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`US009646454Bl
`
`c12) United States Patent
`Kerr
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 9,646,454 Bl
`*May 9, 2017
`
`(54) NETWORKED GAMING SYSTEM AND
`METHOD
`
`(71) Applicant: NEXRF, CORP., Reno, NV (US)
`
`(72)
`
`Inventor: Michael A. Kerr, Reno, NV (US)
`
`(73) Assignee: NEXRF CORP, Reno, NV (US)
`
`( *) Notice:
`
`Subject to any disclaimer, the term ofthis
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 260 days.
`
`This patent is subject to a terminal dis(cid:173)
`claimer.
`
`(21) Appl. No.: 14/189,918
`
`(22) Filed:
`
`Feb. 25, 2014
`
`Related U.S. Application Data
`
`(63) Continuation of application No. 12/981,403, filed on
`Dec. 29, 2010, now Pat. No. 8,747,229, which is a
`continuation of application No. 10/681,034, filed on
`Oct. 8, 2003, now Pat. No. 8,403,755, which is a
`(Continued)
`
`(51)
`
`(2006.01)
`(2006.01)
`(2006.01)
`
`Int. Cl.
`G06F 17100
`G07F 17132
`G07F 17134
`(52) U.S. Cl.
`CPC ........ G07F 1713225 (2013.01); G07F 171329
`(2013.01); G07F 17134 (2013.01)
`( 58) Field of Classification Search
`None
`See application file for complete search history.
`
`(56)
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
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`4,856,787 A
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`(Continued)
`
`FOREIGN PATENT DOCUMENTS
`
`WO
`
`2008065257 Al
`
`6/2008
`
`OTHER PUBLICATIONS
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`"Internet Industry Interacting Gambling Code: A Code for Industry
`Co-Regulation in the Area of Internet Gambling Content Pursuant
`to the Requirements of the Interactive Gaming Act of 200 l."
`Internet Industry Association. Dec. 2001.
`(Continued)
`Primary Examiner - Paul A D' Agostino
`(74) Attorney, Agent, or Firm - Kerr IP Group, LLC
`ABSTRACT
`(57)
`A networked gaming system and method is described. The
`networked gaming system and method include a user iden(cid:173)
`tification, a transactional component, a networked gaming
`module, and at least one network access device. The user
`identification is received by the network access device. The
`received user identification is compared with registration
`data in a registration database. A player is provided access
`to a game when the received user identification matches the
`registered player data. The transactional component charges
`the registered player at least one credit for a game outcome.
`The networked gaming module performs the game opera(cid:173)
`tions and generates at least one random game output by
`random generation at the networked gaming module. The
`networked gaming module then associates the at least one
`random game output with an image ID. The networked
`gaming module then communicates the one or more images
`corresponding to the image ID to the network access device.
`28 Claims, 9 Drawing Sheets
`
`14
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`~
`
`\2
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`10
`

`□
`/ltiiiiiiiiiiiiiiHla(
`
`26
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`

`

`US 9,646,454 Bl
`Page 2
`
`Related U.S. Application Data
`
`continuation of application No. 09/899,599, filed on
`Jul. 5, 2001, now abandoned.
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`(60) Provisional application No. 60/266,856, filed on Feb.
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`* cited by examiner
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`U.S. Patent
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`May 9, 2017
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`Sheet 1 of 9
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`US 9,646,454 Bl
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`U.S. Patent
`U.S. Patent
`
`May 9, 2017
`May 9, 2017
`
`Sheet 2 of 9
`Sheet 2 of 9
`
`US 9,646,454 Bl
`US 9,646,454 B1
`
`FIG. 2
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`

`U.S. Patent
`
`May 9, 2017
`
`Sheet 3 of 9
`
`US 9,646,454 Bl
`
`( 52
`
`Biometric
`Input
`
`( 54
`
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`56
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`( 58
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`Encryption
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`

