AU2012211516A1 - A gaming system and a method of managing bandwidth usage in a gaming network - Google Patents

A gaming system and a method of managing bandwidth usage in a gaming network Download PDF

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Publication number
AU2012211516A1
AU2012211516A1 AU2012211516A AU2012211516A AU2012211516A1 AU 2012211516 A1 AU2012211516 A1 AU 2012211516A1 AU 2012211516 A AU2012211516 A AU 2012211516A AU 2012211516 A AU2012211516 A AU 2012211516A AU 2012211516 A1 AU2012211516 A1 AU 2012211516A1
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Australia
Prior art keywords
gaming
gaming machine
game
machines
bandwidth
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Abandoned
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AU2012211516A
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Sven Hakan Andersson
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ACEI AB
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ACEI AB
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Priority claimed from AU2009238284A external-priority patent/AU2009238284B2/en
Application filed by ACEI AB filed Critical ACEI AB
Priority to AU2012211516A priority Critical patent/AU2012211516A1/en
Publication of AU2012211516A1 publication Critical patent/AU2012211516A1/en
Abandoned legal-status Critical Current

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Abstract

Abstract A gaming system (10) is disclosed which comprises a 5 plurality of gaming machines (12), and a communications network (14) arranged to facilitate communications between respective gaming machines(12), the communications network (14) having an associated bandwidth for communications to and from the communications network. Each gaming machine 10 (12) is arranged to send status data indicative of whether the gaming machine is performing an activity requiring bandwidth usage to the other gaming machines, and each gaming machine is arranged to determine the amount of bandwidth available to the gaming machine for non-game 15 implementation related activity using the status data received from the other gaming machines (12). A corresponding method is also disclosed. 3597780_1 (GHMatters) P75613.AU.3 12 12 12 12 12 28 26 19 24 Fig. 1

