
`
`LOTS
`
`}}]ONALEN
`
`BLOWER!!
`
`E LOWERH
`
`Patent Owner NexRF Exhibit 2001, Page 2 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 2 of 13
`
`6,001,016
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`RANDOM
`NUMBER
`GENERATOR
`240
`
`OPERATING
`SYSTEM
`214
`
`HOPPER
`CONTROLLER
`290
`
`HOPPER
`
`- ?
`
`REEL
`
`SECOND
`REEL
`264
`
`REEL
`
`REEL
`CONTROLLER
`260
`
`
`
`STARTING
`CONTROLLER
`250
`
`
`
`
`
`o
`AREA
`270
`
`
`
`SLOT
`NETWORK
`SERVER
`INTERFACE
`330
`
`DATA STORAGE
`DEVICE
`
`
`
`
`
`PROBABILITY
`TABLE
`
`81
`
`
`
`
`
`PAYOUT
`TABLE
`
`2 O
`
`FIG. 2
`
`Patent Owner NexRF Exhibit 2001, Page 3 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 3 of 13
`
`6,001,016
`
`
`
`
`
`SLOT
`MACHINE
`NETWORK
`3
`
`CASHER
`TERMINAL
`
`6
`
`REMOTE
`WAGERING
`TERMINAL
`NETWORK
`10
`
`OPERATING
`SYSTEM
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`TRANSACTION
`PROCESSOR 442
`
`
`
`CASINO PLAYER
`DATABASE
`
`444
`
`SESSION
`DATABASE
`
`TERMINAL
`DATABASE
`
`4. 446 6 O
`448 O
`
`SLOT MACHINE
`DATABASE
`
`449
`
`FIG. 3
`
`Patent Owner NexRF Exhibit 2001, Page 4 of 21
`
`
`
`6,001,016
`6,001,016
`
`yOls
`
`U.S. Patent
`U.S. Patent
`
`Dec. 14, 1999
`Dec. 14, 1999
`
`Sheet 4 of 13
`Sheet 4 of 13
`
`
`
`Woo"
`
`YagWnN
`
`WIOO0S
`
`LId3u9
`
`LId3u9
`
`duvo
`
`JONVTVE
`YaaAnn
`
`vbrr
`
`ANOHd
`
`YaaWnn
`
`ALIYNOAS
`
`YSeWnNn
`
`Patent Owner NexRF Exhibit 2001, Page 5 of 21
`
`Patent Owner NexRF Exhibit 2001, Page 5 of 21
`
`
`
`Dec. 14, 1999
`
`Sheet 5 of 13
`
`
`
`ANIHOVAW
`
`Ql
`
`YagWNN
`
`INSYYND
`
`U.S. Patent
`U.S. Patent
`
`977
`9¢b
`
`.
`
`6,001,016
`6,001,016
`
`G‘Old
`
`7434
`
`SNOILISOd
`JONVIVE
`LIGSYD
`
`ALOWSY
`
`YSeWnn
`
`LOTS40
`
`SANIHOVA
`
`QASSa0OV
`
`WNIWYSL
`
`Patent Owner NexRF Exhibit 2001, Page 6 of 21
`
`Patent Owner NexRF Exhibit 2001, Page 6 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 6 of 13
`
`6,001,016
`
`448
`1.
`
`
`
`REMOTE
`TERMINAL
`WAGERING
`TERMINAL | LOCATION
`
`PAER
`NUMBER
`
`START
`TIME OF
`REMOTE
`
`END
`TIME OF vie
`REMOTE
`
`FIG. 6
`
`Patent Owner NexRF Exhibit 2001, Page 7 of 21
`
`
`
`6,001,016
`6,001,016
`
`FIG.7
`
`DENOMINATION
`
`U.S. Patent
`U.S. Patent
`
`Dec. 14, 1999
`Dec. 14, 1999
`
`Sheet 7 of 13
`Sheet 7 of 13
`
`
`
`STORED
`
`OUTCOMES
`
`w2 ©=w
`
`nOo
`
`O
`
`uJ
`ao
`
`=E
`
`eO2oE
`
`e
`wn
`
`a449
`
`MAXIMUM
`
`Patent Owner NexRF Exhibit 2001, Page 8 of 21
`
`Patent Owner NexRF Exhibit 2001, Page 8 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 8 of 13
`
`6,001,016
`
`VIDEO
`MONITOR
`560
`
`VIDEO
`DRIVER
`550
`
`5
`1.