`

`U.S. Patent
`
`May 9, 2017
`
`Sheet 4 of 9
`
`US 9,646,454 Bl
`
`REGlSTRATION DATA FIELDS
`
`NAME
`
`BIOMETRIC
`
`ADDRESS
`
`PLAYER ID
`
`USER NAME
`
`MACID
`
`PASSWORD
`
`IP ADDRESS
`
`CREDIT CARD BROWSER
`
`DATE
`
`TIME
`
`COOKIES
`
`CRYPTO KEYS
`
`USER SUBMJTTED DAT A
`
`NAME
`
`BIOMETRIC
`
`ADDRESS
`
`PLAYER ID
`
`-
`
`USER NAME
`
`MAC ID
`
`PASSWORD
`
`IP ADDRESS
`
`CREDIT CARD BROWSER
`
`DATE
`
`TIME
`
`COOKIES
`
`CRYPTOKEYS
`
`FIG. 5
`
`PLAYER DAT A FIELDS
`
`PLAYER ID
`
`SESSION TIME FOR TYPE OF GAME
`
`DATE
`
`TIME IN
`
`AMOUNT PLA YEO DURING SESSION
`
`CREDIT CARD INFORMATION
`
`TIMEOUT
`
`TRANSACTION REQUEST
`
`TYPE GAME
`
`TRANSACTION APPROVAL
`
`CREDITS IN
`
`TRANSFER OF CREDITS
`
`CREDITS OUT TRANSFER TO PLAYER CREDIT CRD
`
`BONUS
`
`CRYPTOKEYS
`
`FIG. 6
`
`

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`
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`
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`

`

`U.S. Patent
`
`May 9, 2017
`
`Sheet 6 of 9
`
`US 9,646,454 Bl
`
`New Player Access Web Site/Channel/Kiosk/Registration Terminal
`
`152
`
`Registration Process Initiated
`
`Player Provides Standard lnformation:
`NAME, ADDRESS, CREDJT/DEBJT
`CARD NUMBER
`
`Player Provide Personal ID
`
`Player Provide Biometric
`
`Player Biometric Compressed
`and Encrypted
`
`153
`
`154
`
`156
`
`158
`
`160
`
`Verification System Processes Player Data
`and Generates Player Profile
`
`162
`
`164
`
`Verification System Jdentifies Security Info: Biometric MAC ID,
`IP Address for Server, Browser, Cookies, etc,
`
`FIG. 8
`
`166
`
`Valid Player Identified
`
`Registration Process
`Completed
`
`

`

`U.S. Patent
`
`May 9, 2017
`
`Sheet 7 of 9
`
`US 9,646,454 Bl
`
`176
`
`178
`
`174
`
`180
`
`182
`
`184
`
`Provide Personal 1D
`
`Provide Biometric
`
`Biometric Compression
`
`Biometric Encryption
`
`Communicate Personal ID
`and Biometric lnfom1ation
`
`Verification System Request Security Info
`
`Verification System Ensure
`Network Access Device is Valid
`
`Compare User Submitted Information
`with Registered Player Information
`
`186
`
`188
`
`190
`
`N
`
`194
`
`Re-Input Biometric
`
`Player Pem1itted to
`Access Gaming System
`
`FIG. 9
`
`

`

`U.S. Patent
`
`May 9, 2017
`
`Sheet 8 of 9
`
`US 9,646,454 Bl
`
`START
`
`201
`
`Receive Verification System
`Authorization for Player
`
`202
`
`Buffer Players Who Want to
`Play Game
`
`r200
`
`N
`
`Generate
`Initial Player Matrix
`
`208
`
`210
`
`Transmit Initial Player
`Matrix to Transactional System
`
`Start Gaming
`Module
`
`209
`
`Transactional
`System
`Validation
`
`FIG. 10
`
`

