throbber
PATENT APPLICATION
`
`BIOMETRIC BROADBAND GAMING
`SYSTEM AND METHOD
`
`[5
`
`20
`
`25
`
`30
`
`Inventor(s):
`
`Michael A. Kerr
`302 Chimney Rock Rd.
`Stateline, NV 89449
`
`Assignee:
`
`Entity:
`
`NONE
`
`Small
`
`Attomey for Applicant(s):
`
`Michael A. Kerr
`P. O. Box 2345
`Stateline, NV 89449
`Tel: (775) 588-9498
`Fax: (775) 588-9788
`Reg. No. 42,722
`
`35
`
`Attorney Docket Number: Kerr 01.003
`
`
`
`Patent Owner NexRF Exhibit 2002, Page 1 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 1 of 313
`
`

`

`Page 2
`
`BIOMETRIC BROADBAND GAMING
`SYSTEM AND METHOD
`
`10
`
`15
`
`CROSS REFERENCES TO RELATED APPLICATIONS
`
`This patent application is a continuation-in-part of provisional patent application
`60/266,856 filed on February 6, 2001.
`
`BACKGROUND OF THE INVENTION
`
`1. Field of Invention
`
`The present invention is a biometric broadband interactive gaming system and
`
`method. Moreparticularly, the biometric broadband interactive gaming system and method
`
`20
`
`operates in a networked environment whichinterfaces with a plurality of network access
`
`devices including personal computers, wireless devices, and interactive set-top boxes.
`
`2. Description of Related Art
`
`Therelated art includes gaming devices, on-line gaming, networked interactive
`
`25
`
`gaming, and biometrics.
`
`Gaming Devices
`
`For purposesofthis patent, the term “gaming”shall refer to either gambling and/or
`
`gaming applications. Gaming devices include gamesof skill and games of chance. Games of
`
`30
`
`chance include many casino-type gaming devices in which the outcome of the game depends,
`
`at least in part, on a randomly generated event. For example, a game of chance may use a
`
`random numbergenerator to generate a random or pseudo-random number. The random
`
`number maythen be comparedto a predefined table to determine the outcomeofthe event.
`
`If the random numberfalls within a certain range of numbers on the table, the player may win
`
`35
`
`a predefined prize. The table mayalso contain display information that allows the gaming
`
`
`
`
`Patent Owner NexRF Exhibit 2002, Page 2 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 2 of 313
`
`

`

`device to generate a display that correspondsto the outcome of the game. The gaming device
`
`maypresent the outcomeof the game onalarge variety of display devices, such as
`
`Page 3
`
`mechanical spinning reels or video screens.
`
`Games of skill comprise a skill component in which a player combinesletters or
`
`words (word puzzles), answers questions (trivia), overcomes challenges (video games),
`
`competes with other players (networked video games), and the like. Generally, a game of
`
`skill is a game requiring a level of skill which does notrely solely on chance. Some games of
`
`skill require a high degree of expertise and knowledge and other gamesofskill require very
`
`limited expertise or knowledge.
`
`On-Line Gaming
`
`In June 2001, Nevada signeda bill that could result in Nevada beingthefirst state to
`
`offer legalized gambling over the Internet. The new law authorizes state gaming regulatorsto
`
`set up an infrastructure to license and oversee online gaming in Nevada when such gaming
`
`15
`
`becomeslegal. Online gamingis a federal issue whoselegality is unclear at present.
`
`A variety of technological limitations have been asserted as preventing Congress’s
`
`endorsement of on-line gaming. These technologicallimitations are related to the preventing
`
`of underage gambling, controlling of gambling addiction, and ensuring the security and
`
`reliability of on-line gaming is secure andreliable.
`
`20
`
`To prevent underage gambling prior art systems and methodsuse passwords, user
`
`ID’s, credit cards and “click-through” agreements that ask the player to agree to being of
`legal gambling age by clicking on a button. Presently, there are no systems and methodsto
`
`control on-line gambling addiction. With respect to ensuring that on-line gamingis secure
`
`and reliable, prior art systems and methods use various cryptographic techniques such as
`
`25
`
`RSAencryption, digital certificates, or other similar well known cryptographic methods.
`
`These cryptographic methodsare helpful in ensuring secure communications, however these
`
`cryptographic methods do not ensure that the individual accessing the on-line gameis a valid
`user.
`
`In view ofthe prior art systems, a minor or other unauthorized individual simply
`needs a user ID and a corresponding password to access a gamingsite. The obtaining of a
`
`30
`
`
`
`Patent Owner NexRF Exhibit 2002, Page 3 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 3 of 313
`
`