`
`RAM
`530
`
`ROM
`520
`
`CPU
`
`510
`
`
`
`PLAYER
`TRACKING
`CARD
`READER
`
`OPERATING
`SYSTEM
`
`12
`
`COMMUNICATION
`PORT
`
`540
`
`SLOT
`NETWORK
`SERVER
`
`STARTING
`CONTROLLER
`580
`
`KEYPAD
`570
`
`
`
`HOPPER
`CONTROLLER
`590
`
`HOPPER
`
`00
`
`FIG. 8
`
`Patent Owner NexRF Exhibit 2001, Page 9 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 9 of 13
`
`6,001,016
`
`-6
`
`
`
`VIDEO
`MONITOR
`680
`
`VIDEO
`DRIVER
`670
`
`
`
`PLAYER
`TRACKING
`CARD
`READER
`650
`
`
`
`KEYPAD
`660
`
`SLOT
`NETWORK
`SERVER 4
`
`OPERATING
`SYSTEM 612
`
`
`
`
`
`
`
`
`
`COMMUNICATION
`PORT 640
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`FIG. 9
`
`Patent Owner NexRF Exhibit 2001, Page 10 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 10 Of 13
`
`6,001,016
`
`
`
`REMOTE PLAYER GOES TO CASINO
`CAGE OR SLOT BOOTH AND PRESENTS
`PLAYER TRACKING CARD
`
`10
`
`CASINO PERSONNEL ENTERS PLAYER
`IDENTIFICATION NUMBER AND CASH
`AMOUNT INTO CASHER TERMINAL
`
`CASHER TERMINAL TRANSMTS
`NUMBERAND CASHAMOUNT TO SLOT
`NETWORKSERVER
`
`SLOT NETWORKSERVER UPDATES
`CREDITBALANCE OF PLAYER DATABASE
`TO REFLECT ADDED FUNDS
`840
`
`PLAYERTAKES CARD BACKFROM
`CASINO PERSONNEL AND MOVESTO
`REMOTE SLOTTERMINAL
`
`850
`
`FIG. 10
`
`Patent Owner NexRF Exhibit 2001, Page 11 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 11 of 13
`
`6,001,016
`
`
`
`PLAYERENTERS PLAYER
`TRACKING CARD
`
`SERVER AUTHENTICATES PLAYER
`IDENTIFYING INFORMATION
`
`PLAYER PROMPTED TOENTER
`PLAYER PARAMETER SELECTIONS
`
`PLAYERENTERS PLAYER
`PARAMETER SELECTIONS
`
`SERVER STORES PLAYER
`PARAMETER SELECTIONS
`INSESSION DATABASE
`
`SERVER ACCESSES REMOTE
`TERMINAL DATABASE
`
`TO FIG 11B
`
`FIG 11A
`
`Patent Owner NexRF Exhibit 2001, Page 12 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 12 of 13
`
`6,001,016
`
`
`
`FROM FIG. 11A
`
`SERVER SELECTS SLOT MACHINE(S)
`970
`
`SLOT MACHINE COMMUNICATES
`OUTCOMEDATA TO SERVER
`
`SLOT MACHINE COMMUNICATES
`OUTCOME DATA TOREMOTE
`TERMINAL
`
`SERVER UPDATES DATABASES
`
`1000
`
`SERVER
`DETERMINES WHETHER
`SUFFICIENT FUNDS EXIST FOR
`FURTHER PLAY
`1010
`
`REMOTE PLAY ENDS
`
`FIG. 11B
`
`Patent Owner NexRF Exhibit 2001, Page 13 of 21
`
`
`
`U.S. Patent
`
`Dec. 14, 1999
`
`Sheet 13 of 13
`
`6,001,016
`
`
`
`PLAYER GOES TO SLOT CHANGE
`BOOTHOR CASINO CAGE AND PRESENTS
`PLAYER TRACKING CARD
`111
`
`CASINO PERSONNEL INSERTS CARD INTO
`CASHIER TERMINAL AND CHECKS SECONDARY
`FORM OF PLAYERIDENTIFICATION
`120
`
`CASHIER TERMINAL TRANSMITS
`PLAYER DENTIFICATION NUMBERTO
`SLOT NETWORKSERVER
`
`1130
`
`SERVER ACCESSESPLAYER
`DATABASEANDTRANSMITS
`FINAL CREDITBALANCE
`
`1140
`
`FINAL CREDTBALANCES DISPLAYED
`AT CASHIER TERMINAL
`
`1150
`
`CREDIT BALANCE UPDATED
`IN PLAYER DATABASE
`
`FIG. 12
`
`Patent Owner NexRF Exhibit 2001, Page 14 of 21
`
`
`
`1
`REMOTE GAMING DEVICE
`
`BACKGROUND OF THE INVENTION
`
`1. Field of the Invention
`The present invention relates generally to a method and
`apparatus for operation of a gaming device, Such as a Slot
`machine and, more particularly, for remote play of Such
`gaming devices.
