AU2013200162A1 - Gaming host system - Google Patents

Gaming host system Download PDF

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Publication number
AU2013200162A1
AU2013200162A1 AU2013200162A AU2013200162A AU2013200162A1 AU 2013200162 A1 AU2013200162 A1 AU 2013200162A1 AU 2013200162 A AU2013200162 A AU 2013200162A AU 2013200162 A AU2013200162 A AU 2013200162A AU 2013200162 A1 AU2013200162 A1 AU 2013200162A1
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Australia
Prior art keywords
gaming
client
host
message
messages
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Abandoned
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AU2013200162A
Inventor
Jennifer Dawn Fowler
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FOWLER JENNIFER
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FOWLER JENNIFER
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Priority claimed from AU2007260587A external-priority patent/AU2007260587A1/en
Application filed by FOWLER JENNIFER filed Critical FOWLER JENNIFER
Priority to AU2013200162A priority Critical patent/AU2013200162A1/en
Publication of AU2013200162A1 publication Critical patent/AU2013200162A1/en
Abandoned legal-status Critical Current

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Abstract

\\daies.Iocal\mIeldfs\redirected\mag\Desktop\35 118698 Abstract.doc-14/0 1/2013 A gaming host system, including: a host server for processing data messages, formatted according to at least one 5 message template, and sent to and from different types of client terminals; at least one message processor for routing said messages and determining compliance with said template; and client components for the client terminals, at least one of said terminals including a gaming machine, each of said client components including a communications unit for 10 connection to said at least one message processor, and an interface unit for extracting data based on said template from and for the respective client terminal and processing and generating the data messages according to said template. WO 2007/143789 PCT/AU2007/000833 102 host server host communications link 104 106 message processor components communications link10 110 client component

Description

WO 2007/143789 PCT/AU2007/000833 GAMING HOST SYSTEM FIELD 5 The present invention relates to a gaming host system. BACKGROUND Casinos, licensed clubs, and other venues provide a wide variety of services for their 10 patrons. These services are provided via a variety of machines including slot machines, or Electronic Gaming Machines (EGMs), table games, complimentary prize-distribution points and/or self-service information points (kiosks), cashiers, retail outlets, ticket-in cash-out (TICO) machines, and coffee-dispensing machines, etc. 15 The machines may be connected in a trusted communications network to permit, for example, collection of data, and use of centralised electronic accounts for gaming credits (i.e. gaming points). The network may also allow for player loyalty schemes, security auditing, provision of jackpots, provision of promotional prizes, and operational and commercial management. 20 Gaming machines may require prescribed regulatory equipment to be included for use in providing regulatory reports, which are jurisdiction-dependent. Regulatory recording equipment may be connected to the network, 25 In addition to the provision of services for patrons, gaming venues may wish to have administrative, or back office, functions, for example analysis of patron-specific or machine-specific gaming statistics. Existing networked gaming systems that provide multiple services for patrons and venues 30 normally consist of multiple components that may be difficult to connect and coordinate. For example, an electronic gaming machine may require an EEPROM, specific to the WO 2007/143789 PUT/AUZUU~//UUUnJJ -2 game on that machine, to be installed. The gaming machine may be connected by one port to a jackpot server, and by a different port to a machine interface, which can be connected to a Player-Tracking Module (PTM) for receiving and reading a patron's identification card. A number of gaming machines, via their machine interfaces, may be connected via a 5 switch to a hub in the gaming venue. A number of hubs may be connected to a local controller. The local controllers in a venue are connected to a host, which coordinates functions in the venue. The many components found in a single gaming network, including those listed above, 10 may communicate with each other using many different communications protocols, including proprietary protocols belonging to equipment manufacturers. Existing systems may provide multiple failure points and performance bottlenecks, In addition, it may be difficult to integrate new applications, e.g. data warehouses or asset 15 management systems, into existing systems. Furthermore, different legal jurisdictions have different regulatory requirements regarding the operation and the monitoring of gaming and gaming machines; existing systems may require specific hardware or software modifications for different jurisdictions. 