`US 7,168,089 B2
`co) Patent No.:
`Jan. 23, 2007
`(45) Date of Patent:
`Nguyenetal.
`
`US007168089B2
`
`(54) SECURED VIRTUAL NETWORKIN A
`GAMING ENVIRONMENT
`
`(75)
`
`Inventors: Binh T. Nguyen, Reno, NV (US);
`Michacl M. Oberberger, Reno, NV
`(US); Gregory Hopkins Parrott, Reno,
`NV(US)
`
`(73) Assignee:
`(*) Notice:
`
`IGT, Reno, NV (US)
`Subject to any disclaimer, the termofthis
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 931 days.
`
`(21) Appl. No.: 10/116,424
`“4.
`(22)
`Filed:
`Apr. 3, 2002
`os
`,
`Prior Publication Data
`US 2002/0116615 Al
`Aug. 22, 2002
`
`(65)
`
`(51)
`
`Related U.S. Application Data
`(63) Continuation-in-part of application No. 09/732,650,
`filed on Dec. 7, 2000.
`Int. Cl.
`(2006.01)
`HO4L 9/00
`(2006.01)
`GO6F 15/16
`2006.01
`AO3F 9/24
`(
`01)
`'
`(2006.01)
`HO4K 1/00
`50)
`US. Cl
`76/4: 463/29: 713/168:
`(52) NI ees
`>
`ea"
`>
`_
`.
`713/176; 380/251
`.
`.
`(58) Field of Classification Search 0.0.0...sees None
`See application file for complete search history.
`References Cited
`U.S. PATENT DOCUMENTS
`
`(56)
`
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`Hiroaki Higaki, 8 page documententitled. “Group Communication
`Algorithm for Dynamically Updating in Distributed Systems”
`Copyright 1994 IEEE International Conference On Parallel and
`Distributed
`Systems
`(pp.
`56-62)
`08-8186-655-Jun.
`1994,
`higaki@sdesun.slabntt,jp.
`
`(Continued)
`
`Primary Examiner—Christopher Revak| ;
`.
`m™ Attorney, Agent, or Firm—Beyer Weaver & Thomas
`
`ABSTRACT
`(57)
`‘cat
`ly
`.
`hi
`.
`A disclosed
`gaming machine may securely communicate
`disclosed
`with devices over a public network such as the Internet. The
`gaming machine utilizes a combination of symmetric and
`.
`ion
`that
`all
`nol
`:
`hi
`asymmetric encryptionthatallowsa single gaming machine
`to securely communicate with a remote server using a public
`network. The secure communication methods may be used
`to transfer gaming software and gaming information
`between two gaming devices, such as between a gameserver
`and a gaming machine. For regulatory and tracking pur-
`poses, the transfer of gaming software between the two
`gaming devices may be authorized and monitored by a
`software authorization agent.
`
`136 Claims, 16 Drawing Sheets
`
`GAMING SOFTWARE
`DISTRIBUTOR§3
`
`SOFTWARE AUTHORIZATION
`AGENT 80,
`
`
`
`GAMING SOFTWARE
`CONTENT PROVIDER 54
`
`
`
`
`
`
`Zynga Ex. 1001, p. 1
`Zynga v. IGT
`IPR2022-00199
`
`SEND SESSION
`REQUEST TO AGEN
`904 VALIDATE DISTRIBUTOR &3
`SEND SESSION KEY ENCRYPTED
`ANDINITIATE
`AUTHENTICATION SEQUENCE
`alt
`tlt
`808WITH DISTRIBUTORPUBLIC KEY
` SEND REPLY ENCRYPTED
`
`
`31
`914
`WITH SESSION KEY
`DECRYPT REPLY TO
`AUTHENTICATE
`
`SEND DOWNLOAD
`DISTRIBUTOR53
`REQUEST TO AGEN
`
`YY 920
`918
`DECRYPT REPLY AND
`EVALUATE REQUEST
`CREATE SOFTWARE
`TRANSACTION AND
`
`»
`
`GENERATE
`SOFTWARE
`DOWNLOAD
`REQUEST,
`916
`
`
`923.