`2. Description of the Related Art
`There are numerous types of gaming devices in use today.
`Many of these gaming devices, Such as slot machines, video
`blackjack machines, Video poker machines, Video roulette
`machines, and the like, typically allow only one player to
`operate a given machine at a time. Thus, only that one player
`can wager and collect payouts. Furthermore, that one player
`typically must be physically present at the gaming device.
`Thus, the typical gaming device has drawbacks for both the
`gaming device playerS and owners.
`Because the player must be physically present at the
`gaming device, the player is limited in the number and type
`of games that can be played. Slot machine players, for
`example, are known to play multiple machines at one time
`by inserting money in Several adjacent slot machines and
`then pressing the play button of each machine in rapid
`Succession. Such a manner of playing the machines can be
`awkward as the player must move from machine to machine
`in order to feed money and initiate each play on each
`machine. Furthermore, because Slot machines of the same
`type are typically placed next to each other in a casino, a
`player cannot play different types of machines at the same
`time. Thus, there is a need for a method and System for
`remote play of gaming devices, particular of different type
`devices.
`Keno permits a player to play without an actual physical
`presence at a machine. In Keno, playerS Select a Series of
`numbers. A game consists of matching the players numbers
`against a Series of numbers drawn by the casino. Once the
`playerS have Selected the Series of numbers, they select a
`certain number of games for which those numbers are valid.
`Thus, by Selecting Several games, the playerS may bet on
`future games without a continued presence at a machine.
`With Keno, however, there is no remote play of a gaming
`machine. The numbers are automatically and continuously
`drawn by a central Server and broadcast or transmitted to a
`number of Screens throughout an establishment, Such as a
`casino. While an unlimited number of players can attempt to
`match the numbers drawn, players do not initiate play.
`Additionally, only one type of game is being played at a
`time. Thus, Keno cannot be said to provide remote play of
`a gaming machine, particularly of the type in which each
`play is initiated by a player.
`Blackjack and Pai Gow poker tables sometimes allow a
`non-player to make wagers on top of those made by the
`participants of the games. In other words, while one player
`sits at a table, non-playerS may stand behind the player and
`wager on the player's hand. While allowing more than one
`person to Wager on a game, these practices require all
`perSons wagering to be physically present at the table. No
`remote Wagering or play occurs.
`Betting by non-participants on top of a players wager has
`Several disadvantages. For example, additional Surveillance
`is required by casino perSonnel because disputes may arise
`as to which perSon has made a particular wager. Disputes as
`to which person has the right to decide how to play the hand
`also arise. Consequently, a need exists for remote wagering
`and play of gaming devices.
`Multiplayer gaming devices exist which permit multiple
`players to play a Single gaming device. For example, "Sigma
`
`15
`
`25
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`6,001,016
`
`2
`Derby is a game in which multiple playerS Simultaneously
`wager on a simulated horse race. Each player bets
`individually, in a Separate coin acceptor. Despite allowing
`Several players to participate in the game, Sigma Derby also
`requires each of the players to be physically present.
`Therefore, Such multiplayer gaming devices fail to fulfill the
`need for a method and System for remote wagering and play
`of a gaming device.
`U.S. Pat. No. 4,467,424 to Hedges et al. (Hedges) is
`directed to a gaming System in which a remote player
`watches a Video of a game and participates in the playing of
`that game. Specifically, a Video camera located at a gaming
`table, Such as a craps table, which is run by a casino
`employee called a croupier, Sends a live Video Signal to a
`remote player at a player Station. At the player Station, the
`remote player watches the actual play and wagerS along with
`the players at the table. The player enters the wager into the
`player Station, which, in turn, transmits the wager to a credit
`Station. In this System, however, the croupier manually
`enters the outcome of each game played at the table into a
`croupier Station. The outcome is communicated to the credit
`Station. The credit Station then communicates the outcome to
`the remote player at the player Station. The credit Station
`Stores the player's credit balance and updates the credit
`balance based upon the player's wager and the outcome of
`each game.
