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`servers is able to decode messages from the smartcard withoutpossibility of
`any server 11 compromising the system by forging messages.
`To further prevent tampering messages may be paddedout with extra
`data, prior to encryption, that is randomly generated each time a messageis
`sent. The messages mayalso be paddedoutto the same length each time.
`Each time an encrypted message mustbe resent(eg. due to a system error)it
`will be different. It will not therefore be possible to determine which
`messages are associated with which events. The recipient may ignore the
`extra data.
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`Server
`The server 11 functions muchasaserverfor a traditional distributed
`gaming system would, with someadditional features:
`e An account is maintained for each smartcard that exists. In addition to
`player accounting and games information the account holds the
`encryption key(s) used for the smartcard and other information required to
`monitorsecurity.
`e Software to detect tampering.
`* Encryption for smartcard communications and highly secure storage of
`smartcard keys.
`e The server 11 reads the gametype played and verifies the gamble. The
`outcome and amountbet are used to adjust the players account. Any
`discrepancy betweenthe server determined result and that of the game
`console are either system bugs or an attempt at tampering.
`.
`Security Server
`Ensuring security of the server 11 may be a difficult and expensive
`process, In theory any software modifications on the server 11 require
`complete recertification of the software.
`An encryption server 113 (See Figure 9) may be provided to physically
`separate the functions of the server 11 and encryption. Whensoftware
`unrelated to security is changed on the server 11 the security system does not
`need to be recertified. All communications between the server 11 and
`consoles 12 passes through the security server 113.
`To match the bandwidth of the game server 11 and security server 113
`to the application one or more gameservers 11 may be used with one or more
`security servers 113, in any combination.
`Hierarchical Server Architecture
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`A large network maybe constructed containing an hierarchy of servers
`(See Figure 10). The function of the servers is somewhat different to that
`described for a single server system. Advantages overa single level network
`are possible:
`e When random numbersare generated by the top level server 111 the
`games cannotoperate withoutit, ensuring a high level of control. The top
`level server 111 is able to maintain highly accurate accounting of the
`entire system.
`e The lowerlevel servers 112 need not have a high level of security if they
`are not involved in payouts, in which case payouts are determined by a
`higherlevel server 111 that does have high level security.
`* The low level servers 112 are used for local monitoring and accounting
`and can improve response time.
`e Ina very large system the load is distributed across multiple servers.
`Lowerlevel servers 112 off load communicationstraffic.
`e Communications from the console 12 to its server 11 must berelatively
`fast to keep games responsive. Communications betweenthelevels of
`server need notbe fast, if the top level server 111 generates a large number
`of random numbers and downloadsthem to the lowerlevel servers 112 for
`later use. Games can proceed without immediate communication to the
`top level server 111 until the supply of random numbers runsout.
`Smartcards 23 may use public key encryption(ordigital signatures) on
`game outcome messages, with the public key knownto eachof the
`.
`appropriate levels of servers. In this implementation both the low level
`server 112 and higherlevel server 111 can keep track of games and
`accounting information. The low level server 112 can verify transactions, but
`not modify them.
`Examples of possible implementationsare:-
`State wide networks spanning an entire state, such as Nevadain the
`USAor Victoria in Australia. The lowerlevel servers 112 would be located
`in casinos or clubs and the top level server 111 controlled by the governing
`body ofthat state.
`OnInternet a central high security server 113 distributes games
`(including random numbers) to lower security servers. The lowerlevel
`servers 112 have a reduced responsibility to not loose gamesorresults, but
`since it is not possible for them to tamper with games, security requirements
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`are reduced. Attempts to tamperare easily detected by the top level server
`111.
`
`A low level server 112 is implemented on an aeroplane.
`Communications between the aeroplane server 112 and ground based high
`level, high security server 113 maybeslow,or only used when the plane has
`landed.
`
`Verification Server
`In an alternate implementation verification of games and accountsalso
`takes place on a verification server, in addition to verification by the normal
`game server. This enables enhanced security as some types of tampering at
`the game server canbe detected, depending on the system implementation
`used. The verification server may be run, for example, by a government
`controlled regulatorto audit commercial establishments.
`Copiesof all communications to the smartcard affecting game
`outcomes, from the smartcard to server reporting game outcomes, and
`acknowledgments, are sent by the gameserver to the verification server.
`Messagesare encrypted, suchthat the verification server can read
`messages between the gameserver and smartcard. This may require that the
`verification server has the encryption keys shared by the gameserver and
`smartcard, or that an encryption methodis used that allows a three way
`secure communication. Preferably, the game and verification server cannot
`forge the identity of the other.