`

`U.S. Patent
`
`May 9, 2017
`
`Sheet 9 of 9
`
`US 9,646,454 Bl
`
`214
`
`216
`
`C 212
`
`-{
`
`,-------------------- -------------
`: Gaming Module
`
`I
`I
`
`Random Number Calculated
`For Gaming Module
`
`Paytable Determine Prize and
`Video Output
`
`I
`I
`I
`I
`I
`
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`
`218
`
`Group Players According to
`Video Output
`
`220\.-------'-------,
`Final Player Matrix Generated
`
`222
`
`Player Matrix Communicated
`to Transactional Server
`
`228
`
`230
`
`232
`
`y
`
`Broadcast A Plurality
`of Video Streams
`
`Encode Video Streams
`
`Encrypt Video Streams
`
`END
`
`225
`
`Transactional
`System
`Validation
`
`FIG. 11
`
`226\
`
`N
`
`Initiate
`Diagnostic
`Analysis
`
`

`

`US 9,646,454 Bl
`
`1
`NETWORKED GAMING SYSTEM AND
`METHOD
`
`CROSS REFERENCE
`
`2
`A variety of technological limitations have been asserted
`as preventing Congress's endorsement of online gaming.
`These technological limitations are related to the prevention
`of underage gambling, controlling of gambling addiction,
`5 and ensuring the security and reliability of online gaming.
`To prevent underage gambling, prior art systems and
`methods use passwords, user IDs, credit cards, and "click(cid:173)
`through" agreements that ask the player to agree to being of
`legal gambling age by clicking on a button. Presently, there
`are no systems and methods to control online gambling
`addiction. With respect to ensuring that online gaming is
`secure and reliable, prior art systems and methods use
`various cryptographic techniques such as RSA encryption,
`digital certificates, or other similar well known crypto(cid:173)
`graphic methods. These cryptographic methods are helpful
`in ensuring secure communications; however, these crypto-
`graphic methods do not ensure that the individual accessing
`the online game is a valid user.
`In view of the prior art systems, a minor or other unau-
`20 thorized individual simply needs a user ID and a correspond(cid:173)
`ing password to access a gaming site. The obtaining of a user
`ID and password is a relatively simple task as this informa(cid:173)
`tion is generally not modified. Commonly the user ID
`information is acquired by identifying the web site's naming
`25 convention for the player. The player password can be easily
`determined by remembering the pattern of keys typed by the
`player during the log-on procedures or by simply requesting
`the password from the player as part of a diagnostic proce(cid:173)
`dure. The latter is a trick commonly used by hackers to
`30 access a system. The password problem may be overcome
`by modifying the password on a regular basis, however the
`player must then remember the modified password. Should
`the player forget the password a new password is emailed.
`During the emailing process it is common for email to be
`35 easily intercepted in cyberspace. Additionally, it is common
`for unauthorized users to simulate being at a certain location
`by submitting an IP address that identifies an authorized
`user.
`Therefore, a better system and method for identifying a
`valid user is needed. Additionally, it would be beneficial to
`provide a gaming system and method that would prevent
`underage gambling, be simple to implement, prevent gam(cid:173)
`bling addiction, and provide a higher degree of security and
`reliability from unauthorized users.
`Networked Interactive Gaming
`Networked interactive gaming in an open networked
`environment such as the Internet is well known. However,
`interactive gaming in an open network such as the Internet
`is confined to communicating with other devices using the
`same TCP/IP protocols. Currently, networked interactive
`gaming systems using the TCP/IP protocol are not config-
`ured to communicate with interactive set-top boxes using
`MPEG protocols.
`Networked interactive gaming in an open networked
`environment using traditional security methods such as
`secure socket layers and digital certificates is well known.
`However, networked interactive gaming in an open net(cid:173)
`worked environment using traditional security methods does
`not prevent gambling from a minor having acquired a
`60 parent's user ID and password without the parent's consent.
`Networked interactive gaming using LANs and WANs for
`progressive slot machines having large jackpots is also well
`known. However, networked interactive systems using
`LANs and WANs for progressive slot machines generally
`exist in a highly secure proprietary network environment.
`Thus, the creation of a progressive slot machine with a large
`jackpot in an open network environment is not well known.
`
`This patent application is a Continuation of patent appli(cid:173)
`cation Ser. No. 12/981,403 filed on Dec. 29, 2010 that is
`entitled GAMING SYSTEM NETWORK AND METHOD
`FOR DELIVERING GAMING MEDIA, which is a Con(cid:173)
`tinuation of patent application Ser. No. 10/681,034 (now 10
`U.S. Pat. No. 8,403,755) filed on Oct. 8, 2003 that is entitled
`WIRELESS BROADBAND GAMING SYSTEM AND
`METHOD, which is a Continuation of patent application
`Ser. No. 09/899,559 filed (now abandoned) on Jul. 5, 2001 15
`that is entitled BIOMETRIC BROADBAND GAMING
`SYSTEM AND METHOD, which claims the benefit of
`provisional patent application Ser. No. 06/266,956 filed on
`Feb. 6, 2001. All of the above are herein incorporated by
`reference.
`
`FIELD
`
`The present invention relates to a networked gaming
`system and method. More particularly, the present invention
`relates to a networked gaming system and method that
`includes a networked gaming module that generates at least
`one random game output by random generation at the
`networked gaming module.
`
`BACKGROUND
`
`The related art includes gaming devices, online gaming,
`networked interactive gaming, and biometrics.
`Gaming Devices
`For purposes of this patent, the term "gaming" shall refer
`to either gambling and/or gaming applications. Gaming
`devices include games of skill and games of chance. Games
`of chance include many casino-type gaming devices in
`which the outcome of the game depends, at least in part, on 40
`a randomly generated event. For example, a game of chance
`may use a random number generator to generate a random
`or pseudo-random number. The random number may then be
`compared to a predefined table to determine the outcome of
`the event. If the random number falls within a certain range 45
`of numbers on the table, the player may win a predefined
`prize. The table may also contain display information that
`allows the gaming device to generate a display that corre(cid:173)
`sponds to the outcome of the game. The gaming device may
`present the outcome of the game on a large variety of display 50
`devices, such as mechanical spinning reels or video screens.
`Games of skill comprise a skill component in which a
`player combines letters or words (word puzzles), answers
`questions (trivia), overcomes challenges (video games),
`competes with other players (networked video games), and 55
`the like. Generally, a game of skill is a game requiring a level
`of skill which does not rely solely on chance. Some games
`of skill require a high degree of expertise and knowledge and
`other games of skill require very limited expertise or knowl(cid:173)
`edge.
`Online Gaming
`In June 2001, Nevada signed a bill that could result in
`Nevada being the first state to offer legalized gambling over
`the Internet. The new law authorizes state gaming regulators
`to set up an infrastructure to license and oversee online 65
`gaming in Nevada when such gaming becomes legal. Online
`gaming is a federal issue whose legality is unclear at present.
`
`