Description

AUSTRALIA Patents Act 1990 COMPLETE SPECIFICATION Standard Patent Applicant: ACEI AB Invention Title: A GAMING SYSTEM AND A METHOD OF MANAGING BANDWIDTH USAGE IN A GAMING NETWORK The following statement is a full description of this invention, including the best method for performing it known to us: - 2 A GAMING SYSTEM AND A METHOD OF MANAGING BANDWIDTH USAGE IN A GAMING NETWORK Field of the Invention 5 The present invention relates to a gaming system and to a method of managing bandwidth usage in a gaming network. Background of the Invention 10 It is known to provide a gaming system which comprises a plurality of player operable gaming machines connected together in a network and a remote gaming base station which communicates with the gaming machines for example 15 through the Internet. The remote gaming base station may cooperate with each of the gaming machines so that a game is partly implemented by the gaming machine and partly implemented by the remote gaming base station, or so that a game is predominantly implemented by the remote gaming 20 base station and the gaming machine acts only as a terminal providing a player interface. This type of server-based gaming arrangement provides a flexible platform which simplifies gaming management by centralizing gaming management functions at the gaming 25 base station. In particular, the arrangement allows games which are implementable using the gaming base station and the gaming machines to be updated centrally at the gaming base station, and expensive gaming machines dedicated to one or more particular games are avoided. 30 However, with such client-server type gaming arrangements, a problem can occur because several networked gaming machines typically share a common communications link with the remote base station which can cause gaming machines to 35 compete with each other for bandwidth. This is of particular concern when a gaming machine performing a file download for the purpose of updating gaming machine 3597780_1 (GHMatters) P75613.AU.3 - 3 software prevents another gaming machine from implementing a game. 5 Summary of the Invention In accordance with a first aspect of the present invention, there is provided a gaming system comprising: a plurality of gaming machines; and 10 a communications network arranged to facilitate communications between respective gaming machines, the communications network having an associated bandwidth for communications to and from the communications network; wherein each gaming machine is arranged to compile a 15 record of received status data indicative of whether the other gaming machines are performing an activity requiring bandwidth usage to the other gaming machines, and each gaming machine is arranged to determine the amount of bandwidth available to the gaming machine for non-game implementation related activity 20 using the compiled record of status data received from the other gaming machines. In one embodiment, the gaming system comprises a remote base station arranged to communicate with one or more gaming machines 25 so as to implement a game. The remote gaming base station may comprise a gaming server. The gaming system may be arranged to operate such that during 30 implementation of a game part of the game is executed on a gaming machine and part of the game is executed by the gaming server, or a such that most of the game is executed remotely by the gaming server and the gaming machine is used only to display audible and/or visible gaming information to the player and 35 receive gaming inputs from the player. 3597780_1 (GHMatters) P75613.AU.3 - 4 In one embodiment, each gaming machine is capable of receiving gaming machine update data from the remote base station. 5 The status data received from a gaming machine may include information indicative of whether the gaming machine is inactive. The status data received from a gaming machine may include 10 information indicative of whether the gaming machine is implementing a game and/or is downloading update data. The update data may be software update data and/or advertising data. For this purpose, the remote base station may include a 15 software update server and/or an advertising update server. Each gaming machine may be arranged to prioritise bandwidth usage so that adequate bandwidth is available for all games being implemented by the gaming system by modifying the 20 bandwidth available for receiving gaming machine update data. The gaming machines may be disposed at the same location or may be at least partly remotely disposed relative to each other. 25 In accordance with a second aspect of the present invention, there is provided a method of managing bandwidth usage in a gaming network comprising a plurality of gaming machines and a communication network arranged to facilitate communications between respective gaming machines, the communication network 30 having an associated bandwidth, the method comprising: for each gaming machine, compiling a record of received status data indicative of whether the other gaming machines are performing an activity requiring bandwidth usage to the other gaming machines; and 35 for each gaming machine, determining the amount of bandwidth available to the gaming machine for non-game 3597780_1 (GHMatters) P75613.AU,3 -5 implementation related activity using the compiled record of status data received from the other gaming machines. Brief Description of the Drawings 5 The present invention will now be described, by way of example only, with reference to the accompanying drawings, in which: Figure 1 is a schematic diagram of a gaming system in 10 accordance with an embodiment of the present invention; Figure 2 is a diagrammatic representation of a gaming machine of the gaming system shown in Figure 1; Figure 3 is a schematic block diagram of operative components of the gaming machine shown in Figure 2; and 15 Figure 4 is a flow diagram illustrating a method of managing bandwidth usage in a gaming system in accordance with an embodiment of the present invention. Description of an Embodiment of the Invention 20 Referring to Figures 1 to 3 of the drawings, there is shown a gaming system 10 including multiple player operable gaming machines 12, each of which in this example is arranged to implement a probabilistic wagering game of 25 the type wherein a player wagers a bet amount, and a game outcome is determined in a probabilistic way. With some such probabilistic games, several symbols from a set of symbols are randomly displayed, and a game outcome is determined on the basis of the displayed symbols. 