WO2022216170A1 - Method, means of play and platform for augmentation of on premise and remote electronic games' playing environment - Google Patents

Method, means of play and platform for augmentation of on premise and remote electronic games' playing environment Download PDF

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Publication number
WO2022216170A1
WO2022216170A1 PCT/RO2022/050004 RO2022050004W WO2022216170A1 WO 2022216170 A1 WO2022216170 A1 WO 2022216170A1 RO 2022050004 W RO2022050004 W RO 2022050004W WO 2022216170 A1 WO2022216170 A1 WO 2022216170A1
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WO
WIPO (PCT)
Prior art keywords
egm
module
game
play
user
Prior art date
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PCT/RO2022/050004
Other languages
French (fr)
Inventor
Dan Ștefan CIOBANU
Sergiu MARANDIUC
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Remote 2 All Solutions
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Publication date
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Publication of WO2022216170A1 publication Critical patent/WO2022216170A1/en

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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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • 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
    • G07F17/3241Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
    • 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

Definitions

  • This invention refers to a method, a means of play and a platform/system for augmenting the gaming environment for on premise and remote gaming, being used in the field of gaming, especially to facilitate the access of remote users/players/customers, through an electronic network, to means/machines of physical games (Electronic Gaming/ Gambling Machines) and thus to allow their exploitation also remotely.
  • EGM Electronic Gaming/Gambling Machine it is one of the types of games available in electronic and physical game shops / parlors, very common and distributed internationally.
  • the EGM contains:
  • main game screen which is a PC monitor with a standard communication interface with the central unit of type VGA, HDMI, DP - not limited to them.
  • the role of this component is the effective display of games and related game options;
  • buttons represents the management interface of the buttons accessible to the player present in the room;
  • a cash acceptor module is the device that validates the banknotes that are inserted into the EMG, in exchange for which the player-user receives credits for playing the game and which transmits to the central unit 60, using a dedicated communication protocol, the recognized value of each banknote;
  • auxiliary systems of the EGM audio, premieres / rewarding customers, etc.; electronic reporting system of EGM accounting (available on an RS232 port, ethernet or any other electronic communication standard); and
  • peripherals an information screen, identical to the main screen, but on which are displayed additional information about the current game (paytable, other details regarding the winning combinations or benefits), etc.;
  • peripheral equipment 70 of type display that can indicate different states of the game equipment, display dedicated to informing the state of the remote game.
  • Gaming parlors/shops are in a continuous search for ways to increase their market, due to the classic territoriality character (limited only to customers in geographical proximity).
  • Online casinos / portals are looking around the clock for ways to simulate / generate as real as possible the experience of a player from a real location to an electronic form.
  • Game simulation is a viable solution, but due to the mathematical characteristics of the games, they will not be able to ensure the natural experience of the player's intersection/contact with a real EGM.
  • Many existing online gaming sites and/or gaming applications aim to offer users an experience similar to that of a real-life casino. For this purpose, typically, such sites/applications offer their users games similar to those existing in real gaming machines and also offer users gaming options similar to those available at conventional gaming salons.
  • the invention us 2007/0265094 presents a system and method for the streaming of games and services to gaming devices, such as gaming cabinets/ cabinets.
  • the gaming system offers a game and/or gaming services to a player or user to a gaming device or gaming services.
  • the device receives streaming (continuous stream of data transmitted over a computer network, allowing playback to start while the rest of the data is still on the stream) audio-video that represents the game or game services and plays audio-video streaming on a device.
  • the device also receives signals related to the game or game services from the user / player and retransmits them into the gaming system.
  • the system includes a storage device and a controller.
  • the storage device stores elements of the game and/or gaming services.
  • the game controller receives the input from the user/player and responsibly retrieves the game elements and/or game services from the storage device, dynamically creates an audio-video stream according to the recovered and input items, and broadcasts audio video stream to the games and/or games service device.
  • EP 3 068 505 B1 of the pct/i 12014/050991 family published under no. WO 2015/071909 (21.05.2015 Gazette 2015/20, Greenbaum, Roy etc. titled Method and Game System.
  • the method includes the provision and transmission of a video stream with the means of the game being filmed, to be accessed/played by a remote user, the display of the video at a client station/equipment of the user, the receipt from the client station of some input data, including data indicating the user's interaction with the commands of the game machine that appears in the video, and activating the game machine based on the input data.
  • the input data is indicative for one or more regions/portions/segments/sequences of the video where the game machine commands appear and with which the user has interacted.
  • the activation of the game machine based on this input data is based on the mapping of the data that associates the regions of the video with the game machine commands that appear in these regions of the video and includes the processing of input data using mapping data, maps one or more regions of the video with which the user interacted with the respective game machine commands that appear in those regions.
  • operational instructions are determined for the operation of the game machine based on the user's interactions with the regions of the video where the game machine commands appear.
  • the invention does not allow the dual use of an EGM: live or remote and does not simulate the operation of physical/mechanical buttons, but only of certain portions of the screen.
  • a method for providing the gameplay of a video game in the cloud including: the execution of a cloud video game session by a cloud gaming machine; establishing, over a network, a peer-to- peer connection between a streaming server and a remote client browser, the peer-to- peer connection being established according to a WebRTC (Web Real-Time Communication) web/Internet real-time communication protocol; the transmission, via peer-to-peer connection from the streaming server to the client's browser, of the game video generated from the cloud video game execution session, in which the game video is encoded in a compressed format and in which the game video is played back for display by the client's browser, the game video being played in substantial real time to allow real time play of the cloud video game session through the client's browser.
  • WebRTC Web Real-Time Communication
  • the invention involves the use of a cloud-streaming server.
  • a system, machine/machine, and social gaming method may include a gaming machine configured to play a game of chance and produce information about the game.
  • a social game server can be configured to communicate with the gaming machine, establish a remote gaming session between the gaming machine and a user device, and distribute the portion/sequence of game information to the user's device.
  • the technical problem that the invention solves is to allow operators to change/switch the use of an Electronic Gaming/Gambling Machine - EGM either in-room game / on premise or remotely, allowing players, through a computer network, to see a combination of video streams consisting of a direct duplication of the flow related to the main screen of the EGM, the flows related to the surveillance system and the video streams of the external prize display systems through a direct connection between the player's device and each EGM, and providing them with an interface with the EGM to operate it and physically access its functions.
  • EGM electronic gaming machine
  • an EGM can be used both for direct contact play (on premise play) and for remote play (the possibility of dual use of EGM: live or remote) by operating the controls of the game means / machine;
  • Fig. 2c the general scheme of a platform / system for augmenting the game environment for direct contact / on premise games and remote games, according to the invention
  • FIG. 3 show the diagrams of the operating flows of the platform, as follows:
  • Fig. 3a-1 represents the diagram of the registration flow of a client
  • Fig. 3a-2 represents the diagram of the authentication flow of a client
  • FIG. 4 show drawings/sketches of the application screens
  • Electronic gaming machine - EGM is an electronic device equipped with a random number generator, with one or more (electronic) games, which offers the possibility to a user / player / client to interact with it through switches (electrical / electronic / mechanical / software) in order to obtain (financial) gains based on luck and / or skill,
  • Game - represents a specialized software, available within an EGM (have several or a single game enabled / available to clients) that provides the game sequences and randomly generates winnings,
  • Game session - represents the entire time interval from the moment a player selects and launches a certain game to the moment when he decides to close it
  • Game sequence - represents a single run of the game algorithm and which accepts as a bet, different amounts chosen by the player and can award a win (even cumulatively by several winning conditions met by the competitor)
  • Components of the Electronic Gaming/Gambling Machine - EGM are:
  • Central Unit - is the device that manages the random number generator, video capabilities to display games, device memory, communication interfaces / ports specific to each type of peripheral, computer application for accounting of game and financial information, set of electronic and mechanical meters that record the activity of players, [015vi] Screens - peripheral devices that display the content of a game, touch-sensitive or not, [015vii] Touch-sensitive interface (touchscreen controller) - peripheral equipment that reacts to touching of the screen surface and transmits to the central unit of the EGM the coordinates on 2 axes (x,y),
  • Public / private network means any network of ethernet and/or compatible computers, regardless of the medium through which the signal is transmitted (cable, wireless, satellite, optical fiber, etc.) and which allows the transmission of data flows. It may be available within the location / locations of the casino or at national and / or international level,
  • Video stream - represents any sequence of electronic information that through compression algorithms, can be compressed / decompressed in the form of images and / or video sequences compatible with specific international standards,
  • the user/player/customer device represents any electronic device (e.g. smartphone, tablet, computer, laptop, etc.) connected to the public/private network, which allows the display in any form of a video stream, of the transmitted information (data), as well as the taking of orders from the user,
  • Plate/module of remote access RIB represents the intelligent communication interface, which is connected to the public/private network and gaming equipment, which takes information from it and transmits the user's commands through interfaces with its perpherals or specific communication protocols.
