CN111032168A - Synthetic channel/chip-based gaming aspects related to entertainment and chip gaming activities - Google Patents

Synthetic channel/chip-based gaming aspects related to entertainment and chip gaming activities Download PDF

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CN111032168A
CN111032168A CN201680077767.1A CN201680077767A CN111032168A CN 111032168 A CN111032168 A CN 111032168A CN 201680077767 A CN201680077767 A CN 201680077767A CN 111032168 A CN111032168 A CN 111032168A
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chip
gaming
game
event
player
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G·华盛顿
J·塞拉
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Synergy Blue LLC
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Synergy Blue LLC
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    • 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

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Abstract

Aspects of implementing composite channel/chip-based gaming technologies over computer networks, including one or more arcade gaming networks, are described. The composite channel/chip-based game may include a non-chip based gaming portion and a chip-based gaming portion. One or more players can simultaneously participate in the continued play of the non-chip based gaming portion during the performance of a chip-based gaming event that is automatically initiated based on events that occur during the play of the non-chip based gaming portion. Payouts for a given chip-based gaming event result may include both gaming chip payouts and non-gaming chip payouts.

Description

Synthetic channel/chip-based gaming aspects related to entertainment and chip gaming activities
RELATED APPLICATIONS
According to the 35U.S. c. 119 specification, the present application claims the benefit of U.S. provisional application serial No.62/250,946 (attorney docket No. syn bp003p), entitled "HYBRID arc/water-BASED GAMING ASPECTS RELATING terrestrial maintenance AND WAGERING GAMING ACTIVITIES", filed 11, month 4, 2015 by Washington et al, the entire contents of which are incorporated herein by reference for all purposes.
According to the 35U.S. c. 119 specification, the present application claims the benefit of U.S. provisional application serial No.62/091,451 (attorney docket No. synbp001p), entitled "HYBRID arc-TYPE, wave-BASED GAMING techiques", filed 12/2014 by Washington et al, the entire contents of which are incorporated herein by reference for all purposes.
According to the 35U.S. C. 119 specification, the present application claims the benefit of U.S. provisional application serial No.62/127,821 (attorney docket No. SYNBP001P2), entitled "RPG AND SPORTS THEMHYBRID ARCADCADE-TYPE, WAGER-BASED GAMINGTECHN IQUES", filed 3/2015 by Washington et al, the entire contents of which are incorporated herein by reference for all purposes.
The present application is a partial Continuation (CIP) application of prior U.S. patent application Serial No.14/831,823 (attorney docket No. SYNBP001US) entitled "FIRST PERSON SHOOTER, RPG AND SPORTS THEMED HYBRID ARCADE-TYPE, WAGER-BASED GAMING TECHNIQUES", filed 2015, 8, 20, according to the 35U.S. S.C. 120, the entire contents of which are incorporated herein by reference for all purposes.
The present application is a partial continuation-in-part (CIP) application, entitled "HYBRID ARCADE-TYPE, WAGER-BASED GAMING TECHNIQUES AND PREDETERMINED RNGOUTCOME BATCH RETRIEVAL TECHNIQUES", filed by Washington et al on 2015, 9, 25, as specified by 35U.S. S.C. 120, the entire contents of which are incorporated herein by reference for all purposes.
Background
Traditionally, when a player conducts a chip-based gaming event in a chip-based game, the player places a chip (representing a certain amount of value) in a particular chip-based gaming event, then the chip-based gaming event begins, and determines the outcome of the chip-based gaming event. If the outcome of a chip-based gaming event is equivalent to a "win" for the player, a payout is typically assigned to the player in the form of a payout.
Many current chip-based games are typically designed based on long-term traditional perspectives: the primary motivation for players to engage and participate in chip-based games relates to the players' desire to receive a net positive financial return.
In view of this conventional view, most chip-based games are constructed or designed to provide primarily type payouts for the chip-based gaming event outcomes. Further, this type of payout is generally unrelated to, and does not affect or dominate the gaming portion of the chip-based game. The same is true for composite channel/chip-based gaming. For example, in a composite channel/chip-based game that includes a gaming portion for entertainment (e.g., of a channel type) and a chip-based gaming portion, the type of payout associated with the chip-based gaming portion is generally unrelated to, and does not affect or dominate the play of, the gaming portion for the entertainment (e.g., of a channel type) of the composite channel/chip-based game.
Brief Description of Drawings
Fig. 1 illustrates a simplified block diagram of a specific exemplary embodiment of a gaming network 100 that may be constructed or designed to implement various synthetic channel/chip-based gaming techniques described and/or referenced herein.
Fig. 2 illustrates an exemplary block diagram of an electronic gaming system 200 according to a particular embodiment.
Fig. 3 illustrates a network diagram of an exemplary embodiment of a gaming network 300 that may be constructed or designed to implement the various synthetic channel/chip-based gaming techniques described and/or referenced herein.
Fig. 4 shows a block diagram of an electronic gaming apparatus 400 according to a specific embodiment.
Fig. 5 is a simplified block diagram of an exemplary intelligent electronic gaming system 500, according to a specific embodiment.
Fig. 6 is a simplified block diagram of an exemplary mobile gaming device 600, according to a specific embodiment.
Fig. 7 illustrates an exemplary embodiment of a system server 780 that may be used to implement various aspects/features described herein.
Fig. 8 illustrates an example of a functional block diagram of a game system server according to a particular embodiment.
FIG. 9 illustrates a block diagram showing components of a gaming system 900, which can be used to implement aspects of the exemplary embodiments.
Fig. 10-13 illustrate various exemplary embodiments of different synthetic channel/chip-based gaming programs and/or program flows that can be used to facilitate activities with one or more of the synthetic channel/chip-based gaming aspects of the present disclosure.
FIG. 14 shows a block diagram of an electronic gaming machine (e.g., EGM) in accordance with a particular embodiment.
Fig. 15-20 illustrate different exemplary embodiments of exemplary screen shots of a synthetic channel/chip-based gaming GUI that may be used to facilitate activities with one or more of the synthetic channel/chip-based gaming aspects of the present disclosure. In at least one embodiment, at least a portion of the GUI can be constructed or designed for one or more mobile devices and/or one or more arcade gaming machines.
Detailed description of exemplary embodiments
Overview
Aspects described herein or referenced herein relate to various methods, systems, and computer program products for implementing a variety of synthetic channel/chip-based gaming ("HAWG") technologies over a computer network, including one or more arcade gaming networks. In addition, aspects of the present disclosure relate to techniques for implementing a chip-based gaming event "payout" that can be used by a player to influence and/or govern the play of a non-chip-based gaming portion and/or a chip-based gaming portion of a composite channel/chip-based game.
In at least one embodiment, the method(s), system(s) and/or computer program product(s) may be operable to cause at least one processor to execute a plurality of instructions to: enabling a player to participate in an interactive game at a first EGD for playing a synthetic channel/chip-based game, wherein the synthetic channel/chip-based game includes a non-chip-based gaming portion and a chip-based gaming portion; associating a first predetermined chip-based gaming event outcome with a first in-game event that may occur during the play of the non-chip based gaming portion; detecting an occurrence of a first in-game event in a non-chip based gaming segment; determining whether the occurrence of the first in-game event qualifies as a chip-based provoking event; initiating a first chip-based gaming event if it is determined that the occurrence of the first in-game event qualifies as a chip-based provoking event; automatically funding an amount of chips at a first chip-based gaming event; and indicating a first predetermined chip-based gaming event outcome as an outcome of the first chip-based gaming event after the first chip-based gaming event is initiated. In at least one embodiment, the first chip-based gaming event corresponds to an event of a chip-based game of chance, and a Random Number Generator (RNG) is used to determine an outcome of the first chip-based gaming event.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: enabling the player to simultaneously participate in the continued play of the non-wager-based gaming portion of the composite channel/wager-based game during the performance of the first wager-based gaming event.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: analyzing the first chip-based gaming event result to determine whether to automatically modify the availability of at least one resource or attribute of the non-chip based gaming portion; automatically modifying the availability of at least one resource or attribute of the non-chip based gaming portion if the first chip based gaming event result satisfies the first set of conditions; if the first chip-based gaming event outcome does not satisfy the first set of criteria, no modification of at least one resource or attribute of the non-chip based gaming portion is made in response to the first chip-based gaming event outcome.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: analyzing the first wager-based gaming event outcome to determine whether a non-wager-based gaming award should be allocated for the non-wager-based gaming portion; automatically causing a non-chip based gaming award to be assigned to the non-chip based gaming segment if the first chip based gaming event outcome satisfies the first set of criteria; and wherein the allocation of the non-chip based gaming award includes causing at least one component of the gaming network to modify at least one in-game resource or attribute that is made available to the character in the game during play of the non-chip based game portion.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: automatically retrieving, by the first RNG machine, a first batch of predetermined chip-based gaming event outcomes; and selecting a first chip-based gaming event outcome from the first plurality of predetermined chip-based gaming event outcomes.
In other embodiments, the method(s), system(s) and/or computer program product(s) may be operable to cause at least one processor to execute instructions to: enabling a first player to participate in an interactive game of a composite channel/chip-based game at a first chip-based gaming device ("first EGD"), the composite channel/chip-based game including a non-chip-based gaming portion and a chip-based gaming portion; detecting an occurrence of an event in a first game during play of a non-chip based gaming portion; determining whether an occurrence of an event in the first game qualifies as a chip-based provoking event; initiating a first chip-based gaming event if it is determined that the occurrence of the event in the first game qualifies as a chip-based provoking event; automatically funding a chip amount at a first chip-based gaming event; identifying the first result as a result of the first chip-based gaming event; determining whether a wager payout is allocated to the first player based on an outcome of the first wager-based gaming event; automatically allocating a wager payment if the wager payment is determined to be provided to the first player; determining whether a non-gaming wager, including at least one in-game resource or attribute associated with the non-chip based gaming portion, is allocated or awarded to the first player based on an outcome of the first chip based gaming event; and if it is determined that the non-gaming chip payout is to be allocated or awarded to the first player, automatically allocating the first non-gaming chip payout by modifying a resource or attribute in at least one game based on the non-chip based gaming portion. In at least some embodiments, the outcome of the first chip-based gaming event can result in the allocation of a gaming chip payout and a non-gaming chip payout.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: establishing an account balance with at least a portion of the credit received by the first identifier of the first EGD; and automatically providing the chip amount for the first chip-based gaming event using the account balance.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: the first chip-based game event result is associated with an event in the first game, and the event in the first game then occurs.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: the outcome of a first chip-based gaming event of the first in-game event is predetermined and the first chip-based gaming event is then initiated.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: predetermining a first chip-based gaming event outcome for the event in the first game and then initiating the first chip-based gaming event; determining whether any payout is to be payable to the first player based on a predetermined outcome of the wager-based gaming event, and then initiating the first wager-based gaming event; and reserving whether any payout is to be allocated to the first player based on a predetermined outcome of the chip-based gaming event, and then initiating the first chip-based gaming event.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: analyzing the first chip-based gaming event to determine whether to automatically modify the availability of the at least one resource or attribute of the non-chip based gaming portion; automatically modifying the availability of at least one resource or attribute of the non-chip based gaming portion if the first chip based gaming event satisfies a first set of conditions; and if the first chip-based gaming event does not satisfy the first set of criteria, not modifying at least one resource or attribute of the non-chip based gaming portion in response to the first chip-based gaming event outcome.
Other method(s), system(s), and/or computer program product(s) may be further operable to cause at least one processor to execute other instructions to: during performance of the first chip-based gaming event, the first player is enabled to simultaneously participate in continuation of the non-chip-based gaming portion of the composite channel/chip-based game.
Various objects, features and advantages of the various aspects of the present invention described herein or referred to herein will become apparent from the following description of exemplary embodiments, which description should be taken in conjunction with the accompanying drawings.
Specific exemplary embodiments
These techniques are now described in detail with reference to some exemplary embodiments thereof, as illustrated in the accompanying drawings. In the following description, numerous specific details are set forth in order to provide a thorough understanding of one or more aspects and/or features described herein or referred to by the present invention. It will be apparent, however, to one skilled in the art, that one or more aspects and/or features of the present invention or referred to herein may be practiced without some or all of these specific details. In other instances, well known process steps and/or structures have not been described in detail in order to not unnecessarily obscure aspects and/or features of the present invention or which may be referred to herein.
One or more different inventions may be described in this application. Further, for the invention(s) described herein, many embodiments may be described in this patent application and presented for purposes of illustration only. The described embodiments are not intended to be limiting in any sense. The invention(s) may be broadly adapted to many embodiments, which will be readily apparent from the disclosure herein. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention(s), and it is to be understood that other embodiments may be utilized and that structural, logical, software, electronic, and other changes may be made without departing from the scope of the invention(s). Accordingly, those skilled in the art will recognize that one or more invention(s) may be practiced with various modifications and alterations. Particular features of one or more invention(s) may be described with reference to one or more particular embodiments or figures which form a part of this disclosure and in which particular embodiments of one or more invention(s) are shown in schematic form. It is to be understood, however, that the features are not limited to use in one or more specific embodiments or figures with which they may be described. The present disclosure does not literally describe all embodiments of the invention(s) nor enumerate the features of the invention(s) that must be present in all embodiments.
The title in various sections provided in this patent application and the headings of this patent application are for convenience only and do not limit the disclosure in any way. Devices that are in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. Further, devices that are in communication with each other may communicate directly or indirectly through one or more intermediaries. Describing an embodiment with multiple components in communication with each other does not imply that all of the components are required. Rather, a variety of optional components are described to illustrate the wide variety of possible embodiments of the one or more invention(s).
Further, although process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may be configured to work in alternate orders. In other words, any order or sequence of steps that may be described in this patent application does not by itself dictate the requirement that the various steps be performed in the order described. The steps of the described processes may be performed in any practical order. Further, although some steps are described or implied as occurring non-concurrently (e.g., because one step is described after another), these steps may be performed concurrently. Furthermore, the illustration of a process by a depiction in a drawing does not imply that the illustrated process excludes other variations and modifications, does not imply that the illustrated process or any of its steps is essential to the invention(s), and does not imply that the illustrated process is preferred.
When a single device or article is described, it will be readily apparent that more than one device/article (e.g., whether or not they cooperate) may be used in place of a single device/article. Similarly, where more than one device or article is described (e.g., whether or not they cooperate), it will be readily apparent that a single device/article may be used in place of the more than one device or article.
The functionality and/or the features of a device may be alternatively embodied by one or more other devices which are not explicitly described as having the functionality/features described. Thus, other embodiments of the one or more invention(s) need not include the device itself. For clarity, the techniques and mechanisms described herein or referenced herein are generally described in the singular. However, it should be noted that particular embodiments include multiple iterations of the techniques or multiple instantiations of the mechanisms unless otherwise noted.
The current state of the art is old and lacks a younger population due to the same form of game element display. Problems with existing video-based arcade game technologies include: a method of displaying a game, and a method of a player interacting using a game element.
Senior players (e.g., older players, population age 50+) have become accustomed to a standard set of video game symbols (e.g., a, J, K, Q) that may be accompanied, for example, by a large number of other thematic symbols (e.g., animals, fantasy creatures, media characters, etc.) presented on a series of wheels or drums. Newer technologies may use digital displays that present the disk (reel) and symbols in digital form. On the other hand, younger generation players (referred to herein as "players") have become accustomed to the increasingly stressful and graphically elegant 2D &3D world environment (where an unknown number of possibilities may arise). These players, who are used to fast-paced, energetic and visually shocking games, feel the traditional display method "boring". As for the sophisticated players, they feel that the new old actions of the fast tempo are "excessive".
A senior player experiences player interaction in a few different ways: (1) a tow bar; (2) rotating the button; (3) interacting with the touch screen. Players experience player interaction in a number of different ways, such as:
game controller (e.g. Nintendo, PlayStation, XBOX, Wii)
PC HID (e.g. mouse, trackball, keyboard)
Control stick
Shooting apparatus
Headwear & uniform (e.g. Victormaxx, Power Glove)
Etc. of
With respect to the game display method, the result is similar more similarly to the comparison between players. Young players are "bored" while older players feel "feared".
In many existing arcade venues, a standard classical electromagnetic mechanism is used, including devices with "lever" interfaces. It has also evolved to use a video display and an electronic button interface, commonly referred to as a "compositor," which uses a combination of mechanical parts and video elements of both designs.
In light of the foregoing, it would be desirable to create and/or implement a "synthetic channel/chip-based game" or "channel game" that provides synthetic channel style chip-based gaming technology that can more appropriately appeal to arcade gamblers. However, with respect to such composite channel style chip-based gaming technologies, one significant obstacle is that they typically consist of new/different and complex client solutions that may require lengthy and costly processes for regulatory review and approval of many different gaming jurisdictions.
One possible area of work for this obvious obstacle is to construct/design a synthetic channel style chip-based game that complies with regulatory standards for currently approved chip-based games, such as the well-known GLI standard, which have been approved by various gaming jurisdictions. An example of a GLI standard is GLI-11 standard version 2.1, published by Gaming Laboratories International, LLC on 25/8/2011, which is incorporated herein by reference in its entirety for all purposes.