`SEND DOWNLOAD
`REPLY MESSAGE
`
`
`DECRYPT AND
`ap REPLY MESSAGE
`SEND ACKNOWLEDGMENT
`GENERATE ACK
`996
`
`MESSAGE
`MESSAGE
`924
`DECRYPT REPLY AND
`
`STORE RECORD
`928
`
`NOTIFY CONTENT PROVIDER54
`
`06
`
`30
`
`Zynga Ex. 1001, p. 1
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`
`US 7,168,089 B2
`
`Page 2
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`EP
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`5/2000
`1061430 Al
`12/2000
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`
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`02/05229 A?
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`
`1/1996
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`3/2001
`1/2002
`10/2003
`
`wg
`wo
`Wo
`Wo
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`12/1999 Saito
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`
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`:
`7"
`>
`:
`6,106,396 A
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`:
`:
`:
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`(pp. 70-80) 0-8186-7395-Aug.
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`Hiroaki Higaki, 9 page documententitled “Extended Group Com-
`Cieoona aI
`topo, ous Cb AL eeeeeeeeeecssee 463/29
`munication Algorithm For Updating Distributed Programs” Copy-
`vo
`° O8S0
`.
`:
`:
`6,178,510 Bl
`1/2001 O’Connoret al.
`.
`.. 713/201
`right 1996, IEEE, International Conference ON Parallel and Dis-
`in
`,
`
`
`
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`;
`jp.
`8/2001 DeMar et al. oe. 463/20
`6,270,410 Bl
`asp
`,
`-
`
`1 ASS/410
`6,285,868 Bl
`9/2001 LaDue .....
`International Search Report and Written Opinion dated Jul. 19, 2006
`............... 455/522
`9/2001 Kamelet al.
`6,285,886 Bl
`from corresponding PCT Application No. PCT/US2006/008785(11
`6,317,827 Bl
`11/2001 Cooper
`ages)
`6,364.769 Bl
`4/2002 Weiss et al. essscesssesseee 463/29
`PABSS?-
`6,368.219 Bl
`4/2002 Szrek et al.
`* cited by examiner
`......ececeeee 463/42
`
`Zynga Ex. 1001, p. 2
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`Jan. 23, 2007
`
`Sheet 1 of 16
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`US 7,168,089 B2
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`U.S. Patent
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`Jan. 23, 2007
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`Sheet 2 of 16
`
`US 7,168,089 B2
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`32
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`
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`
`Zynga Ex. 1001, p. 4
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`U.S. Patent
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`Jan, 23, 2007
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`Sheet 3 of 16
`
`US 7,168,089 B2
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`
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`U.S. Patent
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`Jan. 23, 2007
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`Sheet 5 of 16
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`US 7,168,089 B2
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`PERFORMING ONE OR MORE GAME TRANSACTIONS
`
`SYMMETRICALLY ENCRYPTING TRANSACTION DATA
`
`
`
`
`
`
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`
`|ASYMMETRICALLY ENCRYPTING A SYMMETRIC ENCRYPTION
`
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`Jan. 23, 2007
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`Sheet 6 of 16
`
`US 7,168,089 B2
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`
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`
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`
`560
`
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`
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`
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`Zynga Ex. 1001, p. 8
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`Jan. 23, 2007
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`Sheet 7 of 16
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`US 7,168,089 B2
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`/~800
`
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`
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`
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`
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`
`INITIATING A LICENSE REQUEST
`(GAMING MACHINE)
`
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`
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`
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`
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`A REMOTESITE
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`ACKNOWLEDGMENT
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`
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`Zynga Ex. 1001, p. 9
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`Jan. 23, 2007
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`Sheet 8 of 16
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`US 7,168,089 B2
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`RECEIVING A LICENSE REQUEST
`(SERVER)
`
`DECRYPTING THE LICENSE REQUEST DATA
`
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`
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`
`
`
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`
`115
`
`720
`
`
`
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`
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`
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`
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`
`SENDING LICENSE REPLY TO GAMING MACHINE
`
`
`
`FIGURE 7
`
`Zynga Ex. 1001, p. 10
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`Sheet 9 of 16
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`US 7,168,089 B2
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`Zynga v. IGT
`IPR2022-00199
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`Zynga Ex. 1001, p. 11
` Zynga v. IGT
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`U.S. Patent
`
`Jan. 23, 2007
`
`Sheet 10 of 16
`
`US 7,168,089 B2
`
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`Zyngav. IGT
`IPR2022-00199
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`Zynga Ex. 1001, p. 12
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`U.S. Patent
`
`Jan. 23, 2007
`
`Sheet 11 of 16
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`US 7,168,089 B2
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`Zynga Ex. 1001, p. 13
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`U.S. Patent
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`Jan. 23, 2007
`
`Sheet 12 of 16
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`US 7,168,089 B2
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`Zynga Ex. 1001, p. 14
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`U.S. Patent
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`Jan. 23, 2007
`
`Sheet 12 of 16
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`US 7,168,089 B2
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`Zynga v. IGT
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`Zynga Ex. 1001, p. 15
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`U.S. Patent
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`Jan. 23, 2007
`
`Sheet 13 of 16
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`US 7,168,089 B2
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`Zynga Ex. 1001, p. 16
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`U.S. Patent
`
`Jan. 23, 2007
`
`Sheet 14 of 16
`
`US 7,168,089 B2
`
`RECIEVE SESSION REQUEST
`
`FROM GAMING DEVICE (REQUESTOR) 1008
`
`
`
`
`
`TERMINATE
`
`REQUESTOR IN
`
`TRANSACTION AND
`
`LOCAL DATABASE?
