throbber
(12)
`
`United States Patent
`Nguyen
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 7,127,069 B2
`Oct. 24, 2006
`
`US007127069B2
`
`(54) SECURED VIRTUAL NETWORK INA
`GAMING ENVIRONMENT
`
`(75) Inventor: Binh T. Nguyen, Reno, NV (US)
`
`(73) Assignee: IGT, Reno, NV (US)
`
`( c ) Notice:
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 748 days.
`
`(21) Appl. No.: 09/732,650
`(22)
`(65)
`
`Filed:
`
`Dec. 7, 2000
`
`Prior Publication Data
`US 2002/007 1557 A1
`Jun. 13, 2002
`
`(51)
`
`(52)
`(58)
`
`(56)
`
`Int. C.
`(2006.01)
`H04L 9/08
`U.S. Cl. ......................................... 380/278; 463/29
`Field of Classification Search .................. 463/29:
`350/251; 705/59, 713/200, 201: 380/278
`See application file for complete search history.
`References Cited
`
`9/2000 Boesch ....................... 380.285
`6,125,185 A
`6,149,522 A 1 1/2000 Alcorn et al. .
`... 463,29
`6, 165,072 A 12/2000 Davis et al. .................. 463,29
`6, 169,976 B1
`1/2001 Colosso ....................... 705/59
`6,178,510 B1
`1/2001 O'Connor et al. ...
`... T13 201
`6.253,374 B1
`6/2001 Dresevic et al. .............. 717/11
`6,264,561 B1
`7/2001 Saffari et al.
`6,285,868 B1
`9/2001 LaDue ....................... 455,410
`6,364,769 B1 * 4/2002 Weiss et al. .................. 463,29
`6,368,219 B1
`4/2002 SZrek et al.
`... 463/42
`6,446.257 B1
`9/2002 Pradhan et al. ............. 717,154
`
`(Continued)
`FOREIGN PATENT DOCUMENTS
`
`EP
`
`O715245 A1
`
`6, 1996
`
`(Continued)
`OTHER PUBLICATIONS
`Copy of U.S. Appl. No. 09/520.404 (30 pages).
`Primary Examiner Gilberto Barron, Jr.
`Assistant Examiner—Andrew L. Nalven
`(74) Attorney, Agent, or Firm Beyer Weaver & Thomas
`LLP
`
`(57)
`
`ABSTRACT
`
`U.S. PATENT DOCUMENTS
`3,931,504 A
`1/1976 Jacoby ....................... 235,153
`E. A
`3.
`E. et al
`- - - 3. A disclosed gaming machine may securely communicate
`I - I
`with devices over a public network such as the Internet. The
`g
`E. (E." - - -
`"70's.
`gaming machine utilizes a combination of symmetric and
`5.715.403 A
`2, 1998 Stefik.
`... 70544
`asymmetric encryption that allows a single gaming machine
`5,762.552 A
`6/1998 Vuong et al... 463,125
`to securely communicate with a remote server using a public
`5,768,382 A
`6, 1998 Schneier et al. .............. 380.23
`network. A wireless or wired communication gateway on the
`5,836,817 A 1 1/1998 Acres et al. .................. 463,26
`gaming machine may be used to access the public network.
`5,851,149 A 12, 1998 Xidos et al. .................. 463/42
`Using the encryption scheme, methods are described for
`5,925,127 A * 7/1999 Ahmad - - - - - - - - - - - - - - - - - - - - - - - T13/200
`providing game licenses, data acquisition and other gaming
`5,970,143 A ck
`10, 1999 Schneier et al.
`transactions, such as gaming machine software version
`2.89.
`:
`e - - - - - - - - - - - - - - - - - - - - 455,412.2
`management, gaming machine diagnostics and gaming
`6,052,512 A * 4/2000 Peterson et al. ... zoolo
`machine configuration management, between a gaming
`6,099.408 A
`8/2000 Schneier et al. .............. so machine and a remote server.
`6,104,815. A
`8/2000 Alcorn et al. ............... 380,251
`6,106,396 A
`8/2000 Alcorn et al. ................. 463,29
`
`O
`
`a
`
`- - -
`
`43 Claims, 8 Drawing Sheets
`
`^\ 350
`
`r
`
`
`
`
`
`local
`
`DATABASE
`
`SEER
`
`24
`ACCSS
`FIREWALL
`26
`300
`LOCAL
`RoUTER
`Acts
`A
`J L 32
`142 CENTRAL Sice
`
`LOCA
`E - 5 ||
`
`134
`
`3a7
`
`
`
`LCAL
`5.
`
`SAMING
`MNE
`336
`
`-
`140STORE
`
`MACHINE
`138
`
`GAMNCS
`
`MNE
`
`gamiNG
`MACHINE
`14
`GAMING
`MNE
`
`EN
`MA
`14
`GAMMG
`MME
`
`106
`
`PAEASE
`
`FIREWALL
`39S
`router
`9
`110CASIN0
`LOCAL
`Sp
`35
`
`PASF
`12
`FIREwall
`319
`
`122 CASINo
`
`