For example, in one embodiment, a composite channel style chip-based game may be constructed or designed to provide a channel style gaming interface that enables a player to participate in a channel style game on a chip-based gaming machine. One or more events and/or activities performed by the player (e.g., during the course of a channel-style game) may automatically trigger an RNG chip-based event, such as one or more of the following (or a combination thereof):
rotation of the virtual chip-based counter plate (e.g., which may be constructed or designed to comply with GLI standard (s));
rotation of a virtual Wheel, e.g. a rotating disk or "Wheel-of-Fortune"
Figure GDA0002177121200000101
A wheel disc;
a throw/roll of one or more dice;
dealing of one or more card(s); and/or
Other types of RNG-based video games of chance (preferably constructed or designed to comply with gaming standards, rules and regulations).
Because the chip-based activities of the synthetic channel style chip-based game conform to the currently existing GLI standard(s) (and/or other national, regional gaming rules and regulations), such synthetic channel style chip-based games may not require approval from other regulatory bodies when placed in a arcade.
Some of the advantages and benefits of the synthetic channel/chip-based gaming techniques described herein may include, but are not limited to, one or more (e.g., or a combination of) of the following:
as far as the gaming functionality is concerned, the same (e.g. certified/GLI approved) client and RNG can be used.
Based on game type and/or theme, games can be presented to a particular population in a new and unique way.
The overall indoor game population can be increased, indicating that the market that has not yet opened is more profitable, more reaped, and more "sitting (buttons in seats)".
Synthetic channel style chip-based games can be purposefully constructed or designed to avoid (or not require) any other regulatory approval for placement in a street stadium.
Provide mechanisms for arcade/game establishment to help achieve the lowest chip targets required (e.g., over a period of time), such as those established through an arcade (e.g., an arcade requires at least one return rotation of the opportunistic chips by a given player every 10 seconds).
Etc. of
In one embodiment, a synthetic channel style chip-based game may be created by combining a new and different visual game show with a new and different method of player-on-board interaction. The synthetic channel style chip-based game may be constructed or designed to provide a combination of graphical elements and game features for depicting visually different experiences, while also providing a method of enhanced player interaction through a particular human interface device (e.g., HID), which is based on the theme/style of the visually enhanced game. For example, the game "Duck Hunt" uses gun controls, while "Super Mario Bros" uses D-keyboard multi-button controls as HIDs. Either (or both) of these channel-style visual games may be employed (e.g., using the composite channel/chip-based gaming techniques described and/or referenced herein) to play a composite channel/chip-based game, according to various embodiments. According to various embodiments, one or more synthetic channel/chip-based game(s) may also be constructed or designed to include one or more (or a combination of) of the following: graphic elements (e.g., 2D and/or 3D) animation, sound effects, programming, and the like.
In some embodiments, the form of the synthetic channel style chip-based game may be focused on a "first person shooter" type channel game, such as "House of the Dead," "Area 51," "LethalEnforcers," and the like. At least a portion of such games may be characterized as a player's character that automatically moves on a "track" system (e.g., automatically moves the player's character through different scenes of the game without the player providing input to move her/his game character) that allows the player to focus her/his attention on shooting at objects that appear throughout the game.
The form of the composite channel style chip-based game may also be focused on other types of video and/or channel style games, such as one or more of the following (e.g., or a combination thereof):
"non-linear" (e.g., open world) type video and/or channel style games, e.g., grand theft Auto
"Linear" type video and/or channel style games, e.g. Half-Life
Massive multiplayer online "MMO" type video and/or channel style games, e.g. World of Warcraft
Video of the role-playing game "RPG" type and/or games of the channel style, e.g. Final Fantasy
Such games can be characterized as player characters that can move through the game world through player input (e.g., HIDs), which can provide the possibility of a large number of player choices through a wide array of path directions, resulting in an increased excitement sensation through the game.
In some embodiments, a composite channel style chip-based game format may contribute to a gaming environment in which multiple player functions occur. A multi-player game may have multiple "registration" aspects where, for example, one particular player may be located in a arcade where the composite channel/chip-based game is played, while another (e.g., different) player may be located in a different location (e.g., at a different location in the arcade, in a different arcade, at a different establishment, such as a home or office, etc.) that is participating in the same composite channel/chip-based game at the same time, but is not participating in any chip aspect/portion of the composite channel/chip-based game. Non-wagering games such as those described are often referred to as "free play" games in which players can download and install the games on their own devices which then allow the players to progress through the games (e.g., which are not unlike their wager-based counterparts) without having to play a wager-based event. Some popular "free play" games are exemplified by "TERA", "Marvel Puzzle Quest", "Planetside 2", and the like. Game scenarios such as these may facilitate a "network turns to storefront" result, where the nature of a street machine can facilitate a user at home "logged on to play Super Zombie Bash on weekend! Free! Coming to the street to play SuperZombie Bash, get the chance to win the jackpot! "promotions of this nature could entice more patrons to watch street games" win a jackpot "on their favorite composite channel/chip-based games.
In some embodiments, different players participating in the same synthetic channel/chip-based game at the same time may each separately construct his/her respective chip parameters/amounts, which may be different from the chip parameters/amounts constructed by other game player participants.
The various synthetic channel/chip-based gaming techniques described herein can be used to improve the visual relationship between players and machines, thereby increasing player immersion and facilitating longer, more exciting game durations without the need to provide entirely new client delivery structures. Player interaction with the game can also be improved by coupling a plethora of new generation interface devices to the specific subject game (e.g., gun, joystick, controller, etc.). Despite the proven state of the art and games, it will be old and "uninteresting" for younger players. The composite channel/chip-based gaming technology described in this invention can meet the gaming needs of the young population while also meeting the needs of the home and regulatory by having the same foundation that has been tested/proven. The presentation of game elements is structured in such a way that a younger population can be more eager to the game, while still enabling the older population to understand and enjoy the experience if they so wish to participate. The synthetic channel/chip-based gaming techniques described herein may also be used to enable enhanced gaming with new and exciting turns, while also complying with local/state/federal gaming regulations.
Exemplary synthetic channel/chip-based Game implementation(s) of the strategy
The following examples are intended to help illustrate a portion of the various types of functions, operations, actions, and/or other features provided by a synthetic channel/chip-based gaming system. At least a portion of these various processes, procedures and activities are also illustrated and described with reference to the flow charts of fig. 10-13.
Initially, assuming a player (e.g., player (s)) participates in a composite channel/chip-based gaming device by standard methods (e.g., insertion), a game and chip option is selected via a button panel, an element (e.g., a destruction target) moved on a "shoot" display is described as a priming event for causing the chip-based event to begin (e.g., initiating a virtual counter-turn that collects a specified amount of chip credits), claims winning/paying (e.g., based on the outcome of the virtual counter-turn), and continues "shooting" until additional is needed to continue play (e.g., credits are used up) and/or until the player meets the duration of the game and decides not to stop play.
In some embodiments, the player's character is in a "track" (e.g., "house of the Dead", "Area 51", "recent enterprises", one or more of which are classic channel track style shooting games) that does not allow a free range of movement or selection directions in the gaming environment (e.g., commonly referred to as the "game world" or "game level").
The automatic movement of the player's character is determined by the function of the game and whether the player is actually playing the game (e.g., breaking a zombie). For example, imagine a short animation sequence-a player's hiring character kicks down the gate and enters a small holding room, and upon entering the room, he stops to confirm whether the environment is moving safely, whereas 5 NPC's (e.g., non-player characters) hear the noise (e.g., coming from the kicked gate) and have now surrounded the hiring character and started the attack. Once the player character is within the room and enclosed, the track movement (e.g., kicking down the door and walking into the room) stops. Once stopped, the player can shoot and destroy 5 NPC's using the game's HID (e.g., an electromechanical gun, which can be electronically confined to the gaming device, for example).
According to various embodiments, one or more different types of game-related provoking event (s)/condition(s) may be defined for initiating a chip-based event that occurs during the course of the game (e.g., performing a chip-based counter-disk spin may occur simultaneously or identically with a player's continued and active portion of the channel style of participation in the game). Examples of different types of triggering event (s)/condition(s) may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
pulling the initiator;
firing using a gun or other weapon;
hit the specified target;
destroy the specified virtual target;
movement of one or more characters, such as jumping, dodging, banging, hitting, running, sitting, etc.;
environmental purpose events such as volcanic eruptions, avalanches, earthquakes or sci-fi/fantasy elements (e.g. strange alien world may contain pockets of anti-matter and/or wormholes in the space-time) and/or weather (e.g. "Lightning Strike" initiator);
NPC or Boss events, such as a magician applying a particular magic or a magic hand-waving character (e.g., Fire Flare reward link), summoning a group of servant's leaders in a battle (e.g., GoldenGoblin servant who may multiply);
predetermined results (e.g., properties) by the host application may "credit/reward" a particular sponsor by raising an event (e.g., "Hot seats," etc.), and/or may initiate an event according to a scenario deemed necessary to raise such an event (see, e.g., 1208 in fig. 12);
multiple players and/or teams and/or cooperative events (e.g., similar to other embodiments described and/or referenced by the present invention) occur simultaneously with multiple players and their scenarios; and/or
Other types of event (s)/condition(s) may be defined for initiating a chip-based event occurrence during game play.
Examples of different types of chip-based games that may be initiated include, but are not limited to, one or more of the following (e.g., or combinations thereof):
rotation of the virtual disk (e.g., based on RNG);
rotation of the turntable wheel;
rolling the dice;
processing one or more cards;
picking and selecting/discovering hidden items;
contending for elements/finding hidden items;
"scrape"/reveal hidden items;
a pinball link;
"virtual" wild/keno events/spinning of roulette, etc.; and/or
Other types of chip-based events (e.g., or chip-based games) known in the art and/or described and/or referenced herein.
In at least one embodiment, it is preferred that the game-related provoking event (s)/condition(s) (e.g., for initiating a chip-based event to begin occurring) involve the following events: which occurs repeatedly as the player actively participates in the channel style portion of the game, such as pulling of an initiator, firing of a weapon, hitting an object/target, destroying an object, etc.
For example, in one embodiment, the system may automatically initiate chip-based spinning of the virtual return disk each time the player fires (e.g., by pulling an initiator of the gun-HID device) during the in-channel portion of the synthetic game. In other embodiments, the system may automatically initiate chip-based rotation of the virtual return disk each time a player destroys a designated target (e.g., destroys a zombie) in the in-path portion of the synthetic game.
In some embodiments, the synthetic channel/chip-based game may be constructed or designed as a "track-moving" type game in which a player's character automatically moves through multiple scenes of the game (e.g., as if the player's character rides on an automated track or transporter). The orbital movement causes the player's character to advance into the position of the next game world. The duration of the orbital movement may be short so as not to interfere with the game scenario of rapid repetitive and sustained shooting/spinning. In some embodiments, there may be a stopping point for the game and an adjusted movement range that is compliant with current game regulations and/or the requirements/preferences of a zone-street game (e.g., a street game may consider it desirable to have at least 8 virtual counter-disk spins per minute for the performance of a composite channel/chip-based game). In at least some embodiments, a composite channel/chip-based game can also be constructed or designed taking into account standard game feature transition times, bonus segments, wild animations, etc. when determining track movement and sequencing areas.
In some embodiments, if a player decides not to shoot or otherwise destroy a non-player character ("NPC"), the NPC may ultimately destroy the player's character. In at least one embodiment, when this occurs, the player's character may automatically revive (e.g., resume life again) and at the present visual game location (e.g., level) may be provided additional opportunities to break the NPC and may then proceed to the next level. Thus, it should be understood that in at least some embodiments, a composite channel/chip-based game may be constructed or designed to provide a lowest/no cost failure (e.g., where life/credit loss ends as compared to a traditional channel style video game). This technique provides the benefit of allowing the player to temporarily leave the game (as may be the case with traditional players), for example for drinking, smoking, etc. At such times, the play of the composite channel/chip-based gaming device may be considered a quiescent state. However, in some embodiments, while a synthetic channel/chip-based game may provide the advantage of being stationary, the game may continue to display or convey an urgent visual sensation, prompting/stimulating the player (e.g., a zombie continues to attack the player's character in a stationary game state).
According to various embodiments, different composite channel/chip-based games can be constructed or designed to include at least one channel-style game play piece and at least one chip-based game play piece. Examples of multiple channel-style games or channel-style themes (which may be used to implement channel-style game play portions of a composite channel/chip-based game) include, but are not limited to, one or more of the following (or combinations thereof):
"first person perspective shooting games" type, channel style games, such as "House of the dead," "Area 51", "Lethal Enforcers";
"non-linear" (e.g., open world) type video and/or channel style games, such as grand theft Auto;
"linear" type video and/or channel style games, such as Half-Life;
massive multiplayer online "MMO" type video and/or channel style games, such as World of warcraft;
video of the role playing game "RPG" type and/or games of the channel style, such as Final Fantasy;
racing/piloting channel style game(s) (e.g., car, boat, airplane, etc.);
channel style game(s) of sports themes (e.g., football, baseball, downhill skiing, etc.);
challenge channel style game(s) (e.g., archery, dart, hunting, shooting, etc.);
escape channel style game(s) (e.g., horseshoe, mallet, fishing light);
channel style game(s) of TV themes; and/or
Other types of channel style games.
Examples of various chip-based games or chip-based themes (which may be used to implement the play portion of a chip-based game of a synthetic channel/chip-based game) may include, but are not limited to, one or more of the following (or combinations thereof):
rotation of the virtual disk (e.g., based on the RNG). Examples of these types of chip-based games of chance include RNG-based virtual games;
throw virtual dice. Examples of this type of chip-based game of chance include an RNG-based virtual dice game;
rotation of a virtual turntable Wheel or other type of Wheel (e.g., "Wheel of fortunee"). Examples of this type of chip-based game of chance include RNG-based virtual carousel games, and RNG-based "Wheel of Fortuney" games;
processing one or more virtual cards;
picking or selecting/finding hidden items;
contending for elements/finding hidden items;
"scrape"/reveal hidden items;
pinball type games;
bingo type games;
"virtual" wild/keno events/spinning of roulette, etc.; and/or
Other types of RNG-based games of chance known in the art and/or described herein and/or referred to herein.
According to various embodiments, different types of electronic gaming machines stations may be configured with different human interface devices ("HIDs") for enabling players/participants to engage in one or more of the synthetic channel/chip-based gaming activities described and/or referenced herein. Examples of different human interface devices ("HIDs") may include, but are not limited to, one or more of the following (or combinations thereof):
a touch screen interface;
a mechanical button;
guns, pistols, shooting devices;
a mechanical joystick;
game controllers, e.g. remote game controllers, similar to those used for
Figure GDA0002177121200000171
Figure GDA0002177121200000172
And the like;
mechanical vehicle components such as vehicle steering wheel, gear lever, accelerator, brake pedal, clutch pedal, etc.; and/or
Other types of HIDs described and/or referred to and/or generally known by the present invention.
Exemplary synthetic channel/chip-based Game implementation(s) of the strategy
The following examples are intended to help illustrate a portion of the various types of functions, operations, actions, and/or other features provided by a synthetic channel/chip-based gaming system. At least a portion of these various processes, procedures and activities are also illustrated and described with reference to the flow charts of fig. 10-13.
Initially, assuming that a player (e.g., player (s)) participates in a composite channel/chip-based gaming device by standard methods (e.g., inserting an amount of gaming chips), a game and chip option is selected via a button panel, an element (e.g., a destruction target) moved on a "shoot" display is described as a priming event for causing the start of a chip-based event (e.g., starting a virtual counter-disk chip-based spin that collects a specified amount of chip credits), claims a win/payout (e.g., based on the result of the virtual counter-disk spin), and continues "shooting" until an additional amount of gaming chips is needed to continue play (e.g., the credits are used up) and/or until the player meets the duration of the game and decides to no longer play.
In some embodiments, the player's character is in a "track" (e.g., "House of the Dead", "Area 51", "recent enterprises", one or more of which are classic channel track style shooting games) that does not allow a free range of movement or selection directions in the gaming environment (e.g., commonly referred to as the "game world" or "game level").
The automatic movement of the player's character is determined by the function of the game and whether the player is actually playing the game (e.g., breaking a zombie). For example, imagine a short animation sequence-a player's hiring character kicks down the gate and enters a small holding room, and upon entering the room, he stops to confirm whether the environment is moving safely, whereas 5 NPC's (e.g., non-player characters) hear the noise (e.g., coming from the kicked gate) and have now surrounded the hiring character and started the attack. Once the player character is within the room and enclosed, the track movement (e.g., kicking down the door and walking into the room) stops. Once stopped, the player can shoot and destroy 5 NPC's using the game's HID (e.g., an electromechanical gun, which can be electronically confined to the gaming device, for example).
