EP2026302A1 - Système de jeu et procédé de jeu - Google Patents

Système de jeu et procédé de jeu Download PDF

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Publication number
EP2026302A1
EP2026302A1 EP08162456A EP08162456A EP2026302A1 EP 2026302 A1 EP2026302 A1 EP 2026302A1 EP 08162456 A EP08162456 A EP 08162456A EP 08162456 A EP08162456 A EP 08162456A EP 2026302 A1 EP2026302 A1 EP 2026302A1
Authority
EP
European Patent Office
Prior art keywords
server
module
gaming
client
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP08162456A
Other languages
German (de)
English (en)
Inventor
John Leslie Boesen
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Aristocrat Technologies Australia Pty Ltd
Original Assignee
Aristocrat Technologies Australia Pty Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2007904386A external-priority patent/AU2007904386A0/en
Application filed by Aristocrat Technologies Australia Pty Ltd filed Critical Aristocrat Technologies Australia Pty Ltd
Publication of EP2026302A1 publication Critical patent/EP2026302A1/fr
Withdrawn legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, leader-follower, wireless communication

Definitions

  • the present invention relates to a gaming system and a method of gaming.
  • the invention provides a gaming machine comprising:
  • the gaming machine comprises a client module in data communication with the server module and arranged to implement the server game based on server game data generated by the server module.
  • the standalone module is a sub-module of the client module capable of operating without receipt of data from the server module.
  • the invention provides a gaming system comprising a plurality of gaming machines, each of the gaming machines comprising a standalone module arranged to implement a standalone game independently of the other gaming machines when the gaming machine is operating in a standalone mode; at least one of the gaming machines comprising a server module whereby it can operate in a client/server mode during which it is arranged to act as a server game machine and generate server game data; and at least one other gaming machine of the plurality of gaming machines being in data communication with the server gaming machine and comprising a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
  • each of the plurality of gaming machines comprises a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
  • each standalone module is a sub-module of the client module capable of operating without receipt of data from the server module.
  • each gaming machine comprises a server module and the gaming system is arranged to determine one of the server modules as the active server module which generates server game data.
  • each gaming machine is associated with a respective one of a plurality of player marketing modules (PMMs) and the server and client modules communicate with one another via relevant ones of the PMMs.
  • PMMs player marketing modules
  • communications between the server and client modules are at least in part over an Ethernet.
  • communications between the server and client modules over the Ethernet are encrypted.
  • each gaming machine is associated with a serial to Ethernet adapter connected to a serial port of the gaming machine.
  • the serial to Ethernet adapter is provided at least in part by a PMM associated with the gaming machine.
  • the server module is arranged to communicate with each client module at least in part by a broadcast protocol interpretable by all client modules.
  • the server module is arranged to communicate with each client module at least in part by a peer-to-peer protocol interpretable by an addressed client module.
  • the server module is arranged to operate in the client/server mode in response to a trigger condition occurring.
  • each standalone module is arranged to report occurrence of a trigger condition in a standalone game to the server module.
  • the gaming machines are arranged to communicate with one another to determine which server module is an active server module.
  • the gaming system is arranged to determine at least one passive server module, each passive server module arranged to receive failover data from the active server module, whereby a passive server module can continue the server game if the active server module fails.
  • At least two gaming machines implement different standalone games to one another.
  • the invention provides a method of gaming comprising:
  • a gaming system having a plurality of gaming machines wherein each gaming machine is capable of operating in a standalone mode and in a client/server mode wherein one of the gaming machines acts as a server and at least one other gaming machine acts as a client.
  • the gaming machine 10 includes a console 12 having a display 14 on which is displayed representations of a game that can be played by a player.
  • a mid-trim 20 of the gaming machine 10 houses a bank of buttons 22 for enabling a player to interact with the gaming machine, in particular during game play.
  • the mid-trim 20 also houses a credit input mechanism for example a coin input chute and/or a bill collector. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card.
  • Artwork and/or information for example pay tables and details of bonus awards and other information or images relating to the game may be provided on a front panel 29 of the console 12.
  • a coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10.
  • the display 14 shown in Figure 1 is in the form of a video display unit, particularly a cathode ray tube screen device.
  • the display 14 may be a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device.
  • the top box 26 also includes a display which may be of the same type as the display 14, or of a different type.
  • a player marketing module (PMM) 50 having a display 52 is connected to the gaming machine 10.
