throbber
a2, United States Patent
`US 6,361,437 B1
`(10) Patent No.:
`Walkeretal.
`(45) Date of Patent:
`*Mar. 26, 2002
`
`
`US006361437B1
`
`(54) REMOTE GAMING DEVICE
`
`(75)
`
`Inventors: Jay S. Walker, Ridgefield; James A.
`Jorasch, Stamford; Thomas M.
`Sparico, Riverside, all of CT (US)
`
`(73) Assignee: Walker Digital, LLC, Stamford, CT
`(US)
`
`(*) Notice:
`
`Subject to any disclaimer, the term ofthis
`patent is extended or adjusted under 35
`US.C. 154(b) by 0 days.
`
`This patent is subject to a terminal dis-
`claimer.
`
`11/1993 Marnell, II
`5,259,613 A
`2/1995 Grassa
`5,390,934 A
`2/1995 Fox
`5,392,934 A
`3/1995 Slyeetal.
`5,395,242 A
`3/1995 Hesseetal.
`5,397,128 A
`5/1995 Wilsonetal.
`5,411,258 A
`11/1996 Ornstein
`5,570,885 A
`5/1997 Lowden ....... eee 463/202
`5,630,586 A *
`6/1998 Franchi
`5,770,533 A
`6,001,016 A * 12/1999 Walker... ccc 463/202
`
`* cited by examiner
`
`Primary Examiner—Mark Sager
`(74) Attorney, Agent, or Firm—Dean P. Alderucci
`
`(22)
`
`Filed:
`
`Sep. 22, 1999
`Related U.S. Application Data
`
`A method and system for remote play of a gaming device,
`such as a slot machine. A player enters play preferencesat
`a remote wagering terminal. The remote wagering terminal
`transmits the play preferences to a slot network server that
`(63) Continuation of application No. 08/775,577,filed on Dec.
`stores the play preferences. Based upontheplay preferences,
`31, 1996, now Pat. No. 6,001,016.
`the slot network serveridentifies one or more slot machines
`(SL) UIs C0 eee ecccecsesscssecscesecseeseeneeneeneens A63F 9/24
`
`(52)UnS.Cleceeccecsssssssssssssseeeesesseesssssssnssseneeeseeseees 463/23 and transmits outcome data from those slot machinesto the
`
`(58) Field of Search oo...eee 463/1, 12-13,
`remote wagering terminal. The outcomedata may belive or
`463/16, 20, 25, 29, 30, 36, 40-42; 273/143 R,
`historical. In one embodiment of the present invention, the
`292-293, 138.1, 138.2, 139; 700/91-93
`slot network service generates simulated outcomedatato the
`remote wagering terminal. The slot network server keeps
`track of the player’s wins and losses based upon the outcome
`data.
`
`(56)
`
`References Cited
`U.S. PATENT DOCUMENTS
`
`4,467,424 A
`
`8/1984 Hedgeset al.
`
`3 Claims, 13 Drawing Sheets
`
`
`
`
`TERMINAL
`
`REMOTE
`CASHIER
`SLOT
`
`
`KEYPAD
`NAL
`TERM!
`
`
`MACHINE 5
`
`
`
`
`
`SLOT
`MACHINE 5
`
`
`
`
`
`REMOTE
`SLOT
`
`
`
`REMOTE
`SLOT
`
`
`
`TERMINAL
`NETWORK
`
`
`
`TERMINAL
`NETWORK
`
`
`
`
`
`
`NETWORK
`SERVER
`
`
`
`10
`
`
`
`
`PLAYER
`TRACKING
`
`
`CARD
`
`
`READER
`
`loo
`
`SLOT
`MACHINE )
`
`
`
` 3
`
`SLOT
`MACHINE 5
`
`Patent Owner NexRF Exhibit 2004, Page 1 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 1 of 21
`
`

`

`U.S. Patent
`
`Mar.26, 2002
`
`Sheet 1 of 13
`
`US 6,361,437 B1
`
`LOTS
`
`cMYOMLAN
`
`MYOMLAN
`
`YSAYSS
`
`
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`éZANIHOWWANIHOVIN
`
`
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`
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`
`LOTS TWNIWYSL
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`Patent Owner NexRF Exhibit 2004, Page 2 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 2 of 21
`
`
`
`
`

