throbber
lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`NETWORKED GAMING SYSTEM AND METHOD
`
`CROSS REFERENCE
`
`This patent application is a Continuation of patent application 12/981,403
`
`[0001]
`filed on December 29, 2010 that is entitled GAMING SYSTEM NETWORK AND
`
`METHOD FOR DELIVERING GAMING MEDIA, which is a Continuation of patent
`
`application 10/681,034 (now Patent 8,403,755) filed on October 8, 2003 that is
`
`entitled WIRELESS BROADBAND GAMING SYSTEM AND METHOD, which is a
`
`Continuation of patent application 09/899,599 filed (now abandoned) on July 5, 2001
`
`that is entitled BIOMETRIC BROADBAND GAMING SYSTEM AND METHOD, which
`
`claims the benefit of provisional patent application 60/266,856 filed on February 6,
`
`2001. All of the above are herein incorporated by reference.
`
`FIELD
`
`[0002]
`
`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.
`
`Page 1 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`BACKGROUND
`
`[0003]
`
`The related art includes gaming devices, online gaming, networked
`
`interactive gaming, and biometrics.
`
`[0004] Gaming Devices
`
`[0005]
`
`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 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 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 corresponds to the outcome of the game.
`
`The gaming device may present the outcome of the game on a large variety of
`
`display devices, such as mechanical spinning reels or video screens.
`
`[0006] 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 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 knowledge.
`
`[0007] Online Gaming
`
`[0008]
`
`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 gaming in
`
`Nevada when such gaming becomes legal. Online gaming is a federal issue whose
`
`legality is unclear at present.
`
`Page 2 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`[0009]
`
`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,
`
`and ensuring the security and reliability of online gaming.
`
`[0010]
`
`To prevent underage gambling, prior art systems and methods use
`
`passwords, user IDs, credit cards, and "click-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 cryptographic methods. These cryptographic methods are
`
`helpful in ensuring secure communications; however, these cryptographic methods
`
`do not ensure that the individual accessing the online game is a valid user.
`
`[0011]
`
`In view of the prior art systems, a minor or other unauthorized individual
`
`simply needs a user ID and a corresponding password to access a gaming site. The
`
`obtaining of a user ID and password is a relatively simple task as this information is
`
`generally not modified. Commonly the user ID information is acquired by identifying
`
`the web site's naming convention for the player. The player password can be easily
`
`determined by remembering the pattern of keys typed by the player during the log(cid:173)
`
`on procedures or by simply requesting the password from the player as part of a
`
`diagnostic procedure. The latter is a trick commonly used by hackers to 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 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.
`
`[0012]
`
`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 gambling
`
`Page 3 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`addiction, and provide a higher degree of security and reliability from unauthorized
`
`users.
`
`[0013]
`
`Networked Interactive Gaming
`
`[0014]
`
`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 configured to communicate with interactive set-top boxes using
`
`MPEG protocols.
`
`[0015]
`
`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 networked
`
`environment using traditional security methods does not prevent gambling from a
`
`minor having acquired a parent's user ID and password without the parent's consent.
`
`[0016]
`
`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.
`
`[0017]
`
`Biometrics
`
`[0018]
`
`A biometric is a measurable psychological and/or behavioral trait that can
`
`be captured and subsequently compared with another instance at the time of
`
`verification. This definition includes the matching of fingerprints, voice patterns, 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.
`
`Page 4 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`[0019]
`
`Biometric applications for games of skill and games of chance are limited.
`
`For example biometric gaming applications are taught in U.S. Pat. 6,010,404
`
`granted to Walker et al. teaches a method and apparatus for using player input
`
`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 playing gaming devices such as slot machines. Players provide identification
`
`information and facial recognition data is acquired by a digital or video camera. For
`
`each player an account file and a file of the facial image data is stored. When the
`
`player plays the slot machine, a camera scans the player and acquires facial image
`
`data which is compared to stored data to identify the player. Furthermore, U.S.
`
`Patent No. 5,902,983 granted to Crevelt et al. teaches a gaming machine configured
`
`to perform EFT transactions which are limited to preset amounts. The patent
`
`teaches the use of a fingerprint imaging device and retinal scans for verifying a
`
`player's identity.
`
`[0020]
`
`Although biometric applications for gaming applications are known,
`
`biometric applications for online gaming systems are not known. Furthermore, the
`
`managing of biometric information and gaming information in an open network
`
`environment is not known. Additionally, the use of biometrics in a gaming system
`
`and method to prevent underage gambling and prevent gambling addiction is not
`
`known.
