throbber
United States Patent (19)
`Menashe
`
`US005586937A
`Patent Number:
`11
`45 Date of Patent:
`
`5,586,937
`Dec. 24, 1996
`
`(54) INTERACTIVE, COMPUTERISED GAMING
`SYSTEM WITH REMOTE TERMINALS
`
`76) Inventor: Julian Menashe, 54 Copley Park,
`London SW163DB, United Kingdom
`
`Appl. No. 252,538
`(21)
`Filed:
`May 19, 1994
`(22
`Foreign Application Priority Data
`30)
`May 19, 1993 (ZA)
`South Africa ........................... 93/3483
`(51
`int. Cl. ............................. A63F 9/22
`52) U.S. Cl. .............
`... 463/41; 463/29; 463/16
`58) Field of Search ................................ 273/138 A, 439,
`273/269; 463/16, 29, 41
`
`56)
`
`References Cited
`U.S. PATENT DOCUMENTS
`Troy et al. .
`1/1985
`4,494,197
`Itkis ........................................ 273/269
`8/1989
`4,856,787
`Pease et al. ......................... 273/138 A
`8/1990
`4,948,138
`Morris et al. ....................... 273/138 A
`5,324,035
`6/1994
`Pease et al.......................... 273/138 A
`5,326,104 7/1994
`Fioretti .................................... 273/439
`5,351,970 10/1994
`FOREIGN PATENT DOCUMENTS
`0542664 5/1993 European Pat. Off..
`2147773 5/1985 United Kingdom.
`
`2151054 7/1985 United Kingdom.
`Primary Examiner-Angela D. Sykes
`Assistant Examiner-Eric F. Winakur
`Attorney, Agent, or Firm-Young & Thompson
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`ABSTRACT
`The gaming system includes a host computer, a plurality of
`general purpose terminal computers forming player stations
`remote from the host, means for providing communication
`between each of the terminals and the host. Each terminal
`has a program for generating screen graphics and sound
`locally in response to control data packets generated by and
`received from the host. The host generates random numbers
`for a game being played on a connected terminal within
`preset criteria for that game in response to data packets
`received from the terminal. The data packets are of variable
`length between 1 and 80 bytes. The host sequentially stores
`the minimum significant information for replaying a game,
`auditing and security, such as accounting data of each player
`at the start of each game, random numbers generated by the
`host, responses received from a player, and whether a game
`was completed. Play is substantially real-time, because only
`minimal data is transmitted with functions requiring large
`amounts of data, such as screen graphics being generated
`locally. The statuses of host and terminal are restored
`automatically on re-establishing communication following
`an interruption to ensure fairness to players and prevent
`them defeating the outcome of a game.
`17 Claims, 1 Drawing Sheet
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`U.S. Patent
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`1.
`INTERACTIVE, COMPUTERISED GAMING
`SYSTEM WITH REMOTE TERMINALS
`
`FIELD OF THE INVENTION
`This invention relates to an interactive, real time, realistic
`"home” computer gaming system using general purpose
`computers. The system comprises a central or host com
`puter, a plurality of terminal computers forming player
`stations remote from the host, communicating means for
`connecting each of the terminals to the host, and program
`means for operating the computers and the communication
`between the terminals and host. Aspects of the invention
`concern auditing and security to ensure fairness for players
`and prevent players defeating the outcome of a game; fast,
`efficient communication to enable reliable, low cost, real
`time, realistic operation; accounting; and enabling players to
`play a variety of games.
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`as it is being played. These systems mimic actual games, are
`not interactive, require dedicated terminals, need large vol
`umes of data to be stored and transmitted and, because of
`data transmission problems, are limited to local area use.
`Such systems are suitable forusein, and are believed to have
`been used in, hotel casinos.
`A forth group, eg. U.S. Pat. No. 4,760,527 and 4,926,367,
`provide computerised interactive wagering, specifically
`playing poker, among a plurality of players. The system uses
`a central computer and dedicated terminals. Large volumes
`of data are transmitted between machines to display games
`and outcomes, so that the terminals are confined to a local
`area. The games are interactive as among players, but not as
`between each player and the central computer. The central
`computer does not simulate a game.