`

`U.S. Patent
`
`Mar. 26,2002
`
`Sheet 2 of 13
`
`US 6,361,437 B1
`
`SECOND
`
`REEL
`264
`
`
`
`
`
` REEL
`
`CONTROLLER
`
` 260
`
`STARTING
`
`CONTROLLER
`250
`
`
`RANDOM
`
`NUMBER
`GENERATOR
`240
`
`
`
`SLOT
`
`
`NETWORK
`OPERATING
`Dispay
`SERVER
`
`
`
`
`
`
`INTERFACE
`SYSTEM
`AREA
`
`
`
`270
`214
`330
`
`
`
`
`
`HOPPER
`
`
`
`CONTROLLER
`
`290
`
`
`
`
`
`HOPPER
`
`
`292
`PAYOUT
`
`
`TABLE
`
`
`DATA STORAGE
`DEVICE
`
`PROBABILITY
`TABLE
`
`281
`
`284
`
`FIG. 2
`
`Patent Owner NexRF Exhibit 2004, Page3 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 3 of 21
`
`

`

`U.S. Patent
`
`Mar.26, 2002
`
`Sheet 3 of 13
`
`US 6,361,437 B1
`
`ao
`
`RAM
`
`
`
`3
`
`430
`SLOT
`
`MACHINE
`NETWORK
`
`
`
`
`
` SYSTEM '
`
`
`CASHIER
`TERMINAL 6
`
`
`
`
`REMOTE
`
`
`
`WAGERING
`
`TERMINAL
`
`
`NETWORK
`
`40
`TRANSACTION
`
`
`PROCESSOR
`449
`
` <>
` CASINO PLAYER
`
`
`DATABASE
`
` <->
` SESSION
`DATABASE
`
`
`48 <>
`SLOT MACHINE
`
`DATABASE
`449
`
`
`
`OPERATING
`
`4
`
`440
`
`COMMUNICATION
`PORT
`
`450
`
`444
`
`44
`
`TERMINAL
`DATABASE
`
`FIG. 3
`
`Patent Owner NexRF Exhibit 2004, Page 4 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 4 of 21
`
`

`

`U.S. Patent
`
`tv—
`
`Mar.26, 2002
`
`Sheet 4 of 13
`
`LId3u49
`
`FONVIVE
`
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`
`US 6,361,437 B1
`
`v-Ols
`
`TWIOO0S
`
`ANOHd
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`YseWnNn
`
`ALIMNOAS
`
`YSaWwnN
`
`Patent Owner NexRF Exhibit 2004, Page 5 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 5 of 21
`
`

`

`U.S. Patent
`
`ory_*
`
`Mar.26, 2002
`
`Sheet 5 of 13
`
`ANIHOVW
`
`dl
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`dsagWnn
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`1334
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`SJONVIVE
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`
`US 6,361,437 B1
`
`GOld
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`
`Patent Owner NexRF Exhibit 2004, Page 6 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 6 of 21
`
`

`

`U.S. Patent
`
`Mar. 26,2002
`
`Sheet 6 of 13
`
`US 6,361,437 B1
`
`REMOTE
`WAGERING|TERMINAL
`
`TERMINAL|LOCATION
`
`FIG. 6
`
`Patent Owner NexRF Exhibit 2004, Page 7 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 7 of 21
`
`

`

`US 6,361,437 B1
`
`FIG.7
`
`Mar. 26,2002
`
`Sheet 7 of 13
`
`STORED
`
`OUTCOMES
`
`no
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`
`U.S. Patent
`
`449
`
`o
`
`Patent Owner NexRF Exhibit 2004, Page 8 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 8 of 21
`
`

`

`U.S. Patent
`
`Mar. 26,2002
`
`Sheet 8 of 13
`
`US 6,361,437 B1
`
` VIDEO
`MONITOR
`560
`
`
`
`VIDEO
`
`DRIVER
`
`
`
`
`550
`
`
`PLAYER
`
`
`STARTING
`TRACKING
`
`CARD
`CONTROLLER
`
`
`
`
`580
`READER
`
`
`
`KEYPAD
`
`570
`
`
`
`OPERATING
`
`SYSTEM
`
`512
`540
`
`‘COMMUNICATION
`PORT
`
`
`
`HOPPER
`CONTROLLER
`390
`
`HOPPER
`
`
`600
`
`
`FIG. 8
`
`Patent Owner NexRF Exhibit 2004, Page 9 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 9 of 21
`
`