According to various embodiments, one or more different types of game-related provoking event (s)/condition(s) may be defined for initiating a chip-based event that occurs during the course of the game (e.g., performing a chip-based counter-disk spin may occur simultaneously or identically with a player's continued and active portion of the channel style of participation in the game). Examples of different types of triggering event (s)/condition(s) may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
pulling the initiator;
firing using a gun or other weapon;
hit the specified target;
destroy the specified virtual target;
movement of one or more characters, such as jumping, dodging, banging, hitting, running, sitting, etc.;
environmental purpose events such as volcanic eruptions, avalanches, earthquakes or sci-fi/fantasy elements (e.g. strange alien world may contain pockets of anti-matter and/or wormholes in the space-time) and/or weather (e.g. "Lightning Strike" initiator);
NPC or Boss events, such as a magician applying a particular magic or a magic hand-waving character (e.g., Fire Flare reward link), summoning a group of servant's leaders in a battle (e.g., GoldenGoblin servant who may multiply);
predetermined results (e.g., properties) by the host application may "credit/reward" a particular sponsor by raising an event (e.g., "Hot seats," etc.), and/or may initiate an event according to a scenario deemed necessary to raise such an event (see, e.g., 1208 in fig. 12);
multiple players and/or teams and/or cooperative events (e.g., similar to other embodiments described and/or referenced by the present invention) occur simultaneously with multiple players and their scenarios; and/or
Other types of event (s)/condition(s) may be defined for initiating a chip-based event occurrence during game play.
Examples of different types of chip-based games that may be initiated include, but are not limited to, one or more of the following (e.g., or combinations thereof):
rotation of the virtual disk (e.g., based on RNG);
rotation of the turntable wheel;
rolling the dice;
processing one or more cards;
picking and selecting/discovering hidden items;
contending for elements/finding hidden items;
"scrape"/reveal hidden items;
a pinball link;
"virtual" wild/keno events/spinning of roulette, etc.; and/or
Other types of chip-based events (e.g., or chip-based games) known in the art and/or described and/or referenced herein.
In at least one embodiment, it is preferred that the game-related provoking event (s)/condition(s) (e.g., for initiating a chip-based event to begin occurring) involve the following events: it happens repeatedly as the player actively participates in the channel-style portion of the game: such as pulling of an initiator, firing of a weapon, hitting an object/target, destroying an object, etc.
For example, in one embodiment, the system may automatically initiate chip-based spinning of the virtual return disk each time the player fires (e.g., by pulling an initiator of the gun-HID device) during the in-channel portion of the synthetic game. In other embodiments, the system may automatically initiate chip-based rotation of the virtual return disk each time a player destroys a designated target (e.g., destroys a zombie) in the in-path portion of the synthetic game.
In some embodiments, the synthetic channel/chip-based game may be constructed or designed as a "track-moving" type game in which a player's character automatically moves through multiple scenes of the game (e.g., as if the player's character rides on an automated track or transporter). The orbital movement causes the player's character to advance into the position of the next game world. The duration of the orbital movement may be short so as not to interfere with the game scenario of rapid repetitive and sustained shooting/spinning. In some embodiments, there may be a stopping point for the game and an adjusted movement range that is compliant with current game regulations and/or the requirements/preferences of a zone-street game (e.g., a street game may consider it desirable to have at least 8 virtual counter-disk spins per minute for the performance of a composite channel/chip-based game). In at least some embodiments, a composite channel/chip-based game can also be constructed or designed taking into account standard game feature transition times, bonus segments, wild animations, etc. when determining track movement and sequencing areas.
In some embodiments, if a player decides not to shoot or otherwise destroy a non-player character ("NPC"), the NPC may ultimately destroy the player's character. In at least one embodiment, when this occurs, the player's character may automatically revive (e.g., resume life again) and at the present visual game location (e.g., level) may be provided additional opportunities to break the NPC and may then proceed to the next level. Thus, it should be understood that in at least some embodiments, a composite channel/chip-based game may be constructed or designed to provide a lowest/no cost failure (e.g., where life/credit loss ends as compared to a traditional channel style video game). This technique provides the benefit of allowing the player to temporarily leave the game (as may be the case with traditional players), for example for drinking, smoking, etc. At such times, the play of the composite channel/chip-based gaming device may be considered a quiescent state. However, in some embodiments, while a synthetic channel/chip-based game may provide the advantage of being stationary, the game may continue to display or convey an urgent visual sensation, prompting/stimulating the player (e.g., a zombie continues to attack the player's character in a stationary game state).
According to various embodiments, different composite channel/chip-based games can be constructed or designed to include at least one channel-style game play piece and at least one chip-based game play piece. Examples of multiple channel-style games or channel-style themes (which may be used to implement channel-style game play portions of a composite channel/chip-based game) include, but are not limited to, one or more of the following (or combinations thereof):
"first person perspective shooting games" type, channel style games, such as "House of the dead," "Area 51", "Lethal Enforcers";
"non-linear" (e.g., open world) type video and/or channel style games, such as grand theft Auto;
"linear" type video and/or channel style games, such as Half-Life;
massive multiplayer online "MMO" type video and/or channel style games, such as World of warcraft;
video of the role playing game "RPG" type and/or games of the channel style, such as Final Fantasy;
racing/piloting channel style game(s) (e.g., car, boat, airplane, etc.);
channel style game(s) of sports themes (e.g., football, baseball, downhill skiing, etc.);
challenge channel style game(s) (e.g., archery, dart, hunting, shooting, etc.);
escape channel style game(s) (e.g., horseshoe, mallet, fishing light);
channel style game(s) of TV themes; and/or
Other types of channel style games.
Examples of various chip-based games or chip-based themes (which may be used to implement the play portion of a chip-based game of a synthetic channel/chip-based game) may include, but are not limited to, one or more of the following (or combinations thereof):
rotation of the virtual disk (e.g., based on the RNG). Examples of these types of chip-based games of chance include RNG-based virtual games;
throw virtual dice. Examples of this type of chip-based game of chance include an RNG-based virtual dice game;
rotation of a virtual turntable Wheel or other type of Wheel (e.g., "Wheel of fortunee"). Examples of this type of chip-based game of chance include RNG-based virtual carousel games, and RNG-based "Wheel of Fortuney" games;
processing one or more virtual cards;
picking or selecting/finding hidden items;
contending for elements/finding hidden items;
"scrape"/reveal hidden items;
pinball type games;
bingo type games;
"virtual" wild/keno events/spinning of roulette, etc.; and/or
Other types of RNG-based games of chance known in the art and/or described herein and/or referred to herein.
According to various embodiments, different types of electronic gaming machines stations may be configured with different human interface devices ("HIDs") for enabling players/participants to engage in one or more of the synthetic channel/chip-based gaming activities described and/or referenced herein. Examples of different human interface devices ("HIDs") may include, but are not limited to, one or more of the following (or combinations thereof):
a touch screen interface;
a mechanical button;
guns, pistols, shooting devices;
a mechanical joystick;
game controllers, e.g. remote game controllers, analogous to those used for
Figure GDA0002177121200000221
Figure GDA0002177121200000231
And the like;
mechanical vehicle components, such as vehicle steering wheel, gear lever, accelerator, brake pedal, clutch pedal, etc.; and/or
Other types of HIDs described and/or referred to and/or generally known by the present invention.
Exemplary synthetic channel/chip-based gaming GUIs and programs
Fig. 10-13 illustrate various exemplary embodiments of different synthetic channel/chip-based gaming programs and/or program flows that can be used to facilitate activities associated with one or more of the synthetic channel/chip-based gaming aspects of the present disclosure.
FIG. 15 illustrates an exemplary screen shot of a synthetic channel/chip-based gaming GUI that can be used to facilitate activities related to one or more synthetic channel/chip-based gaming aspects of the present disclosure. In at least one embodiment, at least a portion of the GUI may be constructed or designed for use on one or more mobile devices and/or on one or more arcade gaming machines.
According to various embodiments, at least a portion of the various types of functions, operations, actions, and/or other features provided by the synthetic channel/chip-based gaming program illustrated in fig. 10-13 can be implemented in one or more client system(s), one or more system server(s), and/or combinations thereof.
In at least one embodiment, one or more synthetic channel/chip-based gaming programs may be operable to use and/or generate a variety of different types of data and/or other types of information when performing particular tasks and/or operations. This may include, for example, inputting data/information and/or outputting data/information. For example, in at least one embodiment, a synthetic channel/chip-based gaming program may be operable to access, process, and/or otherwise use information obtained from one or more different types of sources, such as one or more local and/or remote memories, devices, and/or systems. Further, in at least one embodiment, the synthetic channel/chip-based gaming program may be operable to generate one or more different types of output data/information, which may be stored, for example, in memory of one or more local and/or remote devices and/or systems. Examples of different types of input data/information and/or output data/information that may be accessed and/or used by the synthetic channel/chip-based gaming program may include, but are not limited to, one or more of those described and/or referenced herein.
In at least one embodiment, a given instance of a synthetic channel/chip-based gaming program can access and/or use information obtained from one or more associated databases. In at least one embodiment, at least a portion of the database information may be accessed by communicating with one or more local and/or remote memory devices. Examples of different types of data that may be accessed by a synthetic channel/chip-based gaming program may include, but are not limited to, one or more of those described and/or referenced herein.
Depending on the particular implementation, multiple instances or threads of a synthetic channel/chip-based gaming program may be implemented and/or started simultaneously using one or more processors and/or hardware and/or other combinations of hardware and software. For example, in at least some embodiments, various aspects, features and/or functions of a synthetic channel/chip-based gaming program can be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described herein and/or referenced herein.
According to various embodiments, one or more different threads or instances of the synthetic channel/chip-based gaming program may be initiated in response to detection of one or more conditions or events that satisfy one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the synthetic channel/chip-based gaming program. Examples of conditions or events that may trigger the initiation and/or implementation of one or more different threads or examples of a synthetic channel/chip-based gaming program may include, but are not limited to, one or more of those described herein and/or referenced herein.
According to various embodiments, one or more different threads or instances of a synthetic channel/chip-based gaming program may be started and/or implemented manually, automatically, statically, dynamically, simultaneously, and/or combinations thereof. Further, different instances and/or embodiments of the synthetic channel/chip-based gaming program can begin at one or more different time intervals (e.g., in specific time intervals, under regular periodic intervals, under irregular periodic intervals, when needed, etc.).
In at least one embodiment, the initial configuration of a given instance of a synthetic channel/chip-based gaming program can be performed using one or more different types of initialization parameters. In at least one embodiment, at least a portion of the initialization parameters may be accessed by communicating with one or more local and/or remote memory devices. In at least one embodiment, at least a portion of the initialization parameters provided to the instances of the synthetic channel/chip-based gaming program may correspond to and/or may be derived from the input data/information.
For purposes of illustration, an exemplary strategy for a particular embodiment of a synthetic channel/chip-based game will now be described by way of example with reference to fig. 10-13.
It should be noted that although various process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may be configured to work in alternate orders. Thus, any order or sequence of steps that may be described in this patent application is not, in itself, indicative of the need for: the steps are carried out in the order described. The steps of the described process may be performed in any order of execution. Further, although some steps are described or implied as occurring non-simultaneously (as one step is described after another), these steps may be performed simultaneously. Furthermore, the depiction of the illustrated process in the figures does not imply that the illustrated process excludes other variations and modifications, does not imply that the illustrated process or any of its steps is essential to the invention(s), and does not imply that the illustrated process is preferred.
Figure 10 shows a schematic example of an embodiment of a synthetic channel-wagering gaming program 1000. As shown in the exemplary embodiment of fig. 10, the synthetic channel-wagering gaming program may facilitate, enable, initiate and/or perform one or more (or a combination of) the following operation(s), action(s) and/or feature(s):
identify player 1002;
identifying a synthetic channel style chip-based game 1004 in which the player participates;
receive credit 1006;
build/re-build chip parameters 1008. If desired, reconstructing the chip parameters again during continued game play;
begin/continue a synthetic channel style chip-based game 1010. Continuing the game (if the start of the game has already been initiated);
the player participates in the in-game channel-related portion 1012, which corresponds to the non-chip-based portion of the composite channel/chip-based game;
does the detection trigger event (s)/condition(s) be for initiating a chip-based event? For example:
omicron is hit/destroyed?
Omicron is the NPC player's character shanghai?
Omicron chip targets collected by player character?
Achievement satisfied or completed at a non-chip-based portion of the game?
Omicron other types of chip-based triggering events are detected?
If 1014 is true, the chip-based event program(s) 1016, such as those described with reference to FIG. 11, are initiated. For example:
-in response to a successful NPC being hit/destroyed, starting a rotation of the chip-based virtual counter-disc;
-initiating rotation of the chip-based virtual counter-disk in response to the player's character collecting "watching Ring" or "Gold aware Object";
in a non-chip based portion of the synthetic channel/chip based game, in response to a player attaining a target, initiating a rotation of a chip based virtual counter disk;
displaying the results of the chip-based event and updated information related to the allocation of the payment;
display the results of the chip-based event, and updated information 1018 related to the allocation of the payment. The result of the virtual counter disk rotation and the updated player credit are displayed, for example, based on a payout by the virtual counter disk rotation. In some embodiments, one or more payouts may also be allocated based on the outcome of the chip-based gaming event (e.g., in a non-chip based portion of the synthetic channel/chip-based game);
enough credits are reserved for proceeding with the synthetic channel/chip-based game 1020?
If 1020 is yes, change/update chip parameters 1026?
If 1020 is no, then the player is offered an opportunity to join other credits 1022;
add additional credits 1024 within the allowed time?
If 1024 is true, then the replace chip parameter 1026 is presented and the game continues with opportunity 1012;
if 1024 is false, the player's participation is ended in the composite channel/chip-based game.
Figure 11 shows an illustrative example of a procedure 1100 for a chip-based event, according to a particular illustrative embodiment. In at least one embodiment, the chip-based event routine 1100 can be initiated or implemented while the composite channel/chip-based game is in progress, thereby allowing the player to continue the channel style game without stopping while the chip event is executed and the outcome is determined. As shown in the exemplary embodiment of fig. 11, the chip-based event routine may facilitate, enable, initiate and/or perform one or more (or a combination of) the following operation(s), action(s) and/or feature(s):
determine chip-based gaming events to be performed, and determine chip amount(s) 1102;
collect chip amount 1104. Such as collecting a credit;
begin executing chip-based game event 1106. E.g., start rotation of the RNG-based virtual disk;
determine the outcome of the chip-based gaming event 1108. For example, determining the result of the virtual counter disk rotation;
the outcome of the chip-based game event 1110 determines the payout amount (s)/type(s), if any. According to various embodiments, payouts may be identified for distribution based on the outcome of the chip-based gaming event;
if appropriate, the payment(s) are allocated 1112. Any payment(s) (e.g., credits) are allocated by the player, e.g., based on the rotation of the virtual counter disk.
FIG. 13 shows an illustrative example of a predetermined RNG synthetic channel-wagering gaming program 1300, according to a specific illustrative embodiment. As shown in the exemplary embodiment of fig. 13, the predetermined RNG synthesis channel-wagering gaming program may facilitate, enable, initiate and/or perform one or more (or a combination of) the following operation(s), action(s) and/or feature(s):
identify the player 1302;
identifying a synthetic channel style chip-based game that the player participates in 1304;
receive credits 1306;
build/re-build chip parameter 1308. If desired, reconstructing the chip parameters again during continued game play;
begin/continue a synthetic channel style chip-based game 1310. Continuing the game (if the start of the game has already been initiated);
identify one or more in-game event(s) that can occur while the non-chip based gaming portion is being played, and associate 1312 each of the predetermined chip-based gaming event outcomes with each of the identified in-game events. In at least one embodiment, this may involve or obtain respective predetermined outcomes (e.g., RNG-based outcomes) for one or more identified in-game event(s). For example, in a zombie themed synthetic channel/chip-based game, each of the mass-generated NPCs may then be correlated with the outcome of the respective RNG-based game of chance determined prior to the initiation of the correlated RNG-based game of chance (e.g., prior to virtual return rotation), and determined prior to the chip-based triggering event being associated with the particular NPC. However, in at least some embodiments, the synthetic channel/chip-based game can be constructed or designed to prevent a player from realizing that the outcome of a chip-based game of chance has been predetermined. In such embodiments, the synthetic channel/chip-based game may be constructed or designed to direct a player to believe that the outcome of the chip-based game of chance is determined after the chip-based wagering event occurs and the chip-based game of chance is subsequently executed, although the outcome of the chip-based game of chance has been predetermined;
a channel-related part 1314 of the player's participation in the game, which corresponds to a non-chip-based part of the composite channel/chip-based game;
whether a chip-based provoking event is associated with the identified in-game event detection 1318? For example, in at least one embodiment, the gaming device can be constructed or designed to monitor activity in the entertainment portion (e.g., non-chip based portion) of a composite channel/chip-based game for the occurrence of in-game event(s), which are described as chip-based provoking event(s). In one embodiment, if an in-game event occurrence is detected, the gaming device may determine whether the detected in-game event occurrence is described as a chip-based triggering event. For example, in a zombie themed synthetic channel/chip-based game, killing or destroying an NPC can correspond to an in-game event described as a chip-based triggering event;
if it is determined that the occurrence of the first in-game event is described as a chip-based provoking event, the gaming device may initiate 1320 a chip-based gaming event in response to the occurrence or detection of the chip-based provoking event. For example, in at least one embodiment, when a chip-based provoking event occurs in a channel-based (e.g., non-chip-based) portion of a synthetic channel/chip-based game, the synthetic channel/chip-based game may respond by automatically initiating a chip-based gaming event (e.g., initiating a chip-based rotation of a set of virtual counter-pans). In at least one embodiment, the process of initiating a chip-based gaming event can include:
automatically identifying an amount of chips to be wagered based on an outcome of a gaming event for the chips; and
automatically using funds derived from the player's account based on the outcome of the chip-based gaming event, thereby initiating and funding the chip (for the identified chip amount);
indicating that the outcome of the chip-based gaming event is a predetermined outcome associated with the identified in-game event that triggered the start of the chip-based gaming event. Calculating and displaying updated information related to payment/credit/allocation (if any);
enough credits are kept for continuing the synthetic channel/chip-based game 1824?