`Finally there are so called "television (or video) game'
`systems which attempt to provide real time, interactive
`gaming. JP 2-295,338 discloses one such system having a
`host or central computer transmit screen display data to
`dedicated terminals via a telephone line. Telephone dial
`buttons allow a player to input responses. While the game is
`interactive, real time play is not achieved because of the time
`required to transmit the volume of data required to generate
`the screen images. U.S. Pat. No. 4,652,998 discloses a video
`amusement gaming system using a host and local dedicated
`machines for playing games, with a prize award pool being
`provided and awarded depending on allocation of prizes and
`outcomes of games. Fixed length data packets are transmit
`ted between host and terminals which is inefficient and limit
`the width of the area of operation and recording of results is
`limited. With both these systems record storing is minimal
`and they are not appropriate for wagering.
`Generally, while most of such systems as mentioned
`above concerned with wagering have accounting and audit
`ing/security facilities, these are limited in nature largely
`because of the volume of data to be stored, the fact that data
`has to be stored continuously and the problem of errors. For
`example, to replay an event immediately prior to a fault, one
`has to store the position of the program being executed,
`which screens were showing, the state of the memory of the
`each of the host and each active terminal, and events or
`inputs leading up to that time of the fault. This is a
`monumental task, because one can never be sure when a
`fault is about to occur, and slows operation of each of the
`computers.
`Most known systems thus default to voiding a game in the
`event of a fault, which is unfair if the fault is beyond the
`control of the player. On the other hand some system is
`required to prevent a player from deliberately defeating the
`outcome of a game.
`This invention seeks to provide a casino gaming system
`capable of interactive, real time, realistic gaming at genu
`inely remote locations which is economical, secure and
`reliable. Aspects of the invention seek to minimise telephone
`line usage and cost and terminal costs; to enable a variety of
`casino games to be played in such a manner that a player
`experiences the same "feel', security, etc. as if he were at a
`casino; and to ensure that faults, deliberate or accidental, in
`communication and at terminals do not lead to abuse by
`players or the entity operating the host computer.
`Fast, multitasking processing can be achieved by a single,
`large computer, such as so called "main frame' or "mini”
`machines. With known technology it is now also possible to
`achieve the same or even better performance using a local or
`wide area network of fast, relatively smaller computers each
`running a multitasking operating system. Technology in this
`
`BACKGROUND OF THE INVENTION
`Many computerised gaming systems have been proposed
`having a host and terminals, which may be remote or local,
`with different operating systems depending largely on the
`game being played. The broad general groupings are dis
`cussed below as a survey of the art.
`One group is centred on horse betting using home or
`agency terminals. Home terminal systems usually use a
`teletext or teletext type interface to display betting and
`account data on the terminal and to input bets to the host
`often coupled with a control for television viewing. Data
`may also be transmitted through a telephone system. Betting
`inputs are simple, Such a horse or horse couple number.
`Patents disclosing typical systems are JP 1-269157 to JP
`1-269164. Agency terminals are broadly similar, but have
`betting slip reading and/or printing facilities. Patents dis
`closing typical systems are FR 2,368,092, GB 2,269,926,
`2,262,635, 2,075,369, 2,028,558, 1,491,780. Such systems
`are not interactive; are not real time because of the delays in
`transmitting large volumes of data, have limited auditing
`and/or playback capabilities because of the large amount of
`data that has to be stored; and are not realistic in that limited
`information only is displayed on the terminal screens. Audit
`ing and data storage is problematical and generally, if there
`is a fault, then a bet is voided. Such systems are restricted to
`one form of gaming only and use dedicated or special
`equipment; as such are unsuitable for general gaming pur
`poses.
`A second group, typified by U.S. Pat. No. 4,922,522 and
`PCT applications WO 92/10806 and WO 89/05490, are
`computer based lottery ticket distributing systems. Apart
`from providing systems for the practical demands of par
`ticipants, such as selection verification, ticket reading, etc.,
`these systems are primarily concerned with data security and
`storage. They are not interactive, real time, adaptable to
`other games, and of necessity use dedicated equipment.
`Athird group, eg. U.S. Pat. Nos. 3,909,002, 4,339,798 and
`4,467,424 concern computerised gaming systems that
`enable players to participate in casino games, like craps,
`roulette and keno, at terminals rather than at the tables. With
`these systems a game actually being played in a casino is
`displayed to a remote player via a television or dedicated
`display panel. Players place their bets via panels on the
`terminals. The outcome of the game and account balances
`for each player are stored in a central computer and dis
`played on each player's panel. The system and games being
`played are not interactive and a croupier enters game details
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`3.