  • This invention achieves the interfacing of EGM in such a way as to ensure the access of players, only to a finite number of games - established by the operator (in the case of multi-game gaming devices), allowing a player to exploit several machines at the same time, but without allowing several players to operate the same EGMs at the same time.
  • this invention does not implement a general game server, in which various virtual games are managed, which will be accessed through a virtually unlimited number of sessions for connected users/players/clients.
  • this invention will allow players to access only a finite number of games, in this case those connected to the EGMs equipped with remote access module (hereinafter RIB module) 80.
  • RIB module remote access module
  • the invention will also not allow multiple players to operate the same EGM at the same time.
  • the game's control keys are deactivated, so that a player physically present in front of the equipment will not be able to play / transmit commands to the machine.
  • the control keys of the game are activated so that, a remote player will not be able to access / play / transmit commands to the machine.
  • the method for augmenting the gaming environment for direct contact / on premise gaming and remote gaming includes:
  • EMG Electronic Gaming / Gaming Machine
  • game means composed of a central unit that includes a random number generator, and at least the specific peripherals: a main screen 10 for the effective display of games, each game's options, a keyboard 30, a touch-sensitive interface, a cash/banknote acceptor module 40 (optional) and several additional video streams (from the video surveillance system, the customer reward system), and to be accessed/played remotely by a user registered on the gaming website
  • the method is carried out on a computer platform comprising a hardware and software assembly (illustrated in Fig.2c and the flowcharts from Fig.3a-1 to Fig.3d), composed of servers, communication equipment and applications with specialized functions such as: validation of users / players, interfacing with electronic and / or physical payment processors, information servers, management servers, event auditing servers, business data analysis servers, information management portal, and session and game sequence management portal.
  • a hardware and software assembly illustrated in Fig.2c and the flowcharts from Fig.3a-1 to Fig.3d
  • the method according to the invention also includes the steps:
  • the method according to the invention also ensures the controlled transition of the EGM game with RIB module 80 from the state for physical play in the gaming shop, to the state for remote play through a "electronic software switch/switch" that triggers the deactivation of the control peripherals, such as: physical keys, touch-sensitive interface, banknote acceptor, to the remote game state, so that if the EGM with RIB module 80 is accessed remotely, a player physically present in front of the equipment, will not be able to exploit the EGM and vice-versa. Accessing an EGM is done according to the principle offindthe first player in the proximity or at distance" who first accesses the EGM with RIB module 80 is first served.
  • FIG. 1 and Fig. 2a illustrating the blocks that make up/compose the Remote Interface Board or the RIB module 80.
  • This is an intelligent/programmable electronic component (hardware and software), specific to the invention, which realizes and manages all the logic of interconnection with an electronic EGM (central unit and peripherals), for exploitation in remote manner also.
  • EGM central unit and peripherals
  • the RIB module 80 is composed of:
  • PSU power supply unit 2110
  • an asynchronous port module 2120 which performs communication with external devices, which facilitates communication with the peripheral units of the system and which ensures the adjustment of the signal levels in order to be processed by the CPU 2170 central processing unit of the RIB module;
  • a synchronous port module 2130 which communicates with external devices the module intended for synchronizing certain peripheral units of the system and which ensures the adjustment of the signal levels in order to be processed by the CPU 2170 unit;
  • a storage module 2140 comprising both volatile and non-volatile memory, intended both for recording and processing the data collected and for storing them;
  • an external communication module 2150 (Ethernet network type, USB, wifi, bluetooth, etc.), designed to interconnect the RIB module with the computer platform and devices of optional player customers, a real-time clock 2160 module, designed for time counting, even when the RIB module is not powered by current;
  • a micro-controller module 2170 the central processing unit (CPU-Central Processing Unit) for data collection, transmitting commands to the connected devices and transmitting and capturing information and commands from the central system;
  • a management module 2180 consisting of a visual information sub-module, comprising LEDs and/or display dedicated to informing about the operating status of the device (RIB module and communication with the EGM),
  • this sub-module can be replaced by the communication sub-module that will allow the device to be operated from other equipment, for example: smart phones
  • a sensor module 2190 designed to measure environmental parameters such as temperature, humidity, etc.
  • FIG. 2b it illustrates the structural/block scheme of an EGM modified according to the invention resulting from the implementation/integration of a remote access module (RIB module) 80 and specific interfaces 2210 and 2220 to make it compatible for direct-contact / on premise gaming or remote gaming, according to the method presented above.
  • RID module remote access module
  • the RIB module 80 connects via different communication modules 2120/2130 to dedicated ports of the central unit 60 of the EMG as follows:
  • the key interfacing module 2210 being a component that simulates the touch of buttons / keys;
  • Auxiliary systems 50 and optional peripherals 70 of the EGM connect to the RIB module 80.
  • RIB module 80 For the interfacing of the commands that are transmitted to the central unit 60, there are three types of connection of the RIB module 80:
  • the RIB module 80 will connect to the interface of the EGM's control buttons so as to simulate their actual touching based on the commands taken remotely via the dedicated interface 2210. In this variant, the touch- sensitive interface 2220 will not be used.
  • the RIB module 80 connects to a interface 2220
  • the RIB module will allow the simulation of the use of the touch-sensitive component on the client's device, by means of transmitting the touch coordinates represented in the two- dimensional space (plane) through the X-axis coordinate and the Y-axis coordinate, expressed as a percentage relative to the resolution of the device, to be converted into absolute coordinates by the RIB module.
  • a module/interface for duplicating, encoding and streaming a video stream 2200, connected to the central unit 60 of the EMG and to the main screen video signal 10, and to the information screens 20 (if any) is designed to duplicate the incoming video signal(s), which it will encode and re-transmit to a configurable IP address via a network access unit/switching routing 100, to a computer network (public or private); the network access unit 100 is also directly connected to the RIB 80 module.
  • FIG. 2c it illustrates how to configure several EGMs with RIB module 80 modules (1 2,...,n) and external video sources 90 within a physical location of an operator, in an assembly of their connection in a computer platform, by means of a switching / routing unit 105 through which a grouping of several EGMs according to the invention have access to a computer network 200, private or public.
  • Multi-RIB module platform, multi-client; from fig. 2c is served by a set of 210 processing servers that fulfills the role of managing the entire system, at which all the EGMs, their settings, specific configurations, IP addresses, etc. are recorded.
  • the assembly of 210 servers also allows the management of information about users, details related to their activity and the history of financial transactions, as well as the software mechanism for switching the state of a connected EGM from the physical game state to the remote game state (and vice versa).
  • the platform also includes:
  • the internal money management system included in the IT platform is supplied with information from the system related to electronic payments, managed by specialized, external suppliers; and from the cashier payment system that manages all financial transactions (entry / exit) with money (cash or electronic) available to the player in the gaming locations.
  • Some communication servers 230 that facilitate the identification of the status and addressability of video streams. These servers manage the addresses and type of flows available as well as their availability status; depending on the requests for their use and / or administration.