`

`US 7,127,069 B2
`Page 2
`
`U.S. PATENT DOCUMENTS
`6,449,687 B1
`9/2002 Moriya ....................... 711/112
`6,453,319 B1
`9/2002 Mattis et al. ............... 707/100
`6,454,648 B1
`9/2002 Kelly et al. ...
`... 463/16
`6,508,709 B1
`1/2003 Karmarkar ..
`... 463f42
`2002fOO45477 A1
`4, 2002 Dabrowski ..
`463/20
`2002/0049909 A1
`4/2002 Jackson et al.
`713, 188
`2002/007 1557 A1
`6/2002 Nguyen ...................... 380,251
`FOREIGN PATENT DOCUMENTS
`
`
`
`EP
`EP
`WO
`WO
`
`WO
`WO
`
`106.1430 A1 12/2000
`1074955 A2
`2/2001
`WO95/24689
`9, 1995
`WO 96.OO950
`1, 1996
`
`WO 99.01.188
`O2/O5229 A2
`
`1, 1999
`1/2002
`
`EP
`
`O744786
`
`11, 1996
`
`* cited by examiner
`
`

`

`U.S. Patent
`
`Oct. 24, 2006
`
`Sheet 1 of 8
`
`US 7,127,069 B2
`
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`

`

`U.S. Patent
`U.S. Patent
`
`Oct. 24, 2006
`Oct. 24, 2006
`
`Sheet 2 of 8
`Sheet 2 0f 8
`
`US 7,127,069 B2
`US 7,127,069 B2
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`U.S. Patent
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`Oct. 24, 2006
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`Sheet 3 of 8
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`US 7,127,069 B2
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`U.S. Patent
`
`Oct. 24, 2006
`
`Sheet 4 of 8
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`US 7,127,069 B2
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`

`

`U.S. Patent
`
`Oct. 24, 2006
`
`Sheet 5 of 8
`
`US 7,127,069 B2
`
`FIGURE 5A
`
`500
`
`PERFORMING ONE OR MORE GAME TRANSACTIONS
`
`SYMMETRICALLY ENCRYPTING TRANSACTION DATA
`
`5 1 O
`
`ASYMMETRICALLY ENCRYPTING ASYMMETRIC ENCRYPTION
`
`GENERATE MESSAGE
`
`CONTACTING ALOCALSP
`
`5 1 8
`
`5 2 O
`
`SENDING THE ENCRYPTED TRANSACTION DATA AND KEY TO
`A REMOTE SITE
`525
`
`
`
`
`
`
`
`
`
`
`
`530
`ACKNOWLEDGMENT
`RECEIVED?
`
`
`
`

`

`U.S. Patent
`
`Oct. 24, 2006
`
`Sheet 6 of 8
`
`US 7,127,069 B2
`
`FIGURE 5B
`
`\/Y 550
`
`
`
`
`
`
`
`RECEIVE MESSAGE WITHENCRYPTED DATA
`
`DECRYPT SYMMETRIC KEY USING PRIVATE KEY
`
`DECRYPT DATAUSING SYMMETRIC KEY
`
`PROCESS TRANSACTION
`
`555
`
`
`
`560
`
`
`
`565
`
`570
`
`