`
`SUMMARY
`
`[0021]
`
`A networked gaming system and method is described. The networked
`
`gaming system and method includes a user identification, 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
`
`Page 5 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`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 operations 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 Hie one or more images corresponding to Hie
`
`image ID to the network access device.
`
`[0022]
`
`In one illustrative embodiment, the registration database includes a
`
`registered player biometric. Additionally, an input player biometric is received by the
`
`network access device and the player is provided access to the game when the
`
`input player biometric matches the registered player biometric.
`
`[0023]
`
`In another illustrative embodiment, the networked gaming system and
`
`method includes a countdown timer that provides a window of time for other players
`
`to join the game.
`
`[0024]
`
`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.
`
`[0025]
`
`In a further illustrative embodiment, the images communicated to the
`
`network access device by the networked gaming system are viewable on a browser.
`
`[0026]
`
`In a still further illustrative embodiment, the one or more images
`
`communicated to Hie network access device game include a slot machine game
`
`outcome, and the networked gaming module generates the random game output
`
`with a lottery game.
`
`Page 6 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`DRAWINGS
`
`[0027]
`
`Illustrative embodiments are shown in the accompanying drawings
`
`wherein:
`
`[0028]
`
`FIG. 1 a through FIG. 1 d show diagrams of a plurality of illustrative network
`
`access devices.
`
`[0029]
`
`FIG. 2 shows a high level diagram of a gaming system networked to a
`
`plurality of network access devices.
`
`[0030]
`
`FIG. 3 shows a block diagram of an illustrative biometric input module.
`
`[0031]
`
`FIG. 4 shows a block diagram of a gaming system configured to receive a
`
`biometric input from a network access device.
`
`[0032]
`
`FIG. 5 shows a table of the data fields in a verification system.
`
`[0033]
`
`FIG. 6 shows a table of the data fields in a broadband gaming system and
`
`in a transactional system.
`
`[0034]
`
`FIG. 7 shows a block diagram of a broadband gaming system.
`
`FIG. 8 shows a flowchart of the registration method for the gaming
`
`[0035]
`
`system.
`
`[0036]
`
`FIG. 9 shows a flowchart of the verification method for the gaming system.
`
`FIG. 10 shows a flowchart of the information processed by the gaming
`
`[0037]
`
`system.
`
`[0038]
`
`FIG. 11 is a continuation of the flowchart of the information processed by
`
`the gaming system in FIG. 10.
`
`Page 7 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`DESCRIPTION
`
`A networked gaming system that comprises a verification system, a
`
`[0039]
`broadband gaming system, and a transactional system is described. The verification
`
`system operations include ensuring that a user is a registered player by using a
`
`biometric input. The broadband gaming system operations include managing and
`
`performing at least one game. The transactional system operations include providing
`
`oversight for each transaction conducted by the verification system and the
`
`broadband gaming system.
`
`[0040]
`
`A verification system for playing the networked gaming system is
`
`described. The networked games include games of chance and games of skill. The
`
`verification system communicates with a biometric input module and a network
`
`access device to generate a user identification information. The user identification
`
`information is compared to information in a registration database. If an acceptable
`
`match is made between the user identification information and the information in the
`
`registration database, the user is designated as a player. The player then has
`
`access to both the broadband gaming system and the transactional system.
`
`A broadband gaming system which is in communication with the
`
`[0041]
`verification system is described. The broadband gaming system includes a buffer
`
`which stores information about players who desire to play a game. The buffer is
`
`operatively coupled to a random number generator that generates a random number
`
`for each player in the buffer. A paytable module in communication with the random
`
`number generator determines the outcome associated with the random number
`
`generator. The paytable also determines which images are associated with the
`
`outcome for each player. Preferably, the images are stored on a mini video server
`
`and then cached in a memory module. The images are intelligently buffered for
`
`downstream communications. In its preferred embodiment, a plurality of encoders
`
`are operatively coupled to the memory module caching the broadcast video streams.
`
`The plurality of encoders encode the broadcast downstream images according the
`
`requirements for each network access device. Each encoder is operatively coupled
`
`to an encryption module that encrypts the broadcast. A modulation module is
`
`Page 8 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`operatively coupled to the encryption module and modulates encrypted images for
`
`downstream transmission. Each network access device includes a tuner, a
`
`demodulation module, and a decryption module that permits an image to be viewed
`
`by the network access device.