  • the same category also includes a series of servers that can be configured individually for the situation in which the internet data connection between the player's device and the RIB module is not qualitative enough and which will function as intermediaries that provide the connection between different networks and
  • Electronic software switch is a software functionality of the computer platform in the management section of the EGMs. By means of this functionality, a specific command is transmitted (a click in a menu of the management application, part of the it platform) to the RIB module connected to the EGM, which establishes its operation mode: remotely or locally / on premise.
  • the invention does not require a cloud streaming server, but only communication servers 230 for address management and for the video streams availability, the peer-to-peer connection, made directly, between the player's device and the accessed EGM's RIB module 80. The user, using any device that can connect to the internet, will directly access the game media (both the video streams generated with the help of the RIB module 80 and the information flows and commands related to the gaming sessions)
  • the beginning of the procedure - Start 3100 involves accessing the page of the game organizer’s website.
  • the procedure continues with the retrieval of the initial set of unique identification data - 3110 (username- user name and password). The minimum complexity of the password will be automatically validated;
  • the player-user will be automatically informed (on the screen, email) that he has been accepted at the respective gaming shop and will be able to deposit money into his virtual account.
  • the client authentication stage 3170 which includes all the validation sequences (unique identification data, validation of identification documents, etc.)
  • the player/user can trigger the start of a game session at any available EGM 80, being able to transfer credits within the limits of the available funds.
  • the authentication flow of the user involves only the validation of the correctness of his identification data (username, password). If the information entered is correct, then, the platform will mark his visit and generate his session key 3180, the player being able from that moment on, to initiate any gaming session at any available EGM 80 and being able to transfer credits limit to the available funds.
  • FIG. 3b-1 illustrates the diagram of the funds transfer procedure to the cashier account of the game room account (money in) and which includes:
  • this phase/sequence is callable only in the context in which the player-user is logged in (it can only be initiated by a user-player logged in); - choosing the payment method 3210 preferred by the player-user; it can be of two kinds: in cash or by transfer, by means of an electronic means of payment;
  • the 3260 cash payment option implies the presence of the player-user at a cashier of the gaming hall; the operator will identify the customer in the database and then retrieve the cash amount. The operator will validate the accuracy of the information (customer data, cash validity)
  • the update phase of the balance 3280 of a player-user follows, adding the transferred amount to the previously existing balance.
  • FIG. 3b-2 Diagram of the procedure for transferring funds from the player's account in the gaming shop to his external account or in cash (money out) and which includes:
  • the IT platform will notify the customer about their amount. After confirming the acceptance of 3330 by the customer of the related obligations, it will be advanced to the identification of the payment method 3340 (similar to phase 3210 of the money in procedure); and in the alternative case (non-acceptance of the amount of taxes), it will advance at the end of the 3390 procedure, where it is also reached in the case of a negative result at the stage of validating the possibility of carrying out the transaction 3320;
  • stage 3220 of the previous procedure can be: cash payment, at the cash desk of the game room / casino or by electronic transfer;
  • the electronic transfer 3360 will be initiated, after obtaining the confirmation of the execution of the transfer, the balance 3380 user-player will be updated (similar to 3280).
  • the balance of the client 3380 will be updated, by deducting / supplementing it with the transferred amount, after which the transfer procedure to the user account ends "End" 3390.
  • Fig. 3c illustrates the diagram of the variants of the session for the authenticated user and includes the following steps:
  • - Access Lobby 3410 in which the active gambling means will be viewed, games and manufacturers available. From the lobby, the following main actions can be performed: - Money transfer procedures 3420, according to the routines illustrated in the diagrams in Fig. 3b-1 (money IN) and Fig. 3b-2 (money out);
  • the user can return to Access Lobby 3410, or close the session (log-off) 3480, followed by the closing of the sequence "End” 3490 ending the procedure for managing the session of a user - player.
  • Fig.3d The game session diagram illustrates the diagram of the running of a game session by a user and includes the following steps:
  • each type of procedure has a main RP response, which can be 0 (non-eligible score opening game session) or 1 (eligible session opening score) and a secondary response (containing a warning code, if, following the evaluation, the technical score of the procedure is close to an alarm threshold).
  • the technical score is specific to each procedure.
  • the final score is obtained by computing:
  • - validation of the access score 3530 will be performed if the score is different from 0 (i.e. implicitly all verification procedures have been satisfied); if so, the display of the 3540 interface is put forward at the step, and in case of negative, proceed to close the sequence "End" 3590; - displaying the game interface 3540 the system displays the interface as shown in the diagrams of Fig. 4a and Fig. 4b (which will be described below, in which the money already transferred to the EGM will be displayed); From the game interface display 3540, the following actions will be able to be performed:
  • “Start game” 3550 is the action by which the user triggers a game sequence on a remote EGM equipped with RIB module 80.
  • “Start Game” 3550 is an action that causes a single game to run.
  • game within the invention, is meant a type of a game that runs in an EGM with RIB module 80, like: "Lucky Lady Charm", “Flappy Monkey”, etc.
  • the "Start Game” stage corresponds to a "spin” , that is, a spinning of wheels in the game chosen by the user or any other method that is particularly used in the respective EGM;
  • the user can change the parameters of the game 3560, according to the possibilities offered by the respective EGM (choosing another game if it is a multiple game (multi game), changing the number of lines, changing the bet per line, etc.).
  • the "Change game parameters" 3560 phase can be performed when a game sequence is not actually running, being an available option that can be performed between games; - the user has, as in the previous procedure, the possibilities of:
  • - closing the game session 3580 involves transferring the user's credits from the game to his account, updating his balance by adding the corresponding amount.
  • Fig. 4a The Interface General Diagram (lobby) illustrates the graphical interface that is displayed on a user's device after it has logged in and comprises the following areas:
  • an information area 4000 which is the space, in which they will be displayed on a user's device (smart phone - smartphone, tablet, computer, laptop, etc.), regardless of their order, the following information: "Logo/Gaming Shop", i.e. the brand or emblem, "Number of EGM” indicates the EGM’s ID with module RIB 80 at which the user can conduct gaming sessions, "Alarms” indicates the notification of alarms, and warnings generated by the gaming shop for each individual user, the player's name and the amount of money available and any other additional information the gaming organizer wants. There will also be the following actions available: support request/help, money deposit and session closing; and
  • a "Miscellaneous Information" area 4020 which is the portion in which the games organizer will present any relevant information, such as: company data, licenses, management, locations, etc.
  • Fig. 4b General Game Window diagram illustrates the graphical interface that is displayed on a user's device, after he has managed to initiate a game session and comprises the following areas:
  • an "Informative" 4100 area where the following will be displayed (regardless of order): the identification data of the game means, the identification data of the current game as well as the closing action of the game window;
  • Display Video Streams 4120, which is the area where the video streams relevant to the respective EGM will be displayed (streams generated by the main screen 10 of EGM, the reward system, the surveillance system);
  • buttons of the EGM with RIB module 80 will be dynamically displayed, which will respect the layout and format on the real midfield of play..

Abstract

This invention reveals the interfacing of the components of a machine/electronic means of play (EGM) using a remote access module such as remote interface board RIB module (80) that is interposed between the central unit (60) of the EMG and its specific peripherals: screen (10) and touch-sensitive interface (2200), money acceptor (40) and keyboard (30), ensuring the remote transmission of data flows, composed of video sequences captured in real time (live), commands and operational information and taking commands remotely from each user / player. The invention allows a gaming operator to change/switch the use of said EGM either in the state of play locally / on premise or in the state of remote play, allowing users operating own equipment, connected to a public or private computer network, to see a combination of video streams consisting of a direct duplication of the flow related to the main screen of said EMG, the streams related to the surveillance system and the video streams of the external prize display systems, providing them with a graphical interface with said EGM to operate it and access its functions remotely, while cancelling the possibility of exploiting said EGM from the physical location of the operator, until the end of the current session.