`field is increasing exponentially and it is not unrealistic to
`expect that within a short while a single “personal' com
`puter or so called "application server' could perform sub
`stantially the same function as a current main frame. Thus,
`the terms "host computer' or "host' used herein are to be
`interpreted broadly to cover machines ranging from a single
`computer to a plurality of networked computers capable of
`performing the tasks of playing games; attending to record
`keeping, accounting, Security and communication functions;
`and servicing a number of players simultaneously.
`The term "simulations' as used herein means computer
`screen graphics, sound or screen graphics and Sound that
`provide visual and optionally audible messages and repre
`sentations to a player, such as instructions and game simu
`lations.
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`charges only or nothing if they communicate with the host
`via a toll-free number to the node. The host operator bears
`minimal costs per player of a high quality link from each
`node to the host for example, because the costs of the link
`are amortised over a large number of players. This is
`important for long distance communication, eg. between
`cities and/or countries.
`The use of small, variable length data packets enables fast
`and reliable communication between the computers, as the
`volume of transmitted data is minimised for rapid message
`transmission. Verification, acknowledgement and re-trans
`mission of data, if needed, will also be extremely quick. A
`typical response time of under half a second may be
`expected at the terminal from the time a keystroke is made
`by a player to the time the terminal screen has been fully
`updated ready to accept the next player keystroke.
`Processing is distributed in what is known in the art as a
`"client/server' system or application; only essential or rel
`evant data is transmitted between the host and terminals,
`while each computer processes only those portions of the
`program means needed to produce a required output, such as
`a result and account data at the host and simulations at the
`terminals, and data storage and access is done at a defined
`location. From this flows the advantage for gaming that
`processing and transmission are both fast, thereby providing
`substantial real time operation.
`Benefits of using general purpose computers as terminals
`are low cost for the operator and player; ability to modify,
`improve or add to the system at little expense using readily
`available equipment and programs supplied by the host
`operator, low maintenance and operating costs; and giving
`each player the freedom to choose the speed and quality of
`performance he or she desires. Fast processing for the host
`is easily attainable at relatively low cost, as it has relatively
`little processing to do for each player since processing of
`simulations is done at the terminals.
`The data packets may be suitably encrypted. Passwords
`may be used for establishing communication between the
`host and a terminal and for each player, who may play at any
`terminal by using his password. Technology for this is well
`known in the art and any suitable techniques may be used.
`A feature of the invention is that the games are interactive,
`ie. each player selects which game he wishes to play, such
`as blackjack, video poker, slots, etc., and the host simulates
`outcomes for that game individually for that player depend
`ing on the player's choices during the game. Additionally,
`program options may be provided for several players to play
`one game simultaneously against "the house' or one another
`as desired, such as poker, blackjack, and punto banko,
`according to casino conventions. Thus, a real life simulation
`of playing in a casino can be offered to players at home or
`remote terminals. Additionally non- and partially-interactive
`games, such as lotteries, bingo, roulette, etc. may also be
`played with little modification.
`Further features, variants, and/or advantages, of the
`invention will become apparent from the following non
`limiting description made with reference to the accompany
`ing schematic drawings of a presently preferred embodiment
`of the invention.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`FIG. 1 shows a schematic of a gaming system for playing
`casino games at terminals located remotely from the casino;
`and
`FIG. 2 shows a schematic front view of a player terminal.
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`SUMMARY OF THE INVENTION
`The invention provides a gaming system including a host
`computer, a plurality of terminal computers forming player
`stations remote from the host, communicating means for
`connecting each of the terminals to the host, and program
`means for operating the computers, wherein: each terminal
`is a general purpose computer having terminal program
`means for generating simulations for establishing a secure
`communication with the host, generating simulations to
`reproduce at least one game and a current player status in
`response to host control data packets received from the host,
`generating terminal control data packets, each representative
`of a valid response at the terminal, and sending such packets
`to the host; the host has host program means for generating
`random numbers for a game being played on a connected
`terminal within preset criteria for that game in response to a
`data packet received from the terminal, generating host
`control data packets for controlling the simulations to be
`reproduced by the connected terminal; and the data packets
`are of variable length, each of which is dependent on the
`minimum relevant information required to be transmitted for
`playing a game.