`Verification Mode
`The secure storage means may be provided with a verification mode in
`which the memory contents of the secure storage means may downloaded to
`an external device. Preferably, in the interests of security, secret encryption
`keys stored within the secure storage means are not disclosed. Crytographic
`technuiques are used to ensure only an authorised party is able to initiate the
`verification mode. Typically it is the server using its secret key which is
`authorised, but other parties may be used whenthe secure storage meansis
`provided with a secret verification key. Preferably invocation of device
`verification disables the secure storage means from futher use, except for
`device verification, and minimal changes are made to memory contents.
`Downloaded Console Code
`Traditional gaming machinesdo notallow the downloading of code
`because tampered code can cheat the system. Because console security is
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`solely dependent on the smartcard and encrypted communications, thenit is
`perfectly reasonable to download code to the console 12 as part of the game
`package. No possible code can compromise the security of the system,
`except in so far as it may mislead the player into the nature of the game
`being played. However, to further enhance security, code may be
`authenticated with methods such as digital signatures or encryption.
`It will be appreciated by persons skilled in the art that numerous
`variations and/or modifications may be madeto the invention as shownin
`the specific embodiments without departing from the spirit or scopeof the
`invention as broadly described. The present embodimentsare, therefore, to
`be consideredin all respects as illustrative and notrestrictive.
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`CLAIMS:
`1,
`A method ofoperating a gaming systemincludingat least one gaming
`console, the console including secure storage means andauserinterface
`allowing a userto initiate a game and observe a result, the method including
`the stepsof:
`storing gameor gamble outcome information in the secure storage
`meansforuse by the console to produce a game or gamble outcome
`respectively; and
`uponreceipt ofa user inputinitiating a game, producing a game
`play sequence including a game and/or gamble outcomeindication
`determined by the game or gamble outcome information stored in the
`secure storage meansaloneor in combination with a user input.
`The method of claim 1, wherein the information stored in the secure
`2.
`storage meansis a sequential list of outcome information relating to a
`sequence of future gamesto be played on the console.
`3.
`The methodof claim 2, wherein the game outcomeinformation stored
`in the secure storage means, is in the form of a set ofrandom numbers
`sufficient to generate an entire game outcome.
`4,
`The methodof claim 1, wherein the information stored in the secure
`storage means is a random numberseed from which outcome information
`relating to a sequence of future gamesto be played on the consoleis
`generated by operation of a random numbergenerator.
`5.
`The method of claim 4, wherein the random numbergeneratoris
`provided as a pseudo-random numberalgorithm.
`6.
`The method of claim 4 or 5, wherein the game outcome information
`generated by the random numbergenerator,is in the form ofa set of random
`numbers sufficient to generate an entire game outcome.
`7.
`The methodof claim 4 or 5, wherein the outcome informationis a
`random numberused to determine a gamble outcome and the secure
`processing meansin the console then chooses a game outcome whichwill
`achieve that gamble outcome.
`8.
`The method as claimed in claim 7, wherein the game outcome chosen
`depends upon the game being played.
`9.
`The methodas claimed in any oneof claims7 or 8, wherein the game
`is chosen by the player.
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`The methodas claimedin any oneof claims 7,8, or 9, wherein the
`10.
`gameis chosen bythe console.
`11.
`The methodas claimed in any oneof claims 7, 8, 9 or 10, wherein the
`gamebeing played includesa plurality of game outcomes correspondingto
`the gamble outcome corresponding to the random numberandoneof the
`game outcomesis chosen bythe console.
`12.
`The method as claimed in any one of claims 10 or 11, wherein games
`or outcomes chosenby the console are chosen at random.
`,
`13.
`The methodas claimed in any one of claims 10 or 11, wherein games
`or outcomes chosen bythe console are chosen sequentially.
`14.
`The methodas claimed in any one of the preceding claims wherein the
`secure storage meansis removably connectable to or readable and writable
`by the console.
`15.
`The method of claim 14, wherein the information relating to future
`gaine outcomesstored in the secure storage meansis stored before the secure
`storage means is connected to the console.
`16.
`The method of claim 15, wherein the secure storage meansis a
`programmable card which is preprogrammed with outcome information
`before orafter acquisition by a user and is inserted into the console by the
`user to produce one or more game outcomeson the respective console.
`17.