  • the main purpose of the PMM 50 is to allow the player to interact with a player loyalty system.
  • the PMM has a magnetic card reader for the purpose of reading a player tracking device, for example as part of a loyalty program.
  • the player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device.
  • Figure 2 shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine of Figure 1 .
  • the gaming machine 100 includes a game controller 101 having a processor 102. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102.
  • processor is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server.
  • the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103.
  • the gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100.
  • the input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices.
  • a random number generator module 113 generates random numbers for use by the processor 102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.
  • a player interface 120 includes peripheral devices that communicate with the game controller 101 including one or more displays 106, buttons and/or a touch screen and/or buttons 107, a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 100, or hardware may be omitted as required for the specific implementation.
  • FIG. 3 shows a block diagram of the main components of an exemplary memory 103.
  • the memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C.
  • the RAM 103A typically temporarily holds program files for execution by the processor 102 and related data.
  • the EPROM 103B may be a boot ROM device and/or may contain some system or game related code.
  • the mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere.
  • FIG 4 is a block diagram of a player marketing module 50.
  • the player marketing module 50 is connected via serial input/output ports 57 to serial input output ports of the input/output section 105 of the electronic gaming machine.
  • the player marketing module has a card reader 54 and a display 52 which may be an LCD touch screen display.
  • the PMM 50 may also have buttons 53 for receiving a player input (at least in embodiments where there is no touch screen display) and a speaker 51.
  • Input received from the card reader 54 is processed by processor 55 based on the data stored in memory 56.
  • the PMM 50 is connected to a System such as Aristocrat's System 7000 by a system port 58.
  • the PMM also has an Ethernet port 59.
  • the gaming machine has a number of serial ports and the PMM is connected to a protocol port which is adapted to communicate with a System in accordance with a protocol specified for the jurisdiction (e.g. ASP, SAS).
  • the PMM interprets the data received at the serial port 57 and sends it on to the gaming system via system port which is typically another serial port.
  • each PMM is also connected via a separate serial port 57 connection to another serial port of the gaming machine. In the case of the Mk VI machine this could be either a spare port or the debug port.
  • the processor executes a Serial to Ethernet Adapter 55A using Serial to Ethernet Adapter code 56A stored in memory 56.
  • the Adapter 55A is arranged to convert all serial communications to Ethernet communication protocols and output them to the Ethernet via Ethernet port 59.
  • Serial to Ethernet adapter would not be required for a gaming machine that supported native Ethernet communications (i.e. had it's own Ethernet port). Further, in some embodiments there could be a mixture of machines with and without native Ethernet.
  • a possible gaming system 500 configuration is shown in Figure 5 from which it will be seen that a plurality of gaming machines 10 each have a PMM 50 which is connected to the Electronic Gaming Machine via serial connection 510 to the EGM. Each PMM 50 is also connected via Ethernet connection 520 to Ethernet hub 530.
  • an Ethernet compatible protocol allow broadcast communications (e.g. to a broadcast address) as well as addressed communications to be made between one of the gaming machines and another of the gaming machines.
  • one of the gaming machines is capable of acting as a server in the gaming system 500 illustrated in Figure 5 .
  • gaming machine 10A is designated as a Master (i.e. the server) whereas the remaining gaming machines 10B to 10N are designated as Slaves (i.e. the clients).
  • FIG 6 shows a functional block diagram of a game controller of a gaming machine (EGM).
  • the game controller 101 can be programmed by means of code loaded into memory 103 to carry out the functions. Persons skilled in the art will appreciate that code can be located in a number of ways including by downloading a data signal to the memory over a network or from a computer readable medium or by replacing part of the memory, e.g. EEPROM 103B
  • the game controller 101 includes a client module 630 and a server module 620.
  • the server module 620 is adapted to communicate with other game controllers via the input/output ports 610 (as is the client module).
  • the client module includes a standalone module 631 arranged to implement the standalone game, a server game module 633 arranged to receive instructions from a server module by which may be server module 620 or the server module of another gaming machine when the gaming machine is operating in client/server mode and a common function module 632 which includes functions common to both the stand alone module 631 and the server game module 633 for example, processing of input credits or controlling the display.
  • a server game module 633 arranged to receive instructions from a server module by which may be server module 620 or the server module of another gaming machine when the gaming machine is operating in client/server mode
  • a common function module 632 which includes functions common to both the stand alone module 631 and the server game module 633 for example, processing of input credits or controlling the display.