30 The gaming machines 12 are connected together through a local network 14 which facilitates communications between the gaming machines via respective local communications links 16. The local network 14 also facilitates 35 communications with a remote base station 18, in this example through the Internet 20. During use, when a communication is established between the local network 14 35977801 (GHMatters) P75613.AU.3 - 6 and the remote base station 18, all communications between the gaming system 10 and the remote base station 18 flow through an external communications link 22. 5 The remote base station 18 includes a gaming server 19, and a database 24 for storing programs and data which may be served to the gaming machines 12 by the gaming server 19 during use so that the gaming machines 12 may implement a game. 10 The remote base station 18 also includes a software update server 26 and an advertising server 28. The software update server 26 is used to provide the gaming machines 12 with update software. The advertising server 28 is used 15 to provide each of the gaming machines 12 with up to date advertising material which may be displayed to players during and/or between games. The gaming system 10 and the remote base station 18 20 together form a distributed gaming network. It will be understood that since the bandwidth available on the external communications link 22 is finite and all communications between the gaming machines 12 and the 25 remote base station 18 pass through the external communications link 22, the communication speeds associated with the gaming machines 12 are interdependent in that an increase in communication speed of one gaming machine has the potential to affect the communication 30 speed available for one or more other gaming machines 12. Such communication interdependent gaming machines 12 are commonly referred to as a Communication Dependency Cluster (CDC). 35 It will also be understood that since the gaming system 10 shown in Figure 1 has a distributed network architecture, some of the components required for implementing the game 3597780_1 (GHMatters) P75613.AU.3 - 7 are present in each of the player operable gaming machines 12 and some of the components required for implementing the game are remotely located and executed in this example by the gaming server 19 in association with the database 5 24. Various arrangements for implementing a game using this type of architecture are envisaged. For example, a "thick client" arrangement may be used wherein part of the game is executed on a gaming machine 10 12 and part of the game is executed by the gaming server 19, or a "thin client" arrangement may be used wherein most of the game is executed remotely by the gaming server 19 and a gaming machine 12 is used only to display audible and/or visible gaming information to the player and 15 receive gaming inputs from the player. However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein the respective functions of the gaming machine 12 20 and the gaming server 19 are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, "thick client" mode or "thin client" mode depending on the game being played, operating conditions, and so on. Other variations will be apparent 25 to persons skilled in the art. A gaming machine 12 is illustrated in more detail in Figure 2. The gaming machine 12 includes a console 32 having a display 34 on which is displayed representations 30 of a game 36 that can be played by a player. A mid-trim 40 of the gaming machine 12 houses a bank of buttons 42 for enabling a player to interact with the gaming machine during gameplay, including enabling the player to select the bet amount. The mid-trim 40 also houses a credit 35 input mechanism 44 which in this example includes a coin input chute 44A and a bill collector 44B. A reading device may also be provided for the purpose of reading a 3597780_1 (GHMatters) P75613.AU.3 - 8 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. 5 A top box 46 may carry artwork 48, including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front 10 panel 49 of the console 32. A coin tray 50 is mounted beneath the front panel 49 for dispensing cash payouts from the gaming machine 12. The display 34 is in the form of a video display unit, 15 particularly a cathode ray tube screen device. Alternatively, the display 34 may be a liquid crystal display, plasma screen, any other suitable video display unit. The top box 46 and/or the front panel 49 may also include a display, for example a video display unit, which 20 may be of the same type as the display 34, or of a different type. The top box 48, front panel 49 and/or the display 34 may further display advertising material which in this example 25 is displayed in response to advertising data downloaded from the advertising server 28. Figure 3 shows a block diagram of operative components 60 of the gaming machine 12. 