`Preferably, the terminal program includes game data for
`generating simulations for a plurality of games.
`For auditing and security the host preferably has means
`for sequentially storing accounting data of each player, the
`random numbers generated by the host, responses received
`from each player connected to the host, and whether each
`game has been completed. The stored information is a record
`of games played and partially played by a player may be
`used for automatically restoring the statuses of the host and
`terminal following an interruption in communication
`between them and/or for replaying on demand at least a
`portion of at least one game. This ensures fairness for
`players in the event of a fault, while protecting the operator
`of the host against players deliberately defeating the out
`come of a game, such as by switching off their computers or
`breaking communication with the host. Minimal storage
`capacity is required at the host as the stored information
`corresponds to a sequence of valid player keystroke
`responses and random numbers generated by the host.
`The communicating means preferably comprises modem
`means on each computer and a telecommunication link. This
`is general purpose, relatively inexpensive equipment with
`low operating costs, so that together with the use of general
`purpose computers players can participate at home or other
`remote location at little cost. Operating costs for players may
`be further minimised by using at least one node device
`connectable, in use, to each of a plurality of terminal
`computers located within a desired low charge Zone and
`being constructed to route communication between each
`active terminal and the host. Players thus pay local-call
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`DESCRIPTION OF PREFERRED
`EMBODEMENTS
`In the drawings the same or similar parts are indicated by
`the same reference numbers.
`The drawings show a computerised gaming system 10 for
`playing casino games comprising a central or host computer
`12 at a casino, telecommunication exchanges or nodes 14
`connected by lines or paths 16 to the host, and general
`purpose computers or PC's 18 serving as player terminals
`connected by telecommunication lines or paths 20 to the
`nodes 14. Further computer terminal monitors 22 as are
`located at the host.
`The host 12 is a fast, powerful, reliable computer, such as
`a main frame, mini or application server having one or more
`synchronised processors 24 and fast, reliable, large capacity
`data storage devices 26 such as that known in the art as a
`“RAID disk array'. The processorls run several programs
`simultaneously to determine outcomes of games of chance
`according to accepted gaming principles and rules under the
`control of a master program or operating system. The data
`storage devices 26 store data bases of player, game and
`accounting information as well as programs for the host and
`for downloading to the terminals when required. The host
`has a number of communication devices or cards 28 con
`nected via a bus 30 to the processorls and each connected to
`a line 16. Each device 28 operates bi-directionally to sepa
`rate and decompress data received in one stream along line
`16 into individual streams for each player and compress and
`compact data into one stream sent out along line 16 to the
`node 14.
`Each PC 18 has a video display screen 32, a box 34 with
`processor, data disk devices, function cards such as sound
`cards, etc. as known in the art and not separately illustrated,
`a keyboard 36, and a modem 38 connected to a line 20. The
`PC may also have a mouse, not shown.
`Each node 14 is a computerised, electronic, switching
`exchange for selectively connecting each active PC 18 to the
`line 16 to transmit data between the host and PC. The node
`is constructed and operated in a known manner to monitor
`the flow of data between host and PC's to maximise the total
`information transfer rate and serve each PC as quickly as
`possible. Thus each node has a communication device 18
`functioning as described above to communicate with the
`host via line 16 and a plurality of modems for communi
`cating with the PC's 18.
`Each line 16 is a high quality, dedicated link, such as a
`high speed line, a fibre optic line or a satellite link, adapted
`to provide continuous, reliable, high-speed data communi
`cation between the host and each node. The lines 20 are
`public communication links or telephone lines which are
`energised or established when needed to provide communi
`cation between each terminal and the host. The lines 16
`provide relatively low cost long distance communication for
`each terminal because of amortisation of their costs over the
`large number of terminals they serve. The nodes are located
`such that the terminals connected to each is within a low cost
`communication charge Zone.
`Each PC 18, when used as a terminal for gaming runs a
`program capable, amongst other things, of generating suit
`able simulations for a casino game on the display. The same
`program or several separate program modules may be used
`for playing a variety of games. The PC does not determine
`the outcome of any game of chance and thus cannot be
`considered itself to be a gaming device in the normal sense
`of the term.
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`In practice, the system is used as follows.
`A person wishing to play a game of chance from a remote
`PC established an account with a casino or host operator,
`deposits a opening balance, is allocated a personal password,
`and is given a gaming software including programs and data
`for generating screens appropriate to casino games. The
`gaming program or modifications to it may be downloaded
`directly from the host via a communications link if required.