`

`Page 4
`
`user ID and password is a relatively simple task as this information is generally not modified.
`
`Commonly the user ID information is acquired by identifying the web site's naming
`
`convention for the player. The player password can be easily determined by remembering
`
`the pattern of keys typed by the player during the log-on procedures or by simply requesting
`
`the password from the playeras part of a diagnostic procedure. Thelatter is a trick
`
`commonly used by hackers to access a system. The password problem may be overcome by
`
`modifying the password on a regular basis, however the player must then rememberthe
`
`modified password. Should the player forget the password a new passwordis mailed.
`
`During the mailing process it is commonfor e-mail to be easily intercepted in cyberspace.
`
`10
`
`Additionally, it is common for unauthorized users to simulate being at a certain location by
`
`submitting an IP address that identifies an authorized user.
`
`Therefore, a better system and methodfor identifying a valid user is needed.
`
`Additionally, it would be beneficial to provide a gaming system and method that would:
`
`prevent underage gambling, be simple to implement, prevent gambling addiction, and
`
`15
`
`provide a higher degree of security and reliability from unauthorizedusers.
`
`Networked Interactive Gaming
`
`Networked interactive gaming in an open networked environment suchas the Internet
`
`is well-known. However, interactive gaming in an open network suchasthe Internetis
`
`20
`
`confined to communicating with other devices using the same TCP/IP protocols. Currently
`
`networked interactive gaming systems using the TCP/IP protocol are not configured to
`
`communicate with interactive set-top boxes using MPEGprotocols.
`
`Networked interactive gaming in an open networked environmentusing traditional
`
`security methods such as secure socket layers and digital certificates are well known.
`
`25
`
`However, networked interactive gaming in an open networked environment usingtraditional
`
`security methods does not prevent gambling from a minor having acquired a parent’s user ID
`
`and password without the parent’s consent.
`
`Networked interactive gaming using LANs and WANsforprogressive slot machines
`
`having large jackpots are also well-known. However, networked interactive systems using
`
`30
`
`LANs and WANsfor progressive slot machines generally exist in a highly secure proprietary
`
`Patent Owner NexRF Exhibit 2002, Page 4 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 4 of 313
`
`

`

`Page 5
`
`network environment. Thus,the creation of a progressive slot machine with a large jackpot
`in an open network environment is not well known.
`
`Biometrics
`
`A biometric is a measurable psychological and/or behavioraltrait that can be captured
`and subsequently compared with anotherinstanceat the time ofverification. This definition
`includes the matchingoffingerprints, voice patterns, hand geometry, iris and retina scans,
`vein patterns and other such methodologies. For purposesofthe invention described
`heretofore, the definition of biometrics also includes signature verification, keystroke patterns
`and other methodologies weighted towards individual behavior.
`
`|
`:
`
`15
`
`Biometric applications for games ofskill and games of chance are limited, For
`example biometric gamingapplicationsare taught in U.S. Patent 6,010,404 granted to Walker
`et al. teaches a method and apparatusfor using player input codes (e.g., numeric, biometric or
`physical) to affect the outcomesofelectronic gambling devices, such as slot machines.
`Additionally, U.S. Patent No. 6,142,876 granted to Cumbers teaches a system and method for
`passively tracking the play of players playing gaming devices such as slot machines. Players
`provide identification information and facial recognition data is acquired by a digital or video
`camera. For each player an accountfile andafile ofthe facial image data is stored. When the
`player plays the slot machine, a camerascansthe player and acquires facial image data which
`is comparedto stored data to identify the player. Furthermore, U.S. Patent No. 5,902,983
`granted to Crevelt et al., teaches a gaming machine configured to perform EFTtransactions
`whichare limited to preset amounts. Thepatent teaches the use of a fingerprint imaging
`device, and retinal scans for verifying a player’s identity.
`Although biometric applications for gaming applicationsare known, biometric
`applications for on-line gaming systems are not known. Furthermore, the managing of
`biometric information and gaming information in an open network environmentis not
`known. Additionally, the use of biometrics in a gaming system and method to prevent
`underage gambling and prevent gambling addiction is not known.
`
`20
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 5 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 5 of 313
`
`