`

`U.S. Patent
`
`Oct. 24, 2006
`
`Sheet 7 of 8
`
`US 7,127,069 B2
`
`FIGURE 6
`INITIATING ALICENSE REGUEST
`(GAMING MACHINE)
`
`\/\ 600
`
`605
`
`ENCRYPTING GAME LICENSE REQUEST DATA
`
`GENERATING ALICENSEREQUEST MESSAGE
`
`CONTACTING ALOCAL ISP
`
`SENDING THE LICENSE REGUEST TO
`A REMOTE STE
`
`
`
`
`
`ACKNOWLEDGMENT
`RECEIVED?
`625
`Y
`
`RECEIVING GAME LICENSE REPLY MESSAGE
`V
`
`DECRYPTING LICENSE DATA
`
`
`
`UPDATING LCENSE DATA
`
`
`
`615
`
`620
`
`628
`
`630
`
`635
`
`

`

`U.S. Patent
`
`Oct. 24, 2006
`
`Sheet 8 of 8
`
`US 7,127,069 B2
`
`FIGURE 7
`RECEIVING ALICENSE REOUEST
`(SERVER)
`
`DECRYPTING THE LICENSE RECRUEST DATA
`
`IDENTIFYING GAMING MACHINE
`
`/Y 700
`
`705
`
`710
`
`715
`
`GENERATING ALICENSE IF APPROPRIATE
`
`720
`
`ENCRYPTING LCENSE DATA
`
`re. . 2 5
`
`STORING LICENSE REO UEST DATA
`
`730
`
`GENERATING AGAMING LICENSE REPLY MESSAGE
`
`SENDING LCENSE REPLY TO GAMING MACHINE
`
`735
`
`GENERATING A BILLING REGUEST
`
`7 O
`
`SENDING BILLING REOUEST TO GAMING MACHINE OWNE
`
`