If 1324 is yes, then change/update chip parameters 1325?
If 1324 is false, then the player is offered the opportunity to join other credits 1328;
add additional credits within the allowed time 1330?
If 1330 is, then the replace chip parameter 1325 is presented and the game continues with the opportunity to play 1310;
if 1330 is false, in the synthetic channel/chip-based game, the player's participation is ended.
In at least some embodiments in which the synthetic channel/chip-based game is placed in an arcade/related environment (where voluntary and/or mandatory rules/regulations are set) (e.g., based on GLI standards, specific jurisdictional regulations/regulations, and/or arcade rules/regulations), one or more mechanisms (see, e.g., fig. 12) can be implemented such that a chip-based gaming event is initiated or triggered in the following manner: which complies with regulatory rules/regulations. For example, according to various embodiments, a synthetic channel/chip-based game can be constructed or designed to automatically create conditions for chip-based triggering events to occur if: where player input is absent while credits are presented and gaming is desired. In other embodiments, one or more synthetic channel/chip-based games can be constructed or designed to automatically cause a chip-based gaming event to be initiated or initiated according to specifically defined rules and/or criteria, such as one or more of the following (or combinations thereof):
a chip-based event (e.g., a virtual counter disk rotation) occurs approximately every 10 seconds (or faster);
6 chip-based events occurred within 30 seconds (e.g., 6 separate rounds of the tray);
10 chip-based events (e.g., 10 separate rounds of the disc) occurred in each level of game play;
and so on.
Further, in at least some embodiments, movement of the game world by the player character can be automatically controlled or influenced (e.g., by orbital style, programmatically controlled game goal path, predetermined (and/or player-selectable) game goal path, etc.) to cause, satisfy, or achieve one or more identified or predefined goals/objectives. At least a portion of such objectives/targets may be defined or generated by the synthetic channel/chip-based gaming software and/or by regional rules/regulations governing the play of the synthetic channel/chip-based game (as opposed, for example, to player-defined objectives/targets). Further, in at least some embodiments, movement of the game world of the player character can also be automatically controlled or affected, thereby avoiding the need for player input and/or avoiding the need to provide specific HID hardware. For example, in one embodiment, the movement of the game world of a player character may be automatically controlled or affected in the following manner: which enables players to interact with game elements, such as button panels, touch screens, etc., through existing gaming bar hardware. In a controlled movement context, players can see their characters traveling a short distance on the game world map before participating in a battle, similar to the Zombie Rail Shooter mentioned in the previous embodiment, where a short automatic movement zone provides a quick "break" in action/chip events (e.g., thereby making the game compliant with criteria governing the occurrence of chip-based game events, which may be set by regional rules/regulations).
Figure 12 shows an illustrative example of a chip-based event monitoring and conditioning routine 1200, according to a specific illustrative embodiment. As shown in the exemplary embodiment of fig. 12, the chip-based event monitoring and conditioning procedures may facilitate, enable, initiate and/or perform one or more (or a combination of) the following operation(s), action(s) and/or feature(s):
identifying synthetic channel style chip-based games and players/participants for analysis 1202;
monitoring activity 1204 of the identified synthetic channel style chip-based game;
a number of chip-based gaming event(s) occurring in the identified game (e.g., within a specified time period) meets a minimum specified threshold criteria 1206?
If 1206 is no, the on-channel portion of the game is modified such that the occurrence of the provoking event (s)/condition(s) for initiating the chip-based event(s) in the course of the game is increased 1208. For example, in one embodiment, the lowest specified threshold criteria may be constructed by an arcade, such as one or more of the following (or a combination thereof):
one chip-based event (e.g., virtual counter disk rotation) occurs approximately every 10 seconds (or faster);
o 6 chip-based events (e.g. 6 rotations of the separation tray) occur within 30 seconds;
o 10 chip-based events (e.g. 10 spins of the separator tray) occur in each level of game play;
o, and the like.
If 1206 is yes, for the identified player/participant, game end 1210?
If 1210 is no, then the activity 1204 of the identified synthetic channel style chip-based game continues to be monitored.
In the case where such games are characterized in a arcade/regulated environment, it is necessary to "starve" player input based on (e.g., GLI standards and/or instructions of specific jurisdictional regulations) while credits are presented and the game is expected to "start or trigger a game event (e.g., 1208 in fig. 12). In addition, movement of the game world of the player character can be automatically controlled (e.g., orbital style and/or programmatically controlling a predetermined (e.g., and/or selectable) game destination path) so as not to prompt the need for a particular HID with which the player can interact via current methods (e.g., button panels and/or touch screens). In a controlled movement context, players can see their characters traveling a short distance on the game world map before participating in a battle, similar to the Zombie Rail Shooter mentioned in the previous embodiment, where a short automatic movement zone provides a quick "break" in action/chip events (e.g., consistent with a regulatory spin per minute).
Fig. 15 illustrates a screen shot of an exemplary embodiment of a synthetic channel/chip-based gaming GUI 1500 that can be used to facilitate game play and chip activity related to one or more synthetic channel/chip-based gaming aspects of the present disclosure. More specifically, FIG. 15 illustrates an exemplary screen shot of a composite channel/chip-based game GUI based on the concept of a second person-named shooting zombie game.
In the particular exemplary embodiment shown in fig. 15, it is assumed that the synthetic channel/chip-based game corresponds to a first person shooting zombie game. According to various embodiments, the synthetic channel/chip-based gaming GUI 1500 may be constructed or designed to display graphics, animations, images, video, text, and/or other types of content, such as one or more of the following (or combinations thereof):
content of the player's character/avatar (e.g., 1512). As shown in the exemplary embodiment of fig. 15, this may include an image of the character, a description of the character (e.g., Class a Merc.) and other characteristics relating to the character, such as character classification, level of kill, strength, speed, energy, knowledge, weapons/chip multiplier (e.g., 30x one per kill), etc.;
chip content (e.g., 1514). In the particular exemplary embodiment shown in fig. 15, the chip content 1514 includes chip values representing the amount of chips automatically for each chip-based event that occurs in the play of the composite channel/chip-based game;
player credit information (e.g., 1516,1524,1522). In the particular exemplary embodiment shown in FIG. 15, a first portion of player credit information 1524 may indicate the current credit(s) given to the player (e.g., "+ 4,720") (based on the current chip-based event), and a second portion of player credit information 1516 may indicate the player's current total amount of credit (e.g., 106,320 credits);
result information of chip-based events (e.g., 1522). In the particular exemplary embodiment shown in fig. 15, the chip-based event outcome information 1522 shows the amount of credit awarded to the player based on the most recent chip-based gaming event that was initiated and executed during the play of the composite channel/chip-based game;
information of the health status of the player character (e.g., 1524);
information of ammunition status of the player character (e.g., 1544);
player score information (e.g., 1530,1532). In at least one embodiment, the first portion of the player score information 1530 can represent the current total score achieved by the player during the synthetic channel/chip-based gaming session. In at least one embodiment, the second portion of the player score information 1532 can represent a player's score or award that is awarded to the player based on the activity of the gambling event and/or the outcomes achieved during the synthetic channel/chip-based gambling session;
scene/background illustration (e.g., 1529);
NPC schema/content (e.g., 1528).
In the particular exemplary embodiment shown in fig. 15, a classic style game (e.g., 1520) is displayed that contains 3 virtual counter disks and is constructed or designed to provide a 1-line setup. In the particular exemplary embodiment shown in fig. 15, the synthetic channel/chip-based game is constructed or designed to use different player characters (e.g., "employed", 1512) as multipliers (multipliers). For example, as shown in the exemplary embodiment shown in fig. 15, a player may use the gaming device button panel to select a chip size "weapon" or "character" to employ (that is, to employ) an armored commissioner game character (e.g., 1512, fig. 15) that holds a shotgun. The multiplication number of "30" (e.g., 30x) is related to Class A Mercenary role 1512. Further, as shown in the exemplary embodiment shown in figure 15, the chip denomination is 0.01 payment value (e.g., 1514). Thus, since the selected game character/weapon (e.g., 1512) is configured to be 30 chips equivalent to a chip denomination, this is equivalent to killing $0.30 chips per person (e.g., 0.30 pay value chips per NPC killed). Thus, for example, in the specific exemplary embodiment shown in FIG. 15, when a player breaks the NPC 1529, this event may be referred to as a chip-based triggering event, which may cause the gaming machine to automatically place or start (0.30 payout value chips (e.g., automatically start 0.30 payout value chips 1520 at play) on a chip-based portion of the game. Assuming that the outcome of the chip-based game 1520 results in the player winning 4,720 credits (1122), it may be automatically assigned to the player's account. In at least some embodiments, the player's winnings of credits may be translated into other forms of currency in the play of the composite channel/chip-based game.
Relationships between entertainment games and wagering games
In at least some embodiments of synthetic channel/chip-based gaming (HAWG), there is a particular need for a defined relationship between entertainment. In treating HAWG type games, such as "Zombie $", "Winning Wheels" and "Basket Bonanza", each theme has its own individual relationship between entertainment. Consider "Zombie $", where the customer assumes one or more employed characters (which, along with other wild creatures, fight against a stocked immortal family), the player is provided with a particular set of symbols associated with the pay table. The paytable defines winning combinations of symbols that, when properly aligned during a chip-based game event (e.g., corresponding to the outcome of an RNG/chance game), may provide payouts to the player.
Conventionally, when a player conducts a chip-based gaming event in a chip-based game, the player places a chip (representing a certain amount of value) on a particular chip-based gaming event, then initiates the chip-based gaming event, and determines the outcome of the chip-based gaming event. If the outcome of a chip-based gaming event is equivalent to a "win" for the player, a payout is typically assigned to the player in the form of a credit or a debit.
Many current chip-based games are typically designed based on long-term traditional perspectives: the primary motivation for players to engage and participate in chip-based games relates to the players' desire to receive a net positive financial return.
In view of this conventional view, most chip-based games are constructed or designed to provide primarily type payouts for the chip-based gaming event outcomes. Further, this type of payout is generally unrelated to, and does not affect or dominate the gaming portion of the chip-based game. The same is true for composite channel/chip-based gaming. For example, in a composite channel/chip-based game that includes a gaming portion for entertainment (e.g., of a channel type) and a chip-based gaming portion, the type of payout associated with the chip-based gaming portion is generally unrelated to, and does not affect or dominate the play of, the gaming portion for the entertainment (e.g., of a channel type) of the composite channel/chip-based game.
In contrast to these conventional chip-based gaming design considerations, aspects of the present disclosure relate to techniques for conducting chip-based gaming event "payouts" that can be used by a player to influence and/or prepare the play of non-chip-based gaming portions and/or chip-based gaming portions of a synthetic channel/chip-based game played by the player. For example, in at least some embodiments, one or more synthetic channel/chip-based games can be constructed or designed to provide "payouts" to chip-based gaming events (e.g., occurring during the course of a synthetic channel/chip-based game), which can be used by players to influence and/or govern subsequent and/or continuation of a gaming portion of a casino (e.g., channel type) of the synthetic channel/chip-based game.
Examples of various types of payouts (which players may use to affect and/or dominate the play of a casino gaming portion (e.g., a non-chip-based gaming portion) of a synthetic channel/chip-based game) may include, but are not limited to, one or more of the following (or combinations thereof):
"pay" to increase the health of the player character;
"pay" for increasing available ammunition for a player character's weapons and/or for adding other type(s) of weapons/armor/ammunition to a player character's weapons bank;
"pay" to enhance the character's characteristics/skills of an existing character and/or to add other characteristics/skills to a player character (e.g., time manipulation, stealth, invincibility, special strength, speed, strength, wisdom, endurance, etc.);
"pay" to enable player characters to approach hidden levels, targets, spaces, etc.;
exemplary non-gamer payouts related to zombie themed synthetic channel/chip-based gaming:
a kit symbol for health increase [ x% ];
-ammunition symbol temporarily increased within [ x seconds ];
a clock symbol for which time (i.e., "Matrix/but time") is temporarily slowed down [ x seconds ];
-biochemical crisis symbol for "aliquoting" NPC health (not killed) on display;
-a grenade symbol for "blasting bullets" within [ x seconds ];
zombie symbols that are transiently invincible within [ x seconds ];
-head symbols for which the rate of zombie attack temporarily slows down within [ x seconds ].
Exemplary non-gaming chip payouts related to driving a subject's synthetic channel/chip-based gaming:
a booster bottle symbol that accelerates to [ x seconds ];
-glue symbols for [ x seconds ] no-slip traction control;
a fuel tank symbol for fuel replenishment of [ x amount ];
o leaf spring symbol for no fuel use for [ x seconds ];
a solar symbol for [ i.e. ] "solar single circle" { no fuel is used for this single circle };
-anti-rollover symbol that has no enemy in [ x seconds ];
omicron the track symbol in [ x seconds ] — no track can be provided.
Exemplary non-gaming chip payouts related to the RPG (MMO) subject gene synthesis channel/chip gaming:
-red crystal symbols for temporary health recovery of a player character;
-a greencrystal symbol for player character temporary endurance recovery;
-blue crystal symbols for player character temporary magic recovery;
o temporarily removing tired or knocked-out rolling symbols by the player;
o an independent cross sign for temporary NPC stunning (i.e. one full turn is surprised);
lucky feather symbol for doubling "graphic pick up/collection" of inventory [ x seconds ]
Temporarily increasing% deflection of NPC attack by the smoke bomb symbol [ x seconds ]
Exemplary payouts related to other types/themes of synthetic channel/chip-based gaming:
omicron key symbol-is used to unlock the treasure/dirty box in the game;
lunch bag symbol-hunger/thirst to remove roles;
weapon symbol-used to change the speed/style of firing (similar to "1942" and "Super smart TV" games);
shield symbol-temporary shield for player character/vehicle/boat;
o tool symbol — an in-game device for repairing any type of corruption;
o lantern symbol — for temporary "on" trips in dark areas (better than blinkers);
smiley symbol-each hit, ammunition doubles (i.e., it can be reloaded once it is used up).
Payments related to character skills and/or characteristics in other types of games, for example including one or more of the following (or combinations thereof):
o destruction;
o defense;
power;
omicron magic power;
omicron;
omicron;
health;
intensity;
o smart;
omicrongie;
omicrons;
omicron weapon;
omicron spell; and/or
Other types of player skills and/or characteristics related to the RPG game. And/or
Other types of payments.
In at least some embodiments, one or more payouts may only be temporarily used, for example, for a predetermined time interval, and/or until some specified event/condition occurs in the game in question.
Fig. 16-17 illustrate exemplary screen shots of a variety of composite channel/chip-based gaming GUIs displaying different exemplary scenarios, wherein payouts for chip-based gaming events can include different types of payouts.
For example, in one embodiment of a zombie theme synthetic channel/chip-based game, the symbols (e.g., corresponding to the chip-based gaming portion) can provide other types of "payouts," "awards," and/or "benefits" that can be used by the player to influence and/or govern the play of the entertainment gaming portion of the synthetic channel/chip-based game. For example, using a virtual 3-player one-line construction implemented in a zombie themed synthetic channel/chip-based game, one or more of the following chip-based game events may result in different types of payouts being paid to the player:
3 kit symbols-player health increase [ x% ];
within 3 ammunition symbols [ t ] seconds, player ammunition is incremented by [ x ];
within 3 "strength" symbols ═ t ] seconds, the player gets a "shot blast.
For example, as shown in the exemplary embodiment of fig. 16, it may be assumed that a chip-based gaming event is raised at the time of NPC death/destruction, wherein the chip-based gaming event outcome (e.g., the RNG outcome of the virtual counter offer) corresponds to 3 "kit" symbols (e.g., displayed on the payline of the virtual counter offer display, as shown in fig. 16). In at least one embodiment, the player can receive a payout (e.g., a credit awarded to the player) and can also receive a "payout" of other health points for the player game character (e.g., which increases the health status of the player character). Thus, for example, in the exemplary embodiment of FIG. 16, the synthetic channel/chip-based game may notify the player that the outcome of the chip-based counter-disk spin causes the player to receive an in-game payout award from 3 health profile boxes that have been added to the player's in-game inventory of the non-chip-based portion of the synthetic channel/chip-based game.