30 The operative components 60 include a processor 62 and a memory 64. Instructions and data to control operation of the processor 62 are stored in the memory 64. Typically, the gaming machine 12 will include both volatile and non 35 volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 64. 3597780_1 (GHMatters) P75613.AU.3 - 9 The gaming machine 12 also includes meters 66 for purposes including ensuring regulatory compliance and monitoring player credit, and an input/output (I/0) interface 68 for 5 communicating with a player interface 70. In the example shown in Figure 3, the player interface 70 includes the display 34, buttons 42 and the credit input mechanism 44, and also comprises a touch screen 72, a card 10 and/or ticket reader 74 and a printer 76. Additional hardware may be included as part of the gaming machine 12, or hardware may be omitted as required for the specific implementation. 15 In addition, the gaming machine 12 includes a communications interface, for example a network card 82, which facilitates communications between gaming machines 12 and with the remote base station 18 through the network 14. 20 In this embodiment, the game server 19 implements most or all of the game played by a player using a gaming machine 12, and the gaming machine 12 essentially provides only the player interface. During use, the gaming machine 12 25 receives player instructions, and passes the instructions to the gaming server 19 which processes the instructions and returns game play outcomes to the gaming machine 12 for display. 30 It will be understood that additional servers (not shown) may be provided to assist in the administration of the distributed network 26, including for example a gaming floor management server and a licensing server to monitor the use of licenses relating to particular games. An 35 administrator terminal may also be provided to allow an administrator to monitor the distributed network and the gaming machines 12 connected to the network. 3597780_1 (GHMatters) P75613.AU.3 - 10 Each gaming machine 12, in this example the processor 62 and associated software stored in the memory 64, is arranged to determine the amount of bandwidth available to 5 the gaming machine 12 for non-game implementation related activity based on the communication status of the gaming machine 12 and the communication status of the other gaming machines 12. In particular, each gaming machine 12 is arranged to send status data in the form of a status 10 message to the other gaming machines 12 in the local network 14 to indicate whether the gaming machine is implementing a game, is inactive or is downloading update data such as file and/or software update data or advertising data from the remote base station 18. Each 15 gaming machine 12 then compiles a record indicative of the status of all gaming machines in the local network 14 and stores the record in the memory 64 of the gaming machine 12. Each gaming machine 12 then determines the amount of bandwidth which is available to the gaming machine for 20 non-game implementation related activity based on the status of the other gaming machines 12 with the aim of ensuring that sufficient bandwidth is available to those gaming machines 12 which are implementing a game. 25 Operation of an exemplary gaming system will now be described with reference to the flow diagram 100 shown in Figure 4. The flow diagram illustrates steps 102 to 110 carried out by the gaming machines in a method of managing bandwidth usage in accordance with an embodiment of the 30 invention. In the present example, five gaming machines 12 are present in the local network 14, with one gaming machine 12 being inactive, three gaming machines 12 downloading 35 update data and one gaming machine 12 implementing a game. Each gaming machine 12 sends a status message to the other 3597780_1 (GHMatters) P75613.AU.3 - 11 gaming machines 12 and a record is stored in each of the gaming machines to indicate the current status of all of the gaming machines in the local network 14. 5 If the status of one of the gaming machines changes from inactive to implementing a game, by virtue of the status messages each gaming machine 12 will be notified of the change of status and a determination is made by the respective gaming machines 12 as to the bandwidth 10 available to the gaming machine, in particular whether a modification of the bandwidth available to the gaming machines 12 not implementing a game is required in order to maintain adequate bandwidth for implementing all games across the local network 14. If insufficient bandwidth is 15 available for implementing one or more games, the bandwidth available to the gaming machines not implementing a game is reduced so that a sufficiently high bandwidth may be maintained for the gaming machines implementing a game. 20 Similarly, if the status of one of the gaming machines 12 changes from implementing a game to inactive, a determination is made by the gaming machines 12 as to the new bandwidth available to the gaming machines not 25 implementing a game in order to maintain optimum bandwidth usage of the external communications link 22. While the above example is described in relation to a gaming system having gaming machines which are disposed at 30 the same location, it will be understood that other arrangements are possible. For example one or more of the gaming machines may be located remotely relative to the other gaming machines. With this arrangement, the remote gaming machine may connect to the network using a 35 supplementary external communications link and receive updates and gaming instructions via the external communications link 22 as with the local gaming machines. 3597780_1 (GHMatters) P75613.AU.3 - 12 Modifications and variations as would be apparent to a skilled addressee are deemed to be within the scope of the present invention. 5 3597780_1 (GHMatters) P75613.AU.3