`The remote gaming System of Hedges, however, has
`Several disadvantages. Hedges requires that a live video
`Signal be sent from the croupier Station to the player Station.
`Such a System can be costly and difficult to maintain,
`particularly if multiple croupier Stations exist. Moreover,
`reliance on the live Video Signal causes the Hedges device to
`be error-prone because the camera view may be temporarily
`blocked or the video system may fail. The player must
`actually participate in the game. Specifically, the remote
`player actually participates in and makes decisions regarding
`play by watching the live Video display. Thus, the remote
`player is limited to remotely playing one game at a time and
`is, therefore, limited in the frequency of wagering opportu
`nities. The results of play at the table are not automatically
`transferred to the remote player. Instead, the croupier must
`manually input the results at the croupier Station. The
`manual intervention allows for fraudulent or erroneous
`results to be passed to the credit Station and the remote
`player. Furthermore, only if the live Video signal is recorded
`or archived could an allegation of an erroneous result be
`confirmed.
`In Sum, there exists a need for a method and System for
`remote wagering and play of a gaming device, particularly
`a method and System that does not require human interven
`tion and live Video transmission of the game being played.
`3. Summary of the Invention
`Thus, a method according to one embodiment of the
`present invention Satisfies this need by providing a gaming
`System which includes a Server, a plurality of gaming
`devices, and a remote wagering terminal. Each of the
`gaming devices is configured to generate outcome data and
`automatically communicate the outcome data to the Server.
`Furthermore, the Server is configured to Select outcome data
`from at least one of the gaming devices for receipt by the
`remote wagering terminal.
`The present invention also includes a method including
`the Steps of receiving a play preference, generating outcome
`data, automatically communicating the outcome data from
`the gaming device to a Server, Selecting outcome databased
`upon the play preference, and communicating the Selected
`outcome data to a remote wagering terminal.
`A method according to another embodiment of the present
`invention includes the Steps of automatically receiving out
`
`Patent Owner NexRF Exhibit 2001, Page 15 of 21
`
`
`
`6,001,016
`
`3
`come data from a gaming device, wherein the gaming device
`is of a type wherein a paid play initiates a random event that
`results in the outcome data, Selecting outcome data, and
`communicating the outcome data to a remote wagering
`terminal.
`According to another embodiment, the method includes
`the Steps of receiving outcome data, and generating
`displayed, visual representations based upon the outcome
`data.
`
`4
`slot network server 4 being coupled to the slot network
`server 4 via a remote wagering terminal network 10. The
`remote wagering terminal network 10 is a conventional local
`area network that is controlled by the server 4, and could
`also be integrated with slot network 3 into a single network.
`Each remote wagering terminal 5 includes a keypad 7 and a
`player tracking card reader 8. A cashier terminal 6 is coupled
`to the server 4.
`AS will be discussed in greater detail below, each slot
`machine 2 communicates outcome data to the slot network
`Server 4. AS used herein, outcome data includes all game
`activity-related information, this information being passed
`from a slot machine 2 to the slot network server 4. Such
`outcome data includes whether the player has won or lost,
`including the amount of the payout (if any), the amount lost
`(if any), and, in the preferred embodiment, the Visual rep
`resentation of the outcome of a play of the slot machine 2,
`namely the position of the reels on the slot machine 2.
`Outcome data may include, for example, a Series of numbers
`indicating the coins won or lost (e.g. "-5, +20, 0, . . . ). It
`will be understood that the position of the reels and the coins
`won or lost are essentially alternate representations of the
`Same data.
`In an embodiment in which the gaming device is a Video
`poker machine, a Video blackjack machine, or another
`gaming device for which play is based upon playing cards,
`the Visual representation of the outcome is the card values.
`Similarly, in an embodiment in which the gaming device is
`a Video roulette machine, the outcome data may include, in
`addition to the amount won or lost, the final number and
`color.
`Outcome data is further defined as live or historical. Live
`outcome data is outcome data not previously received by the
`slot network Server 4. Thus, live outcome data typically
`represents the most recent play of a given gaming device.
`Historical outcome data, on the other hand, is outcome data
`previously received from a gaming device and Stored. Thus,
`historical outcome data typically represents plays, other than
`the most recent, of a gaming device.