In an alternative embodiment, as shown in the exemplary embodiment of FIG. 17, a player may receive a payout (e.g., credits awarded to the player) if a chip-based gaming event (e.g., displayed on a virtual counter disk display) displays 3 sub-bullet symbols on some designated combination/sequence of virtual counter disk displays. In at least some embodiments, even if the player does not receive a payout based on the chip-based gaming event outcome, the chip-based gaming event outcome may still allow the player to receive a payout that may be used by the player to influence and/or govern the play of the entertainment gaming portion of the composite channel/chip-based game. Thus, for example, in the exemplary embodiment of fig. 17, the synthetic channel/chip-based game may inform the player that the outcome of the chip-based counter-disk spin causes the player to receive a temporarily added ammunition bank capability for use in the non-chip-based portion of the synthetic channel/chip-based game.
Further, in at least some embodiments, even if the player does not receive a payout based on the outcome of the chip-based gaming event, the chip-based gaming event can allow the player to receive a payout that can be used by the player to influence and/or govern the play of the entertainment gaming portion of the composite channel/chip-based game. In at least some embodiments, a "payout" does not affect the play or outcome of a chip-based game, but may affect or dominate a player's gaming experience in the entertainment gaming portion of a synthetic channel/chip-based game.
According to various synthetic channel/chip-based gaming embodiments, when a player performs a particular mission throughout a channel-style portion of the game, the player may be awarded one or more of the following:
awarding the player for the event results that occur in the channel style portion of the game;
reward player payout(s) for the outcome of a chip-based game event that is raised in the course of the in-channel style portion of the game. In at least one embodiment, the payout(s) may be obtained by matching the paytable arrangement(s) used to determine the appropriate payout(s) for each chip-based game event outcome;
awarding player payout(s) for the outcome of a chip-based game event raised during the course of the play of the channel-style portion of the game, wherein payout(s) may be used by the player to influence and/or govern the play of the channel-style portion of the composite channel/chip-based game. In at least one embodiment, the payout(s) may be obtained by matching the paytable arrangement(s) used to determine the appropriate payout(s) for each chip-based game event outcome.
In at least some embodiments, a player has "wanted" to receive some sort of win/loss experience during the course of a composite channel/chip-based game (e.g., due to the fact that the game involves a chip-based game). When players "win" in this situation, they become excited, even if the amount of win is small. In the example mentioned above, that is to say the same player gets the same "win out", while the overall health of their character gets a temporary increase (e.g. now 100max healthy, up to 125 max). Not only are players felt excited by the winning, they now have additional encouragement to continue the game (e.g., due to an increase in the health capabilities of their characters). The increased health capabilities enable player characters to receive more injuries for a longer period of time, keeping them in the game for a longer period of time.
According to various embodiments, one or more synthetic channel/chip-based games can be constructed or designed to include functionality to track and display a variety of achievements that are earned or completed by one or more player(s) during the course of one or more synthetic channel/chip-based games. 18-20 illustrate exemplary screen shots of various composite channel/chip-based gaming GUIs showing how many different types of in-game activities and achievements can be tracked and displayed by one or more electronic gaming apparatus displays.
Like most current chip-based games, there is relatively little entertainment in addition to watching the disc spin, then displaying the result and ending the game. Thus, the "experience value" of such conventional chip-based games (as perceived by the player, for example) is primarily focused on the relative chip success of the player, with relatively little, if any, consideration being given to the entertainment value of the actual game, in terms of how much the player wins/loses.
Rather, the "experience value" of a composite channel/chip-based game (such as those described herein and/or referenced herein) is essentially focused on the entertainment value of the non-chip-based game, as well as on how much the player wins/loses the relative chip success.
The various HAWG technologies described and/or referenced by the present invention may be constructed or designed to create different environments that attract "players" and other players (such as those belonging to the millennium population), provide significant and/or substantial entertainment activity relative to non-chip-based gaming, and that also provide players with the ability and opportunity to participate in chip-based gaming simultaneously, and experience acceleration due to chip-based gaming activity. Further, in at least some embodiments, such composite channel/chip-based gaming can be used and/or utilized with approved packages that are flexible enough to comply with multiple jurisdictional regulations/regulations while also providing the ability for a host gaming entity (e.g., home or arcade) to customize and control various aspects related to composite channel/chip-based gaming.
It should be appreciated that in at least some synthetic channel/chip-based gaming embodiments, it may be desirable to determine and/or fine tune the optimal balance of: (i) player awareness and concern in non-chip based gaming activities; and (ii) awareness and attention of players in the chip-based gaming activities of the composite channel/chip-based game. For example, it may be preferable to construct or design a composite channel/chip-based game so as to avoid creating situations where players become drowned in non-chip-based games, such that they "forget" that they are playing. Similarly, it is preferable to construct or design a composite channel/chip-based game to create a situation where players become focused on chip-based games such that it results in a worse implementation of players in non-chip-based games than mew.
In at least some embodiments, when constructing and/or designing a synthetic channel/chip-based game, it is preferable to consider a variety of different ideas and criteria for optimizing and maximizing the entertainment value of the game for one or more players. Examples of such opposition and criteria may include, for example, considering how a player responds to one or more of the following types of questions:
"what is the benefit of i playing this game? "
"what is the value to me? "
"why do i continue playing games? "
Why do i play not only ordinary? "
"do I have fun in playing this game? "
For example, in at least some embodiments, it is preferred that a synthetic channel/chip-based game be constructed or designed in a manner that provides or imparts a positive overall game experience to the player, and which may motivate the player to respond to each of the above-mentioned problems as follows:
"what is the benefit of i playing this game? "to me, the benefit is the experience of new users, which introduces more interest and excitement, while also playing a" poker "style game of chance;
"what is the value to me? "where value is more essential to me-i fund a game of chance, know that it is a game of chance, and know the possibility of losing my funds-but if i do lose my funds, at least now i begin to interact and immerse in a macro adventure where i use more than" only one button or lever ";
"why do i continue playing games? "I just get a small win and extra cartridges-perhaps running out some or all of these extra cartridges as well; perhaps i will go by again;
why do i play not only with ordinary gaming machines? "I play well, but I just wait for special things to happen. Between the number of wins, my spirit starts to roam, i cannot focus on the game, and i simply press the button unconsciously. Because i do not "do" anything, the game becomes frustrated;
"do I have fun in playing this game? "make i determine that it is interesting to play the channel-type game piece of the game in question, and i also enjoy the chip-based game piece of the game.
At least some embodiments of the composite channel/chip-based game may be constructed or designed to target a population of young players who are familiar with chip-based game video and are lovely and entertaining to play channel-style video games.
Open world and role playing game (e.g., RPG) implementation
At least some synthetic channel style chip-based games may also be in the form of medium "linear", "non-linear (e.g., open World)", massively multiplayer online "MMO", and/or role playing ("RPG") type video and/or channel style games, such as "Half-Life", "Grand Theft Auto", "World of ware", and "FinalFantasy" (e.g., respectively). Such games may be collectively referred to herein as "RPG" type games, and may be characterized as a player's character that can move through the game world by a player's input (e.g., HID). This provides the possibility of a large number of player selections by a wide array of path directions, resulting in an increased excitement sensation by the game.
In some embodiments, a form of synthetic channel style chip-based gaming may facilitate a gaming environment in which multiplayer functionality occurs. A multiplayer game may have multiple "registration" aspects where one particular player is located in a arcade location (conducting a synthetic channel/chip-based game) while another different player is located in a different location (e.g., a location outside of the arcade where it is feasible to access a home/personal computer and/or mobile device via a network) (conducting the same synthetic channel/chip-based game, but without the chip aspect found in the arcade environment).
Non-wagering games such as this are often referred to as "free play" games in which players are allowed to download and install the game on their own devices, which then allow the players to enter the game in a manner substantially similar to a synthetic channel/wager based game, except that the wagering elements of the game (the adjusted gaming elements) are omitted. Some examples of popular "free play" games may include: "TERA", "Marvel Puzzle Quest", "Planetside 2", and the like. Game scenarios such as these may facilitate a "network turns to storefront" result, where the nature of a street game can facilitate or pull a user at home "Login on SuperAwesome RPG on weekends! Free! Coming street machine playing Super Awesome RPG and getting chance of winning a big prize! "promotions of this nature could entice more patrons to watch street games" win a jackpot "on their favorite composite channel/chip-based games. The various synthetic channel/chip-based gaming technologies described in this invention can also be used to enable enhanced gaming with new and exciting turns, while also complying with local/state/federal gaming regulations.
In at least some embodiments, the assembly and display of graphical elements of an RPG-type composite channel/chip-based game can be constructed or designed such that the visual outcomes (e.g., those experienced by a player) are similar to those of a traditional channel style RGP-type game, and can be further constructed or designed such that player interaction (e.g., via HID, EGM button panel, and/or a touch screen as applicable) facilitates chip-based gaming, for example, by providing the player with the opportunity to selectively engage in chip-based activities/events (e.g., in the conduct of an RPG-type composite channel/chip-based game) that comply with the requirements of appropriate game regulatory and jurisdictional regulations. Using the various synthetic channel/chip-based games described herein, the visual relationship between the player and the machine can be enhanced and improved, thereby increasing the immersion of the player and facilitating longer, more exciting game durations without the need to implement new and/or reconfigured client delivery structure(s).
Further, unlike the zombie-themed track shooting embodiments described previously in this disclosure, RPG (e.g., role-playing games) synthetic channel/chip-based games can be built/constructed/created very differently (e.g., games other than track-type), while still using similar concepts, triggering mechanisms, and game standards. For example, in some embodiments, the focus on the chip event may vary depending on the structure, style, and theme of the RPG game. For example, in one embodiment of a zombie themed game, after (or in response to) the NPC is destroyed, a chip event is initiated; and RPG versions of the game may be constructed or designed to cause a chip-based game event to occur when a player character harms and/or attacks an NPC. Such possibilities may exist, for example, depending on one or more factors such as the type of attack, the attack implemented by the player's character, the weapon and spell used, and the type of NPC player being of the battle type, etc.: in a single chip-based gaming event (e.g., an attack), the NPC may be destroyed by injury from the player character. It may be considered preferable by those skilled in the art that a chip event is based on a more simplified criterion, such as the destruction of the target, as opposed to a more complex criterion, such as the degree to which the target is damaged. However, by utilizing and using a variety of programmatic functions, such as those inherent in RPG-stylized games, one or more chip-based provoking events (e.g., provoking a pre-approved RNG-based game of chance) may be defined and/or constructed, which may be based on different levels of injury imposed on the target, and/or may be based on player-initiated attacks. In such embodiments, a particular case such as that previously described (where the NPC is destroyed by a single injury-causing attack) may be the result of a wildcard icon and/or a construct that wins the lowest prize gold line, which may be graphically and/or animated to the player. In a similar manner, players may participate in a battle, where multiple attacks from the NPC and/or other player(s) may be exchanged. From the street point of view, for example, the patron may "fight" the macros for a period of several minutes, with each attack (e.g., or at least one) by the player initiating a separate chip-based spin of the RNG-based game.
In some implementations of RPG synthetic channel/chip-based gaming, the battle between the player and the NPC may be in accordance with a "turn-based" style, such as player move, NPC move, until the battle is over (e.g., player or NPC is broken). Some RPG composite channel/chip-based gaming embodiments may have multiple "heros" controlled by one player. For example, one embodiment of an RPG composite channel/chip-based game may be constructed or designed to be substantially similar to the RPG game "Final Fantasy" based game, in which players control (3) hero characters as they traverse the land to seek their exploration-related tasks. These (3) hero characters may encounter a large number of NPCs along their journey, and when this occurs, hero teams may encounter a large number of NPCs of indeterminate quantity and/or rank. For example, an encounter with an NPC requires that 3 hero characters fight 4 magic macros, 8 minibans, or 1 megaanimal, or a combination thereof, such as 1 giant animal, 1 magic macle, and 4 minibans. The manner in which a player decides to combat groups may depend on one or more factors, such as: preferences of the player, capabilities of the player character, type of NPC to be combated (e.g., combat style, disadvantaged, strong), chip criteria associated with one or more player characters, etc.
Exemplary embodiments of RPG composite channel/chip-based gaming
For example, the following exemplary embodiments are intended to help illustrate at least a portion of the various features of the RPG composite channelled/chip-based gaming described herein.
According to various embodiments, a player may request "skill points, battle points, and/or experience points" from a wager of the outcome of a chip-based game event. The players can then "spend" on their characters, thereby adding power and/or learning new skills. For example, a warrior character has just defeated a large hero-like NPC, and when this occurs, the player is awarded (3) "points" that the player can use (e.g., if needed) to upgrade his/her character capabilities/game play features, such as:
health, endurance or legal liquid medicine costs 1 point;
fancy swords cost 2 points;
gunpowder weapon run costs 1 point;
gunpowder armor run costs 2 points;
increase 10% health cost by 3 points;
the cost of setting 5 points for thick plate armor;
and so on.
The player may also opt out of spending points at the current time in order to save and collect more points for higher ranking (e.g., more costing) capabilities and/or items.
According to various embodiments, one or more player-related technical attributes may be dynamically and individually adjusted (e.g., increased/decreased) based on a variety of criteria, such as: the outcome of the chip-based gaming event, the objects collected, and/or other activity that may occur in the course of the channel style portion of the composite channel/chip-based game. In some embodiments, increasing the skill/ability of a character may affect the chances of winning a chip-based game event. In other embodiments, increasing the skill/ability of the character may affect the chances of winning a chip-based game event, particularly where the chip-based game event is not RNG-based and the outcome is predetermined. In this way, the player is physically motivated, trying to build his/her character into the powerful power considered. Other benefits in providing functionality that enables a player to increase his/her game skill attributes relate to the ability to periodically incorporate visual attractions and designs that may be established over an extended period of the game.
Predetermined RNG synthetic channel-wagering game
Various embodiments of the synthetic channel/chip-based gaming may be constructed or involved in such a manner that individual chip event outcomes associated with a given chip-based initiating event may be predetermined before the chip-based initiating event occurs. For example, in at least one embodiment, the synthetic channel/chip-based game can be constructed or designed to:
enabling the player to participate in the play of an interactive game of a composite channel/chip-based game at the second EGD, wherein the composite channel/chip-based game comprises a non-chip-based gaming portion and a chip-based gaming portion;
associating a second predetermined chip-based gaming event result with an event in a second game, wherein said event in the second game may occur during the play of the non-chip based gaming portion;
detecting the occurrence of an event in a second game in the non-chip based gaming portion;
determining whether an event in the second game is called a chip-based provoking event;
if it is determined that an event in the second game occurred is referred to as a chip-based provoking event, initiating a second chip-based gaming event;
automatically funding the amount of chips on the second chip-based gaming event; and
after the second chip-based gaming event begins, indicating a second predetermined chip-based gaming event outcome as an outcome of the second chip-based gaming event.
Further, according to various embodiments, a synthetic channel/chip-based gaming architecture or design can be configured to facilitate, enable, initiate and/or implement one or more (or a combination of) the following operation(s), action(s) and/or features:
enabling the player to simultaneously participate in the continuation of the non-chip based gaming portion of the composite channel/chip based game in performing the second chip based gaming event;
analyzing the results of the second chip-based gaming event to determine whether to automatically modify the availability of at least one resource or attribute of the non-chip based gaming portion; automatically modifying the availability of at least one resource or attribute of the non-chip based gaming portion if the outcome of the second chip based gaming event satisfies a second set of conditions; if the outcome of the second chip-based gaming event does not satisfy the second set of criteria, not performing a modification of at least one resource or attribute of the non-chip based game in response to the outcome of the second chip-based gaming event;
analyzing the results of the second chip-based gaming event to determine whether a non-chip based gaming award should be allocated at the non-chip based gaming portion; automatically causing a non-chip based gaming award to be allocated in the non-chip based gaming portion if the outcome of the second chip based gaming event satisfies a second set of criteria; and wherein the allocation of the non-wager based gaming award causes at least one component of the gaming network to modify at least one in-game resource or attribute that is made available to the character in the game during the play of the non-wager based gaming portion;
automatically retrieving, by the second RNG machine, a second predetermined chip-based gaming event result; and selecting an outcome of a second chip-based gaming event from a second set of predetermined chip-based gaming event outcomes.
In at least some embodiments in which events in the second game correspond to mass production of a second non-player character ("second NPC") in the non-chip based game piece, the synthetic channel/chip based game can be constructed or designed to: associating a second predetermined chip-based game event outcome with the second NPC; detecting an interaction in a second game with a second NPC, said interaction in the second game being based on an in-progress of the non-chip based game part caused by the input of the player; determining whether an interaction in the second game with the second NPC is referred to as a chip-based provoking event; initiating a second chip-based gaming event if it is determined that an interaction in the second game with the second NPC occurred is referred to as a chip-based provoking event; and indicating a second predetermined chip-based gaming event outcome as an outcome of a second chip-based gaming event initiated in response to an occurrence of an interaction in the second game with the second NPC after the second chip-based gaming event has commenced.