`The method as claimed in any one of claims 1 to 16, wherein the
`production of the game or gamble outcome determination is performed ina
`secure processing means connectedto the secure storage means by way ofa
`secure communications path.
`18.
`The method as claimed in claim 17, wherein communications over the
`secure communications path are secured by encryption.
`19.
`The methodas claimed in claim 17, wherein communications over the
`secure communications path are secured by physical security means.
`20,
`The method as claimedin any oneof claims 17, 18 or 19, wherein the
`secure processing meansis a smartcard or smartcard chip whichis
`permanently fixed in the console.
`21.
`The methodas claimed in any oneof claims 1 to 13, wherein the
`secure storage meansis a smartcard or smartcard chip which is permanently
`fixed in the console.
`22.
`The method as claimedin any one of claims 1 to 20, wherein the
`secure storage meansis a smartcard which is removable from the console.
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`The method of claim 21 or 22, wherein the secure storage means
`23.
`carries playeridentification and credit information.
`24.
`The method of any one of claims 1 to 14, wherein a gaming serveris
`provided andis in communication with each gaming console, the gaming
`server being arranged to calculate the outcomeinformation in relation to a
`game for storage in a secure storage means and to send outcomesignals to
`the console in which the secure storage meansis located, the method
`including the steps of:
`in the gaming server, precalculating data whichpartially or
`completely defines an outcomeof at least one game on one console,
`and generating and sendingto the respective console a signal
`indicating the precalculated data prior to a userinitiating the game
`on the console;
`in the console, receiving the data signal and storing the data as
`part orall of the game or gambleoutcome information in the secure
`storage means.
`The method of claim 24, wherein the console, uponreceiptof the user
`25.
`inputto initiate a game, generates and sendsa signal to the gaming server
`indicating that the stored information has been used to determine the
`respective game or gamble outcome.
`26.
`The method of any one of claims 1 to 14, wherein a gamingserveris
`provided and is in communication with each gaming console, and each
`console, uponreceipt of the user input to initiate a game, generates and
`sends a signal to the gamingserver indicating that the stored information has
`been used to determine the respective game or gamble outcome.
`27.
`The method as claimed in claim 24, 25 or 26, wherein the gaming
`server additionally performs the function of an accounting server whereby
`the accounting server is arranged to maintain credit account information in
`relation to a player playing a game on the gaming system and to send
`accounting information to the console on whichthe playeris playing.
`28.
`The method as claimedin any oneof claims 1 to 26, wherein an
`accounting serveris provided and is in communication with each gaming
`console, the accounting server being arranged to maintain credit account
`information in relation to a player playing a game on the gaming system and
`to send accounting information to the console on which the player is playing.
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`The method of claim 27 or 28, wherein the console, upon receipt by of
`29.
`the user input to initiate a game, generates and sends-data to the accounting
`serverto allow the accounting server to update the players account.
`30.
`The method of claim 24, wherein the console communicates to the
`gamingserverdata to enable the gaming server to verify the game.
`31.
`The method of any one of claims 24 to 30, wherein the console saves
`data sent to each server and uponreceipt of a secure signal indicating that
`the respective serverhas received the data thendeletes the data from
`memory.
`32.
`The methodof any oneofclaims 24 to 31, wherein the precalculated
`data is transmitted from the gameserverto the secure storage meansin the
`console and the gameverification data is transmitted by the secure storage
`meansto the gameserver.
`,
`33.
`The method of claim 27, 28 or 29, wherein the accounting data is
`transmitted from the serverto the secure storage meansin the console.
`34.
`The method of claim 25 or 26, wherein the secure storage means, is not
`in communication with the gaming server when the gameis played, and each
`time the secure storage means is next connected to the gaming server,it will
`generate and senda signalto the serverindicating the stored game outcome
`information that has been used.
`35.
`The method as claimedin any oneofclaims 24 to 34, whereinsignals
`generated by the server and console to transmit game outcomesorto indicate
`gaine play, are encrypted prior to beingsent.
`36.
`The method of claim 35, wherein encrypted signals are each provided
`with a piece of unique information prior to encryption suchthatdifferent
`signals containing the same gameinformation are different to one another
`after encryption.
`37.
`The method as claimedin any oneof claims 24 to 36, wherein the
`server includes an auditing function to check the game and/or gamble
`outcome data returned from the secure device in the console.
`38.
`The method as claimedin claim 35, 36 or 37, wherein the game
`outcome calculation and the encryption and decryption of signals to and
`from the gameserverare performed in the console by the smartcard.