20 It is desired to provide a gaming host system that can be soft-configured and that is able to integrate functions or components with little or no additional hardware required, or at least provide a useful alternative. SUMMARY 25 In accordance with the present invention, there is provided a gaming host system, including: a host server for processing data messages, formatted according to at least one message template, and sent to and from different types of client terminals; 30 at least one message processor for routing said messages and determining compliance with said template; and WU zoU//14. MY PCT/AU2007/000833 -3 client components for the client terminals, at least one of said terminals including a gaming machine, each of said client components including a communications unit for connection to said at least one message processor, and an interface unit for extracting data based on said template from and for the respective client terminal and processing and 5 generating the data messages according to said template The present invention also provides a gaming host system for communicating with and controlling different gaming venue machines which use different communication protocols, said system including a host server for communicating with said machines using 10 data messages formatted using at least one message layer template for the machines. The present invention also provides a gaming host system, including: a host server for processing data messages, formatted according to selected stored message templates, and sent to and from different types of client terminals, at least one of 15 said terminals including a gaming machine, and said tenninals each being associated with at least one of said templates; and at least one message processor for routing said messages and determining compliance with said templates. 20 DESCRIPTION OF THE DRAWINGS Preferred embodiments of the invention are hereinafter described, by way of example only, with reference to the accompanying drawings in which: Figure 1 is a block diagram of a preferred embodiment of a gaming host system; 25 Figure 2 is a block diagram showing a host communications link of the host system; Figure 3 is a block diagram of a host server of the host system; Figure 4 is a block diagram of a client component of the host system; Figure 5 is a block diagram of a message processor of the host system; 30 Figure 6 is a block diagram of a message template used for communication in the system; WO 2007/143789 PC/ALJ2007/000833 -4 Figure 7 is a flow chart of the operation of the message processor; Figure 8 is a further block diagram of a client component of the host system; Figure 9 is a block diagram of connected client components of the host system; and Figure 10 is a block diagram of connected back office client components of the 5 host system; Figure 11 is a physical architecture diagram of the host system; and Figure 12 is a software architecture diagram of the host system. DETAILED DESCRIPTION 10 A gaming host system 100, as shown in Figure 1, has an architecture that allows easy and rapid inclusion of new functionality and new components. The system allows interconnection of system elements provided by different developers and manufacturers, including elements designed for different communications protocols. The gaming host 15 system 100 supports a variety of gaming infrastructure, for example a central host with multiple venues, single site venues, or a venue with multiple sites. The system is scalable to support a number of machines and terminals across different geographic areas, i.e. different client terminals. 20 The gaming host system 100, as shown in Figure 1, includes a host server 102, at least one message processor 106, that can be connected to the host server 102 via a host communications link 104, and at least one client component 110. A client component 110 can be considered to incorporate or be installed on or connected to a respective client terminal 406, eg a game machine. 25 The host communications link 104 may be implemented using, for example: a wired serial connection (e.g. RS-232 or USB) or an Ethernet connection (e.g. TCP/IP); a wireless IR or RF connection (e.g. TCP/IP); or a pair of network servers (host network server 202 and at least one local network server 206) connected via a network 204 (e.g. a LAN, WAN or the 30 Internet), as shown in Figure 2. An advantage of an Internet protocol based host communications link 104 is that a gaming operator can use a single gaming host system WO 2007/143789 PC/A U2ii7/i0irni -5 100 to operate a number of gaming venues. A component communications link 108 may be implemented using, for example: a wired serial connection (e.g. RS-232 or USB) or an Ethernet connection (e.g. TCP/IP); or a 5 wireless IR or RF connection (e.g. TCP/IP). Having a wireless component communications link 108 enables a number of client components 110 to be relocated around a venue without rewiring communications links. The host server 102, as shown in Figures 3, 11 and 12, includes: a server communications 10 unit 302 including communications layer components 303; a data message translator 304 including message translation layer components 305; data message templates 306; a database 310; and business control logic 308 including transaction layer components 307, primitive application layer components 311, and API, MIS and reporting layer components 312. The control logic 308 also includes local application layer components 314 of local 15 applications that have access to the transaction layer components 307 and a set of transaction rules 309. The local applications can be deployed on the host server 102 or selective client components 110. The local applications may handle system-wide jackpots, calendar data, security monitoring or hot player monitoring. The primitive application layer components 311 are code modules that perform a single task, are re-usable, and 20 operate on the message format supported by the message layer components 305. The host server 102 is protocol independent, database independent, operating system independent and does not need to be separated or co-located with the other servers which form part of the system. 25 The host server 102 ensures all transaction messages are initiated, directed and processed as atomic transactions. This ensures that configuration of functionality and local, site or regulatory requirements are simply a matter of enabling or disabling the processing of the requisite atomic transaction. An atomic transaction includes one or more data messages for handling or controlling a single operation or function of a client terminal. A composite 30 transaction can be completed by a combination of independent atomic transactions that are controlled and co-ordinated by the host server 102.