In at least some embodiments in which events in the second game correspond to mass production of second targets ("second targets") in the non-chip based gaming portion, the synthetic channel/chip based game can be constructed or designed to: associating a second predetermined chip-based game event outcome with the second target; detecting an interaction in a second game with a second target, the interaction in the second game being based on an input by the player in progress of the non-chip based game portion; determining whether an interaction in a second game with a first target is referred to as a chip-based provoking event; initiating a second chip-based gaming event if it is determined that an interaction in the second game with the second target occurred is referred to as a chip-based provoking event; and indicating a second predetermined chip-based gaming event outcome as an outcome of a second chip-based gaming event initiated in response to an occurrence of an interaction in a second game with a second target after the second chip-based gaming event has begun.
In at least some embodiments in which the event in the second game corresponds to meeting or completing a second achievement ("second achievement") in the non-chip based gaming portion, the synthetic channel/chip based game can be constructed or designed to: associating a second predetermined chip-based game event outcome with the second achievement; detecting that a second contribution has been completed or satisfied in the play of the non-chip based gaming portion; determining whether completion of the second achievement is referred to as a chip-based provoking event; initiating a second chip-based gaming event if it is determined that the completion of the second contribution is referred to as a chip-based provoking event; and after the second chip-based gaming event has begun, indicating a second predetermined chip-based gaming event outcome as an outcome of the second chip-based gaming event that is initiated in response to completion of the second achievement.
For example, the introduction of a new NPC into a game ring environment may represent an "event of mass production of NPCs". In at least one embodiment, each mass-produced NPC may thus be associated with a respective different predetermined RNG-based outcome. For example, in some embodiments, each mass-produced NPC is about to be associated with the outcome of a respective RNG-based game of chance, which may be determined prior to the start of a chip-based gaming event (e.g., prior to the start of an RNG-based game of chance), and which may be determined prior to the occurrence of a chip-based priming event for a particular NPC.
In at least one embodiment, each NPC mass-produced event may initiate, trigger, or cause a channeling implementation or a number of operations for determining the outcome of each RNG-based game of chance in relation to each mass-produced dark vendor ghost (NPC). For example, the plurality of operations may include, but are not limited to, one or more (or a combination of) of the following:
detecting events of NPC mass production related to mass-produced NPCs;
identifying mass-produced NPCs;
cause the RNG to generate predetermined RNG-based results for the identified mass-produced NPCs. According to various embodiments, the predetermined RNG-based outcome may result in a payment;
correlating or linking the predetermined RNG-based outcome to a specific chip-based triggering event (e.g., a breach of an NPC) that is related to the identified NPC;
encrypt or retain the predetermined RNG-based results related to the identified NPC.
For example, in at least one embodiment, when an NPC high volume event occurs in association with a particular NPC, the gaming device may respond by calling a Random Number Generator (RNG) to obtain a predetermined outcome of future chip-based gaming events related to the particular NPC. In some embodiments, a call Random Number Generator (RNG) may be placed before a chip-based triggering event occurs, thereby reserving the outcome of future chip-based gaming events.
In at least one embodiment, when a chip-based triggering event is detected in association with an identified NPC (e.g., killing or destroying the NPC), the gaming device may be configured or designed to respond by automatically triggering and/or performing one or more operations, including, for example:
for the identified NPC, retrieve a predetermined RNG-based result (related to the chip-based triggering event);
dynamically determining or calculating chip-based gaming event symbols displayed in association with chip-based gaming events using predetermined RNG-based results;
automatically initiating a chip-based gaming event (e.g., selection of a virtual counter offer) associated with the detected chip-based initiating event. In such an example, the maximum allowable chip amount may be placed on the result of the virtual counter disk rotation, and the rotation of the virtual counter disk is started;
causing the intended action to be displayed on the gaming device display screen (e.g., spinning back disc, NPC destruction animation, etc.);
using the predetermined RNG-based outcome, determining a final arrangement of symbols displayed in association with the chip-based gaming event outcome (e.g., initiated in response to detection of a chip-based provoking event associated with the identified NPC);
displaying the final arrangement of symbols (e.g. displaying the final position of the symbols of the virtual counter-carousel rotation) so as to convey the result of the chip-based gaming event in accordance with a predetermined RNG-based result (e.g. the result of a genetic chip-based game of chance) associated with the identified NPC;
calculate and display updated information related to the payout/credit/allocation using a predetermined RNG-based result of the chip-based game of chance. The player's credit is updated based on the payout resulting from the rotation of the virtual counter disk.
In at least one embodiment, if the outcome of the chip-based game of chance is a win or payout, in other illustrations, "shot piles" may be displayed in the vicinity of the damaged NPC. The player may also be notified of any non-gaming chip payouts, spins, bonus segments, etc., which may be awarded or allocated to the player based on the outcome(s) of one or more chip-based gaming events.
In at least some embodiments, an RPG composite channelled/chip-based game may be constructed or designed to provide opportunities in which players are awarded specific "points" (such as those mentioned earlier) to upgrade their character status. The player may be paid for non-gaming chips awarded points, for example, based on the outcome of chip-based gaming events instigated in the play of an RPG composite channel/chip-based game.
In at least some embodiments, an RPG composite channel/chip-based game may be constructed or designed to include the following functions: enabling players to acquire or purchase resources (e.g., items, skills, capabilities, etc.) in various types of games using points awarded to the players by non-chip payouts of the chip-based gaming event. In at least some embodiments, the synthetic channel/chip-based game may be constructed or designed to provide a player with the ability to exchange points won for other types of artifacts, such as reels, gems, crystals, pendants, and/or other artifacts having particular capabilities/attributes.
Sport/motorcycle sport RPG embodiments
In other embodiments, the form or theme of the synthetic channel/chip-based game may relate to a "sports" style channel game (e.g., including motorcycle sports), such as "NBA JAM", "Golden Tee", "SanFrancisco Rush", "Need for Speed", and the like. Such games may be characterized as player character(s) and/or player vehicle(s) and/or boat(s), where the player controls his or her character/vehicle through HID interaction (e.g., XBOX controller, roulette/foot combination, etc.). A sports-type composite channel/chip-based game (e.g., including motorcycle sports) may be created (e.g., created) entirely differently (e.g., other than a track-type or RPG-type game) while still using concepts, triggering mechanisms, and game standards that are common to some or all types of composite channel/chip-based games.
In some embodiments, the focus on the chip-based gaming event(s) may vary depending on the structure, style, and theme of the motion-type composite channel/chip-based game. For example, in a synthetic channel/chip-based game of orbital and RPG themes, the initiation of at least some chip-based game events is initiated in response to a plurality of events/conditions that occur at the NPC, such as a disruption of the NPC, an injury to the NPC, an attack on the NPC, and the like. In contrast, in a sports themed composite channel/chip-based game, the initiation of at least some chip-based gaming events may be automatically initiated (or performed by a player character) in response to actions and/or activities performed by the player.
For example, in a composite channel/chip-based game implementation involving the motive theme of a character (e.g., not involving a vehicle/vessel), a player may control one or more characters and have a type of motive, and a particular game action or event may be constructed or defined to correspond to a chip-based provoking event (e.g., for provoking the initiation of one or more chip-based game events). Examples of such specific game actions or events may include, but are not limited to, one or more (or a combination of) the following:
making a basket;
bottoming out score;
hit a ball or other target;
kicking a ball or other target;
grasping a ball or other target;
kicking a target;
sinking balls (e.g., birdie, bioti in golf);
playing the game;
avoidance of opponents;
swinging something (e.g., a bat, tennis ball, table tennis ball, etc.);
obtaining one or more point(s) in a channel;
out of bounds the opponent's ball;
and so on.
In a synthetic channel/chip-based gaming embodiment involving the motive theme of a vehicle/pass (e.g., not involving a character), a player may control one or more "vehicles" and have a type of motion, and a particular gaming action or event may be constructed or defined to correspond to a chip-based provoking event (e.g., for provoking the initiation of one or more chip-based gaming events). Examples of such specific game actions or events may include, but are not limited to, one or more (or a combination of) the following:
a cross-check point;
avoidance and/or escape items;
collecting the items;
making a ring;
duration based on time (e.g., trailer racing, "endless drive," race on elliptical orbit);
pick up virtual target(s);
driving/entering a virtual object;
a crash;
collision avoidance/target;
driving to a specific region/location;
passing through the contra-hand(s);
and so on.
In at least one embodiment, "points" may be defined or interpreted as the following terms: it means that a person scores up to a level relevant to the particular game they are involved in (e.g., as opposed to "points" which are known to be relevant to EGM games (e.g., leaderboard points) and/or player club card points). Depending on the particular type of sports game involved, one or more particular sets of chip-based priming events may be predefined for use in priming the start of one or more approved chip-based gaming events (e.g., RNG-based games of chance), which may be in compliance with regulatory/jurisdictional regulations.
One benefit of using symbols (e.g., chip betting target(s) to initiate a chip-based gaming event) is that it provides the player the ability to selectively initiate a chip-based gaming event and/or selectively cause a chip-based betting event to occur, if desired. For example, in embodiments where the player character collects chip-initiating rings, the player may decide not to start any chips in the composite channel/chip-based game play, such as by avoiding collecting chip-initiating target(s). In this manner, the frequency and pace of the chip events are directly controlled by the player in the active play of the channel style portion of the composite channel/chip-based game.
A related benefit of using symbols (e.g., chip initiating target(s) to initiate a chip-based gaming event) is that it provides each player the ability to establish and control his/her preferred game pace in the composite channel/chip-based game play. For example, by causing the target(s) to purposefully interact with the chips relatively infrequently during the course of the game, the player may maintain a relatively slow pace of play during the course of the composite channel/chip-based game play. In contrast, by purposefully interacting with the chip initiating target(s) during play, the player can maintain a relatively fast pace of play during the course of the composite channel/chip-based game play.
For example say the player likes to play slowly, e.g. "press the spin button" and wait for an animation, like this moment, drink a drink, watch the street around in between spins, and then spin again in the same way. Such a particular player may experience a similar level of "slack" during play of a driving-type composite channel/chip-based game, such as by selectively selecting when interacting with a chip-initiating ring. For example, during a game, a player may control the direction of a vehicle to avoid initiating target(s) interaction with one or more chips. When the player is ready to begin another chip-based rotation of the virtual return disc, the player may choose to drive the vehicle so that it interacts with the next displayed "chip ring," thereby beginning a chip-based gaming event (e.g., a rotation of the virtual return disc). The player may relax/enjoy this moment and then proceed.
Conversely, a fast-paced player (who prefers a faster-paced game) can purposefully select a relatively fast drive and drive his/her vehicle to initiate target interactions with individual chips displayed during the game, thereby initiating multiple chip-based game events (e.g., virtual return disk spins) at given time intervals to maintain a relatively fast-paced game during the course of a composite channel/chip-based game play.
In at least one embodiment, a slow-paced player and a fast-paced player may each play the same driving-type composite channel/chip-based game on two different adjacent gaming machines, and have disparate gaming experiences. However, both players can equally enjoy themselves due to the flexibility in: the design of a composite channel/chip-based gaming architecture, and the ability of each player to establish and control his/her preferred game pace in the play of a composite channel/chip-based game.
According to various embodiments, individual chip eliciting objects introduced into the gaming environment may have various different predetermined RNG-based outcomes associated therewith. For example, in at least one embodiment, when the identified chip eliciting object is initially introduced (e.g., and displayed) in the gaming environment, the gaming device may respond by calling a Random Number Generator (RNG) to obtain the result of a predetermined future chip-based gaming event initiated in response to the player's vehicle/character interacting with the identified chip eliciting object. In some embodiments, the outcome of a predetermined RNG-based game of chance (which is associated with a given chip eliciting target) is generated/determined prior to the start of the corresponding RNG-based game of chance and is generated/determined prior to the interaction of the player's vehicle/character with the identified chip eliciting target.
At least some synthetic channel/chip-based gaming embodiments may be constructed or designed to provide the ability to selectively switch HUD elements, timers, checkpoints, and the like. In addition, at least some synthetic channel/chip-based gaming embodiments may be constructed or designed to provide the ability to support multiplayer events and/or tournaments (e.g., where timer-based events occur). For example, the nature of a street game may have a promotional setting where groups of people/teams may "compete" to get the most "spin" within a particular time frame. In doing so, timers, points, and other various details may be displayed to the customer(s).
In other motion-type composite channel/chip-based gaming embodiments, similar mechanisms may be implemented to enable players to selectively control the pace of chip-based gaming events. For example, in a sports-type synthetic channel/chip-based game implementation (involving characters such as basketball themed games, football themed games, baseball themed games, hockey themed games, etc.), chip initiation target(s) and/or other symbols used to initiate chip-based gaming events may be assigned to multiple locations in a virtual gaming play arena/yard of the synthetic channel/chip-based game. A player can selectively choose to ride his/her character during the course of a game to interact with (and thereby initiate the initiation of) one or more chip initiating target(s) and/or to avoid interacting with (and thereby prevent the initiation of) one or more chip initiating target(s).
Chip induced correlation based on player events
In at least some synthetic channel/chip-based gaming embodiments in which one or more chip-based provoking events are based on game play activities of a particular defined player character, various predetermined RNG-based game outcomes of chance may be (pre-) generated/determined prior to various specific player character game play activities or achievements that result in or provoke the chip event. Examples of such player character game play activities may include, but are not limited to, one or more (or a combination of) the following:
a cap;
a ball stolen;
air jumping;
overturning;
firing the weapon;
casting spells;
start a boxing;
jumping;
avoidance of;
scoring a goal;
specific interaction(s) with the target;
specific interaction(s) with other players;
satisfaction or completion of achievements in the game (e.g. in
Figure GDA0002177121200000532
In which a row is cleared or in
Figure GDA0002177121200000531
To associate 3 or more gemstones);
and so on.
For example, in one embodiment, a chip-based triggering event may be defined as a player character turning while the game is in progress. In this particular example, the gaming device may call a Random Number Generator (RNG) to obtain the result of a predetermined future chip-based game event before the player character performs a rollover while the game is in progress, wherein the event may then begin if/when the system detects that the player character performs a rollover while the game is in progress. The chip-based gaming event may be initiated automatically by the system when the next occurrence of a rollover event of the player character is detected, and the outcome of the chip-based gaming event corresponds to a predetermined RNG outcome. Thus, the gaming device may additionally call a Random Number Generator (RNG) to obtain a next predetermined outcome associated with a next chip-based game event that is triggered by the player character performing another rollover during game play.
For example, a player may initiate a chip-based triggering event, such as when a player character makes a "win turn" while jumping. In this particular example, the player character may be able to repeatedly jump. To properly use the functionality of the HAWG, the game code may implement or initiate a series of calls, checks, and/or other operations, such as:
determining whether the player character actually jumps;
determining whether to perform a "win flip" while the player character is airborne;
retrieving a predetermined RNG outcome associated with the detected chip-based triggering event (assuming the player character performs a "player roll");
show the player the results of the chip event (and calculate winnings, if appropriate);
another new predetermined RNG is generated and stored for the next player character's "win roll" event;
in some embodiments, a portion of all of the above activities may occur while the player character is still in the air (e.g., w/within a few milliseconds).
To elaborate further, say in the above example the player character has just fallen back to the ground and the player decides to make another "win-over" jump immediately (e.g. immediately after touchdown). On the next jump, some or all of the activities just described above may be repeated. If the nature of the game is to jump and turn over continuously, this process may continue, instructing the player to meet the duration of the game and/or not having credit funding the game.
In some synthetic channel/chip-based gaming embodiments, the occurrence of multiple types of scoring events (e.g., goal scoring, shot scoring, touchdown scoring, running scoring, goal scoring, ball-in-hole, etc.) during the course of a game may trigger the automatic initiation of one or more chip-based gaming event(s), thereby allowing a player to experience a "true win" sensation (e.g., if win is appropriate). In at least some such embodiments, the occurrence of such scoring events during the course of a game can be processed by the composite channel/chip-based game into the occurrence of chip-based triggering events that, in turn, can trigger the automatic occurrence of various chip-based gaming events. For example, in a synthetic channel/chip-based gaming embodiment of the basketball theme, the courtyard may have multiple chip initiation target(s) distributed therein. The player may choose to drive his/her character in multiple directions, for example: (a) initiating a ring with the displayed chips, thereby initiating one or more chip-based gaming events; (b) initiating the target(s) away from the displayed chips, thereby preventing the initiation of any chip-based gaming event; and/or (c) score a shot directly (e.g., which may also trigger the start of a chip-based game event in some embodiments).