`

`Page 6
`
`SUMMARYOF INVENTION
`
`1.
`
`Advantagesof the Invention
`
`Oneof the advantagesofthe present inventionis that it provides a secure andreliable
`on-line gaming system and method.
`
`A further advantage of the present invention is that it provides a secure system and
`methodfor identifying a user in an open network environment.
`A further advantageof the presentinventionis that it provides a system and methodto
`prevent underage gambling.
`
`A further advantageofthe present inventionis that it provides a more secure and
`reliable and secure gaming system and method.
`
`Another advantage of the present inventionis that it provides a system and method for
`managing biometric information and gaming information in an open network environment.
`Another advantage of the present invention is that it permits a plurality ofusers ina
`geographically broad areato play the same game.
`A further advantage ofthe present inventionis that it provides a pseudo-real time
`gaming system and method.
`
`Another advantage of the present inventionis thatit simulates a game of chancesuch
`as a slot machine in an on-line environment.
`
`An additional advantage of the present inventionis that it provides a networked
`jackpot.
`
`20
`
`2.
`
`Brief Description of the Invention
`
`The present invention is a networked gaming system that comprises a verification
`system, a broadband gaming system anda transactional system. The verification system
`operations include ensuring that a user is a registered player by using a biometric input. The
`broadband gaming system operations include managing and performing at least one game.
`The transactional system operations include providing oversight for each transaction
`conducted by the verification system and the broadband gaming system.
`The present invention comprises a verification system for playing the networked
`gaming system. The networked gamesinclude games of chance and gamesofskill. The
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 6 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 6 of 313
`
`

`

`Page 7
`
`verification system communicates with a biometric input module and a network access
`
`device to generate a user identification information. The user identification information is
`
`compared to information in a registration database. If an acceptable match is made between
`
`the user identification information and the information in the registration database, the user is
`
`designated as a player. The player then has access to both the broadband gaming system and
`
`the transactional system.
`
`Additionally, the present invention includes a broadband gaming system whichis in
`
`communication with the verification system. The broadband gaming system includes a
`
`buffer which stores information about players who desire to play a game. The bufferis
`
`10
`
`operatively coupled to a random numbergenerator that generates a random numberfor each
`
`player in the buffer. A paytable module in communication with the random number
`
`generator determines the outcome associated with the random numbergenerator. The
`
`paytable also determines which images associated with the outcomefor each player.
`
`Preferably, the images are stored on a mini video server and then cached in a memory
`
`15
`
`module. The imagesare intelligently buffered for downstream communications.
`
`In its
`
`preferred embodiment, a plurality of encoders are operatively coupled to the memory module
`
`caching the broadcast video streams. The plurality of encoders encode the broadcast
`
`downstream images according to requirements for each network access device. Each encoder
`
`is operatively coupled to an encryption module that encrypts the broadcast. A modulation
`
`20
`
`moduleis operatively coupled to the encryption module and modulates encrypted imagesfor
`downstream transmission. Each network access device includes a tuner, a demodulation
`
`module, and a decryption module that permits an image to be viewed by the network access
`
`device.
`
`Furtherstill the present invention provides a transactional system and methodthat
`
`ensures secure communications occur in the verification system and the broadband gaming
`system. The transactional system also performs accounting, bonusing, tracking and other
`such functions. Preferably, the transactional system is capable of receiving a plurality of
`funds from a financial account and converting them to credits that are used in the broadband
`
`gaming system.
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 7 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 7 of 313
`
`