`

`US 9,646,454 Bl
`
`3
`
`4
`In yet another illustrative embodiment, the networked
`gaming system and method includes an encryption module
`that encrypts the plurality of images communicated to each
`network access device.
`In a further illustrative embodiment, the images commu(cid:173)
`nicated to the network access device by the networked
`gaming system are viewable on a browser.
`In a still further illustrative embodiment, the one or more
`images communicated to the network access device game
`10 include a slot machine game outcome, and the networked
`gaming module generates the random game output with a
`lottery game.
`
`DRAWINGS
`
`Biometrics
`A biometric is a measurable psychological and/or behav(cid:173)
`ioral trait that can be captured and subsequently compared
`with another instance at the time of verification. This defi-
`nition includes the matching of fingerprints, voice patterns, 5
`hand geometry, iris and retina scans, vein patterns, and other
`such methodologies. For purposes of the disclosure
`described heretofore, the definition of biometrics also
`includes signature verification, keystroke patterns, and other
`methodologies weighted towards individual behavior.
`Biometric applications for games of skill and games of
`chance are limited. For example biometric gaming applica(cid:173)
`tions are taught in U.S. Pat. No. 6,010,404 granted to Walker
`et al. teaches a method and apparatus for using player input 15
`codes (e.g., numeric, biometric or physical) to affect the
`outcomes of electronic gambling devices, such as slot
`machines. Additionally, U.S. Pat. No. 6,142,876 granted to
`Cumbers teaches a system and method for passively tracking
`the play of players pl

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