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`BIOMETRIC BROADBAND GAMING
`SYSTEM AND METHOD
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`Inventor(s):
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`Michael A. Kerr
`302 Chimney Rock Rd.
`Stateline, NV 89449
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`Assignee:
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`Entity:
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`NONE
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`Small
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`Attomey for Applicant(s):
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`Michael A. Kerr
`P. O. Box 2345
`Stateline, NV 89449
`Tel: (775) 588-9498
`Fax: (775) 588-9788
`Reg. No. 42,722
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`Attorney Docket Number: Kerr 01.003
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`Patent Owner NexRF Exhibit 2002, Page 1 of 313
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`Patent Owner NexRF Exhibit 2002, Page 1 of 313
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`BIOMETRIC BROADBAND GAMING
`SYSTEM AND METHOD
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`CROSS REFERENCES TO RELATED APPLICATIONS
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`This patent application is a continuation-in-part of provisional patent application
`60/266,856 filed on February 6, 2001.
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`BACKGROUND OF THE INVENTION
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`1. Field of Invention
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`The present invention is a biometric broadband interactive gaming system and
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`method. Moreparticularly, the biometric broadband interactive gaming system and method
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`operates in a networked environment whichinterfaces with a plurality of network access
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`devices including personal computers, wireless devices, and interactive set-top boxes.
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`2. Description of Related Art
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`Therelated art includes gaming devices, on-line gaming, networked interactive
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`gaming, and biometrics.
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`Gaming Devices
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`For purposesofthis patent, the term “gaming”shall refer to either gambling and/or
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`gaming applications. Gaming devices include gamesof skill and games of chance. Games of
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`chance include many casino-type gaming devices in which the outcome of the game depends,
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`at least in part, on a randomly generated event. For example, a game of chance may use a
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`random numbergenerator to generate a random or pseudo-random number. The random
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`number maythen be comparedto a predefined table to determine the outcomeofthe event.
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`If the random numberfalls within a certain range of numbers on the table, the player may win
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`a predefined prize. The table mayalso contain display information that allows the gaming
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`device to generate a display that correspondsto the outcome of the game. The gaming device
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`maypresent the outcomeof the game onalarge variety of display devices, such as
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`mechanical spinning reels or video screens.
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`Games of skill comprise a skill component in which a player combinesletters or
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`words (word puzzles), answers questions (trivia), overcomes challenges (video games),
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`competes with other players (networked video games), and the like. Generally, a game of
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`skill is a game requiring a level of skill which does notrely solely on chance. Some games of
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`skill require a high degree of expertise and knowledge and other gamesofskill require very
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`limited expertise or knowledge.
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`On-Line Gaming
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`In June 2001, Nevada signeda bill that could result in Nevada beingthefirst state to
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`offer legalized gambling over the Internet. The new law authorizes state gaming regulatorsto
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`set up an infrastructure to license and oversee online gaming in Nevada when such gaming
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`becomeslegal. Online gamingis a federal issue whoselegality is unclear at present.
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`A variety of technological limitations have been asserted as preventing Congress’s
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`endorsement of on-line gaming. These technologicallimitations are related to the preventing
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`of underage gambling, controlling of gambling addiction, and ensuring the security and
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`reliability of on-line gaming is secure andreliable.
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`To prevent underage gambling prior art systems and methodsuse passwords, user
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`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
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`control on-line gambling addiction. With respect to ensuring that on-line gamingis secure
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`and reliable, prior art systems and methods use various cryptographic techniques such as
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`RSAencryption, digital certificates, or other similar well known cryptographic methods.
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`These cryptographic methodsare helpful in ensuring secure communications, however these
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`cryptographic methods do not ensure that the individual accessing the on-line gameis a valid
`user.
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`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
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`user ID and password is a relatively simple task as this information is generally not modified.
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`Commonly the user ID information is acquired by identifying the web site's naming
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`convention for the player. The player password can be easily determined by remembering
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`the pattern of keys typed by the player during the log-on procedures or by simply requesting
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`the password from the playeras part of a diagnostic procedure. Thelatter is a trick
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`commonly used by hackers to access a system. The password problem may be overcome by
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`modifying the password on a regular basis, however the player must then rememberthe
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`modified password. Should the player forget the password a new passwordis mailed.
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`During the mailing process it is commonfor e-mail to be easily intercepted in cyberspace.
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`Additionally, it is common for unauthorized users to simulate being at a certain location by
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`submitting an IP address that identifies an authorized user.
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`Therefore, a better system and methodfor identifying a valid user is needed.
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`Additionally, it would be beneficial to provide a gaming system and method that would:
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`prevent underage gambling, be simple to implement, prevent gambling addiction, and
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`provide a higher degree of security and reliability from unauthorizedusers.