`

`Page 8
`
`The above description sets forth, rather broadly, the more importantfeatures of the
`present invention so that the detailed description of the preferred embodimentthat follows
`may be better understood and contributionsofthe present invention to the art may be better
`appreciated. There are, of course, additional features of the invention that will be described
`
`below andwill form the subject matter of claims. In this respect, before explainingat least
`one preferred embodimentof the invention in detail, it is to be understood that the invention
`
`is not limited in its application to the details of the construction and to the arrangementofthe
`components set forth in the following description orasillustrated in the drawings. The
`invention is capable of other embodiments and of being practiced and carried out in various
`
`10
`
`ways. Also,it is to be understood that the phraseology and terminology employed herein are
`for the purposeofdescription and should not be regardedaslimiting.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`Preferred embodiments ofthe present invention are shown in the accompanying
`drawings wherein:
`
`FIG. 1a through FIG. 1d provide diagrams ofa plurality of network access devices.
`FIG. 2 is a high level diagram of a gaming system networkedto a plurality of network
`access devices.
`
`FIG. 3 is a block diagram ofan illustrative biometric input module.
`FIG. 4 is a block diagram of a gaming system configuredto receive a biometric input
`from a network access device.
`
`FIG.5 is a table of the data fields in a verification system.
`
`FIG. 6 is a table of the data fields in a broadband gaming system andina transactional
`
`system.
`
`.
`
`FIG. 7 is a block diagram of a broadband gaming system.
`FIG. 8 is a flowchart of the registration methodfor the gaming system.
`FIG. 9 is a flowchart of the verification method for the gaming system.
`FIG.10 is a flowchart of the gaming methodfor the gaming system.
`FIG.11 is a flowchart of the method for purchasing credits for the gaming system.
`FIG. 12 is a flowchart of the methodfor storing credits on the gaming system.
`
`20
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 8 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 8 of 313
`
`

`

`Page 9
`
`FIG.13 is a flowchart of the information processed by the broadband gaming system.
`FIG. 14 is a continuation of the FIG. 13 flowchart.
`
`FIG.15 is a flowchart of the information processed bythetransactional system in
`communication with the broadband gaming system.
`
`DESCRIPTION OF THE PREFERRED EMBODIMENT
`
`In the following detailed description of the preferred embodiments, reference is made
`to the accompanying drawings, which formapart of this application. The drawings show, by
`way ofillustration, specific embodiments in whichthe invention may bepracticed. It is to be
`understood that other embodiments maybe utilized and structural changes may be made
`without departing from the scope of the present invention.
`
`NETWORKACCESS DEVICES
`
`Referring to FIG. 1a through FIG.1d there is shownaplurality ofillustrative network
`15
`access devices. Each of the network access devices is configured to be capable of running a
`gaming application. Forillustrative purposes the gaming application shown simulatesthe
`
`spinning reels of a slot machine.
`
`The network access device in FIG. 1a is a personal computer 10 having a network
`interface card (not shown) that may beoperatively coupled to a modem (not shown).
`Another network access device shown in FIG.1b includesa television 12 operatively coupled
`to an interactive set-top box 14 that is operatively coupled to a cable network (not shown).
`The other network access device shown in FIG. Ic is a wireless device 16 such as a digital
`phoneorpersonal digital system (PDA)or other such wireless device whichis configured to
`communicate with a network using wireless networking protocols. Yet another network
`access device is shown in FIG. 1d and includes a gaming terminal 18 such as a slot machine
`on a casinofloor that is operatively coupled to a plurality of other gaming terminals. It shall
`be appreciated by those skilled in the art of networkingthat the distinguishing feature
`between each of these network access devicesis the type of communicationsprotocols used
`by each device to enable communications between similar network access devices.
`
`20
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 9 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 9 of 313
`
`