`
`A transactional system and method that ensures secure communications
`
`[0042]
`occur in the verification system and the broadband gaming system is described. The
`
`transactional system also performs accounting, bonusing, tracking, and other such
`
`functions. Preferably, the transactional system is capable of receiving a plurality of
`
`funds from a financial account and converting them to credits that are used in the
`
`broadband gaming system.
`
`[0043]
`
`The above description sets forth, rather broadly, the more important
`
`features of the present disclosure so that the detailed description of the preferred
`
`embodiment that follows may be better understood and contributions of the present
`
`disclosure to the art may be better appreciated. There are, of course, additional
`
`features of the disclosure that will be described below and will form the subject
`
`matter of claims. In this respect, before explaining at least one preferred
`
`embodiment of the disclosure in detail, it is to be understood that the disclosure is
`
`not limited in its application to the details of the construction and to the arrangement
`
`of the components set forth in the following description or as illustrated in the
`
`drawings. The disclosure is capable of other embodiments and of being practiced
`
`and carried out in various ways. Also, it is to be understood that the phraseology and
`
`terminology employed herein are for the purpose of description and should not be
`
`regarded as limiting.
`
`[0044]
`
`In the following detailed description of the preferred embodiments,
`
`reference is made to the accompanying drawings, which form a part of this
`
`application. The drawings show, by way of illustration, specific embodiments in
`
`which the disclosure may be practiced. It is to be understood that other
`
`embodiments may be utilized and structural changes may be made without
`
`departing from the scope of the present disclosure.
`
`Page 9 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`[0045]
`
`NETWORK ACCESS DEVICES
`
`[0046]
`
`Referring to FIG. 1 a through FIG. 1 d, there is shown a plurality of
`
`illustrative network access devices. Each of the network access devices is
`
`configured to be capable of running a gaming application. For illustrative purposes
`
`the gaming application shown simulates the spinning reels of a slot machine.
`
`[0047]
`
`The network access device in FIG. 1 a is a personal computer 10 having a
`
`network interface card (not shown) that may be operatively coupled to a modem (not
`
`shown). Another network access device shown in FIG. 1 b includes a television 12
`
`operatively coupled to an interactive set-top box 14 that is operatively coupled to a
`
`cable network (not shown). The other network access device shown in FIG. 1 c is a
`
`wireless device 16 such as a digital phone or personal digital system (PDA) or other
`
`such wireless device which is configured to communicate with a network using
`
`wireless networking protocols. Yet another network access device is shown in FIG.
`
`1 d and includes a gaming terminal 18 such as a slot machine on a casino floor that
`
`is operatively coupled to a plurality of other gaming terminals. It shall be appreciated
`
`by those skilled in the art of networking that the distinguishing feature between each
`
`of these network access devices is the type of communications protocols used by
`
`each device to enable communications between similar network access devices.
`
`[0048]
`
`Each of the network access devices either includes a biometric input
`
`module operatively coupled to the network access device or includes a biometric
`
`input module communicatively coupled to the network access device. A biometric is
`
`a measurable psychological and/or behavioral trait that can be captured and
`
`subsequently compared with another instance at the time of verification. This
`
`definition includes the matching of fingerprints, voice patterns, 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.
`
`Page 1 0 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`[0049]
`
`In one illustrative embodiment, the biometric input module is a fingerprint
`
`scanner 20 resident on the gaming terminal 18 wherein the biometric input is a
`
`fingerprint. In another illustrative embodiment, the biometric input module is the
`
`screen 22 of wireless device 16 wherein the screen is configured to receive a
`
`biometric input such as a user signature. In yet another illustrative embodiment, the
`
`biometric input module is a telephone 24 that is configured to receive a voice pattern
`
`from a user prior to engaging communications with the interactive set-top box 14. In
`
`yet another illustrative embodiment the biometric input module is a keyboard 26
`
`operatively coupled to computer 10 wherein the user is requested to input a
`
`keystroke pattern. An illustrative example of a biometric input module operatively
`
`coupled to the network access device is shown in FIG. 1 d having the fingerprint
`
`scanner 20 on the gaming terminal 18. An illustrative example of a biometric input
`
`module, e.g. the telephone 24, communicatively coupled to the network access
`
`device, e.g. the interactive set-top box 14, is shown in FIG. 1 b.