`Because each Slot machine 2 has a unique machine
`identification (ID) number, the slot network server 4 is able
`to distinguish the outcome data as being Sent from a par
`ticular slot machine 2 and to Store the outcome data with
`reference to that particular machine 2.
`Communication between the remote wagering terminal 5
`and slot network Server 4 is initiated when a player inserts
`a player tracking card 9 into the player tracking card reader
`8. Typically, a casino issues a player tracking card contain
`ing player identifying information. Such identifying infor
`mation can be any information that uniquely identifies a
`player to the System 1 and, in the present embodiment,
`includes the player identification (ID) number. The identi
`fying information is preferably Stored on a magnetic Strip on
`the player tracking card.
`The player tracking card reader 8 reads the player iden
`tifying information from the player tracking card and trans
`mits the information to the slot network server 4. Because
`the player identifying information uniquely identifies a
`given player, the slot network Server 4 is able to access
`information associated with that player, Such as a credit
`balance.
`AS discussed below, once a remote player has inserted the
`player tracking card into the card reader 8, the remote player
`enters play preferences through a touch Screen or, in the
`illustrated embodiment, an alphanumeric keypad 7 to initiate
`remote slot machine play. Play preferences include any
`information that defines which gaming device or devices are
`to be played and how they are to be played. Thus, play
`preferences include the number of devices to be accessed,
`
`25
`
`35
`
`40
`
`15
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`FIG. 1 is a Schematic view of a System according to one
`embodiment of present invention;
`FIG. 2 is a schematic view of a slot machine of FIG. 1;
`FIG.3 is a schematic view of a slot network server of FIG.
`1;
`FIG. 4 is a schematic view of the player database of the
`slot network server of FIGS. 1 and 3;
`FIG. 5 is a schematic view of the session database of the
`slot network server of FIGS. 1 and 3;
`FIG. 6 is a Schematic view of the remote wagering
`terminal database of the slot network server of FIGS. 1 and
`3;
`FIG. 7 is a schematic view of the slot machine database
`of the slot network server of FIGS. 1 and 3;
`FIG. 8 is a Schematic view of a remote wagering terminal
`of FIG. 1;
`FIG. 9 is a schematic view of the cashier terminal of FIG.
`1;
`FIG. 10 is a flow diagram depicting the depositing of
`funds for use in accordance with the system of FIG. 1;
`FIGS. 11a and 11b are flow diagrams of the overall
`operation of the system of FIG. 1; and
`FIG. 12 is a flow diagram depicting the process of
`receiving a payout in accordance with the System of FIG. 1.
`DETAILED DESCRIPTION OF PREFERRED
`EMBODIMENTS
`The present invention is directed generally to a method
`and System for remote play of a gaming device, Such as a Slot
`machine. A player enters play preferences at a remote
`wagering terminal. The remote wagering terminal transmits
`the play preferences to a slot network Server that Stores the
`play preferences. Based upon the play preferences, the Slot
`network Server identifies the outcome data from one or more
`Slot machines and transmits this outcome data from those
`Slot machines to the remote wagering terminal. One embodi
`ment utilizes live outcome data while another embodiment
`utilizes Stored, historical outcome data from previous playS
`of a slot machine. The slot network Server keeps track of the
`player's wins and losses based upon the outcome data.
`Certain preferred embodiments of the present invention
`will now be described in greater detail with reference to the
`drawings. Although the embodiments discussed herein are
`directed to slot machines, it is to be understood that the
`present invention is equally applicable to other gaming
`devices, Such as Video poker machines, video blackjack
`machines, Video roulette machines, Video keno machines,
`Video bingo machines, and the like.
`With reference to FIG. 1, a system 1 is shown. In general,
`the System 1 includes multiple Slot machines 2 in commu
`nication with a slot network Server 4 via a conventional local
`area network (slot network) 3. The slot network 3 is con
`trolled by the server 4. It is to be understood that commu
`nication between each Slot machine 2 and the Server 4 may
`65
`also occur acroSS a wireleSS network or internet connection.
`The remote wagering terminals 5 also communicate with the
`
`45
`
`50
`
`55
`
`60
`
`Patent Owner NexRF Exhibit 2001, Page 16 of 21
`
`
`
`6,001,016
`
`15
`
`25
`
`35
`
`40
`
`S
`bet per play, type of device, denomination of device, Speed
`of play, machine ID number (if available), and the like. The
`Slot network Server 4 is able to identify the remote wagering
`terminal 5 Source of the play preferences because each
`remote wagering terminal 5 has associated there with a
`remote wagering terminal identification (ID) number that
`uniquely identifies the remote wagering terminal 5.