`

`U.S. Patent
`
`Mar. 26, 2002
`
`Sheet 9 of 13
`
`US 6,361,437 B1
`
`
`
`
` VIDEO
`MONITOR
`
`680
`
`eo
`
` PLAYER
`
`
`
`TRACKING
`CARD
`
`
`
`READER,.
`
`arn
`
`
`
`
`
`
`
`OPERATING
`COMMUNICATION
`
`PORT 640
`
`
`SYSTEM 612
`
`SLOT
`NETWORK
`
`4
`SERVER
`
`
`
`
`FIG. 9
`
`Patent Owner NexRF Exhibit 2004, Page 10 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 10 of 21
`
`

`

`U.S. Patent
`
`Mar. 26, 2002
`
`Sheet 10 of 13
`
`US 6,361,437 B1
`
`REMOTEPLAYER GOES TO CASINO
`CAGE OR SLOT BOOTH AND PRESENTS
`PLAYER TRACKING CARD
`
`31
`
`CASINO PERSONNEL ENTERS PLAYER
`IDENTIFICATION NUMBER AND CASH
`AMOUNTINTO CASHIER TERMINAL
`
`CASHIER TERMINAL TRANSMITS
`NUMBER AND CASH AMOUNT TO SLOT
`NETWORK SERVER
`
`850
`
`SLOT NETWORK SERVER UPDATES
`CREDIT BALANCE OF PLAYER DATABASE
`TOREFLECTADDEDFUNDS—gay
`
`PLAYER TAKES CARD BACK FROM
`CASINO PERSONNEL AND MOVES TO
`REMOTE SLOT TERMINAL
`
`FIG. 10
`
`Patent Owner NexRF Exhibit 2004, Page 11 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 11 of 21
`
`

`

`U.S. Patent
`
`Mar. 26, 2002
`
`Sheet 11 of 13
`
`US 6,361,437 B1
`
`PLAYER ENTERS PLAYER
`TRACKING CARD
`
`SERVER AUTHENTICATES PLAYER
`IDENTIFYING INFORMATION
`
`TERMINAL DATABASE
`
`PLAYER PROMPTED TO ENTER
`
`PLAYER PARAMETER SELECTIONS 9
`
`PLAYER ENTERS PLAYER
`PARAMETER SELECTIONS
`
`SERVER STORES PLAYER
`PARAMETER SELECTIONS
`IN SESSION DATABASE
`
`SERVER ACCESSES REMOTE
`
`TO FIG. 11B
`
`FIG. 11A
`
`Patent Owner NexRF Exhibit 2004, Page 12 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 12 of 21
`
`

`

`U.S. Patent
`
`Mar. 26,2002
`
`Sheet 12 of 13
`
`US 6,361,437 B1
`
`FROMFIG. 11A
`
`REMOTE PLAY ENDS
`
`SERVER SELECTS SLOT MACHINE(S)
`
`970
`
`SLOT MACHINE COMMUNICATES
`OUTCOME DATA TO SERVER
`
`SLOT MACHINE COMMUNICATES
`OUTCOME DATA TO REMOTE
`TERMINAL
`
`SERVER UPDATES DATABASES
`
`SERVER
`DETERMINES WHETHER
`SUFFICIENT FUNDS EXIST FOR
`FURTHER PLAY
`
`1010
`
`FIG. 11B
`
`Patent Owner NexRF Exhibit 2004, Page 13 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 13 of 21
`
`

`

`U.S. Patent
`
`Mar. 26, 2002
`
`Sheet 13 of 13
`
`US 6,361,437 B1
`
`PLAYER GOES TO SLOT CHANGE
`BOOTH OR CASINO CAGE AND PRESENTS
`PLAYER TRACKING CARD
`11
`
`CASINO PERSONNELINSERTS CARD INTO
`CASHIER TERMINAL AND CHECKS SECONDARY
`FORM OF PLAYERIDENTIFICATION
`4499
`
`IN PLAYER DATABASE
`
`CASHIER TERMINAL TRANSMITS
`PLAYER IDENTIFICATION NUMBER TO
`SLOT NETWORK SERVER
`
`SERVER ACCESSES PLAYER
`DATABASE AND TRANSMITS
`FINAL CREDIT BALANCE
`
`FINAL CREDIT BALANCEIS DISPLAYED
`AT CASHIER TERMINAL
`
`CREDIT BALANCE UPDATED
`
`FIG. 12
`
`Patent Owner NexRF Exhibit 2004, Page 14 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 14 of 21
`
`