`
`[0050]
`
`The biometric input is used to prevent unauthorized gaming activity and
`
`efficiently store credits on the user's behalf. By way of example and not of limitation,
`
`unauthorized gaming activity includes preventing underage gaming and prohibiting
`
`players with histories of gambling addiction. Additionally, player credits may be
`
`stored on a network so that the player does not need to carry coins, paper currency,
`
`coupons, credit cards, or debits cards to play a game. It shall be appreciated by
`
`those skilled in the art having the benefit of this disclosure that different biometric
`
`input modules may be used in conjunction with different network access devices.
`
`[0051] GAMING SYSTEM
`
`[0052]
`
`Referring to FIG. 2 there is shown a high level block diagram of a gaming
`
`system 30 in communication with a plurality of network access devices coupled to a
`
`network 32. The gaming system includes a verification system 34, a broadband
`
`gaming system 36, and a transactional system 38. The verification system 34
`
`verifies that a user operating a network access device is a registered player. The
`
`broadband gaming system 36 performs the function of generating a game and
`
`broadcasting the game results to each of the network access devices. The
`
`Page 11 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`transactional system 38 performs a plurality of functions including tracking each
`
`transaction performed by both the verification system and the broadband gaming
`
`system and conducting electronic fund transfers.
`
`[0053]
`
`Verification System
`
`[0054]
`
`The verification system 34 verifies that a user desiring to play the game is
`
`a registered player. The verification system 34 communicates with the biometric
`
`input module and a network access device to generate user identification
`
`information. The user identification information includes information such as
`
`cryptographic keys that are necessary to securely identify the network access
`
`device. The user identification information also includes media access control
`
`(MAC) identification and confirmation of the user Internet Protocol (IP) address. The
`
`user identification information is compared to information in a registration database
`
`40 by a verification server 42. If an acceptable match is made between the user
`
`identification information and the information in the registration database, the user is
`
`designated as a player. The player then has access to either the broadband gaming
`
`system 36 or the transactional system 38.
`
`[0055]
`
`In an alternative embodiment the user identification information is housed
`
`in a smart card (not shown) that is in communication with the verification system 34.
`
`The smart card includes a stored biometric which is used to identify the user as a
`
`player. Cryptographic keys are then exchanged between the verification system 34
`
`and the smart card to provide the player access to either the broadband gaming
`
`system or the transactional system 38.
`
`[0056]
`
`Referring to FIG. 3 there is shown an illustrative biometric input module
`
`50. By way of example, the illustrative biometric input module 50 is a fingerprint
`
`scanner. It shall be appreciated by those skilled in the art having the benefit of this
`
`disclosure that the use of the fingerprint scanner as the illustrative biometric input
`
`module is not restrictive. A scanned fingerprint image is collected by the biometric
`
`input 52. After the scanned fingerprint image is collected, the fingerprint image is
`
`compressed by the compression module 54. A memory module 56 provides fast
`
`Page 12 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`memory resources for the compression of the fingerprint image. After compression,
`
`the fingerprint image is encrypted by the encryption module 58 for downstream
`
`transmission. The encryption module 58 also includes a memory module 60 that
`
`provides fast memory resources for the encryption of the compressed fingerprint
`
`image. An encrypted compressed fingerprint image is then communicated to
`
`network 32 (see FIG. 2) using the network interface module 62.
`
`[0057]
`
`Referring to FIG. 4 there is shown a block diagram of the verification
`
`system 34. The verification system is operatively coupled to network 32 with network
`
`interface module 64. The network interface module 64 is configured to receive user
`
`identification information generated by the network access devices and from the
`
`biometric input module. Preferably, the biometric and other user identification
`
`information received by the verification system is an encrypted biometric that is
`
`decrypted by decryption module 66. A memory module 68 is preferably a fast
`
`memory that expedites the decryption process. After decryption the biometric and
`
`remaining user identification information is processed by the verification server. It
`
`shall be appreciated by those skilled in the art that the verification server 42 may
`
`house the network interface module 64, decryption module 66 and the memory
`
`module 68. The verification server 42 is also in operative communication with a
`
`registration database 40. The verification server 42 performs the function of
`
`matching the user identification information collected from the network access
`
`device with the player information in the registration database 40. Additionally, the
`
`verification server 42 performs the caching functions needed to ensure that once a
`
`player has been identified during an initial game, subsequent usage by the same
`
`player proceeds quickly.
`
`[0058]
`
`Preferably, the verification server 42 identifies registered players using a
`
`biometric template of the registered player residing on the registration database 40.