`With reference to FIG. 2, the slot machine 2 will now be
`described in greater detail. Each Slot machine 2 includes a
`Central Processing Unit (CPU) 210, a clock 212, and an
`operating system 214 stored in memory. The CPU 210
`executes instructions of a program Stored in Read Only
`Memory (ROM) 220 for playing the slot machine 2. The
`Random Access Memory (RAM) 230 temporarily stores
`information passed to it by the CPU210. A Random Number
`Generator (RNG) 240 is also in communication with the
`CPU 210.
`With respect to a play of the slot machine 2, Slot machine
`2 operates in a conventional manner. The player Starts the
`machine by inserting a coin, or using electronic credit, and
`activating a starting controller 250. Under control of a
`program Stored, for example, in a storage device 280 or the
`ROM 220, the CPU 210 initiates the RNG 240 to generate
`a random number; the CPU 210 looks up the generated
`random number in a stored probability table 281 and finds
`the corresponding outcome. Based on the identified
`outcome, the CPU 210 locates the appropriate payout in a
`stored payout table 284. The CPU 210 also directs a reel
`controller 260 to spin reels 262, 264, 266 and to stop them
`at a point when they display a combination of Symbols
`corresponding to the Selected payout. When the player wins,
`the machine stores the credits in RAM 230 and displays
`them in video display area 270.
`A hopper controller 290 is connected to a hopper 292 for
`dispensing coins. When the player requests to cash out by
`pushing a button on the slot machine 2, the CPU 210 checks
`the RAM 230 to see if the player has any credit and, if so,
`Signals the hopper controller 290 to release an appropriate
`number of coins into a payout tray (not shown).
`In alternative embodiments, the slot machine 2 does not
`include the reel controller 260 and reels 262, 264 266.
`Instead, a Video display area 270 graphically displays rep
`resentations of objects contained in the Selected game, Such
`as graphical reels or playing cards. These representations are
`preferably animated to display playing of the Selected game.
`Also connected to the CPU 210 is a slot network server
`interface 330. The network server interface 330 provides a
`communication path from the slot machine 2 to the Slot
`network 3 and, therefore, to the slot network server 4. Thus,
`as discussed in greater detail below, outcome data can be
`eXchanged between the Slot machine 2 and the Slot network
`server 4.
`With reference to FIG. 3, the slot network server 4 will
`now be described in greater detail. Like the slot machine 2
`of FIG. 2, the slot network server 4 has a Central Processing
`Unit (CPU) 410. The CPU 410, which has a clock 412 and
`operating System 414 associated there with, executes instruc
`tions of a program stored in Read Only Memory (ROM)
`420. During execution of the program instructions, the CPU
`410 temporarily stores information in the Random Access
`Memory (RAM) 430.
`In order to communicate with the remote wagering ter
`minal 5, the slot network Sever 4 also includes a commu
`nication port 450. The communication port 450 is coupled to
`the CPU 410, as well as to the slot machine network 3,
`remote wagering terminal network 10, and cashier terminal
`6. Thus, the CPU 410 can control the communication port
`450 to receive and transmit information from each slot
`machine 2, each remote wagering terminal 5, and the cashier
`terminal 6.
`
`45
`
`50
`
`55
`
`60
`
`65
`
`6
`Additionally, the CPU 410 is coupled to a data storage
`device 440, having a transaction processor 442, a casino
`player database 444, a Session database 446, a terminal
`database 448, and a slot machine database 449. In general,
`the transaction processor 442 manages the contents of the
`data Storage device 440, and may comprise a dedicated
`processor, or a portion of the function of processor 410.
`In general, the casino player database 444 of the present
`embodiment, as shown in FIG. 4, includes multiple records
`having multiple fields of information related to player iden
`tification. Specifically, the player database 444 comprises
`multiple records, each record being associated with a par
`ticular player, as identified by a player identification (ID)
`number. The fields within each record include: name 4440,
`social security number 4441, player ID number 4442, player
`address 4443, telephone number 4444, credit card number
`4445, credit balance 4446, complimentary information 4447
`(Such as complimentary points awarded), hotel room num
`ber 4448, and player status rating 4449. Thus, having
`information related to one field, Such as player ID number
`4442, allows the slot network server 4 to retrieve all infor
`mation stored in the other fields of that player's record.