`

`US 6,361,437 B1
`
`1
`REMOTE GAMING DEVICE
`
`CROSS-REFERENCE TO RELATED
`APPLICATION
`
`This is a continuation of prior application Ser. No. 08/775,
`577, filed Dec. 31, 1996, now U.S. Pat. No. 6,001,016.
`BACKGROUND OF THE INVENTION
`
`1. Field of the Invention
`
`The present invention relates generally to a method and
`apparatus for operation of a gaming device, such as a slot
`machine and, more particularly, for remote play of such
`gaming devices.
`2. Description of the Related Art
`There are numeroustypes of gaming devicesin use today.
`Manyof these gaming devices, such as slot machines, video
`blackjack machines, video poker machines, video roulette
`machines, and the like, typically allow only one player to
`operate a given machineat a time. Thus,only that one player
`can wagerand collect payouts. Furthermore, that one player
`typically must be physically present at the gaming device.
`Thus, the typical gaming device has drawbacksfor both the
`gaming device players and owners.
`the
`Because the player must be physically present at
`gaming device, the player is limited in the number and type
`of games that can be played. Slot machine players, for
`example, are known to play multiple machines at one time
`by inserting money in several adjacent slot machines and
`then pressing the play button of each machine in rapid
`succession. Such a manner of playing the machines can be
`awkward as the player must move from machine to machine
`in order to feed money and initiate each play on each
`machine. Furthermore, because slot machines of the same
`type are typically placed next to each other in a casino, a
`player cannot play different types of machines at the same
`time. Thus, there is a need for a method and system for
`remote play of gaming devices, particularly of different type
`devices.
`
`Keno permits a player to play without an actual physical
`presence at a machine. In Keno, a player selects a series of
`numbers. A game consists of matching the players numbers
`against a series of numbers drawn by the casino. Once the
`player has selected the series of numbers, the player selects
`a certain number of games for which those numbers are
`valid. Thus, by selecting several games, the player may bet
`on future games without a continued presence at a machine.
`With Keno, however, there is no remote play. The num-
`bers are automatically and continuously drawn by a central
`server and broadcast or transmitted to a numberof screens
`throughout an establishment, such as a casino. While an
`unlimited number of players can attempt
`to match the
`numbers drawn, players do not initiate play. Additionally,
`only one type of gameis being played at a time. Thus, Keno
`cannot be said to provide remote play of a gaming machine,
`particularly of the type in which eachplayis initiated by a
`player.
`Blackjack and Pai Gow poker tables sometimes allow a
`non-player to make wagers on top of those made by the
`participants of the games. In other words, while one player
`sits at a table, non-players may stand behind the player and
`wager on the player’s hand. While allowing more than one
`person to wager on a game,
`these practices require all
`persons wagering to be physically present at the table. No
`remote wagering or play occurs.
`Betting by non-participants on top of a player’s wager has
`several disadvantages. For example, additional surveillance
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`2
`is required by casino personnel because disputes may arise
`as to which person has madea particular wager. Disputes as
`to which personhasthe right to decide howto play the hand
`also arise. Consequently, a need exists for remote wagering
`and play of gaming devices.
`Multiplayer gaming devices exist which permit multiple
`players to play a single gaming device. For example, “Sigma
`Derby”is a game in which multiple players simultaneously
`wager on a simulated horse race. Each player bets
`individually, in a separate coin acceptor. Despite allowing
`several players to participate in the game, Sigma Derby also
`requires each of the players to be physically present.
`Therefore, such multiplayer gaming devicesfail to fulfill the
`need for a method and system for remote wagering and play
`of a gaming device.
`U.S. Pat. No. 4,467,424 to Hedges et al. (Hedges) is
`directed to a gaming system in which a remote player
`watches a live video of a game and participates in the
`playing of that game. Specifically, a video camera located at
`a gaming table, such as craps table, which is run by a casino
`employee called a croupier, sends a live video signal to a
`remote player at a player station. At the player station, the
`remote player watchesthe actual play and wagers along with
`the players at the table. The player enters the wagerinto the
`player station, which, in turn, transmits the wager to a credit
`station.
`In this system, however,
`the croupier manually
`enters the outcome of each gameplayed at the table into a
`croupier station. The outcome is communicated to the credit
`station. The credit station then communicates the outcome to
`the remote player at the player station. The credit station
`stores the player’s credit balance and updates the credit
`balance based upon the player’s wager and the outcome of
`each game.
`The remote gaming system of Hedges, however, has
`several disadvantages. Hedges requires that a live video
`signal be sent from the croupierstation to the player station.
`Such a system can be costly and difficult
`to maintain,
`particularly if multiple croupier stations exist. Moreover,
`reliance on the live video signal causes the Hedges device to
`be error-prone because the camera view may be temporarily
`blocked or the video system may fail. The player must
`actually participate in the game. Specifically,
`the remote
`player actually participates in and makesdecisions regarding
`play by watching the live video display. Thus, the remote
`playeris limited to remotely playing one gameat a time and
`is, therefore, limited in the frequency of wagering opportu-
`nities. The results of play at the table are not automatically
`transferred to the remote player. Instead, the croupier must
`manually input
`the results at
`the croupier station. The
`manual
`intervention allows for fraudulent or erroneous
`results to be passed to the credit station and the remote
`player. Furthermore, only if the live video signal is recorded
`or archived could an allegation of an erroneous result be
`confirmed.
`
`In sum, there exists a need for a method and system for
`remote wagering and play of a gaming device, particularly
`a method and system that does not require human interven-
`tion and live video transmission of the game being played.
`
`SUMMARYOF THE INVENTION
`
`Thus, a method according to one embodiment of the
`present invention satisfies this need by providing a gaming
`system which includes a server, a plurality of gaming
`devices, and a remote wagering terminal. Each of the
`gaming devices is configured to generate outcome data and
`automatically communicate the outcomedata to the server.
`
`Patent Owner NexRF Exhibit 2004, Page 15 of 21
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`Patent Owner NexRF Exhibit 2004, Page 15 of 21
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`