WO 2007/143789 PCT/AU2007/000833 -6 The data message translator 304 translates transmitted and received data messages in accordance with the data message templates 306, and an example message template is described below with reference to Figure 6. The data message templates 306 define the 5 fields of information required by, and provided by, each client component 110. If the data messages comply with a host template, i.e. a format, used and processed by the control logic 308 of the host server then no translation is required and the messages are simply routed by the translator 304. However, the client terminal may send messages according to a different template that is stored as one of the data templates 306 accepted by the system 10 100. The translator 304 will then translate between the format of the accepted client terminal template and that of the host template. The control logic 308 includes a set of control rules 309 (embodied in control program code) which allow, for example: configuration to enable operation with a different client 15 component 110, implementation of different jurisdictional requirements, or adjustment for each different business environment. For example, a certain rule in the logic 308, may require that a particular example client component 110 which provides regulatory reporting be activated when the gaming host system 100 is installed in a legal jurisdiction that requires this form of reporting. Another example rule may be for the preferred language of 20 written or spoken words used by a client component 110. The control logic 308 may be a server-side Java application implemented using a tool such as Java Platforn, Enterprise Edition (a.k.a. J2EE) from Sun Microsystems, Inc. (Santa Clara, CA, USA). Having control logic 308 for controlling the configuration of the many client elements 110 advantageously allows for rapid implementation of the gaming host system 100 in any 25 regulatory, technical or business environment. The host server 102 can include a jackpot process or code component to provide a wide range of jackpot systems, for example "random mystery", "progressive", "personal progressive" and linked "progressive". These jackpot types are configurable by data 30 messages sent from host server 102 to a jackpot or loyalty server 110H, Also a promotional process or code component may provide a wide range of prizes and give- WO 2007/143789 PCT/AU2007/OoRs33 -.7 aways driven by a number of different configurations and qualifications according to the player, the terminal (type, denomination, manufacturer, game configuration etc), the location, the time/date, etc or any combination of these characteristics. 5 A skill-based use of "screen real estate" at the terminal may also be configured at the host server 102. This may be configured to utilise buttons .or other controlling devices at the terminal (mouse, touchscreen etc) and may depict images onto the screen to allow players to participate in "skill based" or non-randomly-generated prizes. 10 The database 310 records data about the operation of the gaming host system 100, including data on the operation of a client component 110 and business analysis for marketing and commercial purposes, e.g. tracking of locations, maintenance history, financial performance and current status. The database 310 may be implemented using a standard database product, e.g. from Oracle Corp. (Redwood Shores, CA, USA) or SQL 15 Server from Microsoft Corp. (Redwood, CA, USA), and a connectivity tool, e.g. Java Data Base Connectivity (JDBC) from Sun Microsystems, Inc. The host server 102 may be accessed or controlled using a computer control interface, such as secure web interface (not shown). 20 The message processors 106 each direct data messages between one or more client components 110 and the central host server 102 of the gaming host system. At the site of and for a single site implementation the message processor 106 is incorporated into the central host server 102. By connecting any desired number of client components 110, the 25 gaming host system 100 is easy to reconfigure or scale up or down in size. With reference to Figure 5, the message processor 106 includes a communications unit 502, which enables communication with a client component 110 and the host server 102. The communications unit 502 includes communications layer components 303. The 30 message processor 106 also includes a data message analyser 504, which analyses data messages transmitted from either a client component 110 or the host server 102 and WO 2007/143789 PCT/AU2007/000833 -8 determines the appropriate destination for the data message. The data message analyser 504 includes message translation layer components 305 and transaction layer components 307. The analyser 504 may incorporate a data translator 304. Each data message is expected to conform to one of the data message templates 306 on host server 102. A data 5 message template 600, as shown in Figure 6, includes a header 602 including the source and the destination 604 of a data message. The data message template 600 also includes a body 606 which includes at least one information-carrying message field 608, for example, for data representing