`

`US 7,127,069 B2
`
`1.
`SECURED VIRTUAL NETWORK INA
`GAMING ENVIRONMENT
`
`BACKGROUND OF THE INVENTION
`
`2
`enabled by the progressive game network increase the game
`playing capabilities of a particular gaming machine by
`enabling a larger jackpot than would be possible if the
`gaming machine was operating in a “standalone” mode. The
`potential size of the jackpot increases as the number gaming
`machines connected in the progressive network is increased.
`The size of the jackpot tends to increase game play on
`gaming machines offering a progressive jackpot which jus
`tifies the costs associated with installing and maintaining the
`dedicated progressive game network.
`Within the gaming industry, a particular gaming entity
`may desire to provide network gaming services and track the
`performance of all the gaming machines under the control of
`the entity. The gaming machines under the control of a
`particular entity may be globally distributed in many differ
`ent types of establishments. Casinos, convenience stores,
`Supermarkets, bars and boats are a few examples of estab
`lishments where gaming machines may be placed.
`FIG. 1 is a block diagram depicting gaming machines
`distributed in different establishments partially connected by
`a dedicated communication network for a typical gaming
`entity currently operating in the gaming industry. In FIG. 1,
`the gaming entity utilizes a central office 142. The gaming
`machines, 102, 104, 106, 114, 116, 136 and 138 for the
`gaming entity are located in two casinos, 110 and 122, and
`a store 140. A gaming entity may operate hundreds, thou
`sands or ten of thousands of gaming machines. Since gaming
`is allowed in many locations throughout the world, the two
`casinos, 110 and 122, the central office 142 and the store
`may be distributed over a wide geographic area. For
`instance, the casino 110 may be located in Atlantic City,
`N.J., the casino 122 may be located in Australia, the central
`office may be located in Las Vegas, Nev. and the store may
`be located in Reno, Nev.
`Within the casinos, the gaming machines may be con
`nected to one or more database servers via one or more
`dedicated networks. The database servers are usually located
`in the backroom of the casino. For instance, in casino 110,
`gaming machines 102, 104 and 106 are connected to a
`database server 100 via a dedicated network 108. The
`dedicated network 108 may be used to send accounting
`information and player tracking information from the gam
`ing machines to the database server 110. In casino 122, the
`gaming machines 114, 116, 118 may send accounting infor
`mation and player tracking information to a database server
`using the dedicated network 120. Other dedicated networks
`(not shown) in casinos, 110 and 112, may provide Such
`network gaming services as bonus game play, progressive
`game play and cashless ticketing.
`In casinos 110 and 122, the database servers 100 and 112
`may store and process accounting data from the gaming
`machines in communication with the database servers. For
`instance, an accounting report detailing the performance of
`individual and groups of gaming machines may be generated
`from the data stored on the database servers 100 and 112. In
`addition, accounting data or reports may be sent to the
`database server 124 in the central office 142 from each
`casino. These reports may contain game performance data
`collected from a number of gaming machines as well as
`hotel operations data. The data from the casinos may be sent
`to the central office using an expensive dedicated leased line
`132 using a frame relay network.
`The database server 124 may be used to generate reports
`Summarizing the performance of all the gaming machines
`within the gaming entity (e.g. casino 110, casino 122 and
`store 140). The reports may be accessed locally using the
`local access points 126 and 128 via the local network. In
`
`This invention relates to game playing services for gam
`ing machines such as slot machines and video poker
`machines. More particularly, the present invention relates to
`providing methods of communication for game services
`Such as licensing and accounting on gaming machines.
`There area wide variety of associated devices that can be
`connected to a gaming machine Such as a slot machine or
`Video poker machine. Some examples of these devices are
`lights, ticket printers, card readers, speakers, bill validators,
`ticket readers, coin acceptors, display panels, key pads, coin
`hoppers and button pads. Many of these devices are built
`into the gaming machine or components associated with the
`gaming machine Such as a top box which usually sits on top
`of the gaming machine.
`Typically, utilizing a master gaming controller, the gam
`ing machine controls various combinations of devices that
`allow a player to play a game on the gaming machine and
`also encourage game play on the gaming machine. For
`example, a game played on a gaming machine usually
`requires a player to input money or indicia of credit into the
`gaming machine, indicate a wager amount, and initiate a
`game play. These steps require the gaming machine to
`control input devices, such as bill validators and coin
`acceptors, to accept money into the gaming machine and
`recognize user inputs from devices, including key pads and
`button pads, to determine the wager amount and initiate
`game play. After game play has been initiated, the gaming
`machine determines a game outcome, presents the game
`outcome to the player and may dispense an award of some
`type depending on the outcome of the game.
`The operations described above may be carried out on the
`gaming machine when the gaming machine is operating as
`a “stand alone' unit or linked in a network of some type to
`a group of gaming machines. AS technology in the gaming
`industry progresses, more and more gaming services are
`being provided to gaming machines via communication
`networks that link groups of gaming machines to a remote
`computer that provides one or more gaming services. As an
`example, gaming services that may be provided by a remote
`computer to a gaming machine via a communication net
`work of some type include player tracking, accounting,
`cashless award ticketing, lottery, progressive games and
`bonus games.
`Typically, network gaming services enhance the game
`playing capabilities of the gaming machine or provide some
`operational advantage in regards to maintaining the gaming
`machine. Thus, network gaming services provided to groups
`of gaming machines linked over a dedicated communication
`network of some type have become very popular in the
`gaming industry. In general, the dedicated communication
`network is not accessible to the public. To justify the costs
`associated with the infrastructure needed to provide network
`gaming services on a dedicated communication network, a
`certain critical number of gaming machines linked in a
`network of Some type must utilize the service. Thus, many
`of the network gaming services are only provided at larger
`gaming establishments where a large number of gaming
`machines are deployed.
`A progressive game network offering progressive game
`services is one example where a group of gaming machines
`are linked together using a dedicated network to provide a
`network gaming service. The progressive game services
`
`10
`
`15
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`