Description

Method, means of play and platform for augmentation of on premise and remote electronic games' playing environment
[001] This invention refers to a method, a means of play and a platform/system for augmenting the gaming environment for on premise and remote gaming, being used in the field of gaming, especially to facilitate the access of remote users/players/customers, through an electronic network, to means/machines of physical games (Electronic Gaming/ Gambling Machines) and thus to allow their exploitation also remotely.
[002] EGM - Electronic Gaming/Gambling Machine it is one of the types of games available in electronic and physical game shops / parlors, very common and distributed internationally.
[003] The EGM contains:
- a central unit / mechanism including the random number generator, which is the device that contains the logic of the game, the graphical hardware capabilities of the game, ports
- interfaces with peripherals, and an internationally recognized accounting system, provided with a port of type SAS - ("slot accounting system") or equivalent, depending on the manufacturer of the EGM;
- some basic peripherals:
- a main game screen, which is a PC monitor with a standard communication interface with the central unit of type VGA, HDMI, DP - not limited to them. The role of this component is the effective display of games and related game options;
- a keyboard / some command buttons represents the management interface of the buttons accessible to the player present in the room;
- a cash acceptor module (bill acceptor) is the device that validates the banknotes that are inserted into the EMG, in exchange for which the player-user receives credits for playing the game and which transmits to the central unit 60, using a dedicated communication protocol, the recognized value of each banknote;
- some auxiliary systems of the EGM: audio, premieres / rewarding customers, etc.; electronic reporting system of EGM accounting (available on an RS232 port, ethernet or any other electronic communication standard); and
- some optional peripherals: - an information screen, identical to the main screen, but on which are displayed additional information about the current game (paytable, other details regarding the winning combinations or benefits), etc.;
- some additional peripheral equipment 70 of type: display that can indicate different states of the game equipment, display dedicated to informing the state of the remote game.
At the central unit 60 of the EGM are connected all the peripherals of the aforementioned EGM.
[004] Gaming parlors/shops, are in a continuous search for ways to increase their market, due to the classic territoriality character (limited only to customers in geographical proximity). Online casinos / portals are looking around the clock for ways to simulate / generate as real as possible the experience of a player from a real location to an electronic form. Game simulation is a viable solution, but due to the mathematical characteristics of the games, they will not be able to ensure the natural experience of the player's intersection/contact with a real EGM. Many existing online gaming sites and/or gaming applications aim to offer users an experience similar to that of a real-life casino. For this purpose, typically, such sites/applications offer their users games similar to those existing in real gaming machines and also offer users gaming options similar to those available at conventional gaming salons.
[005] Thus, the invention us 2007/0265094 is known, which presents a system and method for the streaming of games and services to gaming devices, such as gaming cabinets/ cabinets. According to this technique, the gaming system offers a game and/or gaming services to a player or user to a gaming device or gaming services. The device receives streaming (continuous stream of data transmitted over a computer network, allowing playback to start while the rest of the data is still on the stream) audio-video that represents the game or game services and plays audio-video streaming on a device. The device also receives signals related to the game or game services from the user / player and retransmits them into the gaming system. The system includes a storage device and a controller. The storage device stores elements of the game and/or gaming services. The game controller receives the input from the user/player and responsibly retrieves the game elements and/or game services from the storage device, dynamically creates an audio-video stream according to the recovered and input items, and broadcasts audio video stream to the games and/or games service device.
[006] Is known the invention US-A-2006/0217199 which reveals a real-time game system that uses a camera to present the passive image of a gaming machine to a remote player. The system allows control over the gaming machine by placing additional computer generated buttons, which are presented as image overlays or add-ons that are placed on or off the game machine's video.
[007] Is known the invention US-A-2006/0217199 which reveals an online gaming system that uses videoconferencing or other methods of telecommunications on a broadband network, providing remote locations with live video/audio information of the game in progress in another location. A network device such as a videoconferencing unit, located at the remote location, receives videos that include real-time/live images of real physical objects presented or used during the game. The remote participant device is operable to receive in real time a live video/audio stream or other input data from the user and to transmit this information to the game machine for controlling, affecting or practicing the game. Thus, the system allows control over the gaming machine by placing additional computer-generated buttons, which are presented as image overlays or add-ons that are placed on or off the game machine video.
[008] Is known the invention EP 3 068 505 B1 of the pct/i 12014/050991 family, published under no. WO 2015/071909 (21.05.2015 Gazette 2015/20, Greenbaum, Roy etc. titled Method and Game System. System and game method for practicing online games on at least one machine/ EGM. The method includes the provision and transmission of a video stream with the means of the game being filmed, to be accessed/played by a remote user, the display of the video at a client station/equipment of the user, the receipt from the client station of some input data, including data indicating the user's interaction with the commands of the game machine that appears in the video, and activating the game machine based on the input data. In certain variants/examples of the invention, the input data is indicative for one or more regions/portions/segments/sequences of the video where the game machine commands appear and with which the user has interacted. Accordingly, the activation of the game machine based on this input data is based on the mapping of the data that associates the regions of the video with the game machine commands that appear in these regions of the video and includes the processing of input data using mapping data, maps one or more regions of the video with which the user interacted with the respective game machine commands that appear in those regions. Accordingly, operational instructions are determined for the operation of the game machine based on the user's interactions with the regions of the video where the game machine commands appear.
The invention does not allow the dual use of an EGM: live or remote and does not simulate the operation of physical/mechanical buttons, but only of certain portions of the screen.
[009] Is known the invention us 2019/0282897, inventor David Posin, with the title "Browser-based cloud gaming", published on September 19, 2019. A method for providing the gameplay of a video game in the cloud, including: the execution of a cloud video game session by a cloud gaming machine; establishing, over a network, a peer-to- peer connection between a streaming server and a remote client browser, the peer-to- peer connection being established according to a WebRTC (Web Real-Time Communication) web/Internet real-time communication protocol; the transmission, via peer-to-peer connection from the streaming server to the client's browser, of the game video generated from the cloud video game execution session, in which the game video is encoded in a compressed format and in which the game video is played back for display by the client's browser, the game video being played in substantial real time to allow real time play of the cloud video game session through the client's browser.
The invention involves the use of a cloud-streaming server.
[010] Finally, the invention us 2020/0273285, inventor Binh T. NGUYEN, with the title "Social games with local and remote participants", published on 27.08.2020, is known.
In an embodiment variant, a system, machine/machine, and social gaming method may include a gaming machine configured to play a game of chance and produce information about the game. A social game server can be configured to communicate with the gaming machine, establish a remote gaming session between the gaming machine and a user device, and distribute the portion/sequence of game information to the user's device.
[011] The technical problem that the invention solves is to allow operators to change/switch the use of an Electronic Gaming/Gambling Machine - EGM either in-room game / on premise or remotely, allowing players, through a computer network, to see a combination of video streams consisting of a direct duplication of the flow related to the main screen of the EGM, the flows related to the surveillance system and the video streams of the external prize display systems through a direct connection between the player's device and each EGM, and providing them with an interface with the EGM to operate it and physically access its functions.
[012] Independent Claims 1 , 3, and 5 disclose/define this invention. Examples of favorite achievement are revealed in dependent claims 2, 4, and 6.
[013] By applying the invention, the following advantages are obtained:
- ensures the natural experience of the intersection/contact of a user/player with a real EGM by accessing it remotely, from any electronic device connected to the Internet or from a local network, simulating the operation of the physical/mechanical buttons of an electronic gaming machine (hereinafter also EGM); - allows a player to physically control several machines at the same time;
- an EGM can be used both for direct contact play (on premise play) and for remote play (the possibility of dual use of EGM: live or remote) by operating the controls of the game means / machine;
- it can be applied both at national and micro level, in the resort / location of the respective gaming shop / salon, in the restaurant, hotel, and / or any other spaces intended for these types of activities.