`RECORD
`1004
`
`1002
`
`
`
`
`GENERATE SESSION KEY AND SEND MESSAGE
`
`TO REQUESTOR WITH ENCRYPTED SESSION
`KEY
`1006
`
`
`
`RECEIVE REPLY FROM REQUESTOR 4008
`
`
` N
`
`
`
`REQUESTOR
`AUTHENTICATED?
`
`
`1010
`
`
`GENERATE ERROR
`
`
`TRANSACTION
`MESSAGE AND SEND
`
`
`VALID?
`
`
`
`TO REQUESTOR
`1012
`
`1014
`
`
`
`4046
`
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`AUTHORIZATION RECORD
`
`
`
`TRANSACTION
`
`ACKNOWLEDGED?
`1018
`
`Y
`
`STORE SOFTWARE TRANSACTION
`AUTHORIZATION RECORD
`
`1020
`
`END
`
`FIGURE 13
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`Zynga Ex. 1001, p. 17
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`Zynga Ex. 1001, p. 17
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`U.S. Patent
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`Jan. 23, 2007
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`Sheet 15 of 16
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`US 7,168,089 B2
`
`
`RECIEVE SOFTWARE DOWNLOAD REQUEST
`FROM GAMING DEVICE (REQUESTOR) 4100
`
`
`
`
`
`
`N
`
`
`
`DENY DOWNLOAD
`REQUEST
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`VALID TRANSACTION?
`
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`
`MARK TRANSACTION PENDING
`
`
`SEND DOWNLOAD AUTHORIZATION
`TO GAMING DEVICE
`
`
`
`RECEIVE RECIEPTS FROM REQUESTOR AND
`SOFTWARE RECIPIENT
`1410
`
`
`REMOVE PENDING
`TRANSACTION
` VALID TRANSACTION?
`AND GENERATE ERROR
`
`
`MESSAGE
`1414
`SOFTWARE TRANSACTION DATA
`
`CHANGE STATE TO DOWNLOADED AND STORE
`
`NOTIFY SOFTWARE PROVIDER
`(OPTIONAL)
`
`1118
`
`END
`
`FIGURE 14
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`Zynga Ex. 1001, p. 18
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`U.S. Patent
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`Jan. 23
`
`, 2007
`
`Sheet 16 of 16
`
`US 7
`
`9
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`168,089 B2
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`Zynga Ex. 1001, p. 19
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`Zynga Ex. 1001, p. 19
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`US 7,168,089 B2
`
`1
`SECURED VIRTUAL NETWORK IN A
`GAMING ENVIRONMENT
`
`
`
`CROSS-REFERENCE TO RELATED
`
`APPLICATIONS
`
`
`
`This application is a continuation-in-part of U.S. patent
`application Ser. No. 09/732,650 entitled “SECURED VIR-
`TUAL NETWORK IN A GAMING ENVIRONMENT”,
`filed Dec. 7, 2000, naming Binh Nguyenas inventor, which
`is incorporated herein by reference in its entirety for all
`purposes.