`When the player wishes to play he activates his PC, loads the
`gaming program, communicates with the casino via the
`modem and node and "logs in' by supplying his password,
`which is verified by the host. The host supplies an encryption
`key code, which is unique for the player and may be unique
`for the particular communication; the key code is used to
`code and decipher encrypted data communicated between
`the PC and host by providing a one-to-one correlation
`between a set of transmitted characters and a set of program
`interpretable characters. Communication is now established.
`The host then generates and sends a data packet to the PC
`that is decoded and processed to cause the PC's gaming
`program to display a game choice screen and the player's
`account balance. The data packet comprises a start byte, a
`length byte to indicate the number of sub-packets in this
`packet, a variable number of sub-packets followed by CRC
`bytes, i.e., two bytes if CRC 16 is used and four if CRC 32
`is used, etc. The sub-packets behave like subroutine argu
`ments to the terminal program. The first 2 bytes define the
`graphic and sound subroutine to be used and the next 12
`bytes the compressed arguments. These bytes can represent
`12 ASCII characters or six 2-byte integers or three 4-byte
`real numbers or a combination of all three for modifying the
`screen to display the account balance and other information.
`Multiple sub-packets can be sent in a single packet and
`multiple packets can be sent until the program running on
`the host requires input from the player. The last sub-packet
`is tagged by setting high one of the bits in the 2 bytes
`defining the subroutine to be called to indicate an end of
`transmission. The player's terminal acknowledges receipt of
`each packet by sending an acknowledge byte if the data is
`good or a negative acknowledge byte if the data is bad and
`re-transmission is required. The player selects a game to be
`played using his keyboard or mouse or other input device. A
`single key is pressed or graphic icon selected and converted
`to the equivalent keystroke and a data packet of 3 bytes is
`generated and transmitted. The 3 byte data packet consists of
`a start byte, a data byte and the one's complement of the data
`as a check byte. The host acknowledges receipt of the packet
`if it is received correctly or sends a negative acknowledge
`requesting re-transmission.
`Assuming a card game, such as blackjack, is selected, the
`host activates: a suitable program module for generating
`random numbers for blackjack, say 1 to 52 each representing
`a unique card in a deck of cards; a data base module for
`evaluating outcomes; and a program module for generating
`appropriate data packets. The host then generates and trans
`mits a data packet for the PC to reproduce a blackjack
`simulations on the video display including a request for the
`player to "place' his bet and a selection of valid keys that
`correspond to predefined bet values and an audio commu
`nication if the PC is capable producing suitable audio
`effects, such as a voice request to place his bet. The player
`presses an appropriate key to place his bet and "deal' his
`cards; this cause the PC's program to generates and transmit
`a 3 byte data packet to the host. In response, the host, using
`suitable random number and data base modules and an
`algorithm to draw unique cards from a deck of cards, "deals'
`cards for the house and player according to the rules of the
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`game. This information is transmitted as a data packet
`consisting of 14 byte sub-packets as described above for
`display to the player. The screen graphics and audio signal
`simulations are generated by the PC and are not transmitted,
`thus minimising the volume of transmitted data and maxi
`mising the speed of transmission and operation of the game.
`The player then selects an option, eg. draw, stand, double,
`split or surrender, by pressing an appropriate key which is
`sent to the host as a data packet of 3 bytes, processed and the
`result transmitted for display on the player's PC. This
`continues until the game is completed at which stage a
`suitable data packet is generated at the host and transmitted
`to the PC to display this fact and the new account balance of
`the player.
`The PC's program also evaluates and validates each
`player input keystroke and transmits only those that are
`valid. The player may be asked to repeat a keystroke to
`verify his instructions.
`The host stores all significant information needed for
`auditing, security, accounting, replaying games and restor
`ing the status of the host and PC in the event of a fault or on
`demand if required. The significant information required is
`only the account status of the player prior to a game, the
`significant data contained in each data packet sent to the host
`and the random numbers generated by the host during the
`game. The significant data contained in each data packet is
`only that required for initiating program sequences and
`excludes pure communication data, e.g. player identification
`header, control, check and CRC bytes, re-transmissions, etc.