[014] An example of the realization of the invention in relation to the attached drawings representing:
- Fig.1 , presents the component blocks of the remote access mode (hereinafter also RIB) for an Electronic Gaming/Gambling Machine - EGM,
- Fig. 2a, presents the block scheme of the remote access mode for an EGM,
- Fig. 2b: the structural/block diagram of an EGM modified according to the invention;
- Fig. 2c: the general scheme of a platform / system for augmenting the game environment for direct contact / on premise games and remote games, according to the invention;
Figures 3 show the diagrams of the operating flows of the platform, as follows:
- Fig. 3a-1 , represents the diagram of the registration flow of a client,
- Fig. 3a-2, represents the diagram of the authentication flow of a client,
- Fig. 3b-1 , diagram of the procedure of transfer to the funds (financial flow), - Fig. 3b-2, diagram of the procedure of transfer out of funds (financial flow),
- Fig. 3c, diagram of the general flow of operation of the platformers/system,
- Fig.3d, flow diagram for conducting a game session;
Figures 4 show drawings/sketches of the application screens
- Fig. 4a, sketch of a game screen on a player's device (smart phone - smartphone, tablet, computer, laptop, etc.)
- Fig. 4b, interface diagram general game window.
[015] Concepts used in the description of this invention:
[015i] Electronic gaming machine - EGM is an electronic device equipped with a random number generator, with one or more (electronic) games, which offers the possibility to a user / player / client to interact with it through switches (electrical / electronic / mechanical / software) in order to obtain (financial) gains based on luck and / or skill,
[015ii] Game - represents a specialized software, available within an EGM (have several or a single game enabled / available to clients) that provides the game sequences and randomly generates winnings,
[015iii] Game session - represents the entire time interval from the moment a player selects and launches a certain game to the moment when he decides to close it,
[015iv] Game sequence - represents a single run of the game algorithm and which accepts as a bet, different amounts chosen by the player and can award a win (even cumulatively by several winning conditions met by the competitor)
Components of the Electronic Gaming/Gambling Machine - EGM are:
[015v] Central Unit - is the device that manages the random number generator, video capabilities to display games, device memory, communication interfaces / ports specific to each type of peripheral, computer application for accounting of game and financial information, set of electronic and mechanical meters that record the activity of players, [015vi] Screens - peripheral devices that display the content of a game, touch-sensitive or not, [015vii] Touch-sensitive interface (touchscreen controller) - peripheral equipment that reacts to touching of the screen surface and transmits to the central unit of the EGM the coordinates on 2 axes (x,y),
[015viii] Keyboard interface - peripheral equipment that provides connection between the central unit and the buttons accessible to the player,
[015ix] Cash acceptor - peripheral equipment that recognizes specific banknotes introduced by the player and transmits the value recognized towards the central unit of the EGM,
[015x] Public / private network - means any network of ethernet and/or compatible computers, regardless of the medium through which the signal is transmitted (cable, wireless, satellite, optical fiber, etc.) and which allows the transmission of data flows. It may be available within the location / locations of the casino or at national and / or international level,
[015xi] Video stream - represents any sequence of electronic information that through compression algorithms, can be compressed / decompressed in the form of images and / or video sequences compatible with specific international standards,
[015xii] The user/player/customer device represents any electronic device (e.g. smartphone, tablet, computer, laptop, etc.) connected to the public/private network, which allows the display in any form of a video stream, of the transmitted information (data), as well as the taking of orders from the user,
[015xiii] Plate/module of remote access RIB (Remote Interface Board) - represents the intelligent communication interface, which is connected to the public/private network and gaming equipment, which takes information from it and transmits the user's commands through interfaces with its perpherals or specific communication protocols.
[016] In essence, this invention:
- It interfaces the connectivity of the central unit of a means of play games such as Electronic Gaming Machine EGM with all the specific peripherals: touch-sensitive screen and interface, money acceptor, keyboard and other electronic display elements;
- Transmits directly to the remote player's device video sequences captured in real time (live);
- It captures remote commands from users and transmits them to the Central Unit - Captures information from the Central Unit and transmits it to users.
- It stores operational and statistical information about the players' activity.
[017] This invention achieves the interfacing of EGM in such a way as to ensure the access of players, only to a finite number of games - established by the operator (in the case of multi-game gaming devices), allowing a player to exploit several machines at the same time, but without allowing several players to operate the same EGMs at the same time.
[018] Unlike the state of the art, this invention does not implement a general game server, in which various virtual games are managed, which will be accessed through a virtually unlimited number of sessions for connected users/players/clients. Unlike online games, this invention will allow players to access only a finite number of games, in this case those connected to the EGMs equipped with remote access module (hereinafter RIB module) 80. The invention will also not allow multiple players to operate the same EGM at the same time.
[019] Another important technical feature is the "electronic software switch/switch", which allows as soon as a gaming session has ended, changing the mode of operation on the EGM, distance / direct contact.
[020] Throughout the duration of the game at a distance, the game's control keys are deactivated, so that a player physically present in front of the equipment will not be able to play / transmit commands to the machine. During the entire duration of the game with physical presence in the location of the EGM, the control keys of the game are activated so that, a remote player will not be able to access / play / transmit commands to the machine.
[021] Like the methods presented at the state of the art, the method for augmenting the gaming environment for direct contact / on premise gaming and remote gaming, according to the invention, includes:
- Capturing, compressing, securing and transmitting in a data stream the specific and relevant information to an EMG (Electronic Gaming / Gaming Machine) game means composed of a central unit that includes a random number generator, and at least the specific peripherals: a main screen 10 for the effective display of games, each game's options, a keyboard 30, a touch-sensitive interface, a cash/banknote acceptor module 40 (optional) and several additional video streams (from the video surveillance system, the customer reward system), and to be accessed/played remotely by a user registered on the gaming website
- decomposition of the data flow into specialized sub-streams (commands, information, video) and re-composing the player interface according to the received data
- displaying the specialized sub-flows on the client/user-player's device,
- capturing commands from the customer's device and transmitting them securely to the EGM.
[022] The method is carried out on a computer platform comprising a hardware and software assembly (illustrated in Fig.2c and the flowcharts from Fig.3a-1 to Fig.3d), composed of servers, communication equipment and applications with specialized functions such as: validation of users / players, interfacing with electronic and / or physical payment processors, information servers, management servers, event auditing servers, business data analysis servers, information management portal, and session and game sequence management portal.
[023] Specifically/characteristically, the method according to the invention also includes the steps:
- interfacing the connectivity of the central unit 60 of an EGM with all the specific peripherals mentioned in the state of the art, through a RIB-80 remote access module,
- the management within the data flow of all the processes necessary for the legal conduct of a game sequence: authentication and identity validation, money transfers from and to the customer, commands necessary for the management of the game sequence (specific to each type of EGM), statistical information about the client's activity, respectively of each EGM, commands for the activation of other devices external to the EGM (activity display, etc.)
- electronic simulation of the physical interaction of the user with each peripheral of an EGM via RIB module 80 which directly transmits the data related to the central unit of EGM: inserting banknotes, touching the screen, pressing buttons. [024] Also, the method according to the invention also ensures the controlled transition of the EGM game with RIB module 80 from the state for physical play in the gaming shop, to the state for remote play through a "electronic software switch/switch" that triggers the deactivation of the control peripherals, such as: physical keys, touch-sensitive interface, banknote acceptor, to the remote game state, so that if the EGM with RIB module 80 is accessed remotely, a player physically present in front of the equipment, will not be able to exploit the EGM and vice-versa. Accessing an EGM is done according to the principle of „the first player in the proximity or at distance" who first accesses the EGM with RIB module 80 is first served.
[025] With reference to Fig. 1 and Fig. 2a illustrating the blocks that make up/compose the Remote Interface Board or the RIB module 80. This is an intelligent/programmable electronic component (hardware and software), specific to the invention, which realizes and manages all the logic of interconnection with an electronic EGM (central unit and peripherals), for exploitation in remote manner also.