`

`US 7,127,069 B2
`
`10
`
`15
`
`25
`
`30
`
`35
`
`3
`addition, reports may be remotely accessed using a dial in
`number for a limited number of users. For instance, an
`executive travelling on the road might view gaming machine
`performance data from the remote access point 134 where
`the remote access point 134 may be a hotel room.
`For the store 140, the gaming machines, 136 and 138 may
`be leased by the store operator. However, the cost of a
`dedicated communication network for a small number of
`gaming machines is usually not justified. Thus, the gaming
`machines operate in a 'stand alone” mode. While operating
`in “stand alone' mode, network gaming services are not
`available to these gaming machines. To obtain performance
`data for the gaming machines, 136 and 138, a route operator
`may regularly extract performance data from the machines
`and manually transmit the information to the central office
`142. A route may consist of a number gaming machines
`located in various locations such as bars, convenience stores
`and Supermarkets. Usually, the route operator manually
`extracts performance data for all of the gaming machines
`located on their route. For a large route, this process may be
`both time consuming and costly.
`Within the gaming industry, there is some desire to
`provide centralized network gaming services, centralized
`data access and centralized data acquisition to all of the
`gaming machines or a larger proportion of gaming machines
`within a gaming entity. For the casinos, 110 and 122, the
`gaming machines are connected via local dedicated net
`works that do not generally allow, for security reasons, the
`gaming machines to communicate with devices located
`outside of the casino. For instance, in FIG. 1, the database
`server 124 may not directly communicate with gaming
`machine 102 or gaming machine 114. Further, as described
`above, a dedicated network is usually not cost effective for
`Smaller gaming establishments. Thus, with the communica
`tion infrastructure described in FIG. 1 which is representa
`tive of the communication infrastructure currently available
`in the gaming industry, the implementation of centralized
`network gaming services, such as centralized data acquisi
`tion may be difficult.
`A current barrier to providing centralized network gaming
`services and centralized data acquisition for gaming
`machines diversely distributed throughout a gaming entity is
`the complexity and costs of the dedicated communication
`networks currently used in the gaming industry. The costs of
`installing and maintaining a dedicated communication net
`45
`work typically limit the application of dedicated networks to
`large establishments with a large number of gaming
`machines. Further, even in the larger establishments, the
`dedicated network are usually only implemented locally and
`centralized network gaming services (e.g. from a central
`office) are usually not provided. In view of the above, it
`would be desirable to provide gaming communication meth
`ods for gaming machines that reduce the complexity of the
`gaming network environment, reduce the costs associated
`with adding new network gaming services and simplify the
`data acquisition process for gaming machines widely dis
`tributed within a gaming entity.
`
`4
`gaming machine may be used to access the public network.
`Using the encryption scheme, methods are described for
`providing game licenses, data acquisition and other gaming
`transactions, such as gaming machine software version
`management, gaming machine diagnostics and gaming
`machine configuration management, between a gaming
`machine and a remote server.
`One aspect of the invention provides a method of sharing
`transaction data between a gaming machine and one or more
`remote servers. The method may be generally characterized
`as including: 1) performing one or more gaming transactions
`on the gaming machine; 2) symmetrically encrypting gam
`ing transaction data generated from the one or more gaming
`transactions using a symmetric encryption key; 3) asym
`metrically encrypting the symmetric encryption key using a
`public encryption key; and 4) sending a message including
`the encrypted gaming transaction data and the encrypted
`symmetric encryption key to the one or more remote servers.
`In addition the method may also include one or more of the
`following: a) prior to sending the encrypted gaming trans
`action data, contacting a local ISP and sending the message
`via the local ISP. b) looking up an IP address of the one or
`more remote servers, c) encapsulating said encrypted trans
`action data and said encrypted symmetric encryption key in
`multiple information packets and d) generating a message
`signature allowing the message to be unambiguously iden
`tified as being from the gaming machine and appending the
`message signature to the message. In particular embodi
`ments, the remote server may be selected from the group
`consisting of a license server and a report server and the
`gaming transaction data may be accounting data, game
`usage data, game configuration data, Software version data,
`a casino identification, a machine status data, a time stamp,
`service priority data, licensing information, billing data and
`maintenance data.
`Another aspect of the invention provides a method of
`obtaining a game license on a gaming machine providing
`game play of one or more games. The method may be
`generally characterized as including: 1) encrypting game
`license request data; 2) generating a game license request
`message including the encrypted game license request data;
`3) sending the game license request message to a remote
`server; 4) receiving a game license reply message from the
`remote server, and 5) when the game license reply message