`Everything relevant to the player and the game can be
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`regenerated from this data. Thus, minimal storage space is
`required for each game. In this example every player key
`stroke or graphics icon choice converted to the equivalent
`keystroke, host generated random number and whether the
`game is complete or not is stored. In practice, only the last
`few games need to be stored at any time: if required, data of
`older games may be flushed or transferred to a back-up
`storage device to minimise storage capacity requirements.
`This stored information is used for security and auditing and
`also to replay or "roll-back' each game to the status pre
`vailing immediately prior to any fault or disruption of
`communication between the terminal and host.
`In this example, the host is programmed automatically to
`restore the status of the host and the PC when a player
`re-establishes communication after a disruption or fault. For
`this, the host first searches its records to establish whether
`the last game of each player establishing communication
`was completed. If completed, then the initial game selection
`sequence is started. If not completed, then the status of the
`PC and host immediately prior to the fault is restored. Thus,
`players will not be unfairly treated, eg. if the fault was not
`caused by them, and players cannot defeat the outcome of a
`game. This simulates casino gaming conventions or rules.
`The data packets transmitted from the PC to the host can
`be generated from relatively few or single keystrokes. Thus,
`a data packet from a PC could comprise as little as a single
`byte or 3 bytes if a header, data, and CRC (cyclic reducing
`check) or parity information is also transmitted to ensure
`integrity of transmission. Such data packets can be trans
`mitted and verified very quickly, such as of the order of 2 to
`8 milliseconds for a transmission of 1 to 18 bytes and an
`acknowledgement of 1 byte. More information is required to
`be transmitted from the casino computer to the terminal and
`at this stage it is intended that data sub-packets of 14 bytes
`be used with at most 5 sub-packets being incorporated into
`a single packet and requiring less than a third of a second to
`complete the transfer to a terminal using a 2400 baud
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`
`8
`modem. This enables substantial real-time operation to be
`achieved as other processing at the host and PC would also
`be of the order of 2 to 40 milliseconds.
`During roll-back the host replays a game using stored
`player responses and stored previously generated random
`numbers. In order to display or reproduce this on a terminal
`it may be necessary to send many data packets to the
`player's terminal before requiring input from the player.
`Thus, it is necessary to be able to send multiple data packets
`from the host to a player's terminal.
`It is to be understood that the invention is not limited to
`the precise constructional details shown in the drawings and
`described above and modifications may be made thereto as
`well as will other embodiments become apparent without
`departing from the spirit of the invention. For example, the
`sizes of the data packets can be varied as desired. Trans
`mitted data can be further encrypted if desired. Additional
`nodes may be provided between the nodes 14 and PC's 16
`to minimise communication costs even further. The same
`computers and programs may be used to play roulette, poker,
`chemin de fer and so on. Several players may play the same
`game simultaneously, each through his own terminal, either
`with the host only or with the host and one another, with the
`host maintaining relative account data in the latter event.
`These are obvious extensions of the basic concepts disclosed
`herein.
`The host may be a network of computers 10, symbolised
`in FIG. 1 by a bus or communication link 11 that intercon
`nects the computers in a local or wide area network, each
`computer being connected to one or more nodes, running a
`multitasking operating system, and servicing a number of
`players simultaneously. These computers run the games,
`generate the required random numbers, and store interme
`diate auditing and accounting data for each of the players
`connected to the system at a particular time. These comput
`ers are in turn connected to a database engine on the network
`which stores centralised accounting information. This data
`base engine may itself be a distributed system, but would
`typically be a single high speed machine incorporating a
`large disk storage system, such as a RAID disk array with
`redundancy. The whole host network will also have built in
`redundancy with backup servers, printers, communication
`devices, etc. Such that in the event of a hardware failure there
`will be backup that will immediately and automatically take
`over without loss of information or interruption of service to
`the players.
`I claim:
`1. A gaming system including a host computer, a plurality
`of terminal computers forming player stations remote from
`the host computer, communicating means for connecting
`each of the terminal computers to the host computer, and
`program means for operating the terminal computers, the
`host computer and the communicating means wherein:
`a. each terminal computer has a processor, a video display
`unit connected to the processor, a data entry means
`connected to the processor and a terminal communi
`cating means connected to the processor, the commu
`nicating means being operable to connect the terminal
`computer to the host computer via a public telecom
`munication link;
`b. each terminal computer has terminal program means
`for
`bi. establishing communication with the host computer
`an

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