`39.
`The method as claimedin any oneof claims 24 to 38, wherein an
`hierarchical network of gaming servers are provided with the console
`connected to a low order, low security network server which performs low
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`security and routine control and communication, while passing high security
`signals to higher level gaming servers having highersecurity.
`40.
`The method as claimed in claim 1, wherein the gameor gamble
`outcome information represents a plurality of predetermined gamble
`outcomes whichare stored in the secure storage means.
`41.
`The methodas claimed in claim 40, wherein the game outcome
`information is stored asalist of values representing a plurality of game
`outcomes.
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`The methodas claimed in claim 41, wherein all unused values in the
`42.
`secure storage means, exceptforan initial value, are hidden and playing
`gamesdiscloses the values one by one.
`43.
`The methodas claimed in claim 40, wherein the game outcome
`information is stored as aninitial value representing a game outcome, and
`values representing subsequent gamesare generated fromtheinitial value
`using a pseudo-random numberalgorithm.
`44.
`The method as claimed in claim 40, 41, 42 or 43, wherein the secure
`storage meansis a smartcard or smartcard chip.
`.
`45.
`The method as claimed in claim 44, wherein the player can redeem the
`smartcard device at any time for the amountof the last disclosed value.
`46.
`The methodas claimed in claim 45, wherein the redemption of the
`value on the smartcard is carried out via secure communication between
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`smartcard and an accounting server.
`47.
`The method as claimedin claim 45 or 46, wherein the last disclosed
`value of the smartcard is the sum of the value of gamble outcomesfor all
`games played on the smartcard.
`48.
`The method as claimed in claim 45, 46 or 47, wherein uponinitiation
`of a game byaplayer, the consoleretrieves the new value of the smartcard
`device and displays an appropriate game sequence.
`49.
`The method as claimedin claim 48, wherein the player acquires a
`smartcard device with a fixed numberof values.
`50.
`The methodas claimed in claim 49, wherein the smartcard deviceis
`provided with a list of predetermined outcomes, and gameplay includes a
`step in which the player makes a bet on the outcome of each game.
`51.
`The method as claimed in claim 50, wherein for each outcome
`disclosed the playerfirst makes a bet, which is written to non-volatile
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`memory in the smartcard device, and the total value owedto the playeris
`calculated from the wins andlosses for each bet and outcome.
`52,
`The method as claimed claim 51, wherein the player redeems the
`smartcard device for a latest value owed to the player.
`53.
`The method as claimed in claim 52, wherein the secure storage on the
`smartcard device is accessed via controlled access provided by the smartcard
`device.
`54.
`The method as claimed in claim 53, wherein the secure storage on the
`smartcard is accessed via a secure communications system within the
`console.
`55.
`The method as claimed in claim 54, wherein the secure
`communications system is provided by a furthersmartcard device.
`56.
`The method as claimed in any oneof claims 40 to 55, wherein the
`smartcard device is programmed with multiple functions, only one of which
`is a gaming accelerator.
`57,
`The method of claim 56, wherein the smartcard device is programmed
`for use as an ID card and/ora credit card and/or a bank ATMcard.
`58.
`The methodof claim 57, wherein the protocol to access the smartcard
`device is compatible with another mode of the smartcard.
`.59,
`The method as claimedin any oneof claims 24 to 39, wherein the
`20
`console sendsa signal to the secure storage means describingastateof a
`gamebeing played to the gameto the server.
`60.
`The method of claim 59, wherein the secure storage means encodesthe
`message for transmission to the server.
`61.
`The method of claim 59 or 60, wherein the message indicates start of
`game, end of game, playerselections, gametype, or amountbet.
`62.
`A gaming system includingat least one gaming console, the console
`including secure storage means and a userinterface allowing a userto
`initiate a game and observe a result, the system including:
`secure storage meansfor storing game or gamble outcome
`information used by the console to produce a game or gamble
`outcome; and
`gamecontrol meansin the console arranged to receive a user
`input initiating a game and to produce a game play sequence
`including a game and/or gamble outcomeindication determined by
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`the game or gamble outcomeinformation stored in the secure storage
`meansaloneor in combination with a userinput.
`The system of claim 62, wherein the information stored in the secure
`63.
`storage meansis a sequential list of outcome information relating to a
`sequenceof future gamesto be played on the console.
`64.
`The system of claim 63, wherein the game or gamble outcome
`information stored in the secure storage means, is in the form ofa set of
`random numberssufficient to generate an entire gamble outcome.