`includes a game license, updating the license data on the
`gaming machine. The method may also include the follow
`ing: a) looking up the IP address of said remote servers and
`sending the game license request message to the IP address
`of the remote server, b) generating a message signature
`allowing the game license reply message to be unambigu
`ously identified as being from the gaming machine and c)
`authenticating the game license reply message.
`In particular embodiments, the game license data may be
`symmetrically encrypted using a symmetric encryption key
`and the symmetric encryption key may be encrypted using
`a public key where the game license data may include a
`license expiration data, a game ID number, game usage data
`and machine identification information. In addition, the one
`or more games played on the gaming machine may be
`selected from the group consisting of a video slot game, a
`mechanical slot game, a lottery game, a video poker game,
`a video blackjack game, a video lottery game, and a video
`pachinko game.
`Yet another aspect of the present invention provides a
`method of obtaining a gaming report on a gaming machine
`providing game play of one or more games. The method may
`be generally characterized as including: 1) encrypting gam
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`SUMMARY OF THE INVENTION
`
`This invention addresses the needs indicated above by
`providing gaming machines that may securely communicate
`with devices over a public network such as the Internet. The
`invention provides a combination of symmetric and asym
`metric encryption that allows a single gaming machine to
`securely communicate with a remote server using a public
`network. A wireless or wired communication gateway on the
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`5
`ing report request data; 2) generating a gaming report
`request message including the encrypted game gaming
`report request data, 3) sending the gaming report request
`message to a remote server, 4) receiving a gaming report
`reply message from the remote server; and 5) when the
`gaming report reply message includes a gaming report,
`displaying said gaming report on the gaming machine.
`Another aspect of the present invention provides a method
`of allowing a remote server to provide game licenses to one
`or more gaming machines in communication with the
`remote server. The method may be characterized as includ
`ing: 1) receiving a game license request message from a
`gaming machine; 2) decrypting game license request data
`included in the game license request message; 3) identifying
`the gaming machine; 4) when a game license is allowed on
`the gaming machine, 5) generating a game license reply
`message wherein the game license reply message include
`game license reply data; and 6) sending the game license
`reply message to the gaming machine. The method may also
`include one or more of the following: a) determining a
`gaming machine owner; generating a billing request mes
`Sage and sending the billing request message to the gaming
`machine owner, b) encrypting the game license reply data
`wherein the game license reply data is symmetrically
`25
`encrypted using a symmetric encryption key and the sym
`metric encryption key is encrypted using a public key, c)
`storing the license request data and storing the license reply
`data and d) authenticating the game license request message.
`Another aspect of the invention provides a gaming
`machine that may be generally characterized as including: 1)
`a master gaming controller that controls a game played on
`the gaming machine and that communicates with one or
`more remote servers, 2) a network interface connected to the
`master gaming controller allowing communications between
`the master gaming controller and the one or more remote
`servers, 3) a memory storing a public encryption key and
`machine identification information for encrypting and
`authenticating communications between the master gaming
`controller and said one or more remote servers and 4)
`processor logic that (i) symmetrically encrypts at least one
`of gaming transaction data and gaming transaction requests
`using a symmetric encryption key, (ii) asymmetrically
`encrypts said symmetric encryption key with said public
`encryption key. In addition, the memory may store a private
`encryption key for decrypting data sent to the gaming
`machine. The network interface may be selected from the
`group consisting of a wireless interface and a wireline
`interface.
`In particular embodiments, the gaming machine may
`include a) an antenna for transmitting and receiving com
`munications over the wireless interface, b) a modem for
`transmitting and receiving communications over the wire
`line interface and c) a firewall for filtering communications
`received at the network interface. In another embodiment, a
`TCP/IP communication protocol may be used for the com
`munications between the master gaming controller and said
`one or more remote server. The memory may be selected
`from the group consisting of an EPROM, a flash memory, a
`ROM, a RAM, a CD, a DVD, a tape drive, a hard drive and
`a non-volatile memory where the memory may also stores IP
`addresses of the one or more remote servers. The remote
`server may be selected from the group consisting of a game
`license server, a report server, a public key server, a game
`server, a Software update server, a diagnostic server, a billing
`server, and a maintenance server.
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`US 7,127,069 B2
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`These and other features of the present invention will be
`presented in more detail in the following detailed description
`of the invention and the associated figures.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 is a block diagram depicting gaming machines