`
`The registered players are referenced with personal ID numbers. When a
`
`transaction is undertaken, the user firstly calls up the particular template from the
`
`registration database 40 by inputting a personal ID. The personal ID includes a
`
`particular number, user ID, password, or other such identification techniques. The
`
`inputting of the personal ID is accomplished with a familiar numeric keypad,
`
`Page 13 of 33
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`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`keyboard, magstripe card, or smart card. The correct template is called and held in
`
`memory ready for comparison with the biometric sample provided by the user. A
`
`comparison takes place that results in a binary true or false condition as to the
`
`identity of the user. The user is in effect claiming an identity by inputting the personal
`
`ID and the system is subsequently verifying that the claim is genuine according to
`
`the matching criteria setup within the system.
`
`[0059]
`
`Referring to FIG. 5 there is shown the registration data fields 70 and user
`
`submitted data fields 72. The registration data fields 70 include data fields that
`
`comprise the user identification information. The registration data fields include user
`
`identification information such as player name, address, user name, password,
`
`credit card information, and the date and time of the registration. The player
`
`biometric and personal ID also comprises the user identification information and
`
`provides unique information about the player. The personal ID may be the same as
`
`the user name or password. It shall be appreciated by those skilled in the art that
`
`some biometric information may be compressed. Furthermore, the user identification
`
`information includes data about the network access device and the network
`
`connection such as MAC ID, IP addresses, browser type, any cookies resident on
`
`the network access device, etc. Finally, the user identification system includes
`
`cryptographic keys which are used to encrypt and decrypt the communications
`
`between the verification system and each of the network access devices.
`
`[0060]
`
`The user submitted data fields 72 mirror the registration data fields 70.
`
`The user submitted data fields receive data generated by a user that is attempting to
`
`access the broadband gaming system 36. The user submitted information is
`
`carefully analyzed to ensure that a valid user is being identified. It is well known that
`
`the connection of one network access device to another network access device
`
`generates security concerns. Preferably, the present verification system operates
`
`using a fast hardware-type firewall that performs a stateful multilayer inspection. In
`
`its preferred embodiment the firewall provides packet filtering using a secure
`
`protocol such as I PSec. This protocol provides encryption of the data at the packet
`
`level as well as at the source address level. Without access to the encryption keys, a
`
`potential intruder would have difficulty penetrating the firewall. Additionally, it would
`
`Page 14 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`be preferable to provide a circuit level gateway and an application level gateway.
`
`The circuit level gateway works on the session layer of the OSI model or the TCP
`
`layer of the TCP/IP model, and monitors TCP handshaking between packets to
`
`determine whether a requested session is legitimate. The application level gateway
`
`filters data packets at the application layer of the OSI model. A stateful multilayer
`
`inspection firewall offers a high level of security, good performance, and
`
`transparency to end users.
`
`[0061]
`
`Referring to FIG. 6 there is shown the player data fields 74 that are
`
`generated by the broadband gaming system and the transactional system after the
`
`user has been verified to be a registered player. The player data fields 7 4 are used
`
`to generate a player matrix which is used as an additional internal security measure.
`
`The player data fields 7 4 include a player ID that identifies the player, and a
`
`timestamp that provides the date, time in, and time out by the player during the
`
`game. Additionally, the type of game, credits played, and credits remaining are
`
`monitored. Based on the level of player activity a bonus is provided to the player.
`
`Further still the session time for each type of game and the amount played during
`
`the session is monitored to better define the type of games the player likes.
`
`Transactional information is also monitored and updated, preferably, by the
`
`transactional system 38. The transactional information includes credit card
`
`information, transaction requests, transaction approval, conversion of monetary
`
`funds to credits for playing the game, any transfers of credits for playing the game,
`
`and conversions from credits to monetary funds that are credited to the player's
`
`financial account. Preferably, communications between the transactional system and
`
`the broadband gaming system are conducted in a secure environment using
`
`cryptographic keys. Although the use of cryptography within the private network may
`
`appear excessive, one of the greatest security threats within a private network
`
`comes from its own employees. Therefore, it is preferable to use internal firewalls for
`
`communications between the broadband gaming system, the transactional system
`
`and the verification system.
`
`[0062]
`
`Broadband Gaming System
`
`Page 15 of 33
`
`

`

`lnventor(s): Kerr, Michael A.
`
`Attorney Docket No. NEXRF 14.002
`
`[0063]
`
`A more detailed drawing of the broadband gaming system is provided in
`
`FIG. 7. The dashed boundary in FIG. 7 defines the broadband gaming system 36.
`
`After player verification is

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