`

`Page 10
`
`Each of the network access devices either includes a biometric input module
`
`operatively coupled to the network access device or includes a biometric input module
`
`communicatively coupled to the network access device. A biometric is a measurable
`
`psychological and/or behavioraltrait that can be captured and subsequently compared with
`
`another instance at the time ofverification. This definition includes the matching of
`
`fingerprints, voice patterns, hand geometry, iris and retina scans, vein patterns and other such
`
`methodologies. For purposes of the invention described heretofore, the definition of
`
`biometrics also includes signature verification, keystroke patterns and other methodologies
`
`weighted towards individual behavior.
`
`In one illustrative embodiment, the biometric input moduleis a fingerprint scanner 20
`
`resident on the gaming terminal 18 wherein the biometric input is a fingerprint.
`
`In another
`
`illustrative embodiment, the biometric input module is the screen 22 of wireless device 16
`
`wherein the screen is configured to receive a biometric input such asa user signature. In yet
`anotherillustrative embodiment, the biometric input module is a telephone 24 that is
`
`15
`
`configured to receive a voice pattern from a user prior to engaging communications with the
`
`interactive set-top box 14. In yet anotherillustrative embodimentthe biometric input module
`
`is a keyboard 26 operatively coupled to computer 10 wherein the user is requested to input a
`keystroke pattern.
`Anillustrative example of a biometric input module operatively coupled
`to the network access device is shown in FIG. 1d having the fingerprint scanner 20 on the
`
`gaming terminal 18. Anillustrative example of a biometric input module,e.g. the telephone
`24, communicatively coupled to the network access device, e.g. the interactive set-top box
`14, is shown in FIG. 1b
`
`The biometric input is used to prevent unauthorized gamingactivity andto efficiently
`store credits on the user’s behalf. By way of example andnot oflimitation, unauthorized
`
`gamingactivity includes underage gaming and players with histories of gambling addiction.
`Additionally, player credits may be stored on a networkso that the player does not need to
`carry coins, paper currency, coupons,credit cards or debits cards to play a game. It shall be
`appreciated by those skilled in the art having the benefit of this disclosure that different
`
`biometric input modules may be used in conjunction with different network access devices.
`
`20
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 10 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 10 of 313
`
`

`

`Page 11
`
`GAMING SYSTEM
`
`Referring to FIG. 2 there is shown a high level block diagram of a gaming system 30
`in communication with a plurality of network access devices coupled to a network 32. The
`gaming system includesa verification system 34, a broadband gaming system 36 and a
`transactional system 38. The verification system 34 verifies that a user operating a network
`access device is a registered player. The broadband gaming system 36 performs the function
`of generating a game and broadcasting the gameresults to each ofthe network access
`devices. The transactional system 38 performsa plurality of functions including tracking
`eachtransaction performed by boththe verification system and the broadband gaming system
`and conducting electronic fund transfers.
`
`Verification System
`
`The verification system 34 verifies that a user desiring to play the gameis a registered
`player. The verification system 34 communicates with the biometric input module and a
`network access device to generate user identification information. The user identification
`information includes information such as cryptographic keys that are necessary to securely
`identify the network access device. The user identification informationalso includes media
`access control (MAC)identification and confirmation of the user Internet Protocol (IP)
`address. The useridentification information is compared to information in a registration
`database 40 by a verification server 42. If an acceptable matchis made betweenthe user
`identification information andthe information in the registration database,the useris
`designated as a player. The player then has access to either the broadband gaming system 36
`or the transactional system 38.
`
`In an alternative embodimentthe useridentification information is housed in a smart
`card (not shown)thatis in communication with the verification system 34. The smart card
`includes a stored biometric which is used to identify the user as a player. Cryptographic keys
`are then exchanged betweenthe verification system 34 and the smart card to provide the
`player accessto either the broadband gaming system orthe transactional system 38.
`Referring to FIG. 3 there is shown anillustrative biometric input module 50. Byway
`of example,theillustrative biometric input module 50is a fingerprint scanner.
`It shall be
`
`10
`
`20
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 11 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 11 of 313
`
`