`distributed in different establishments partially connected by
`a dedicated communication network for a typical gaming
`entity currently operating in the gaming industry.
`FIG. 2 is a perspective drawing of a gaming machine
`having a top box and other devices.
`FIG. 3 is a block diagram depicting gaming machines
`distributed in different establishments connected using a
`secure virtual network.
`FIG. 4 is an interaction diagram showing communications
`between a gaming machine, local server, local ISP and
`remote server over a public network.
`FIG. 5A is a flow chart depicting a method of sending
`transaction data between a gaming machine and one or more
`remote ServerS.
`FIG. 5B is a flow chart depicting a method of receiving
`transaction data between a gaming machine and one or more
`remote ServerS.
`FIG. 6 is a flow chart depicting a method of obtaining a
`game license on a gaming machine.
`FIG. 7 is a flow chart depicting a method of providing a
`game license to one or more gaming machines using a
`remote Server.
`
`DESCRIPTION OF THE PREFERRED
`EMEBODIMENTS
`
`Turning first to FIG. 2, a video gaming machine 2 of the
`present invention is shown. Machine 2 includes a main
`cabinet 4, which generally Surrounds the machine interior
`(not shown) and is viewable by users. The main cabinet
`includes a main door 8 on the front of the machine, which
`opens to provide access to the interior of the machine.
`Attached to the main door are player-input Switches or
`buttons 32, a coin acceptor 28, and a bill validator 30, a coin
`tray 38, and a belly glass 40. Viewable through the main
`door is a video display monitor 34 and an information panel
`36. The display monitor 34 will typically be a cathode ray
`tube, high resolution flat-panel LCD, or other conventional
`electronically controlled video monitor. The information
`panel 36 may be a back-lit, silk screened glass panel with
`lettering to indicate general game information including, for
`example, a game denomination (e.g. S0.25 or S1). The bill
`validator 30, player-input switches 32, video display moni
`tor 34, and information panel are devices used to play a
`game on the game machine 2. The devices are controlled by
`circuitry (e.g. the master gaming controller) housed inside
`the main cabinet 4 of the machine 2. Many possible games,
`including mechanical slot games, video slot games, video
`poker, video blackjack, Video pachinko and lottery, may be
`provided with gaming machines of this invention.
`The gaming machine 2 includes a top box 6, which sits on
`top of the main cabinet 4. The top box 6 houses a number of
`devices, which may be used to add features to a game being
`played on the gaming machine 2, including speakers 10, 12.
`14, a ticket printer 18 which prints bar-coded tickets 20, a
`key pad 22 for entering player tracking information, a
`florescent display 16 for displaying player tracking infor
`mation, a card reader 24 for entering a magnetic striped card
`containing player tracking information, and a video display
`screen 42. The ticket printer 18 may be used to print tickets
`
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`for a cashless ticketing system. Further, the top box 6 may
`house different or additional devices than shown in the FIG.
`1. For example, the top box may contain a bonus wheel or
`a back-lit silk screened panel which may be used to add
`bonus features to the game being played on the gaming
`machine. As another example, the top box may contain a
`display for a progressive jackpot offered on the gaming
`machine. During a game, these devices are controlled and
`powered, in part, by circuitry (e.g. a master gaming con
`troller) housed within the main cabinet 4 of the machine 2.
`Understand that gaming machine 2 is but one example
`from a wide range of gaming machine designs on which the
`present invention may be implemented. For example, not all
`Suitable gaming machines have top boxes or player tracking
`features. Further, some gaming machines have two or more
`15
`game displays—mechanical and/or video. And, Some gam
`ing machines are designed for bar tables and have displays
`that face upwards. Those of skill in the art will understand
`that the present invention, as described below, can be
`deployed on most any gaming machine now available or
`hereafter developed.
`Returning to the example of FIG. 1, when a user wishes
`to play the gaming machine 2, he or she inserts cash through
`the coin acceptor 28 or bill validator 30. Additionally, the
`bill validator may accept a printed ticket voucher which may
`be accepted by the bill validator 30 as an indicia of credit
`when a cashless ticketing system is used. At the start of the
`game, the player may enter playing tracking information
`using the card reader 24, the keypad 22, and the florescent
`display 16. Further, other game preferences of the player
`playing the game may be read from a card inserted into the
`card reader. During the game, the player views game infor
`mation using the video display 34. Other game and prize
`information may also be displayed in the video display
`screen 42 located in the top box.
`During the course of a game, a player may be required to
`make a number of decisions, which affect the outcome of the
`game. For example, a player may vary his or her wager on
`a particular game, select a prize for a particular game
`selected from a prize server, or make game decisions which
`40
`affect the outcome of a particular game. The player may
`make these choices using the player-input Switches 32, the
`video display screen 34 or using some other device which
`enables a player to input information into the gaming
`machine. In some embodiments, the playe

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