`

`US 6,361,437 B1
`
`3
`Furthermore, the server is configured to select outcome data
`from at least one of the gaming devices for receipt by the
`remote wagering terminal.
`The present invention also includes a method including
`the steps of receiving a play preference, generating by a
`gaming device outcome data, automatically communicating
`the outcome data from the gaming device to a server,
`selecting outcome data based uponthe play preference, and
`communicating the selected outcome data to a remote
`wagering terminal. In an alternative embodiment of the
`present invention, the method includes simulating an out-
`come of the gaming device based upon the outcome data.
`Amethod according to another embodimentof the present
`invention includes the steps of automatically receiving out-
`come data from a gaming device, wherein the gaming device
`is of a type wherein a paid play initiates a random eventthat
`results in the outcome data, selecting outcome data, and
`communicating the outcome data to a remote wagering
`terminal.
`
`According to another embodiment, the method includes
`the steps of receiving outcome data, and generating simu-
`lated play based upon the outcome data.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 is a schematic view of a system according to one
`embodiment of present invention;
`FIG. 2 is a schematic view of a slot machine of FIG. 1;
`FIG. 3 is a schematic view of a slot networkserver of FIG.
`
`1;
`
`FIG. 4 is a schematic view of the player database of the
`slot network server of FIGS. 1 and 3;
`FIG. 5 is a schematic view of the session database of the
`slot network server of FIGS. 1 and 3;
`FIG. 6 is a schematic view of the remote wagering
`terminal database of the slot network server of FIGS. 1 and
`3;
`
`FIG. 7 is a schematic view of the slot machine database
`of the slot network server of FIGS. 1 and 3;
`FIG. 8 is a schematic view of a remote wagering terminal
`of FIG. 1;
`FIG. 9 is a schematic view of the cashier terminal of FIG.
`
`1;
`
`FIG. 10 is a flow diagram depicting the depositing of
`funds for use in accordance with the system of FIG. 1;
`FIGS. 11a and 11b are flow diagrams of the overall
`operation of the system of FIG. 1; and
`FIG. 12 is a flow diagram depicting the process of
`receiving a payout in accordance with the system of FIG. 1.
`DETAILED DESCRIPTION OF PREFERRED
`EMBODIMENTS
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`4
`comedata for display by the remote wagering terminal. The
`slot network server keeps track of the player’s wins and
`losses based upon the outcomedata.
`Certain preferred embodiments of the present invention
`will now be described in greater detail with reference to the
`drawings. Although the embodiments discussed herein are
`directed to slot machines,
`it is to be understood that the
`present
`invention is equally applicable to other gaming
`devices, such as video poker machines, video blackjack
`machines, video roulette machines, video keno machines,
`video bingo machines, and the like.
`With reference to FIG. 1, a system 1 is shown. In general,
`the system 1 includes multiple slot machines 2 in commu-
`nication with a slot network server 4 via a conventional local
`area network (slot network) 3. The slot network 3 is con-
`trolled by the server 4. It is to be understood that commu-
`nication between each slot machine 2 and the server 4 may
`also occur across a wireless network or internet connection.
`
`The remote wagering terminals 5 also communicate with the
`slot network server 4 being coupled to the slot network
`server 4 via a remote wagering terminal network 10. The
`remote wagering terminal network 10 is a conventional local
`area networkthat is controlled by the server 4. Each remote
`wagering terminal 5 includes a keypad 7 and a player
`tracking card reader 8. A cashier terminal 6 is coupled to the
`server 4.
`
`As will be discussed in greater detail below, each slot
`machine 2 communicates outcome data to the slot network
`server 4. As used herein, outcome data includes all infor-
`mation capable of being passed from a slot machine 2 to the
`slot network server 4. Such outcome data includes whether
`the player has wonorlost, the amount of the payout(if any),
`the amountlost(if any), and, in the preferred embodiment,
`the outcome of a play of the slot machine 2, namely the
`position of the reels on the slot machine 2.
`In an embodiment in which the gaming device is a video
`poker machine, a video blackjack machine, or another
`gaming device for which play is based upon playing cards,
`the outcomeis the card values. Similarly, in an embodiment
`in which the gaming device is a video roulette machine, the
`outcomeis the final number and color.
`Outcomedata is further definedas live orhistorical. Live
`
`outcome data is outcome data not previously received by the
`slot network server 4. Thus, live outcome data typically
`represents the most recent play of a given gaming device.
`Historical outcome data, on the other hand, is outcome data
`previously received from a gaming device and stored. Thus,
`historical outcome data typically represents plays, other than
`the most recent, of a gaming device.
`Because each slot machine 2 has a unique machine
`identification (ID) number, the slot network server 4 is able
`to distinguish the outcome data as being sent from a par-
`ticular slot machine 2 and to store the outcome data with
`
`55
`
`reference to that particular machine 2.
`The present invention is directed generally to a method
`Communication between the remote wagering terminal 5
`and system for remote play of a gaming device, such asaslot
`and slot network server 4 is initiated when a player inserts
`machine. A player enters play preferences at a remote
`a player tracking card into the player tracking card reader8.
`wagering terminal. The remote wagering terminal transmits
`Typically, a casino issues a player tracking card containing
`the play preferences to a slot network server that stores the
`player identifying information. Such identifying information
`play preferences. Based upon the play preferences, the slot
`networkserveridentifies the outcome data from one or more
`can be any information that uniquely identifies a player to
`slot machines and transmits this outcome data from those
`the system 1 and, in the present embodiment, includes the
`player identification (ID) number. The identifying informa-
`slot machinesto the remote wagering terminal. One embodi-
`mentutilizes live outcome data while another embodiment
`tion is preferably stored on a magnetic strip on the player
`tracking card.
`The player tracking card reader 8 reads the player iden-
`tifying information from the player tracking card and trans-
`
`60
`
`65
`
`utilizes stored, historical outcome data from previous plays
`of a slot machine. In an alternate embodimentofthe present
`invention, the slot network server generates simulated out-
`
`Patent Owner NexRF Exhibit 2004, Page 16 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 16 of 21
`
`