[026] The RIB module 80 is composed of:
- a power supply unit 2110 (PSU) module, which provides the necessary voltages for all modules both on the RIB module and for the related modules (including optional battery backup);
- an asynchronous port module 2120, which performs communication with external devices, which facilitates communication with the peripheral units of the system and which ensures the adjustment of the signal levels in order to be processed by the CPU 2170 central processing unit of the RIB module;
- a synchronous port module 2130, which communicates with external devices the module intended for synchronizing certain peripheral units of the system and which ensures the adjustment of the signal levels in order to be processed by the CPU 2170 unit;
- a storage module 2140 comprising both volatile and non-volatile memory, intended both for recording and processing the data collected and for storing them;
- an external communication module 2150 (Ethernet network type, USB, wifi, bluetooth, etc.), designed to interconnect the RIB module with the computer platform and devices of optional player customers, a real-time clock 2160 module, designed for time counting, even when the RIB module is not powered by current; - a micro-controller module 2170 - the central processing unit (CPU-Central Processing Unit) for data collection, transmitting commands to the connected devices and transmitting and capturing information and commands from the central system;
- a management module 2180 consisting of a visual information sub-module, comprising LEDs and/or display dedicated to informing about the operating status of the device (RIB module and communication with the EGM),
- a sub-module of controls via buttons. Optionally this sub-module can be replaced by the communication sub-module that will allow the device to be operated from other equipment, for example: smart phones
- a sensor module 2190 designed to measure environmental parameters such as temperature, humidity, etc.
[027] With reference to Fig. 2b, it illustrates the structural/block scheme of an EGM modified according to the invention resulting from the implementation/integration of a remote access module (RIB module) 80 and specific interfaces 2210 and 2220 to make it compatible for direct-contact / on premise gaming or remote gaming, according to the method presented above.
[028] The RIB module 80 connects via different communication modules 2120/2130 to dedicated ports of the central unit 60 of the EMG as follows:
- the link with the port through which the EGM manages the relationship with the banknote acceptor 40;
- the link to the port through which EGM manages the relationship with a touch- sensitive component/interface 2210 for the interface with the keyboard(s) 30; the key interfacing module 2210 being a component that simulates the touch of buttons / keys;
- link to the port through which EGM reports the operative information (related to the game activity);
- link to the port through which EGM relates to external systems;
- link to the port through which EGM receives the keyboard commands.
Auxiliary systems 50 and optional peripherals 70 of the EGM connect to the RIB module 80. [029] For the interfacing of the commands that are transmitted to the central unit 60, there are three types of connection of the RIB module 80:
- Mechanical approach without the use of a touchcontroller touch-sensitive interface) EGM being equipped with mechanical keyboard interface
- Touch screen approach EGM with the use of touch-sensitive interface - interface and intelligent command release - EGM equipped with touch-sensitive interface
- Hybrid approach (both mechanical and both mechanical and interactive), illustrated in fig.2b.
[030] In the mechanical approach, the RIB module 80 will connect to the interface of the EGM's control buttons so as to simulate their actual touching based on the commands taken remotely via the dedicated interface 2210. In this variant, the touch- sensitive interface 2220 will not be used.
[031] In the EGM screen touch approach, the RIB module 80 connects to a interface 2220
- touch-sensitive component; simulating touching the main screen 10, in certain areas; in this variant, the interface with the mechanical keyboard 2210 will not be used. The RIB module will allow the simulation of the use of the touch-sensitive component on the client's device, by means of transmitting the touch coordinates represented in the two- dimensional space (plane) through the X-axis coordinate and the Y-axis coordinate, expressed as a percentage relative to the resolution of the device, to be converted into absolute coordinates by the RIB module.
[032] A module/interface for duplicating, encoding and streaming a video stream 2200, connected to the central unit 60 of the EMG and to the main screen video signal 10, and to the information screens 20 (if any) is designed to duplicate the incoming video signal(s), which it will encode and re-transmit to a configurable IP address via a network access unit/switching routing 100, to a computer network (public or private); the network access unit 100 is also directly connected to the RIB 80 module.
[033] With reference to Fig. 2c, it illustrates how to configure several EGMs with RIB module 80 modules (1 2,...,n) and external video sources 90 within a physical location of an operator, in an assembly of their connection in a computer platform, by means of a switching / routing unit 105 through which a grouping of several EGMs according to the invention have access to a computer network 200, private or public. [034] Multi-RIB module platform, multi-client; from fig. 2c is served by a set of 210 processing servers that fulfills the role of managing the entire system, at which all the EGMs, their settings, specific configurations, IP addresses, etc. are recorded. Also, the assembly of 210 servers, also allows the management of information about users, details related to their activity and the history of financial transactions, as well as the software mechanism for switching the state of a connected EGM from the physical game state to the remote game state (and vice versa).
[035] The platform also includes:
- integration with an external electronic payment management system 220 (of a payment processor) and/or cash payment management system - internal (cashier / casino financial system). Thus, in the preferred example of realization, the internal money management system included in the IT platform is supplied with information from the system related to electronic payments, managed by specialized, external suppliers; and from the cashier payment system that manages all financial transactions (entry / exit) with money (cash or electronic) available to the player in the gaming locations.
- some communication servers 230 that facilitate the identification of the status and addressability of video streams. These servers manage the addresses and type of flows available as well as their availability status; depending on the requests for their use and / or administration. The same category also includes a series of servers that can be configured individually for the situation in which the internet data connection between the player's device and the RIB module is not qualitative enough and which will function as intermediaries that provide the connection between different networks and
- the computer portal that is accessible on any kind of client’s device 250 (laptop, smartphone, tablet, PC, etc.) that can view a web page on the Internet, through the international standard communication protocols.
- the computer portal through which all the settings of the system components are administered.
"Electronic software switch" is a software functionality of the computer platform in the management section of the EGMs. By means of this functionality, a specific command is transmitted (a click in a menu of the management application, part of the it platform) to the RIB module connected to the EGM, which establishes its operation mode: remotely or locally / on premise. [036] Thus, compared to the state of the art, the invention does not require a cloud streaming server, but only communication servers 230 for address management and for the video streams availability, the peer-to-peer connection, made directly, between the player's device and the accessed EGM's RIB module 80. The user, using any device that can connect to the internet, will directly access the game media (both the video streams generated with the help of the RIB module 80 and the information flows and commands related to the gaming sessions)
[037] In reference to Fig. 3a-1 - a client's registration flow diagram and Fig. 3a-2.- Diagram of a client's authentication flow: These streams describe how a player can access all the functions of the platform, including initiating game sessions. When a player is registered (the first time), then he will provide all personal data according to the laws in force in that country. After registration, the authentication flow will be used, in which only the accuracy and correctness of the access data (username / password) will be checked.
[038] The registration of a customer (opening a user account) on a gaming site is carried out by executing the procedure of collecting basic data: name-password-essential information, with several specific steps (according to the legislation of each country) as follows:
- when registering a client, the beginning of the procedure - Start 3100 involves accessing the page of the game organizer’s website. The procedure continues with the retrieval of the initial set of unique identification data - 3110 (username- user name and password). The minimum complexity of the password will be automatically validated;
- validation of the uniqueness 3120 of the user name if it no longer exists, it shall be registered in the system. The user will now have a status to register but not verified. It will be able to perform in the system / platform only the actions that are possible according to the legislation of the country of use;
- capturing personal data - essential data - 3130, according to the specific legislation of each country of use, (valid identity document, photo, address). The player-user will be able to cancel this procedure, but in sue the possibility to play using real money will be eliminated, according to the legislation of each country; - legal checks 3140 required, for example: not to be a person on a list of those banned / restricted (black list), politically exposed, minor, etc. The results of the checks will be presented to a user authorized by the gaming operator, who will manually / automatically decide according to the legislation of each country;
- if the requested one is identified as non-eligible 3150 to play, the user- player will be informed, and the game account will be blocked;
- if there is no problem/ nor restriction 3160 identified which would justify blocking him as a player, the player-user will be automatically informed (on the screen, email) that he has been accepted at the respective gaming shop and will be able to deposit money into his virtual account.