`65.
`The system of claim 64, wherein the information stored in the secure
`storage meansis a random numberseed from which outcomeinformation
`relating to a sequenceof future gamesto be played on the consoleis
`generated by operation of a pseudo-random numberalgorithm.
`66.
`The system of claim 65, wherein the game outcomeinformation
`generated by the pseudo-random numberalgorithm,is in the form ofa set of
`random numberssufficient to generate an entire game outcome.
`67.
`The system of claim 66, wherein the outcome information is a random
`numberindicating a gamble outcome value and the console then chooses a
`game outcome which will achieve that gamble outcomevalue.
`68.
`The system as claimedin any oneof claims 62 to 67, wherein the
`secure storage means is removably connectableto or readable and writable
`by the console.
`69.
`The system of claim 68, wherein the information relating to future
`game outcomesstored in the secure storage means is stored before the secure
`storage means is connected to the console.
`70.
`The system of claim 69, wherein the secure storage meansis a
`programmable card which is preprogrammed with outcome information
`before orafter acquisition by a user andis inserted into the console by the
`user to produce one or more game outcomesonthe respective console.
`71.
`The system as claimed in any one of claims 62 to 70, wherein a secure
`processing meansis provided to produce the game or gamble outcome
`indication and is connected to the secure storage means by wayof a secure
`communications path.
`72.
`The system as claimed in claim 71, wherein the secure processing
`meansis a smartcard or smartcard chip which is permanently fixed in the
`console.
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`The system as claimed in any one of claims 62 to 67, wherein the
`73.
`secure storage meansis a smartcard or smartcard chip which is permanently
`fixed in the console.
`74,
`The system as claimed in any oneof claims 62 to 72, wherein the
`secure storage meansis a smartcard or smartcard chip which is removable
`from the console.
`75,
`The system of claim 74, wherein the secure storage meanscarries
`player identification and credit information.
`76.
`The system of any oneof claims 62 to 75, wherein a gaming serveris
`provided in communication with each gaming console, the serverbeing
`arranged to calculate the outcome information in relation to a gamefor
`storage in a secure storage means and to send gameor gamble outcome
`signals to the console in which the secure storage meansis located, and the
`console including receiving meansforreceiving the game or gamble outcome
`signal and storing the information carried in the signal as the game or gamble
`outcomeinformation in the secure storage means.
`77.
`The system as claimed in claim 76, wherein the server includes an
`auditing means for checking game and/or gamble outcomedata returned from
`the secure device in the console.
`;
`78.
`The system of any one of claims 62 to 75, wherein a gaming serveris
`provided in communication with each gaming console,the serverincluding
`an auditing means for checking game and/or gamble outcome data returned
`from the secure device in the console.
`79.
`The system as claimedin claim 76, 77 or 78, the server and console
`each includes encryption and decryption means to encode transmission of
`game outcomesand/ortransmissions indicating gameplay.
`80.
`The system as claimed in claim 77, wherein the encryption and
`decryption meansin the console is a smartcard.
`81.
`The system as claimedin any oneof claims 76 to 80, wherein an
`hierarchical network of gamingservers are provided with the console
`connectedto a low order, low security network server which performs low
`security and routine control and communication, while passing high security
`signals to higher level gaming servers having higher security.
`82,
`The system as claimed in claim 62, wherein the game outcome
`information represents a plurality of predetermined gamble outcomes which
`are stored in the secure storage means.
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`The system as claimed in claim 82, wherein the secure storage means
`83.
`is a smartcard or a smartcard chip.
`84.
`The system as claimed in claim 83, wherein the secure storage device
`is arranged to keep hiddenall unused values until disclosed by playing a
`respective game.
`85.
`The system as claimed in claim 84, wherein the console is arranged to
`display an appropriate game sequence in whichit retrieves, the new value of
`the smartcard device uponinitiation of a game by a player.
`86.
`The system as claimed in claim 85, wherein the smartcard device is
`originally provided with a fixed numberofvalues.
`87.
`The system as claimed in claim 86, wherein the smartcard device is
`provided withalist of predetermined outcomes, and the console includes a
`bet input meansarrangedto receive a bet on the outcomeof a game.
`88.
`The system as claimed in claim 87, wherein a non-volatile memoryis
`provided in the smartcard device for recording player bet values , and the
`total value owedto the player.
`89.
`The system as claimed in claim 88, wherein the smartcard deviceis
`provided with controlled access means in communication with the secure
`storage means for secure communication therewith.