`

`US 6,361,437 B1
`
`5
`mits the information to the slot network server 4. Because
`the player identifying information uniquely identifies a
`given player, the slot network server 4 is able to access
`information associated with that player, such as a credit
`balance.
`
`As discussed below, once a remote player has inserted the
`player tracking card 9 into the card reader 8, the remote
`player enters play preferences through a touch screen or, in
`the illustrated embodiment, an alphanumeric keypad 7 to
`initiate remote slot machine play. Play preferences include
`any information that defines which gaming device or devices
`are to be played and howthey are to be played. Thus, play
`preferences include the number of devices to be accessed,
`bet per play, type of device, denomination of device, speed
`of play, machine ID number(if available), and the like. The
`slot network server 4 is able to identify the remote wagering
`terminal 5 source of the play preferences because each
`remote wagering terminal 5 has associated therewith a
`remote wagering terminal identification (ID) number that
`uniquely identifies the remote wagering terminal 5.
`With reference to FIG. 2, the slot machine 2 will now be
`described in greater detail. Each slot machine 2 includes a
`Central Processing Unit (CPU) 210, a clock 212, and an
`operating system 214 stored in memory. The CPU 210
`executes instructions of a program stored in Read Only
`Memory (ROM) 220 for playing the slot machine 2. The
`Random Access Memory (RAM) 230 temporarily stores
`information passedto it by the CPU 210. A Random Number
`Generator (RNG) 240 is also in communication with the
`CPU 210.
`
`With respect to a play of the slot machine 2, slot machine
`2 operates in a conventional manner. The player starts the
`machine byinserting a coin, or using electronic credit, and
`activating a starting controller 250. Under control of a
`program stored, for example, in a storage device 280 or the
`ROM 220, the CPU 210 initiates the RNG 240 to generate
`a random number;
`the CPU 210 looks up the generated
`random numberin a stored probability table 281 and finds
`the corresponding outcome. Based on the identified
`outcome, the CPU locates the appropriate payout in a stored
`payout table 284. The CPU 210 also directs a reel controller
`260 to spin reels 262, 264, 266 and to stop them at a point
`whenthey display a combination of symbols corresponding
`to the selected payout. When the player wins, the machine
`stores the credits in RAM 235 and displays them in video
`display area 270.
`A hoppercontroller 290 is connected to a hopper 292 for
`dispensing coins. When the player requests to cash out by
`pushing a button on the slot machine 2, the CPU 210 checks
`the RAM 235to see if the player has any credit and,if so,
`signals the hopper controller 290 to release an appropriate
`numberof coins into a payout tray (not shown).
`In alternative embodiments, the slot machine 2 does not
`include the reel controller 260 and reels 262, 264 266.
`Instead, a video display area 270 graphically displays rep-
`resentations of objects contained in the selected game, such
`as graphicalreels or playing cards. These representations are
`preferably animated to display playing of the selected game.
`Also connected to the CPU 210 is a slot network server
`
`interface 330. The network server interface 330 provides a
`communication path from the slot machine 2 to the slot
`network 3 and, therefore, to the slot network server 4. Thus,
`as discussed in greater detail below, outcome data can be
`exchanged between the slot machine 2 and the slot network
`server 4.
`
`With reference to FIG. 3, the slot network server 4 will
`now be described in greater detail. Like the slot machine 2
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`6