One perceived benefit of constructing or designing a motion-type composite channel/chip-based game to begin a chip-based gaming event in response to the occurrence of a game-related scoring event is that it facilitates creating an active correlation (e.g., under the awareness of the player) between game-based achievements (e.g., shooting scores) and related chip-based gaming events. Thus, such active correlations may help encourage players to have ideas or ideas, such as "when i am winning a real basketball, my luck may come" (e.g., "really winning" the feeling). This comparison with the game can be quite similar to the comparison between players at "fast" and "slow" pace, each based on player interactions, their methods and design, and the visual and mental relationships between the elements described (which promote interesting and flexible environments that can provide satisfactory results targeting a specific and wide range of populations).
Chip construction/selection
There are a number of ways in which a player's chip preferences may be selected/constructed in a given composite channel/chip-based game, according to various embodiments. For example, a few simplified examples (using roles only) are described below.
The player may select a plurality of characters (etc.), wherein each individual character is constructed or designed to have a respective limit (e.g., 1 line, 3 lines, 5 lines, 10 lines, 30 lines, etc.) and/or chip multiplier (e.g., 1x, 3x, 8x, 10x, 25x, 30x, etc.) associated therewith;
the player may select a plurality of characters (etc.), wherein each character has associated therewith a respective set of attacks, weapons, capabilities, skills, etc., and wherein the respective sets of attacks/weapons/capabilities/skills/etc. have respective limits and/or chip multipliers associated therewith;
a player may select multiple characters (etc.) and use a standard chip selection process for chip selection/construction (e.g., where the player manually selects the desired chip criteria, such as base chip amount, number of lines to be bet, chip multiplier value(s), etc.);
and so on.
In some embodiments, at least a portion of the various chip-related parameters may be encoded into the synthetic channel/chip-based gaming software/hardware and used to define and/or determine different sets of pre-constructed chip-related parameters that may be used for player selection in a given synthetic channel/chip-based game.
In one embodiment, an RPG synthetic channel/chip-based game implemented under an EGM may be constructed or designed to enable a player to selectively select a set of characters and reflect the basis for chip differences by which the player may initiate and the player's characters may implement movements, abilities, tricks, spells, etc. (e.g., funding chips and/or during game play under the EGM). In some embodiments, the "relatively highest chip multiplier" may correspond to the "strongest" movement/capability for a given character, while the relatively lowest chip multiplier may correspond to the "weakest" movement/capability for that character.
In one example, a second person synthetic channel/chip-based game may be constructed or designed to enable a player to select a plurality of characters, each character having a respective chip multiplier value associated therewith.
In at least some embodiments, chip outcomes may be based on a series of subject spins of a counter disk, rather than a specific type of NPC battle (e.g., breaking tiny gremlin may be the same net prize as a demo, etc.). This may help avoid the need to use large and possibly confusing paytables, where hundreds of different NPCs and/or "chip betting targets" may need to be displayed. The use of theme counter-basin symbols allows the HAWG design to remain neat and easy to display and understand similar standards.
In at least some embodiments, the number and/or types of activities that a player character may perform may depend on various chip-related parameters, such as the number of lines of a virtual interface to be wagered. For example, in one embodiment using a virtual 3 versus disk 1 line interface, each character may only move the same as the allowed multiplication choices. In this simplified example, each player character may have only 5 moves/capabilities (e.g., equivalent to multiplying their respective chips by 1x,2x,3x,5x,10x), and one chooses, when starting, a particular sequence of player characters to animate the game. In other embodiments, if we turn our example into a multi-line interface, the number and types of player character movements/capabilities (e.g., for various RPG characters) that a player can select can be substantially increased, depending on the amount of lines, payouts, gaming styles, and chip triggering events. Further, in at least some embodiments, the number and types of player character movements/capabilities (e.g., for various RPG characters) that a player can select can be automatically and dynamically increased/decreased depending on the number of bet lines selected by the player. For example, in one embodiment, if the player selects the 2-line chip option, the player may automatically provide additional "rehabilitative" capabilities in real-time (e.g., in addition to the other 5 available activities/capabilities of the character). Depending on the nature of the game and the details of the paytable, the player may actually begin a chip-based event by simply recovering himself in a game.
For motion-related synthetic channel/chip-based gaming, simple techniques can be implemented. For example, in a synthetic channel/chip-based game of basketball themes, a player can initiate a chip-based event by stealing the opponent's ball. Other factors that affect the manner in which the manipulation of chip initiation is initiated may include, but are not limited to, one or more (or a combination of) of the following:
the style of the activity involved (e.g., twisting, dunking, etc.);
total chip amount;
a chip multiple increment;
the amount of underlying chip animation;
and so on.
For example, in one embodiment, if the player selects "maximum chips" and other game conditions are met, such as the player's character implementing a kick-basket and a predetermined symbol being displayed on the chip line of the game interface, then only non-gaming chip payout opportunities are made available. The player can successfully play and dunk the entire day (winning, if appropriate), but if they only bet a minimum (or only bet less than a "maximum bet") such activity cannot meet the specific needs required to initiate other enhanced outcomes, non-gaming chip payouts, awards, etc. In at least some embodiments, some or all of these game/chip rules are defined for clearance to players in the following manner: which conform to appropriate gaming jurisdictional regulations and/or regulations.
At least some embodiments of the composite channel/chip-based game do not require character selection to be related to chips or line multiplication. For example, in some synthetic channel/chip-based gaming embodiments, a player may dynamically select chip-related parameters (e.g., line/chip multiplication(s), chip animation(s), etc.) for chip-based gaming event(s).
Exemplary Random Number Generator (RNG) embodiment(s)
According to various embodiments, one or more different types of RNG machines may be used to generate random numbers, game event result(s), and/or chip event result(s). For example, in at least one embodiment, the RNG machine can be implemented using a standard Mersenne Twister algorithm.
Initialization and seeding
At RNG machine initialization, seed values based on values of a number of different parameters may be generated, for example:
the current time in milliseconds;
the process ID of the current process;
the address of the current time variable; and
the last seed value used.
After all variables are generated, they are multiplied by the last seed value. The XOR operator is adapted to the current time variable and wherein the variable based on the bits of the current time is shifted to the right 11. In at least one embodiment, the seed value is determined by combining all 4 variables using an XOR operator.
Background generation
After initialization, the RNG machine may begin generating numbers on separate threads. The thread may run continuously in the background, causing millions of digits per second to be discarded.
Generating RNG number(s)
When a component of the composite channel/chip-based game requires a random number, it may call one or more times to obtain a random number range of functions (e.g., based on the number returned to the disc). For example, for 3 counter games, the random number range functionality can be obtained in three (3) calls (e.g., 1 RNG call per counter).
In some synthetic channel/chip-based gaming embodiments, calling the RNG machine one or more times may occur each time a NPC is mass produced in the game. For example, if a new NPC is mass produced in a synthetic channel/chip-based game that implements a chip-based game event using a counter-pot virtual game, a 3-split functional call to a range of random numbers may be made to the RNG machine to obtain 3 different random numbers that represent the intended outcome of a chip-based 3-counter-pot game event that is initiated if/when the new mass-produced NPC is broken (or, in some embodiments, damaged).
Similarly, in a synthetic channel/chip-based gaming embodiment where a chip-based gaming event is initiated using symbols (e.g., chip initiation target (s)), one or more calls to the RNG machine may occur each time a new chip initiation symbol is "mass produced" or introduced into the gaming environment. For example, if a new chip initiating symbol is introduced into the gaming environment of a driving style synthetic channel/chip based game that implements a chip based gaming event using a 3-turn virtual game, a 3-split call to the RNG machine with a function of deriving a random number range may be made to derive 3 different random numbers representing the intended outcome of a chip based 3-turn gaming event that is initiated if/when a player character or vehicle interacts with the identified chip initiating symbol.
In at least one embodiment, the function of deriving a random number range may use 2 parameters that represent, for example, a minimum value (e.g., 0) and a maximum value (e.g., 255). When generating numbers by the RNG machine, scaling may be required to fit within the minimum and maximum values. In one embodiment, the values of each generated RNG number may be automatically scaled by performing the following operations:
1. increasing the maximum by 1 so that we can get the maximum number when we later modulus;
2. the limit of the number is set equal to the difference between the minimum and maximum values. This represents how many numbers we can generate;
3. using integer division to get the maximum number, our limits will modulus this number eventually into the maximum number of our RNG;
4. generating a number by the RNG machine;
5. a check is made to see if the number is greater than the final number of our modulus. If we do not do this, then the smaller numbers have the potential to be displayed more often than the larger numbers produced by the RNG machine generator. Comparing it to a larger number of final modulus will help ensure that each number has the same chance of being called by discarding a number larger than that number;
6. if the number is greater than our modulo final number, we discard it and generate another number;
7. repeating operations 5 and 6 (above) until a number is found/identified;
8. the modulus passes through the identified number generated from our baseline and adds a minimum amount to it. This will give us the final RNG number.
Using RNG machine number(s)
In one embodiment, the 3 numbers generated in association with the mass production of the identified NPC (or chip initiation symbol) are well encrypted and stored internally of (or otherwise in association with or in communication with) the identified NPC/chip initiation symbol, thereby generating 3 RNG numbers.
If/when the identified NPC is subsequently killed or destroyed (or in some embodiments injured), or if the player's character/vehicle interacts with the identified chip identifier (destroying and/or injuring such an object), we access and use the 3 stored RNG numbers (in order to) check the position of the respective counter-pot. These positions are then compared to a mathematical model to derive a prize value. Thereafter, assuming no errors are detected, the prize value and the return disc are displayed for the user to view.
Fig. 1 illustrates a simplified block diagram of a particular exemplary embodiment of a synthetic channel/chip-based (e.g., "HAWG") gaming system 100, which may be implemented via a computerized data network. As described in greater detail herein, various embodiments of the synthetic channel/chip-based gaming system may be constructed, designed and/or operated so as to provide a number of different types of operations, functions and/or features that are generally associated with synthetic channel/chip-based gaming system technology. Further, as described in greater detail herein, many of the various operations, functions, and/or features of the synthetic channel/chip-based gaming system(s) disclosed herein may be capable of or provide different types of benefits and/or advantages to different entities with which the synthetic channel/chip-based gaming system(s) interact.
According to various embodiments, at least some of the synthetic channel/chip-based gaming system(s) may be constructed, designed and/or operated so as to provide a variety of different benefits and/or advantages, and/or may be operated so as to initiate and/or enable a variety of different types of operations, functions and/or features, such as one or more of those described herein and/or with reference thereto. According to various embodiments, at least a portion of the various functions, actions, operations, and activities performed by one or more component(s) of the synthetic channel/chip-based gaming system may be initiated in response to detection of one or more conditions, events, and/or other criteria (e.g., satisfaction of one or more different types of minimum threshold criteria, such as one or more of those described and/or referenced herein). According to various embodiments, at least a portion of the various types of functions, operations, actions, and/or other features provided by the synthetic channel/chip-based gaming system may be implemented in one or more customer system(s), in one or more system server(s), and/or combinations thereof. According to various embodiments, the synthetic channel/chip-based gaming system 100 can include a number of different types of components, devices, modules, processes, systems, etc., which can be implemented and/or exemplified using hardware and/or a combination of hardware and software, for example. For example, as shown in the exemplary embodiment of fig. 1, a synthetic channel/chip-based gaming system can comprise one or more types of systems, components, devices, processes, etc. (e.g., or combinations thereof) described and/or referenced herein.
According to various embodiments, the synthetic channel/chip-based gaming (e.g., HAWG) system 100 may include a number of different types of components, devices, modules, processes, systems, etc., which may be implemented and/or exemplified, for example, using hardware and/or a combination of hardware and software. For example, as shown in the exemplary embodiment of fig. 1, a synthetic channel/chip-based gaming system may include one or more (e.g., or a combination of) the following types of systems, components, devices, processes, etc.:
local-street-machine system(s) 122 operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described or referenced herein. According to various embodiments, the one or more local street machine system(s) 122 may include, but are not limited to, one or more (or a combination of) of the following:
omicron game system server(s) 120. In at least one embodiment, the arcade game system server(s) may be operable to perform and/or implement various types of functions, operations, actions and/or other features, such as those described herein or to which the present invention refers;
class 2 RNG system (s)/server(s) 124 operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described herein or to which the present invention refers. For example, in at least some embodiments, the class 2 RNG system (s)/server(s) 124 can be operable to dynamically generate and/or provide class 2 gaming type RNG results that are used by the synthetic channel/chip-based gaming device as "predetermined" RNG result(s) that relate to the class 2 type chip-based gaming event(s) occurring at the synthetic channel/chip-based gaming device;
class 3 RNG system (s)/server(s) 126 operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described herein or to which the present invention refers. For example, in at least some embodiments, the class 3 RNG system (s)/server(s) 126 can be operable to dynamically generate and/or provide class 3 gaming type RNG results that are used by the synthetic channel/chip-based gaming device as "predetermined" RNG result(s) that relate to the class 3 type chip-based gaming event(s) occurring at the synthetic channel/chip-based gaming device;
electronic gaming machine(s) (EGM)128 operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described or referenced herein;
other gaming network(s);
customer computer system(s) 130 operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described or referenced herein;
third party system(s) 150 operable to perform and/or implement various types of functions, operations, actions and/or other features, such as those described or referenced herein;
the internet and cellular network(s) 110;
remote/network-based game server(s) 190 operable to perform and/or implement various types of functions, operations, actions and/or other features, such as those described herein or referenced herein;
according to various embodiments, the one or more remote/network-based game server(s) 190 may include, but are not limited to, one or more of the following (or combinations thereof):
class 2 RNG system (s)/server(s) 194 operable to perform and/or carry out various types of functions, operations, actions, and/or other features, such as those described herein or to which the present invention refers. For example, in at least some embodiments, the class 2 RNG system (s)/server(s) 194 can be operable to dynamically generate and/or provide class 2 types of RNG results that are used by the remote synthetic channel/chip-based gaming device as "predetermined" RNG result(s) that relate to the class 2 types of chip-based gaming event(s) occurring at the synthetic channel/chip-based gaming device;
class 3 RNG system (s)/server(s) 196 operable to perform and/or carry out various types of functions, operations, actions, and/or other features, such as those described herein or to which the present invention refers. For example, in at least some embodiments, the class 3 RNG system (s)/server(s) 196 can be operable to dynamically generate and/or provide class 3 types of RNG results that are used by the remote synthetic channel/chip-based gaming device as "predetermined" RNG result(s) that relate to the class 3 types of chip-based gaming event(s) occurring at the synthetic channel/chip-based gaming device;
remote database system(s) 180 operable to perform and/or carry out various types of functions, operations, actions, and/or other features, such as those described herein or to which the present invention refers;
game server(s) 192 operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described or referenced herein;
remote system (s)/server(s) 170, which may include, for example, but is not limited to, one or more (or a combination of) of:
content provider service/server;
streaming media service/server;
data storage/access/query service/server;
financial transaction service/server;
payment gateway service/server;
e-commerce services/servers;
event management/scheduling service/server;
and so on;
mobile device(s) 160. In at least one embodiment, the mobile device(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described herein or with reference thereto;
and so on.
In at least one embodiment, the composite channel/chip-based gaming system may be operable to use and/or generate a variety of different types of data and/or other types of information in performing particular tasks and/or operations. This may include, for example, inputting data/information, and/or outputting data/information. For example, in at least one embodiment, a synthetic channel/chip-based gaming system can be operable to access, process, and/or otherwise use information derived from one or more different types of resources, such as one or more local and/or remote memories, devices, and/or systems. Further, in at least one embodiment, the composite channel/chip-based gaming system may be operable to generate one or more different types of output data/information, which may be stored, for example, in memory of one or more local and/or remote devices and/or systems. Examples of different types of input data/information and/or output data/information that may be accessed and/or used by the synthetic channel/chip-based gaming system may include, but are not limited to, one or more of those described and/or referenced herein.
Depending on the particular implementation, multiple instances or threads of a synthetic channel/chip-based gaming system may be implemented and/or started simultaneously using one or more processors and/or hardware and/or other combinations of hardware and software. For example, in at least some embodiments, aspects, features and/or functions of a composite channel/chip-based gaming system are performed, implemented and/or initiated by one or more of a plurality of systems, components, systems, devices, procedures, processes, etc., described herein and/or referenced herein.
In at least one embodiment, a given instance of a synthetic channel/chip-based gaming system can access and/or use information from one or more associated databases. In at least one embodiment, a portion of the database information may be accessed by communicating with one or more local and/or remote memory devices. Examples of different types of data that may be accessed by a composite channel/chip-based gaming system may include, but are not limited to, one or more of those described and/or referenced herein.
According to various embodiments, a variety of different types of encryption/decryption techniques may be used to facilitate secure communications between devices in a synthetic channel/chip-based gaming system(s) and/or synthetic channel/chip-based gaming network(s). Examples of the various types of security technologies that may be used may include, but are not limited to, one or more (e.g., or a combination of) of the following: random number generators, SHA-1 (e.g., secure hash algorithm), MD2, MD5, DES (e.g., digital encryption standard), 3DES (e.g., Triple DES), RC4 (e.g., Rivest Cipher), ARC4 (e.g., associated with RC4), TKIP (e.g., time-limited key integrity protocol, using RC4), AES (e.g., advanced encryption standard), RSA, DSA, DH, NTRU, ECC (e.g., elliptic curve cryptography), PKA (e.g., private key authentication), device-unique keys and other cryptographic key data, SSL, etc. Other security features contemplated may include the use of well-known hardware-based and/or software-based security components, and/or any other known or yet to be contemplated security and/or hardware, and encryption/decryption processes implemented in hardware and/or software.