`

`Page 12
`
`appreciated by those skilled in the art having the benefit of this disclosure that the use of the
`
`fingerprint scanner astheillustrative biometric input module is notrestrictive. A scanned
`
`fingerprint imageis collected by the biometric input 52. After the scanned fingerprint image
`
`is collected, the fingerprint image is compressed by the compression module 54. A memory
`
`module 56 provides fast memory resources for the compressionofthe fingerprint image.
`
`After compression, the fingerprint image is encrypted by the encryption module 58 for
`
`downstream transmission. The encryption module 58 also includes a memory module 60
`
`that provides fast memory resourcesfor the encryption of the compressed fingerprint image.
`
`An encrypted compressed fingerprint image is then communicated to network 32 (see FIG. 2)
`
`10
`
`using the network interface module 62.
`
`Referring to FIG. 4 there is shown a block diagram ofthe verification system 34. The
`
`verification system is operatively coupled to network 32 with network interface module 64.
`
`The network interface module 64 is configured to receive user identification information
`
`generated by the network access devices and from the biometric input module. Preferably,
`
`15
`
`the biometric and other user identification information received by the verification system is
`
`an encrypted biometric that is decrypted by decryption module 66. A memory module 68is
`
`preferably a fast memory module that expedites the decryption process. After decryption, the
`
`biometric and remaininguseridentification information is processed by the verification
`
`server.
`
`It shall be appreciated by those skilled in the art that the verification server 42 may
`
`20
`
`house the network interface module 64, decryption module 66 and the memory module 68.
`
`The verification server 42 is also in operative communication with a registration database 40.
`
`The verification server 42 performs the function of matching the user identification
`
`information collected from the network access device with the player information in the
`
`registration database 40. Additionally, the verification server 42 performs the caching
`
`25
`
`functions needed to ensure that once a player has been identified during an initial game,
`
`subsequent usage by the same player proceeds quickly.
`
`Preferably, the verification server 42 identifies registered players using a biometric
`
`template of the registered player residing on the registration database 40. The registered
`
`players are referenced with Personal ID numbers. Whena transaction is undertaken the user
`
`30
`
`firstly calls up the particular template from the registration database 40 by inputting a
`
`Patent Owner NexRF Exhibit 2002, Page 12 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 12 of 313
`
`

`

`Page 13
`
`Personal ID. The Personal ID includes a particular number, user ID, password or other such
`
`identification techniques. The inputting of the Personal ID is accomplished with a familiar
`
`numeric keypad, keyboard, magstripe card or smart card. The correct template is called and
`
`held in memory ready for comparison with the biometric sample provided by the user. A
`
`comparison takes place that results in a binary true or false condition as to the identity of the
`
`user. The user is in effect claiming an identity by inputting the Personal ID and the system is
`
`subsequently verifying that the claim is genuine according to the matchingcriteria setup
`
`within the system.
`
`Referring to FIG. 5 there is shown the registration data fields 70 and user submitted
`
`10
`
`data fields 72. The registration data fields 70 include data fields that comprise the user
`
`identification information. The registration data fields include useridentification information
`
`such as player name, address, user name, password, credit card information, and the date and
`
`time ofthe registration. The player biometric and Personal ID also comprises the user
`
`identification information and provides unique information about the player. The Personal
`
`1S
`
`ID maybe the same as the user name or password.
`
`It shall be appreciated by those skilled in
`
`the art that some biometric information may be compressed. Furthermore, the user
`
`identification information includes data about the network access device and the network
`
`connection such as MACID, JP addresses, browsertype, any cookies resident on the network
`
`access device, etc. Finally, the user identification system includes cryptographic keys which
`
`20
`
`are used to encrypt and decrypt the communications between the verification system and each
`
`of the network access devices.
`
`The user submitted data fields 72 mirror the registration data fields 70. The user
`
`submitted data fields receive data generated by a userthat is attempting to access the
`
`broadband gaming system 36. The user submitted information is carefully analyzed to ensure
`
`25
`
`that a valid user is being identified.
`
`It is well known that the connection of one network
`
`access device to another network access device generates security concerns. Preferably, the
`
`present verification system operates using a fast hardware-type firewall that performs a
`
`stateful multilayer inspection. In its preferred embodimentthe firewall provides packet
`
`filtering using a secure protocol such as IPSec. This protocol provides encryption of the data
`
`30
`
`at the packet level as well as at the source address level. Without access to the encryption
`
`Patent Owner NexRF Exhibit 2002, Page 13 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 13 of 313
`
`