`of FIG. 2, the slot network server 4 has a Central Processing
`Unit (CPU) 410. The CPU 410, which has a clock 412 and
`operating system 414 associated therewith, executes instruc-
`tions of a program stored in Read Only Memory (ROM)
`420. During execution of the program instructions, the CPU
`410 temporarily stores information in the Random Access
`Memory (RAM) 430.
`In order to communicate with the remote wagering ter-
`minal 5, the slot network sever 4 also includes a commu-
`nication port 450. The communication port 450 is coupled to
`the CPU 410, as well as to the slot machine network 3,
`remote wagering terminal network 10, and cashier terminal
`6. Thus, the CPU 410 can control the communication port
`450 to receive and transmit
`information from each slot
`machine 2, each remote wagering terminal 5, and the cashier
`terminal 6.
`
`Additionally, the CPU 410 is coupled to a data storage
`device 440, having a transaction processor 442, a casino
`player database 444, a session database 446, a terminal
`database 448, and a slot machine database 449. In general,
`the transaction processor 442 manages the contents of the
`data storage device 440.
`In general, the casino player database 444 of the present
`embodiment, as shown in FIG. 4, includes multiple records
`having multiple fields of information related to player iden-
`tification. Specifically, the player database 444 comprises
`multiple records, each record being associated with a par-
`ticular player, as identified by a player identification (ID)
`number. The fields within each record include: name 4440,
`social security number 4441, player ID number 4442, player
`address 4443, telephone number 4444, credit card number
`4445, credit balance 4446, complimentary information
`4447, such as complimentary points awarded, hotel room
`number 4448, and player status rating 4449. Thus, having
`information related to one field, such as player ID 4442,
`allows the slot network server 4 to retrieve all information
`stored in the other fields of that player’s record.
`It is to be understood that for purposes of the present
`embodiment, only the player ID numberfield 4442, and the
`credit balance field 4446 are necessary. The remainingfields
`are merely representative of additional information that may
`be stored and used for other purposes. For example, credit
`card number 4445 and hotel room number 4448are used for
`
`billing purposes and social security number 4441 is used to
`generate tax forms when a player winsa jackpot over a given
`amount.
`
`The session database 446, as shown in FIG. 5, comprises
`multiple records, each record pertaining to the remote play
`session of a particular player, as identified by a remote
`wagering terminal ID number. Consequently, one field in
`each record is the remote wagering terminal ID field 4460.
`Other fields include: player ID 4461, number of slot
`machines to be accessed 4462, slot machine type 4463, bet
`per pull 4464, machine denomination 4465, credit balance
`4466, reel position 4467, payout 4468, and machine ID
`number 4469. Because both the player database 444 and the
`session database 446 include a player ID field (4442 and
`4461, respectively), the system 1 can correlate any infor-
`mation stored in the player database 444, corresponding to
`a particular player, with any information stored in the
`session database 446, corresponding to that same player.
`As described below, a player may choose multiple slot
`machines 2 for remote play. The number of machines 2
`chosen is stored in the “number of slot machines to be
`accessed”field 4462. For each slot machine 2 accessed, the
`session database includes information fields such as a
`
`Patent Owner NexRF Exhibit 2004, Page 17 of 21
`
`Patent Owner NexRF Exhibit 2004, Page 17 of 21
`
`