  • the gaming machines are arranged such that when they power on 710 as shown in the flow chart 700 of figure 7 , the Master is unknown.
  • the Serial/ Ethernet adapter includes a master resolution function which determines which of the gaming machines is to be the Master. In one embodiment, this can be resolved by each Serial/ Ethernet adapter broadcasting an identification to a broadcast address and stopping broadcasting if it receives an identification number that is lower than its identification number. A gaming machine that does not receive any lower identification numbers identifies itself as the Master and advises all other machines that are Slaves. It then receives the identification for each of those other gaming machines and builds a list of connected gaming machines 740.
  • An identification that may be used to resolve which gaming machine is the master a network address may be one example of an identification that can be employed. Alternatively, a serial number of the Serial to Ethernet adapter may be employed.
  • this step is optional and can be by-passed 755.
  • each gaming machine conducts the standalone game.
  • the standalone module 620 monitors for at least one trigger event that can cause the transition from stand alone mode to client/server mode. This trigger will be output by the client module on which it occurs to the Master via the Ethernet if it occurs. Therefore, the Master is actively listening for the trigger 760.
  • the Master is informed 770 and the Master determines which of the gaming machines are participating 780. For example, the Master may apply some eligibility criteria and retrieval data from the client module 630 to determine whether the eligibility criteria are satisfied. Alternatively, participants may be asked whether they wish to participate in the server game, for example participants may have to place an additional bet. Alternatively, all gaming machines may always participate.
  • Eligibility criteria can be any criteria known in the art, for example, the player may be required to place a bet to be eligible, the player may be required to have placed an ante bet within a defined period (for example, in respect of a current game or a game which ended in the last 10 seconds), the turnover of the gaming machine may need to be above a threshold, the player may be required to be playing maximum lines or reels, etc.
  • the Master determines the participants 780, it starts the server game 790 and outputs data via input output port 610 which is converted by the PMM serial adapter 55A to Ethernet protocol whereby each other participating gaming machine can intercept the communications which are sent to it via the Ethernet protocol and implement the server game using the server game module 623 based on the data sent to it.
  • the server module 620 of the gaming machine acting as Master communicates with its own client module via Ethernet.
  • the available protocols include a broadcast protocol that allows the server module 620 to communicate with all clients and an addressed protocol which allows the server module 620 to communicate with a particular client module.
  • the server game can be any game devised by a game designer to be carried out under the control of a server including, for example, a bonus game or a group game.
  • encryption can be applied to the communications, both for security and also, for example, so that separate client/server gaming systems can communicate over the same Ethernet network and are only capable of interpreting messages that are intended for them.
  • a group display may be added to the network which can interpret data relevant to the server game to display it on the display, for example, if the game involves a competition, the display could display leading participants.
  • each server module which is not the master operates passively and receives data from the mater or active server module over Ethernet which will allow it to take over if the master fails.
  • a passive server may convert to an active server if the rules of the game require, for example if the gaming machine which triggered the server game is required to carry out the processing of the server game.
  • gaming machine capable of acting as a server machine in bank of gaming machines.
  • that gaming machine will always be the server gaming machine.
  • some gaming machines may be able to act as the server and some may only be able to act as a client and some may act as both.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Pinball Game Machines (AREA)
  • Slot Machines And Peripheral Devices (AREA)
EP08162456A 2007-08-15 2008-08-15 Système de jeu et procédé de jeu Withdrawn EP2026302A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU2007904386A AU2007904386A0 (en) 2007-08-15 A gaming system, a gaming device, a bonus controller, and a method of gaming
AU2007905676A AU2007905676A0 (en) 2007-10-16 A Gaming System and a Method of Gaming

Publications (1)

Publication Number Publication Date
EP2026302A1 true EP2026302A1 (fr) 2009-02-18

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EP08162456A Withdrawn EP2026302A1 (fr) 2007-08-15 2008-08-15 Système de jeu et procédé de jeu

Country Status (3)

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US (1) US20090181773A1 (fr)
EP (1) EP2026302A1 (fr)
AU (2) AU2008205413A1 (fr)

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US9478104B2 (en) * 2013-07-31 2016-10-25 Video Gaming Technologies, Inc. Systems and methods for distributed gaming voucher control

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Also Published As

Publication number Publication date
AU2008205413A1 (en) 2009-03-05
AU2011250701A1 (en) 2011-12-01
AU2011250701B2 (en) 2012-07-12
US20090181773A1 (en) 2009-07-16

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