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`Networked Interactive Gaming
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`Networked interactive gaming in an open networked environment suchas the Internet
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`is well-known. However, interactive gaming in an open network suchasthe Internetis
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`confined to communicating with other devices using the same TCP/IP protocols. Currently
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`networked interactive gaming systems using the TCP/IP protocol are not configured to
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`communicate with interactive set-top boxes using MPEGprotocols.
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`Networked interactive gaming in an open networked environmentusing traditional
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`security methods such as secure socket layers and digital certificates are well known.
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`However, networked interactive gaming in an open networked environment usingtraditional
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`security methods does not prevent gambling from a minor having acquired a parent’s user ID
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`and password without the parent’s consent.
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`Networked interactive gaming using LANs and WANsforprogressive slot machines
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`having large jackpots are also well-known. However, networked interactive systems using
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`LANs and WANsfor progressive slot machines generally exist in a highly secure proprietary
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`Patent Owner NexRF Exhibit 2002, Page 4 of 313
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`network environment. Thus,the creation of a progressive slot machine with a large jackpot
`in an open network environment is not well known.
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`Biometrics
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`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.
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`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.
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`SUMMARYOF INVENTION
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`1.
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`Advantagesof the Invention
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`Oneof the advantagesofthe present inventionis that it provides a secure andreliable
`on-line gaming system and method.
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`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.
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`A further advantageofthe present inventionis that it provides a more secure and
`reliable and secure gaming system and method.
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`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.
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`Another advantage of the present inventionis thatit simulates a game of chancesuch
`as a slot machine in an on-line environment.
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`An additional advantage of the present inventionis that it provides a networked
`jackpot.
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`2.
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`Brief Description of the Invention
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`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
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`verification system communicates with a biometric input module and a network access
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`device to generate a user identification information. The user identification information is
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`compared to information in a registration database. If an acceptable match is made between
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`the user identification information and the information in the registration database, the user is
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`designated as a player. The player then has access to both the broadband gaming system and
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`the transactional system.
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`Additionally, the present invention includes a broadband gaming system whichis in
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`communication with the verification system. The broadband gaming system includes a
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`buffer which stores information about players who desire to play a game. The bufferis
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`operatively coupled to a random numbergenerator that generates a random numberfor each
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`player in the buffer. A paytable module in communication with the random number
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`generator determines the outcome associated with the random numbergenerator. The
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`paytable also determines which images associated with the outcomefor each player.
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`Preferably, the images are stored on a mini video server and then cached in a memory
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`module. The imagesare intelligently buffered for downstream communications.
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`In its
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`preferred embodiment, a plurality of encoders are operatively coupled to the memory module
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`caching the broadcast video streams. The plurality of encoders encode the broadcast
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`downstream images according to requirements for each network access device. Each encoder
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`is operatively coupled to an encryption module that encrypts the broadcast. A modulation
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`moduleis operatively coupled to the encryption module and modulates encrypted imagesfor
`downstream transmission. Each network access device includes a tuner, a demodulation
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`module, and a decryption module that permits an image to be viewed by the network access
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`device.
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`Furtherstill the present invention provides a transactional system and methodthat
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`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
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`gaming system.
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`Patent Owner NexRF Exhibit 2002, Page 7 of 313
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`Patent Owner NexRF Exhibit 2002, Page 7 of 313
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`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
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`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
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`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
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`ways. Also,it is to be understood that the phraseology and terminology employed herein are
`for the purposeofdescription and should not be regardedaslimiting.
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`BRIEF DESCRIPTION OF THE DRAWINGS
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`Preferred embodiments ofthe present invention are shown in the accompanying
`drawings wherein:
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`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.
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`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.
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`FIG.5 is a table of the data fields in a verification system.
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`FIG. 6 is a table of the data fields in a broadband gaming system andina transactional
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`system.
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`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.
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`FIG.13 is a flowchart of the information processed by the broadband gaming system.
`FIG. 14 is a continuation of the FIG. 13 flowchart.
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`FIG.15 is a flowchart of the information processed bythetransactional system in
`communication with the broadband gaming system.
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`DESCRIPTION OF THE PREFERRED EMBODIMENT
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`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.
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`NETWORKACCESS DEVICES
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`Referring to FIG. 1a through FIG.1d there is shownaplurality ofillustrative network
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`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
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`spinning reels of a slot machine.
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`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.
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`Patent Owner NexRF Exhibit 2002, Page 9 of 313
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`Patent Owner NexRF Exhibit 2002, Page 9 of 313
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`Each of the network access devices either includes a biometric input module
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`operatively coupled to the network access device or includes a biometric input module
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`communicatively coupled to the network access device. A biometric is a measurable
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`psychological and/or behavioraltrait that can be captured and subsequently compared with
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`another instance at the time ofverification. This definition includes the matching of
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`fingerprints, voice patterns, hand geometry, iris and retina scans, vein patterns and other such
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`methodologies. For purposes of the invention described heretofore, the definition of
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`biometrics also includes signature verification, keystroke patterns and other methodologies
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`weighted towards individual behavior.