a unique patron ID, a unique client component number, allocation of the client component, a number of gaming credits to add or subtract from a patron account 10 and a cash amount to add or subtract from a patron account. Different data message templates are provided for different specific functions of gaming host system 100. New data message templates 306 are configured into host server 102 when new functionality, for example a client component 110, is included in the gaming host system 100. The templates are managed and updated through configuration screens which ensure that there 15 is little if any requirement for additional programming to include new terminals or clients. The message processor 106 ensures that the inherent protocols, message formats or message standards of any client 110 do not constrain their connection to the system - but rather that the system will accept any transaction format, protocol or message set which it finds within the message template library 306 and will process it accordingly. 20 The message processor 106 operates, as shown in Figure 7, to receive a data message (step 702) and compare the received data message to the data message templates 30 currently stored in host server 102 (step 704). If the received data message does not match a message template (determined at step 706) the received data message is delivered to an 25 error handling procedure at step 708. If the received data message does fit a template, the message processor 106 analyses the header 602 (step 710) to determine the destination of the received data message. Once the destination has been determined, the received data message is transmitted to the destination (step 712). 30 The message processor 106 may be separate to or incorporated as part of the host server 102. For multiple sites, local servers 206 at the sites incorporate one or more message VV U UU/i J5 PC'I'/AU2UU7/UUUNJJ -9 processors 106, as shown in Figure 11. A client component 110, as shown in Figure 4, includes a machine 406 of a venue for use by the patron, for example, the machine 406 may be an electronic gaming machine (EGM). 5 The client component 110 also includes a component-machine interface unit 404, which is configured to interface between machine 406 and a component communications unit 402. The component communications unit 402 enables the client component 110 to communicate via a component communications link 108 with message processor 106, using data messages. Each client component 110 in gaming host system 100 may have a 10 different machine 406 (e.g. manufactured by third party suppliers), but has common component communications unit 402, thereby enabling all client components to communicate with a message processor 106 using the data message templates 306. Having common communications units 402 between all client components 110 advantageously enables client components 110 to be added to and removed from a gaming host system 15 with little system reconfiguration. If the terminal 406 or client 110 is connected to the host 102 via an existing or legacy machine interface, the host will still accept and process its transactions and messages provided the format of the messages complies with a data template for the client terminal 20 stored with the accepted templates 306. If, however, the terminal or client 110 is connected to the host 102 via a component-machine interface 404 of the host system 100, then additional functionality is available. The component-machine interface 404 allows for the downloading of all information into a terminal from the host - i.e. the platform and the content of the terminal 110. 25 The communications unit 402 may be an Ethernet card or a wireless Ethernet card. The component-machine interface unit 404 is one or more boards which connect to standard ports of the gaming machine or other terminal 110. Memory on the machine interface board(s) is used to store identification, security and download-driver computer program 30 instruction code which a) enables the processing of existing legacy data from the terminal 110 to the host 102 and b) allows the host 102 to download both platform and content "%IV '-'' 'PC'T/AU2007/000833 - 10 software to the terminal 110. A machine 406, as shown in Figure 8, may include open hardware 804 and secure hardware 802 connected by a legally certified interface 806. Open hardware 804 includes 5 off-the-shelf components, such as a computer, corresponding software and standard user interfaces (e.g. a computer mouse and a video display). Secure hardware 802 may include a reconfigurable games engine, soft meters, a proximity ID, secure buttons or keypad, a hard meter, a card reader, cash deposit and vending units, and a ticket reading/vending unit. Including open hardware 804 in a client component 110 advantageously allows one 10 or more components 110 to be deployed rapidly, using readily-available and inexpensive off-the-shelf components, thus taking advantage of the latest user-interface technologies, e.g. video developed for computer gaming. Figure 9 shows examples of the front of house client components 110 which provide 15 services for gaming patrons. Each client component 110 is connected to a