`

`Page 14
`
`keys, a potential intruder wouldhavedifficulty penetrating the firewall. Additionally,it
`would be preferable to providea circuit level gateway and an application level gateway. The
`circuit level gateway works onthe session layer of the OSI model or the TCP layer of the
`TCP/IP model and monitors TCP handshaking between packets to determine whether a
`requested session is legitimate. The application level gatewayfilters data packets at the
`application layer of the OSI model. A stateful multilayer inspection firewall offers a high
`level of security, good performanceandtransparencyto end users.
`Referring to FIG. 6 there is shown the player data fields 74 that are generated by the
`broadband gaming system andthe transactional system after the user has been verified to be a
`registered player. The player data fields 74 are used to generate a player matrix which is used
`as an additional internal security measure. The playerdata fields 74 include a Player ID that
`identifies the player, a timestamp that provides the date, time in and time out by the player
`during the game. Additionally, the type ofgame, credits played, and credits remaining are
`monitored. Based on the level of playeractivity a bonusis providedto the player. Further
`still the session time for each type of game and the amount played during the session is
`monitored to better define the type of gamesthe playerlikes. Transactional informationis
`also monitored and updated, preferably, by the transactional system 38. The transactional
`information includes credit card information, transaction requests, transaction approval,
`conversion of monetary fundsto credits for playing the game, any transfers ofcredits for
`playing the game, and conversions from credits to monetary fundsthatare credited to the
`player’s financial account. Preferably, communications between the transactional system and
`the broadband gaming system are conducted in a secure environment using cryptographic
`keys. Althoughthe use of cryptography within the private network may appear excessive,
`oneof the greatest security threats within a private network comesfrom its own employees.
`Therefore, it is preferable to use internal firewalls for communications between the
`broadband gaming system,the transactional system and the verification system.
`
`Broadband Gaming System
`A more detailed drawing of the broadband gaming system is provided in FIG. 7. The
`dashed boundary in FIG. 7 defines the broadband gaming system 36. After player
`
`15
`
`20
`
`25
`
`30
`
`Patent Owner NexRF Exhibit 2002, Page 14 of 313
`
`Patent Owner NexRF Exhibit 2002, Page 14 of 313
`
`

`

`Page 15
`
`verification is completedat the verification system 34, the broadband gaming system 34 is
`engaged. The broadband gaming system 34 includes a player buffer 84 configured to receive
`the players who will be playing the game. The player buffer 84 generates an initial player
`matrix with player data fields 74.
`A countdown timer82 is coupled to the player buffer 80. Preferably, the countdown
`timer 82is also displayed to the player. The countdown timer 82 provides a window oftime
`within whichplayers may join the game. The players that have joined the game before the
`end of the timing periodare stored in the buffer. When the timing period reaches zero the
`initial player matrix is communicatedto the transactional system 38 and to the gaming
`module 84.
`
`The gaming module 84 provides a gamethatis played by the plurality ofplayers. The
`game mayinclude a plurality ofdifferent games and the type of gameis notrestrictive to this
`invention. Preferably, the gaming module 84 includesat least one random numbergenerator
`86 and a paytable module 88.
`The random numbergenerator 86is operatively coupledto the player buffer. The
`random number generator 86 generates at least one random numberthatis stored in the
`player matrix. In one embodiment,at least one random numberis generated for the plurality
`of players playing the game. In an alternative embodiment, at least one random numberis
`generated for each player.

This document is available on Docket Alarm but you must sign up to view it.


Or .

Accessing this document will incur an additional charge of $.

After purchase, you can access this document again without charge.

Accept $ Charge
throbber

Still Working On It

This document is taking longer than usual to download. This can happen if we need to contact the court directly to obtain the document and their servers are running slowly.

Give it another minute or two to complete, and then try the refresh button.

throbber

A few More Minutes ... Still Working

It can take up to 5 minutes for us to download a document if the court servers are running slowly.

Thank you for your continued patience.

This document could not be displayed.

We could not find this document within its docket. Please go back to the docket page and check the link. If that does not work, go back to the docket and refresh it to pull the newest information.

Your account does not support viewing this document.

You need a Paid Account to view this document. Click here to change your account type.

Your account does not support viewing this document.

Set your membership status to view this document.

With a Docket Alarm membership, you'll get a whole lot more, including:

  • Up-to-date information for this case.
  • Email alerts whenever there is an update.
  • Full text search for other cases.
  • Get email alerts whenever a new case matches your search.

Become a Member

One Moment Please

The filing “” is large (MB) and is being downloaded.

Please refresh this page in a few minutes to see if the filing has been downloaded. The filing will also be emailed to you when the download completes.

Your document is on its way!

If you do not receive the document in five minutes, contact support at support@docketalarm.com.

Sealed Document

We are unable to display this document, it may be under a court ordered seal.

If you have proper credentials to access the file, you may proceed directly to the court's system using your government issued username and password.


Access Government Site

We are redirecting you
to a mobile optimized page.





Document Unreadable or Corrupt

Refresh this Document
Go to the Docket

We are unable to display this document.

Refresh this Document
Go to the Docket