[039] In the case of:
- the client authentication stage 3170, which includes all the validation sequences (unique identification data, validation of identification documents, etc.)
- the stage of marking the visit of a client and the generation of the session key 3180, have been successfully completed, then, the player/user can trigger the start of a game session at any available EGM 80, being able to transfer credits within the limits of the available funds.
[040] The authentication flow of the user, involves only the validation of the correctness of his identification data (username, password). If the information entered is correct, then, the platform will mark his visit and generate his session key 3180, the player being able from that moment on, to initiate any gaming session at any available EGM 80 and being able to transfer credits limit to the available funds.
[041] During his evolution as a user, the player’s status could be changed automatically based on playing habbit, and/or identification of incompatible situations (expiry of identity documents, etc.).
[042] With reference to Fig. 3b-1 , this illustrates the diagram of the funds transfer procedure to the cashier account of the game room account (money in) and which includes:
- the beginning of the procedure -"Start" 3200, this phase/sequence is callable only in the context in which the player-user is logged in (it can only be initiated by a user-player logged in); - choosing the payment method 3210 preferred by the player-user; it can be of two kinds: in cash or by transfer, by means of an electronic means of payment;
- Validation of the payment method 3220 chosen by the player-user and the corresponding flow for payment execution;
- in the version of payment by transfer, follows the display of the page provider of electronic payment services 3230, for the situation of electronic payments which involves an electronic means (card, or similar); the page containing the software component of the electronic payment service provider for retrieving the specific information and the amount to be transferred will be displayed.
- electronic payment processing 3240, phase in which the payment processor operates electronically with the transmitted information.
- verification of response 3250 received from the payment processor (depending on the correctness of the data entered and the availability of funds); if the answer is yes - "successful transaction", it will advance to the update stage customer balance 3280, and in the alternative case it will return to the stage select payment method 3210;
- the 3260 cash payment option implies the presence of the player-user at a cashier of the gaming hall; the operator will identify the customer in the database and then retrieve the cash amount. The operator will validate the accuracy of the information (customer data, cash validity)
- both in the case of payment by wire transfer - successful transaction and in the case of making the cash payment, the update phase of the balance 3280 of a player-user follows, adding the transferred amount to the previously existing balance.
- after the stage of updating the balance of 3280 to a player-user, the procedure for transferring funds ends "End" 3290.
[043] With reference to Fig. 3b-2- Diagram of the procedure for transferring funds from the player's account in the gaming shop to his external account or in cash (money out) and which includes:
- the beginning of the procedure - "Start" 3300 this phase / sequence is callable only in the context in which the player-user is logged in (it can only be initiated by a user-player logged in);
- Initiation of order 3310, specifying by the player-user the amount who wants to be transferred to him; - validation of the possibility of performing the transaction 3320 by the IT platform according to the procedure that involves: financial validation, security;
- follows the automatic calculation of the payment obligations 3325 of the player-user (taxes and any other financial obligations), depending on the legislation of each country; the IT platform will notify the customer about their amount. After confirming the acceptance of 3330 by the customer of the related obligations, it will be advanced to the identification of the payment method 3340 (similar to phase 3210 of the money in procedure); and in the alternative case (non-acceptance of the amount of taxes), it will advance at the end of the 3390 procedure, where it is also reached in the case of a negative result at the stage of validating the possibility of carrying out the transaction 3320;
- in case of acceptance of the fees, we proceed to the identification of the payment method 3340 requested by the player-user (similar to phase 3220 of the cash in procedure), and the system will trigger the procedure of transferring money to the player-user;
- follows the stage of evaluation of the method / type of transfer 3350 requested by the player-user who, as in the case of stage 3220 of the previous procedure, can be: cash payment, at the cash desk of the game room / casino or by electronic transfer;
- if the option for an electronic means has been identified, the electronic transfer 3360 will be initiated, after obtaining the confirmation of the execution of the transfer, the balance 3380 user-player will be updated (similar to 3280).
- in case of transfer / payment in cash 3370, the customer will be identified based on identity documents and cash payment will be made, the system marking this type of transaction;
- based on the confirmation of the money transfer, the balance of the client 3380 will be updated, by deducting / supplementing it with the transferred amount, after which the transfer procedure to the user account ends "End" 3390.
[044] Fig. 3c illustrates the diagram of the variants of the session for the authenticated user and includes the following steps:
- the beginning of the "Start" 3400 procedure (this sequence is callable only in the context in which the user is logged in, similar to the stage 3200 and 3300 of the previously described procedures)
- Access Lobby 3410, in which the active gambling means will be viewed, games and manufacturers available. From the lobby, the following main actions can be performed: - Money transfer procedures 3420, according to the routines illustrated in the diagrams in Fig. 3b-1 (money IN) and Fig. 3b-2 (money out);
- Initiating a game session 3430, according to a routine illustrated in the diagram in Fig.3d, which will be presented below;
- access to information pages 3440, for viewing specific terms and conditions, identification data of the operator, details of games information and available EGMs; and
- access user account pages 3450 in which are presented the player's data, activity history, data financial instruments used and the list of frequently asked questions.
From any of these options, the user can return to Access Lobby 3410, or close the session (log-off) 3480, followed by the closing of the sequence "End" 3490 ending the procedure for managing the session of a user - player.
[045] Fig.3d - The game session diagram illustrates the diagram of the running of a game session by a user and includes the following steps:
- the beginning of the "Start" procedure 3500 (this sequence is only callable in the context in which the user is logged in and has an account validated as eligible for the game / the legal right to play according to the legislation of that country). At this stage, the identification data of the user and the EGM are known.
- capturing the amount transferred 3510, phase in which the user will indicate the number of credits to be transferred from his account, in the EGM with the RIB module 80;
- phase checks 3520, in which all the procedures necessary to initiate the game session are carried out (security, EGM availability, funds, etc.) and an access score is generated for a user, as follows: each type of procedure has a main RP response, which can be 0 (non-eligible score opening game session) or 1 (eligible session opening score) and a secondary response (containing a warning code, if, following the evaluation, the technical score of the procedure is close to an alarm threshold). The technical score is specific to each procedure. The final score is obtained by computing:
SF = RPi * RPz * ... * RPn where RPi..n are the results of each verification procedure
- validation of the access score 3530 will be performed if the score is different from 0 (i.e. implicitly all verification procedures have been satisfied); if so, the display of the 3540 interface is put forward at the step, and in case of negative, proceed to close the sequence "End" 3590; - displaying the game interface 3540 the system displays the interface as shown in the diagrams of Fig. 4a and Fig. 4b (which will be described below, in which the money already transferred to the EGM will be displayed); From the game interface display 3540, the following actions will be able to be performed:
- Phase "Start game" 3550, is the action by which the user triggers a game sequence on a remote EGM equipped with RIB module 80. "Start Game" 3550 is an action that causes a single game to run. By the term game, within the invention, is meant a type of a game that runs in an EGM with RIB module 80, like: "Lucky Lady Charm", "Flappy Monkey", etc. The "Start Game" stage corresponds to a "spin" , that is, a spinning of wheels in the game chosen by the user or any other method that is particularly used in the respective EGM;
- The user can change the parameters of the game 3560, according to the possibilities offered by the respective EGM (choosing another game if it is a multiple game (multi game), changing the number of lines, changing the bet per line, etc.). The "Change game parameters" 3560 phase can be performed when a game sequence is not actually running, being an available option that can be performed between games; - the user has, as in the previous procedure, the possibilities of:
- access information pages 3440 and - user account page 3450, to view and inform them.
- the "credit transfer in" phase 3570 in the EGM, based only on checks, similar to 3520, being available only if there is no game sequence.
- closing the game session 3580 involves transferring the user's credits from the game to his account, updating his balance by adding the corresponding amount.
- Marking the closing of the game session "End" 3590.