`It is to be understood that for purposes of the present
`embodiment, only the player ID number field 4442, and the
`credit balance field 4446 are necessary. The remaining fields
`are merely representative of additional information that may
`be Stored and used for other purposes. For example, credit
`card number 4445 and hotel room number 44.48 are used for
`billing purposes and Social Security number 44.41 is used to
`generate tax forms when a player wins a jackpot over a given
`amount.
`The session database 446, as shown in FIG. 5, comprises
`multiple records, each record pertaining to the remote play
`Session of a particular player, as identified by a remote
`wagering terminal ID number. Consequently, one field in
`each record is the remote wagering terminal ID field 4460.
`Other fields include: player ID number 4461, number of slot
`machines to be accessed 4462, slot machine type 4463, bet
`per pull 4464, outcomes 4465, credit balance 4466, reel
`positions 4467, payout 4468, and machine ID number 4469.
`Because both the player database 444 and the session
`database 446 include a player ID number field (4442 and
`4461, respectively), the System 1 can correlate any infor
`mation Stored in the player database 444, corresponding to
`a particular player, with any information Stored in the
`Session database 446, corresponding to that same player.
`AS described below, a player may choose multiple slot
`machines 2 for remote play. The number of machines 2
`chosen is stored in the “number of slot machines to be
`accessed” field 4462. For each slot machine 2 accessed, the
`Session database includes information fields Such as a
`machine ID number 4469 and a machine type 4463 for each
`Slot machine 2 being accessed.
`For simplification of the following description, reference
`is made to the fields in the session database 446 as if only
`one slot machine 2 is being accessed. It is to be understood
`that a step which is described with reference to a particular
`field applies to that field for any number of slot machines 2
`being accessed.
`The remote wagering terminal database 448, as shown in
`FIG. 6, includes multiple records, each record pertaining to
`a different remote wagering terminal 5 as identified by a
`remote wagering terminal ID number as Stored in the remote
`wagering terminal ID field 4480. The additional fields in
`each record include: terminal location 4481, player ID
`number 4482, start time of remote play 4483, end time of
`remote play 4484, and slot machine type 4485. It is to be
`understood that the System 1 may, for example, use the
`information Stored in the remote wagering terminal database
`448 to determine which terminals 5 are used most often,
`
`Patent Owner NexRF Exhibit 2001, Page 17 of 21
`
`
`
`6,001,016
`
`15
`
`35
`
`40
`
`25
`
`7
`when each terminal is in use, and the location of the remote
`wagering terminals 5 being used. Because the remote wager
`ing terminal database 448, like the session database 446 and
`the player database 444, contains a player ID number field
`4482, the system 1 can correlate information contained
`within the above three databases 444, 446, 448 for a par
`ticular player, as identified by the player ID number.
`The slot machine database 449 relates to information
`concerning particular slot machines 2. AS illustrated in FIG.
`7, each slot machine 2 has an associated record in the
`database identified by a machine ID number, as stored in the
`machine ID number field 4491. The other fields in the slot
`machine database 449 include: machine type 4492, machine
`denomination 4493, maximum coins allowed 4494, payout
`structure 4495, outcome data, and in this embodiment, reel
`position 4496 and payout 4497, and historical outcome data
`4498. Because the slot network server 4 may search any field
`in a slot machine database 449, the server 4 is able to
`identify a slot machine 2 not only by its machine ID number
`4491, but also by the type 4492 and denomination 4493 of
`a slot machine 2.
`The payout structure 4495 of the slot machine database
`449 relates payout information to machine outcome.
`Specifically, the payout structure 4495 correlates a given
`payout, Such as ten coins, to a reel outcome that results in
`that payout, Such as “cherry-cherry-bar.”
`The remote wagering terminal 5 will now be described in
`greater detail with reference to FIG.8. The remote wagering
`terminal 5 includes an operating System 512 and a Central
`Processing Unit (CPU) 510 that executes instructions from
`a program stored in Read Only Memory (ROM) 520. During
`such execution, the CPU 510 temporarily stores and
`retrieves information from the Random Access Memory
`(RAM) 530.
`The CPU 510 can access information from several
`Sources. For example, the CPU 510 accesses the slot net
`work server 4 via a communication port 540. Additionally,
`as described in greater detail below, the remote wagering
`termi