Claims (23)

1. A gaming system comprising: a plurality of gaming machines; and 5 a communications network arranged to facilitate communications between respective gaming machines, the communications network having an associated bandwidth for communications to and from the communications network; wherein each gaming machine is arranged to compile a 10 record of received status data indicative of whether the other gaming machines are performing an activity requiring bandwidth usage to the other gaming machines, and each gaming machine is arranged to determine the amount of bandwidth available to the gaming machine for non-game implementation related activity 15 using the compiled record of status data received from the other gaming machines.
2. A gaming system as claimed in claim 1, comprising a remote base station arranged to communicate with one or more gaming 20 machines through the communications network so as to implement a game.
3. A gaming system as claimed in claim 2, wherein the remote base station comprises a gaming server. 25
4. A gaming system as claimed in claim 3, wherein the gaming system is arranged to operate such that during implementation of a game part of the game is executed on a gaming machine and part of the game is executed by the gaming server. 30
5. A gaming system as claimed in claim 3, wherein the gaming system is arranged to operate such that most of the game is executed remotely by the gaming server and the gaming machine is used only to display audible and/or visible gaming information 35 to the player and receive gaming inputs from the player. 3597780_1 (GHMatters) P75613.AU.3 - 14
6. A gaming system as claimed in any one of claims 2 to 5, wherein each gaming machine is capable of receiving gaming machine update data from the remote base station. 5
7. A gaming system as claimed in claim 6, wherein the status data received from a gaming machine includes information indicative of whether the gaming machine is downloading update data. 10
8. A gaming system as claimed in claim 6 or claim 7, wherein each gaming machine is arranged to prioritise bandwidth usage so that adequate bandwidth is available for all games being implemented by the gaming system by modifying the bandwidth available for receiving gaming machine update data. 15
9. A gaming system as claimed in any one of claims 6 to 8, wherein the update data comprises software update data.
10. A gaming system as claimed in claim 9, comprising a 20 software update server.
11. A gaming system as claimed in any one of claims 6 to 10, wherein the update data comprises advertising data. 25
12. A gaming system as claimed in claim 9, comprising an advertising update server.
13. A gaming system as claimed in any one of the preceding claims, wherein the status data received from a gaming machine 30 includes information indicative of whether the gaming machine is inactive.
14. A gaming system as claimed in any one of the preceding claims, wherein the status data received from a gaming machine 35 includes information indicative of whether the gaming machine is implementing a game. 3597780_1 (GHMatters) P75613.AU.3 - 15 15. A method of managing bandwidth usage in a gaming system comprising a plurality of gaming machines and a communication network arranged to facilitate communications between respective gaming machines, the communication network having an associated 5 bandwidth, the method comprising: for each gaming machine, compiling a record of received status data indicative of whether the other gaming machines are performing an activity requiring bandwidth usage to the other gaming machines; and 10 for each gaming machine, determining the amount of bandwidth available for non-game implementation related activity using the compiled record of status data received from the other gaming machines.
15
16. A method as claimed in claim 15, comprising providing a remote base station arranged to communicate with one or more gaming machines through the communications network so as to implement a game. 20
17. A method as claimed in claim 16, comprising implementing part of a game on a gaming machine and part of the game on the gaming server.
18. A method as claimed in claim 16, comprising implementing 25 most of the game remotely on the gaming server, and using the gaming machine only to display audible and/or visible gaming information to the player and receive gaming inputs from the player. 30
19. A method as claimed in any one of claims 16 to 18, comprising receiving gaming machine update data from the remote base station.
20. A method as claimed in claim 19, wherein the status data 35 received from a gaming machine includes information indicative of whether the gaming machine is downloading update data. 3597780_1 (GHMatters) P75613.AU.3 - 16
21. A method as claimed in claim 19 or claim 20, comprising prioritizing bandwidth usage so that adequate bandwidth is available for all implemented games by modifying the bandwidth available for receiving gaming machine update data. 5
22. A method as claimed in any one of claims 15 to 21, wherein the status data received from a gaming machine includes information indicative of whether the gaming machine is inactive. 10
23. A method as claimed in any one of claims 15 to 22, wherein the status data received from a gaming machine includes information indicative of whether the gaming machine is implementing a game. 3597780_1 (GHMatters) P75613.AU.3
AU2012211516A 2007-01-29 2012-08-13 A gaming system and a method of managing bandwidth usage in a gaming network Abandoned AU2012211516A1 (en)

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AU2012211516A AU2012211516A1 (en) 2007-01-29 2012-08-13 A gaming system and a method of managing bandwidth usage in a gaming network

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AU2007900413 2007-01-29
AU2009238284A AU2009238284B2 (en) 2007-01-29 2009-11-16 A gaming system and a method of managing bandwidth usage in a gaming network
AU2012211516A AU2012211516A1 (en) 2007-01-29 2012-08-13 A gaming system and a method of managing bandwidth usage in a gaming network

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