[046] Fig. 4a - The Interface General Diagram (lobby) illustrates the graphical interface that is displayed on a user's device after it has logged in and comprises the following areas:
- an information area 4000, which is the space, in which they will be displayed on a user's device (smart phone - smartphone, tablet, computer, laptop, etc.), regardless of their order, the following information: "Logo/Gaming Shop", i.e. the brand or emblem, "Number of EGM" indicates the EGM’s ID with module RIB 80 at which the user can conduct gaming sessions, "Alarms" indicates the notification of alarms, and warnings generated by the gaming shop for each individual user, the player's name and the amount of money available and any other additional information the gaming organizer wants. There will also be the following actions available: support request/help, money deposit and session closing; and
- a "Miscellaneous Information" area 4020, which is the portion in which the games organizer will present any relevant information, such as: company data, licenses, management, locations, etc.
[047] Fig. 4b - General Game Window diagram illustrates the graphical interface that is displayed on a user's device, after he has managed to initiate a game session and comprises the following areas:
- an "Informative" 4100 area, where the following will be displayed (regardless of order): the identification data of the game means, the identification data of the current game as well as the closing action of the game window;
- a "Buttons" 4110 area, which is the general control area of the game session, where the user will be able to change the video source as well as the way of presenting the video streams related to the EGM game with the current RIB module 80, will be able to transfer credits in the current game and will have access to any other functions of the system;
- an area "Display Video Streams" 4120, which is the area where the video streams relevant to the respective EGM will be displayed (streams generated by the main screen 10 of EGM, the reward system, the surveillance system); and
- an "EGM Control" 4130 area, in which the buttons of the EGM with RIB module 80 will be dynamically displayed, which will respect the layout and format on the real midfield of play..

Claims

Claims
1 . Method for augmenting the on premise/direct contact and remote gaming environment comprising the provision and streaming of a video of a means of play such as Electronic Gaming Machine (EGM) comprising a central unit, that includes a random number generator, and at least following specific peripherals: a screen (10) for the actual display of games, the options of each game, a keyboard (30), a touch-sensitive interface, a cash acceptor module (40), and to be accessed/played by a remote user registered on the gaming site, the display of the video at a client station/equipment of the user, the receipt from the client station of input data, including data indicating the user's interaction with said EGM commands that appear in the video, and the activation of the game machine based on the input data, which are indicative for one or more regions/portions/segments/sequences of the video where the game machine commands appear and with which the user has interacted, the game machine being activated based on these input data characterized by the fact that it still includes:
- capturing, compressing, securing and transmitting in a data stream the specific and relevant information of said EGM to which a remote access module such as Remote Interface Board- RIB module (80) has been implemented, and several additional video streams, and which is to be accessed/played remotely by a user registered on the gaming website
- the decomposition of the data flow into specialized sub-streams on commands, information, video, and re-composing the player interface according to the data received,
- displaying specialized sub-flows on the user's device,
- capturing his commands from the user's device and transmitting them securely to the EGM, and
- the mentioned steps being implemented on a platform / information system that includes a hardware and software ensemble, composed of servers, communication equipment and applications with specialized functions such as: validation of users / players, interfacing with electronic and / or physical payment processors, information servers, management servers, event auditing servers, business data analysis servers, information management portal and session and game sequence management portal.
2. Method as in claiming 1 at which the transition of the modified EGM (MEGM) with RIB module (80) from the state local play to the state for remote play and vice versa, is controlled by an operator through an "electronic switch" is a software functionality of the computer platform in the management section of the EGMs which, in the state for remote play, disables the physical keys so that, a user / player can transmit commands to the Modified Electronic Gaming Machine (MEGM) only through a touch-sensitive screen of a user equipment, and in the state of local play only from the keyboard (3), in both cases according to the principle of the first player locally or online, who first accesses an Modified Electronic Gaming Machine (MEGM), is first served.
3. Means of play for the application of the method from claims 1 -2, comprising a central unit that includes a random number generator, and at least the specific peripherals: a screen (10) for the effective display of games, the options of each game, a keyboard (30), a touch- sensitive interface, a cash acceptor module (40), characterized in that it also includes:
- a remote access module - RIB module (80) that ensures the interfacing of the central unit connectivity (60) of said means of play (EGM) with all the mentioned peripherals, being a component that realizes and manages all the logic of interconnection with a means of play (EGM) in order to access both locally and online, said RIB module (80) being connected to the central unit (60) of the means of play (EMG) as follows:
- a link to the port through which said means of play (EGM) manages the relationship with the bill acceptor (40),
- a link to the port through which said EGM manages the relationship with a touch-sensitive screen/component, which connects via a dedicated interface (2210),
- a link to the port through which said EGM reports the accounting information related to the gaming activity,
- a link to the port through which said EGM relates to external systems, and
- a link to the port through which said EGM receives keyboard commands (30);
- some auxiliary systems (50) and optional peripherals (70) of said EGM are also connected to the RIB module (80) and
- a duplication, encoding and streaming module (2200) of video streams/streams, connected to the central unit (60) and the video sources (10, 20) of said EMG and to an external system video source (90), having the role of duplicating the received video signal(s), which it will encode and re-transmit to a configurable IP address via a network access unit (100), to a public or private computer network (200), to the network access unit (100) being connected and said remote access module RIB (80).
4. Means of play as in claiming 3 to which the remote access board - RIB module (80) comprises:
- a central processing unit (2170) of the collected data, of transmitting commands to the connected devices and transmitting and taking information and commands from a central system;
- an asynchronous ports module (2120), which performs communication with external devices facilitating communication with the peripheral units of the system;
- a synchronous port module (2130), which performs communication with external devices being intended for the synchronization of certain peripheral units of the system;
- a module of memories (2140) comprising both volatile and non-volatile memory, intended both for recording and processing the data collected and for storing them;
- an external communication module (2150), designed to interconnect said RIB module (80) with the IT platform and the devices of customers / players;
- a management module (2180) composed of a visual information sub-module, comprising LEDs and/or display dedicated to informing about the operating status of the device;
- a sensor module (2190) designed to measure environmental parameters, and optionally
- a real-time clock module (2160), designed for time counting, even when the RIB module (80) is not powered;
5. Platform for augmenting the game environment for direct contact / on premise and remote games configured to obtain a video that includes images of at least one means of play (EGM) captured by a camera and transmitting those images for display at a client station of a player- user receiving input data from the user from the mentioned client station, and the activation of the respective EGM based on the input data, the means of play comprising physical controls for receiving input from the user; the system including in addition: the input data mentioned are indicative of the interactions of the mentioned user with one or more regions in the said image of the game machine captured by the camera where one or more respective physical controls of the game machine appear; and in which the online gaming system includes a mapping module of the game commands characterized by the fact that it still includes several means of play as in the claim of 3 grouped by connection via the network access unit (100) of each EGM to a switching / routing unit (105) of access to a computer network (200), private or public, to the switching / routing unit of the platform (105) being connected and external system video sources (90) by means of a duplication interface, encoding and streaming of a video stream (2200), the platform being served by a set of processing servers (210) that fulfills the role of managing the entire system, where all EGMs, their settings, specific configurations, IP addresses, the group of servers (210) are also allowed to manage information about users, details related to their activity and the history of financial transactions as well as the software mechanism for switching the state of a mentioned EGM connected from the state of the physical game in the state of remote play and vice versa.
6. Platform as in claim 5 which further includes: an external electronic payment management system (220), communication servers (230) that facilitate the identification of the status and addressability of video streams and a computer portal that is accessible on any kind of device of a client (250) that can view a web page over the internet, the mentioned computer portal allowing the administration of the settings of the system components.
PCT/RO2022/050004 2021-04-09 2022-04-07 Method, means of play and platform for augmentation of on premise and remote electronic games' playing environment WO2022216170A1 (en)

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Citations (3)

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US20060217199A1 (en) 2005-03-02 2006-09-28 Cvc Global Provider, L.P. Real-time gaming or activity system and methods
WO2015071909A1 (en) 2013-11-17 2015-05-21 Softweave Ltd. A gaming system and method
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