`

`US 6,361,437 B1
`
`7
`machine ID numberfield and a machine type field for each
`slot machine 2 being accessed.
`For simplification of the following description, reference
`is madeto the fields in the session database 446 as if only
`one slot machine 2 is being accessed. It is to be understood
`that a step which is described with reference to a particular
`field applies to that field for any numberof slot machines 2
`being accessed.
`The remote wagering terminal database 448, as shown in
`FIG. 6, includes multiple records, each record pertaining to
`a different remote wagering terminal 5 as identified by a
`remote wagering terminal ID numberas stored in the remote
`wagering terminal ID field 4480. The additional fields in
`each record include: terminal location 4481, player ID 4482,
`start time of remote play 4483, end time of remote play
`4484, and slot machine type 4485. It is to be understood that
`the system 1 may, for example, use the information stored in
`the remote wagering terminal database 448 to determine
`which terminals 5 are used most often, when each terminal
`is in use, and the location of the remote wagering terminals
`5 being used. Because the remote wagering terminal data-
`base 448,
`like the session database 446 and the player
`database 444, contains a player ID field 4482, the system 1
`can correlate information contained within the above three
`databases 444, 446, 448 for a particular player, as identified
`by the player ID.
`The slot machine database 449 relates to information
`
`concerning particular slot machines 2. As illustrated in FIG.
`7, each slot machine 2 has an associated record in the.
`database identified by a machine ID number,as stored in the
`machine ID numberfield 4491. The other fields in the slot
`machine database 449 include: machine type 4492, machine
`denomination 4493, maximum coins allowed 4494, pay out
`structure 4495, outcome data, and in this embodiment, reel
`position 4496 and payout 4497, and historical outcome data
`4498. Becausethe slot network server 4 may search anyfield
`in a slot machine database 449,
`the server 4 is able to
`identify a slot machine 2 not only by its machine ID number
`4491, but also by the type 4492 and denomination 4493 of
`a slot machine 2.
`
`The payout structure 4495 of the slot machine database
`449 relates payout
`information,
`to machine outcome.
`Specifically, the payout structure 4495 correlates a given
`payout, such as ten coins, to a reel outcomethat results in
`that payout, such as “cherry-cherry-bar.”
`The remote wagering terminal 5 will now be described in
`greater detail with reference to FIG. 8. The remote wagering
`terminal 5 includes an operating system 512 and a Central
`Processing Unit (CPU) 510 that executes instructions from
`a program stored in Read Only Memory (ROM) 520. During
`such execution,
`the CPU 510 temporarily stores and
`retrieves information from the Random Access Memory
`(RAM)539.
`The CPU 510 can access information from several
`sources. For example, the CPU 510 accesses the slot net-
`work server 4 via a communication port 540. Additionally,
`as described in greater detail below, the remote wagering
`terminal 5 mayread player identifying information from a
`player tracking card, which has been inserted into the player
`tracking card reader 8, and then communicate that
`information, via the communication port 540,
`to the slot
`network server 4. Similarly, the slot network serve

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