message processor 106. The example client components include a biometric ID machine 11 A, a promotions kiosk 110B, a cashier computer 110C, a membership computer 110C, a computer located on a table game 11 OE, an electronic gaming machine (EGM) 11 F, a legacy electronic gaming machine 110G, a player loyalty client 110H, a security audit 20 client 11 0J, a coffee machine 11 OL and a ticket-in ticket-out (TICO) unit 1 00M. All of the components 110 communicate via the component communications link 108 using the component communications unit 402. Promotions kiosk 1 10A may provide a wide range of promotional rewards, for example a 25 "welcome back" reward or a "lucky draw" reward that is generated randomly. Rewards may be delivered as gaming credits to a patron, or as a "ticket" for redemption at a cashier. A promotions kiosk 110A may also provide details to patrons about their status, as recorded in the host server 102. 30 The system 100 may incorporate a unit for printing and reading cash value tickets, known as a "Ticket-In Ticket-Out" (TICO) unit 100M. This simplifies hand pays and reduces WI U UU//14J/ZSV FUI/IAU2UU'//UUUZnJJ - 11 hopper fields. The client component 110 is reconfigurable. For example an electronic gaming machine 11 OE, may be reconfigured "on the fly" when the host server 102 transmits new-game data 5 messages to that client component 110. Advantageously this allows for rapid provision of new games throughout a venue, thereby maximising its usage and the profitability of each electronic gaming machine 11 OE or other gaming client components 110. A new types of client component 110, for example an electronic card game or an electronic 10 racing game, may be integrated into the gaming host system 100 through the inclusion of a component-machine interface unit 404 and a component communications unit 402 into the new machine. This positions the operator of a venue to take advantage of new games in the market. 15 The client component 110 may be provided with credit card-style readers to enable cashless transactions for purchase or sale of gaming credits. Examples of back office client components 110 which provide 'back office' services for gaming are shown in Figure 10. Each client component 110 is connected to a message 20 processor 106. The example client components include regulatory recording equipment 11ON, a commercial management system 11 OP, a marketing database 110Q, a surveillance system 1OOR, a gaming statistics unit 1OOS, an operations management system 11 OT and a location management system 1 OU. The location management system 1 1OU uses RFID chips included in each terminal / client / gaming machine 110. A mat of RFID readers of 25 the system 11 OU is laid in the floor or the ceiling of the venue, thus providing the regulatory requirement for constant vigilance in locating and tracking all gaming terminals in all venues. Reporting may be provided by denomination, manufacturer, model, game, location and security. 30 Client component malfunction or maintenance messages, when received by host server 102, may activate notification messages, according to the control logic 308, to be sent from C:\NRPonb]\DCC\MAG\4828057_ .DDC-20/12/2012 - 12 host server 102 to an operations management system 11 OT. The host server 102 may also monitor all client component-related events, including signals and alarms. Alarms, such as security breaches or wins, are automatically 5 forwarded from a client component 110 to host server 102, which records a full audit trail of alarms and events. In a gaming environment the gaming host system 100 is secured by securing the host server 102, message processors 106 and client components 110 using available standard 10 data security protocols currently utilised. The host communications link 104 and component communications link 108 are also secured by available standard data security protocols. Many modifications will be apparent to those skilled in the art without departing from the 15 scope of the present invention as herein described with reference to the accompanying drawings. The reference in this specification to any prior publication (or information derived from it), or to any matter which is known, is not, and should not be taken as an acknowledgment or 20 admission or any form of suggestion that that prior publication (or information derived from it) or known matter forms part of the common general knowledge in the field of endeavour to which this specification relates.

Claims (26)

1. A gaming host system, including: a host server for processing data messages, formatted according to at least one 5 message template, and sent to and from different types of client terminals; at least one message processor for routing said messages and determining compliance with said template; and client components for the client terminals, at least one of said terminals including a gaming machine, each of said client components including a communications unit for 10 connection to said at least one message processor, and an interface unit for extracting data based on said template from and for the respective client terminal and processing and generating the data messages according to said template.