`
`BACKGROUNDOF THE INVENTION
`
`This invention relates to game playing services for gam-
`ing machines such as slot machines and video poker
`machines. Moreparticularly, the present inventionrelates to
`providing methods of communication for game services
`such as licensing and accounting on gaming machines.
`‘There are a 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 suchas a top box whichusually sits on top
`of the gaming machine.
`Typically, utilizing a master gaming controller, the gam-
`ing machine controls various combinations of devices that
`allowa 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 moneyor 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
`gameplay. After game play has been initiated, the gaming
`machine determines a game outcome, presents the game
`outcometo the player and. may dispense an award of some
`type depending on the outcomeof the game.
`The operations described above may becarried out on the
`gaming machine when the gaming machineis operating as
`a “stand alone” unit or linked in a network of sometype 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 maybe 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
`
`2
`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
`enabled by the progressive game networkincrease the game
`playing capabilities of a particular gaming machine by
`enabling a larger jackpot than would be possible if the
`gaming machine wasoperating in a “stand alone” mode. The
`potential size of the jackpot increases as the number gaming
`machines connectedin the progressive networkis 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
`performanceof 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 beplaced.
`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 andthe 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 maybe 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. I'or 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 gameplay, progressive
`gameplay 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
`
`15
`
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`
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`
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`
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`
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`
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`Zynga Ex. 1001, p. 20
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`US 7,168,089 B2
`
`3
`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 ofall 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
`addition, reports may be remotely accessed using a dial in
`number for a limited number of users. For instance, an
`execulive travelling on the road might view gaming machine
`performance data from the remote access point 134 where
`the remote access point 134 maybe a hotel room.
`Forthe 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 machinesis 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
`mayregularly 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.
`there is some desire to
`Within the gaming industry,
`provide centralized network gaming services, centralized
`data access and centralized data acquisition to all of the
`gaming machinesora 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 securily 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
`machinesdiverselydistributed throughout a gamingentity 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-
`worktypically limit the application of dedicated networks to
`large establishments with a large number of gaming
`machines. Further, even in the larger establishments, the
`dedicated networkare 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 widelydis-
`tributed within a gaming entity.
`
`15
`
`20
`
`25
`
`40
`
`45
`
`60
`
`65
`
`4
`Anotherdesire within the gaming industry is to electroni-
`cally download gaming software from one or more remote
`locations to a gaming machine. The capability to electroni-
`cally download gaming software is desirable because it may
`enable gaming machines to be quickly reconfigured to
`account for changes in popularity of various games played
`on the gaming machines and it may simplify software
`maintenance issues on the gaming machine such as gaming
`software updates. Currently, in a time consuming process,
`gaming software is manually loaded onto each gaming
`machine bya technician. The software is manually loaded
`because the gaming software is usually very highly regu-
`lated and in most gaming jurisdictions only approved gam-
`ing software maybeinstalled on a gaming machine. Further,
`the gaming software is manually loaded for security reasons
`to prevent the source code from being obtained by individu-
`als which might use the source code to try to find ways of
`cheating the gaming machine. In view ofthe above, it would
`be desirable to provide gaming software downloading meth-
`ods for gaming machines that allow gaming software to be
`transferred electronically to the gaming machines from a
`remote location in a secure mannerthat satisfies regulatory
`requirements of the gaming jurisdiction where the gaming
`machineis located.
`
`
`
`SUMMARYOF TIE 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 gaining machine to
`securely communicate with a remote server using a public
`network. The secure communication methods may be used
`to transfer gaming software and gaming information
`between two gaming devices such as between a gaming
`machine and a gameserver. For regulatory and tracking
`purposes, the transfer of gaming software between the two
`gaming devices may be authorized and monitored by a
`software authorization agent.
`Oneaspect of the present invention describes a software
`authorization agent capable of generating a gaming, software
`transaction record used to facilitate a transfer of gaming
`software between two gaming devices. The method may be
`generally characterized as comprising: 1) receiving a gam-
`ing software transaction request from a first gaming device;
`2) authenticating an identity of the first gaming device 3)
`generating a gaming software transaction record comprising
`gaming software transaction information that
`is used to
`approve or reject the transfer of gaming software from a
`second gaming device to the first gaming device where the
`gaming softwareis for at least one of a) a game of chance
`played on a gaming machine, b) a bonus game of chance
`played on a gaming machine, c) a device driver for a for a
`device installed on a gaming machin