`90.
`The system as claimed in claim 88, wherein the console is provided
`with a secure communications system for secure communication with the
`secure storage device.
`91.
`The system as claimed in claim 91, wherein the secure
`communications system is provided by a further smartcard device.
`92.
`The system as claimedin any one of claims 83 to 91, wherein the
`smartcard device which provides the secure storage means is programmed
`with multiple functions, only one of which is a gaming accelerator.
`93.
`The system of claim 92, wherein the smartcard device which provides
`the secure storage means, is programmedforuse as an ID card and/ora credit
`card and/or a bank ATM card.
`94.
`The system of claim 93, wherein the protocol to access the smartcard
`device which provides the secure storage means, is compatable with another
`modeof the smartcard.
`95.
`The system as claimed in any one of claims 76 to 61, wherein the
`console sends a signalto the server via the secure storage means describing a
`state of a game being played to the gameto the server.
`
`30
`
`35
`
`Patent Owner NexRF Exhibit 2003, Page 513 of 938
`
`Patent Owner NexRF Exhibit 2003, Page 513 of 938
`
`

`

`..WO 98/35309
`
`PCT/AU98/00072
`
`51
`
`The method of claim 95, wherein the secure storage means encodes the
`96.
`message for transmission to the server.
`97.
`The method of claim 95 or 96, wherein the message indicates start of
`game, end ofgame,playerselections, game type, or amountbet.
`98.
`A secure storage meansfor use in a gaming console which includes a
`user interface allowing a userto initiate a game and observea result, the
`secure storage means being arranged to store game or gamble outcome
`information used by the console to produce a gamble outcome.
`99.
`The secure storage meansof claim 98, wherein the informationstored
`in the secure storage meansis a sequential list of outcome information
`relating to a sequence offuture games to be played on the console.
`100. The secure storage meansof claim 99, wherein the game outcome
`information stored in the secure storage means, is in the form ofa set of
`random numberssufficient to generate an entire gamble outcome.
`101. The secure storage meansof claim 100, wherein the information stored
`in the secure storage means is a random numberseed from which outcome
`informationrelating to a sequence of future gamesto be played on the
`console is generated by operation of a pseudo-random numberalgorithm.
`102. The secure storage meansof claim 101, wherein the game outcome
`information generated by the pseudo-random numberalgorithm,is in the
`form of a set of random numberssufficient to generate an entire game
`outcome.
`103. The secure storage meansof claim 101, wherein the outcome
`information is a random numberindicating a gamble outcomevalue.
`104. The secure storage meansas claimed in any one claims98 to 105,
`wherein the secure storage meansis arranged to be removably connectable to
`or readable and writable by the console.
`105. The secure storage meansof claim 98, wherein the information relating
`to future game outcomesstored in the secure storage meansis stored before
`the secure storage meansis connected to the console.
`106. The secure storage meansof claim 105, wherein the secure storage
`meansis a programmable card which is preprogrammed with outcome
`information before orafter acquisition by a user andis arrangedto be
`‘insertable into the console by the user to produce one or more game
`outcomeson the respective console.
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`Patent Owner NexRF Exhibit 2003, Page 514 of 938
`
`Patent Owner NexRF Exhibit 2003, Page 514 of 938
`
`

`

`_ WO 98/35309
`
`PCT/AU98/00072
`
`52
`
`107. The secure storage meansas claimed in any one of claims 98 to 106,
`wherein a secure processing meansis provided, and the secure storage means
`is arranged to be connected to the secure processing means by way of a
`secure communications path, and the secure processing meansis arranged to
`provide the gamble outcome.
`,
`108. The secure storage meansas claimed in any one of claims 98 to 103,
`wherein the secure storage means is a smartcard or smartcard chip whichis
`arranged to be permanently fixed in the console.
`109. The secure storage means as claimed in any oneof claims 98 to 107,
`wherein the secure storage meansis a smartcard which is removable from the
`console.
`110. The secure storage meansofclaim 109, wherein the secure storage
`meanscarries playeridentification and/or credit information.
`111. The secure storage meansof any oneof claims 98 to 110, wherein the
`secure storage meansis arranged to communicate with a gaming server via a
`gaming console, the serverbeing arranged to calculate the game or gamble
`outcome information in relation to a game for storage in the secure storage
`means and to send outcomesignals to the secure storage meansvia the
`console, the secure storage meansbeing arranged to receive

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