2. A gaming host system as claimed in claim 1, wherein the message processor 15 processes data messages for the host server received using a number of communications protocols to determine whether the messages can be accepted and processed by the host server by comparing each data message for a match to a known template of a plurality of said templates. 20
3. A gaming host system as claimed in claims 1 or 2, including said client components for at least one of the following client terminals: a kiosk, a cash register, a display computer, a table game computer, a back office system, and a coffee machine.
4. A gaming host system as claimed in claim 3, wherein said back office system 25 generates regulatory reports, commercial reports, marketing reports, gaming statistics, operational reports, and/or location management reports.
5. A gaming system as claimed in any one of the preceding claims, wherein said messages contain data representing gaming functions of a gaming establishment, said 30 functions including at least one of hot player handling, system wide jackpot and player promotions. W U 4UU /1/0 / to El 1/A UU I/UUU5JJ -14
6. A gaming system as claimed in any one of the preceding claims, wherein the host server includes one of said message processor. 5
7. A gaming system as claimed in any one of the preceding claims, wherein the message processors are installed at respective gaming venues.
8. A gaming system as claimed in any one of the preceding claims, wherein the communications unit uses an encrypted Internet protocol for communications with said 10 processor.
9. A gaming system as claimed in any one of the preceding claims, wherein the communications unit uses a wireless communications protocol for communications with said message processor. 15
10. A gaming system as claimed in any one of the preceding claims, wherein the data messages of and for a client terminal are processed using jurisdictional control rules for the jurisdiction of the client terminal. 20
11. A gaming system as claimed in any one of the preceding claims, wherein the data messages each relate to a respective single operation or function a client terminal.
12. A gaming system as claimed in any one of the preceding claims, wherein said data messages include data for loading a new game from the host server onto the game 25 machine.
13. A gaming system as claimed in claim 4, wherein said back office system includes a location management system including RFID readers located in gaming venues and RFID tags installed in said client terminals. 30
14. A gaming host system for communicating with and controlling different gaming ~Ul/AIZUU7/UUU833 -15 venue machines which use different communication protocols, said system including a host server for communicating with said machines using data messages formatted using at least one message layer template for the machines. 5
15. A gaming host system, including: a host server for processing data messages, formatted according to selected stored message templates, and sent to and from different types of client terminals, at least one of said terminals including a gaming machine, and said terminals each being associated with at least one of said templates; and 10 at least one message processor for routing said messages and determining compliance with said templates.
16. A gaming host system as claimed in claim 15, wherein the message processor processes the data messages to determine whether the messages can be accepted and 15 processed by the host server by comparing each data message for a match to one of said stored templates.
17. A gaming host system as claimed in claims 15 or 16, wherein said client terminals further include at least one of the following: a kiosk, a cash register, a display computer, a 20 table game computer, a back office system, and a coffee machine.
18. A gaming host system as claimed in claim 17, wherein said back office system generates regulatory reports, commercial reports, marketing reports, gaming statistics, operational reports, and/or location management reports. 25
19. A gaming system as claimed in any one of claims 15 to 18, wherein said messages contain data representing gaming functions of a gaming establishment, said functions including at least one of hot player handling, system wide jackpot and player promotions. 30
20. A gaming system as claimed in any one of claims 15 to 19, wherein the host server includes said message processor. VVU hUU//ia /IO VUI/AIAU UU //UUU533 -16
21. A gaming system as claimed in any one of claims 15 to 20, wherein the message processors are installed at respective gaming venues. 5
22. A gaming system as claimed in any one of claims 15 to 21, wherein the data messages of and for a client terminal are processed using jurisdictional control rules for the jurisdiction of the client terminal.
23. A gaming system as claimed in any one of claims 15 to 22, wherein the data 10 messages each relate to a respective single operation or function a client terminal.
24. A gaming system as claimed in any one of claims 15 to 23, wherein said data messages include data for loading a new game from the host server onto the game machine. 15
25. A gaming system as claimed in claim 18, wherein said back office system includes a location management system including RFID readers located in gaming venues and RFID tags installed in said client terminals. 20
26. A gaming system substantially as hereinbefore described with reference to the accompanying drawings.
AU2013200162A 2006-06-14 2013-01-14 Gaming host system Abandoned AU2013200162A1 (en)

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