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`In one illustrative embodiment, the biometric input moduleis a fingerprint scanner 20
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`resident on the gaming terminal 18 wherein the biometric input is a fingerprint.
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`In another
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`illustrative embodiment, the biometric input module is the screen 22 of wireless device 16
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`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
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`configured to receive a voice pattern from a user prior to engaging communications with the
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`interactive set-top box 14. In yet anotherillustrative embodimentthe biometric input module
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`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
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`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
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`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
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`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
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`biometric input modules may be used in conjunction with different network access devices.
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`Patent Owner NexRF Exhibit 2002, Page 10 of 313
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`Patent Owner NexRF Exhibit 2002, Page 10 of 313
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`GAMING SYSTEM
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`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.
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`Verification System
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`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.
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`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
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`appreciated by those skilled in the art having the benefit of this disclosure that the use of the
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`fingerprint scanner astheillustrative biometric input module is notrestrictive. A scanned
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`fingerprint imageis collected by the biometric input 52. After the scanned fingerprint image
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`is collected, the fingerprint image is compressed by the compression module 54. A memory
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`module 56 provides fast memory resources for the compressionofthe fingerprint image.
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`After compression, the fingerprint image is encrypted by the encryption module 58 for
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`downstream transmission. The encryption module 58 also includes a memory module 60
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`that provides fast memory resourcesfor the encryption of the compressed fingerprint image.
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`An encrypted compressed fingerprint image is then communicated to network 32 (see FIG. 2)
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`using the network interface module 62.
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`Referring to FIG. 4 there is shown a block diagram ofthe verification system 34. The
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`verification system is operatively coupled to network 32 with network interface module 64.
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`The network interface module 64 is configured to receive user identification information
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`generated by the network access devices and from the biometric input module. Preferably,
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`the biometric and other user identification information received by the verification system is
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`an encrypted biometric that is decrypted by decryption module 66. A memory module 68is
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`preferably a fast memory module that expedites the decryption process. After decryption, the
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`biometric and remaininguseridentification information is processed by the verification
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`server.
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`It shall be appreciated by those skilled in the art that the verification server 42 may
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`house the network interface module 64, decryption module 66 and the memory module 68.
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`The verification server 42 is also in operative communication with a registration database 40.
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`The verification server 42 performs the function of matching the user identification
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`information collected from the network access device with the player information in the
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`registration database 40. Additionally, the verification server 42 performs the caching
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`functions needed to ensure that once a player has been identified during an initial game,
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`subsequent usage by the same player proceeds quickly.
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`Preferably, the verification server 42 identifies registered players using a biometric
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`template of the registered player residing on the registration database 40. The registered
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`players are referenced with Personal ID numbers. Whena transaction is undertaken the user
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`firstly calls up the particular template from the registration database 40 by inputting a
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`Personal ID. The Personal ID includes a particular number, user ID, password or other such
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`identification techniques. The inputting of the Personal ID is accomplished with a familiar
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`numeric keypad, keyboard, magstripe card or smart card. The correct template is called and
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`held in memory ready for comparison with the biometric sample provided by the user. A
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`comparison takes place that results in a binary true or false condition as to the identity of the
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`user. The user is in effect claiming an identity by inputting the Personal ID and the system is
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`subsequently verifying that the claim is genuine according to the matchingcriteria setup
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`within the system.
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`Referring to FIG. 5 there is shown the registration data fields 70 and user submitted
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`data fields 72. The registration data fields 70 include data fields that comprise the user
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`identification information. The registration data fields include useridentification information
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`such as player name, address, user name, password, credit card information, and the date and
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`time ofthe registration. The player biometric and Personal ID also comprises the user
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`identification information and provides unique information about the player. The Personal
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`ID maybe the same as the user name or password.
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`It shall be appreciated by those skilled in
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`the art that some biometric information may be compressed. Furthermore, the user
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`identification information includes data about the network access device and the network
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`connection such as MACID, JP addresses, browsertype, any cookies resident on the network
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`access device, etc. Finally, the user identification system includes cryptographic keys which
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`are used to encrypt and decrypt the communications between the verification system and each
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`of the network access devices.
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`The user submitted data fields 72 mirror the registration data fields 70. The user
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`submitted data fields receive data generated by a userthat is attempting to access the
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`broadband gaming system 36. The user submitted information is carefully analyzed to ensure
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`that a valid user is being identified.
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`It is well known that the connection of one network
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`access device to another network access device generates security concerns. Preferably, the
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`present verification system operates using a fast hardware-type firewall that performs a
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`stateful multilayer inspection. In its preferred embodimentthe firewall provides packet
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`filtering using a secure protocol such as IPSec. This protocol provides encryption of the data
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`at the packet level as well as at the source address level. Without access to the encryption
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`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
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`Patent Owner NexRF Exhibit 2002, Page 14 of 313
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`Patent Owner NexRF Exhibit 2002, Page 14 of 313
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`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.