According to various embodiments, one or more different threads or instances of the synthetic channel/chip-based gaming system may be initiated in response to detection of one or more conditions or events that satisfy one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the synthetic channel/chip-based gaming system. Examples of conditions or events that may trigger the initiation and/or implementation of one or more different threads or instances of a synthetic channel/chip-based gaming system may include, but are not limited to, one or more of those described and/or referenced herein.
It should be understood that the synthetic channel/chip-based gaming system shown in fig. 1 is merely one example of an embodiment that can be derived from a variety of synthetic channel/chip-based gaming systems (which can be implemented). Other embodiments of the synthetic channel/chip-based gaming system (e.g., not shown) may include other, several, and/or different components/features (such as those shown in the exemplary synthetic channel/chip-based gaming system embodiment shown in fig. 1).
In general, the synthetic channel/chip-based gaming techniques described herein may be implemented in hardware and/or hardware + software. For example, they may be implemented in an operating system kernel, in a separate user process, in a library package combined with a network application, on a specially constructed machine, or on a network interface card. In particular embodiments, the aspects of the present invention may be implemented in software, such as an operating system or an application running on an operating system.
The hardware and/or software + hardware composite implementation of the composite channel/chip-based gaming technology described herein can be implemented on a general-purpose programmable computer selectively activated or reconfigured by a computer program stored in memory. Such programmable computers may include, for example, mobile or handheld computing systems, PDAs, smartphones, notebooks, tablets, netbooks, desktop computing systems, system servers, cloud computing systems, network appliances, and the like.
Fig. 2 illustrates an exemplary block diagram of an electronic gaming system 200 according to a particular embodiment. Electronic gaming system 100 may include an electronic gaming device (e.g., an electronic gaming terminal, an electronic gaming machine, a chip-based video gaming machine, etc.) 251, which may be coupled to network 205 via network link 210. The network 205 may be the internet or a private network. One or more video streams may be received by the EGD 251 at the video/multimedia server 215. The video/multimedia server 215 may transmit one or more of these video streams to one or more of the following: a mobile device 245,255, an electronic gaming device (e.g., an EGD)251, and/or other remote electronic devices. The video/multimedia server 215 may transmit these video streams over the network link 210 and the network 205.
The electronic gaming system 200 may include an authentication accounting server/transaction server 220, a game server 225, a validation server 230, a player tracking server 235, a credential server 240, and a search server 242.
The authentication billing server/transaction server 220 may compile, track, store, and/or monitor game chip streams, voucher transactions, winning vouchers, missing vouchers, and/or other transaction data for arcade operators and players. Transactional data may include the number of chips, the size of those chips, the data and time for those chips, the identity of the player who made the chips, and the frequency of the chips. The authentication billing server/transaction server 220 may generate tax information relating to these chips. The certified billing server/transaction server 220 may generate benefit/loss reports for predetermined gaming options, team gaming options, predetermined chip structures, and/or outcome classifications.
The game server 225 may generate game options based on a predetermined chip structure and/or outcome classification. These game options may be predefined game options, team game options, and/or any other game options disclosed in this disclosure.
The validation server 230 may determine the correctness of the voucher, the player's identity, and/or the outcome for the game event.
Player tracking server 235 may track a player's chip activity, a player's preferences (e.g., language, drinks, fonts, tone scale, etc.). Based on the data obtained by player tracking server 235, the player may be eligible for game rewards (e.g., free play), upgrades, and/or other rewards (e.g., free food, drinks, deposits, concerts, etc.).
The credential server 240 may generate a voucher, which may include data related to game options. For example, data relating to the structure may be generated. This information may be generated by the credential server 240 if there is a time deadline. The voucher may be in physical form (e.g. paper) or a number.
The search server 242 may conduct a search on one or more gaming devices to obtain game data. Search server 242 may implement messaging functionality that may communicate messages to third parties (e.g., players) related to searches, search status updates, game status updates, chip confirmations, and/or any other data (related to player accounts). These messages may take the form of text displays on the gaming device, pop-up windows, text messages, email, audio messages, video messages, etc. The search server 242 may implement chip functionality, which may be an automated chip machine. These functions of search server 242 may be integrated into one or more servers.
Search server 242 may contain one or more search structures, one or more search algorithms, and/or any other search mechanism. In general, the search results may cover which synthetic channel/chip-based game has the greatest amount of chips over a period of time, which synthetic channel/chip-based game is the most volatile (e.g., volatile or deviating from statistical criteria for chip amount, chip quantity, payout, etc.) over a period of time, and so forth. The search may also be related to location queries, temporal queries, and/or human queries.
The search structure may be a predetermined search result. For example, the method begins searching for a second device, then the second device, then a third device, and so on through an nth device based on one or more search parameters (e.g., triggering events). In one example, once one or more triggering events are determined, the search may be ended. In another example, the search may be ended upon receipt of data by a predetermined number of devices (e.g., one, two, ten, one hundred, all). In another example, the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained. In such an example, the search results may be a minimum of ten devices to be searched and a minimum of five game options to be determined.
In another example, the search results may be based on one or more specific game types and/or themes (e.g., second person shooter type, second person track type, TV theme, movie theme, multiplayer type, etc.). The search structure may search for one or more of these games.
In another example, the search structure may be based on a player's preferences, past transaction history, player input, a particular game, a particular EGD, a particular street game, a particular location within a street game, game outcomes over a period of time, payouts over a period of time, and/or any other criteria.
The search algorithm may be a dynamic search program that may be modified based on one or more past results. In one example, the search algorithm may determine the occurrence of a particular triggering event, where on the second EGD, there is a 90% success rate; on the second EGD, there was a 10% success rate; on the third EGD, there was a 50% success rate; and on the fourth EGD, with a 70% success rate. The search algorithm may generate a search priority based on the likelihood of success, which may cause the second EGD to be searched second, the fourth EGD to be searched second, the third EGD to be searched third, and the second EGD to be searched fourth. The search algorithm may use a dynamic feedback procedure to enhance current and/or future search results.
Fig. 3 illustrates a network diagram of an exemplary embodiment of a gaming network 300, wherein the gaming network 300 may be constructed or designed to implement a variety of synthetic channel/chip-based gaming techniques described and/or referenced herein. As described in greater detail herein, different embodiments of the gaming network may be constructed, designed and/or operated so as to provide a number of different types of operations, functions and/or features associated with gaming network technologies. Further, as described in greater detail herein, many of the various operations, functions, and/or features of the gaming network(s) and/or gaming system(s) disclosed herein may enable different entities (interacting with the gaming network (s)) to have or provide different types of benefits and/or advantages.
According to various embodiments, at least some gaming network(s) may be constructed, designed and/or operated so as to provide a number of different benefits and/or advantages, and/or may be operated so as to initiate and/or enable a number of different types of operations, functions and/or features, such as one or more of the following (e.g., or a combination thereof):
enabling real-world arcade venues to securely and legally offer their players/players the opportunity to participate in online or network-based chip-based gaming sessions. Examples of the various games that may be played may include, but are not limited to, one or more synthetic channel/chip-based game(s), such as those described and/or referenced herein.
Enabling arcade venues to offer their players/players the opportunity to participate in a live multi-player wager-based channel-style video game, where players from different arcade, different locations, and/or different EGDs can compete with each other in a multi-player composite channel/wager-based gaming environment. In at least one embodiment, players may be located in the same and/or remote pathway type venues that are connected via a wide area network (e.g., the internet, cellular network, VPN, cloud-based network, etc.).
Dealer and participants using live electronic gaming devices for implementing chip-based channel style video games.
Placing electronic gaming devices (e.g., EGDs) in a number of different physical arcade venues and using EGDs that enable arcade players/players to participate in chip-based channel style video games.
Players may be allowed to manually switch or replace their opponents (e.g., in a heads-up game).
The player may automatically switch (e.g., via a gaming system) to play with a different opponent (e.g., an automatic switching feature; for a tournament game).
In a tournament, the gaming system may implement automatic player matching (e.g., based on various criteria such as skill level, experience, randomness, social relationships, etc.). In at least one embodiment, multi-attribute network connections between multiple different arcade venues (e.g., located at different geographic locations) can be implemented and used to facilitate pairing and/or participation by remote players.
In at least one embodiment, the central clearing house can be used for financial transactions (e.g., deposits, debits of player accounts, payments, credit limits, etc.) related to the synthetic channel/chip-based gaming session.
Various types of game play rules may be implemented or automatically imposed on the composite channel/chip-based gaming session, such as: a time display for each player; amount of chips at a time; a maximum chip; a maximum chip; rules that promote game play speed; for compliance with rules imposed by regulatory or jurisdictional regulations, and the like. For example, in one embodiment, if a player fails to bet within an allotted time interval, the system may be constructed or designed to automatically enter a default bet for that player.
According to various embodiments, gaming network 300 may include a number of different types of components, devices, modules, processes, systems, etc., which may be implemented and/or exemplified, for example, using hardware and/or a combination of hardware and software. For example, as shown in the exemplary embodiment of fig. 3, a gaming network may contain one or more (e.g., or a combination of) the following types of systems, components, devices, processes, etc.:
display system server(s) 304. In at least one embodiment, the display system server(s) may be constructed or designed to implement and/or facilitate management of content (e.g., graphics, images, content, video fees, etc.) to be displayed and/or presented on one or more EGDs (e.g., or on one or more sets of EGDs), a dealer display, a manager display, etc.
EGD multimedia System Server(s) 305. In at least one embodiment, the desktop multimedia system server(s) can be constructed or designed to generate, implement, and/or facilitate management of content (e.g., illustrations, images, content, video fees, audio feeds, etc.) that is, for example, to be streamed or provided to one or more EGDs (e.g., one or more sets of EGDs).
Message system server(s) 306. In at least one embodiment, the message system server(s) may be constructed or designed to implement and/or facilitate management of messages and/or other communications among and among the various systems, components, devices, EGDs, players, dealers, and managers of the gaming network.
Mobile system server(s) 308. In at least one embodiment, the mobile system server(s) may be constructed or designed to implement and/or facilitate management of communications and/or data exchanged with multiple types of mobile devices, including, for example: player managed mobile devices (e.g., smart phones, PDAs, tablets, mobile computers), arcade managed mobile devices (e.g., mobile gaming devices), and so forth.
Financial system server(s) 312. In at least some embodiments, the financial system server(s) may be constructed or designed to implement and/or facilitate the tracking, management, reporting, and storage of financial data and financial transactions in connection with one or more synthetic channel/chip-based gaming sessions. For example, at least some of the financial system server(s) may be constructed or designed to keep track of games that illustrate virtual synthetic channel/chip-based games to be played, and may also be constructed or designed to process a variety of financial transactions involving player chips and payments. For example, in at least one embodiment, the financial server may be configured or designed to monitor account information for each remote player, and may also manage or process transfers of funds between each player's account and the active game server (e.g., associated with the player's game session).
The player tracking system server(s) 314. In at least one embodiment, the player tracking system server(s) may be constructed or designed to implement and/or facilitate the management and exchange of player tracking information (relating to one or more EGDs, synthetic channel/chip-based gaming sessions, etc.). In at least one embodiment, the player tracking system server may contain at least one database that tracks each player's hands, wins/losses, amount of chips, player preferences, etc. in the network. In at least one embodiment, the presentation of upgrades, bonuses, awards, achievements, etc. and/or awards may be based on the player's attack lineup, time, game selected, amount of chips for each game type, etc. The player tracking system server may also help establish player preferences that help street players in their upgrade efforts: a comps (e.g., loyalty points) awarding the player; deciding which upgrade(s) are appropriate; generate a prize, etc.
Data tracking and analysis system(s) 318. In at least one embodiment, the data tracking and analysis system(s) may be constructed or designed to implement and/or facilitate management and analysis of game data. For example, in one embodiment, the data tracking and analysis system(s) may be constructed or designed to aggregate multi-point synthetic channel/chip-based gaming trends, local wins, accumulated dollar amounts, and the like.
Game system server(s) (e.g., 322, 324). In at least one embodiment, different game servers may be constructed or designed to address one or more particular specified type(s) of game(s). Each game server has game logic to host one or more virtual composite channel/chip-based game sessions. At least some of the game server(s) may also be capable of keeping track of games that illustrate virtual composite channel/chip-based games to be played and updating the financial server at the end of each game. The game server(s) may also be operable to generate EGD graphical primitives (e.g., game virtual objects and game states) and may be further operable to update the EGD when a game state change may be detected (e.g., handling of a new card, player lift chips, player folds/bust, etc.).
Jurisdiction regulations/administrative rules monitor and implement system(s) 350. In at least one embodiment, the jurisdiction/regulatory provision monitoring and enforcement system(s) may be constructed or designed to handle the tracking, monitoring, reporting and enforcement of requirements of specific regulatory provisions related to chip-based gaming activities in one or more jurisdiction regulations.
Authentication and verification system(s) 352. According to various embodiments, the authentication and verification system(s) may be constructed or designed to determine and/or authenticate the identity of a player present in a given EGD. For example, in one embodiment, a current player may be required to log in to the process in the EGD in order to access one or more features. Alternatively, the EGD may be adapted to automatically determine the current player's identity based on one or more external indications, such as a scan of a barcode of a player tracking card, a past RFID tag or badge of the current player, which provides a wireless signal to the EGD for determining the current player's identity. In at least one embodiment, a variety of security features may be incorporated into an EGD to prevent unauthorized players from spiking into the EGD with various types of activities. In some embodiments, the authentication and verification system(s) may be constructed or designed to authenticate and/or verify various types of hardware and/or software components, such as hardware/software components placed in a remote EGD, information about a gamer, chip information, player information and/or identity, and so forth. Examples of various AUTHENTICATION and/or verification components are described in U.S. patent No.6,620,047 entitled "AUTHENTICATION GAMING HAVING AUTHENTICATION DATA SETS," which is incorporated by reference herein in its entirety for all purposes.
An airport venue (e.g., 330, 340). In at least one embodiment, each street level can correspond to a real-world street level, which is located in a particular geographic location. In some embodiments, portions of a plurality of different street venues may be affiliated with each other (e.g., Harrah's Las Vegas, Harrah's London). In other embodiments, at least a portion of the plurality of different arcade venues may not share any attribution with each other.
An electronic game device (e.g., EGD)332,334,336,342,344,346. As described in greater detail herein, an EGD may be constructed or designed to facilitate and engage a player in a chip-based channel-style video game session (e.g., and/or other types of composite channel/chip-based game sessions). The different EGDs may be physically located in one or more different arcade venues and may be connected via a communication network. In some embodiments, the EGD may be implemented as a stationary machine. In some implementations, at least some EGDs may be implemented using a mobile device (e.g., tablet, smartphone, laptop, PC, etc.).
The internet, cellular, and WAN network(s) 310.
Game history server(s) 364. In at least one embodiment, the game history server(s) can be constructed or designed to track all (e.g., or selected) game types and game histories for all (e.g., or selected) synthetic channel/chip-based games. In some embodiments, in the event of a competition between a player and a arcade, the game history server may also assist the arcade manager by: the ability to "replay" (e.g., by virtually recreating a game event) a competing game is gradually provided, e.g., based on a previously stored game state. The ability to resolve such competition is a desirable feature of a composite channel/chip-based gaming environment.
Remote database system(s), which may be operable, for example, to store or access various types of information and data described therein.
Remote system service (s)/server(s), which may include, for example, but are not limited to, one or more of the following (e.g., or a combination thereof):
content provider service/server;
streaming media service/server;
data storage/access/query service/server;
financial transaction service/server;
payment gateway service/server;
e-commerce services/servers;
event management/scheduling service/server;
and so on;
mobile gaming device(s) 336,346. In at least one embodiment, the mobile device(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as those described herein or with reference to the present invention (e.g., those shown and/or described with reference to fig. 6).
Depending on the particular embodiment, a variety of different game states may be used to characterize the state of current and/or past events that occur (e.g., or have occurred) under a given EGD. For example, in one embodiment, at any given time in the game, the active current game state may be used to characterize the state of game play at that particular time (e.g., and/or other related events, such as the mode of operation of the EGD, etc.). In at least one embodiment, a variety of different states may be used to characterize different states or events that occur under an EGD at any given time. In one embodiment, when the game state is ambiguous, the single state embodiment forces a decision to be made so that a valid current game state is selected. In a multi-state embodiment, multiple possible game states may exist simultaneously at any given time in the game, and at the end of the game or at any point in the middle of the game, the EGD may analyze the different game states and select one of them based on certain criteria. Thus, for example, when faced with game state ambiguities, the multi-state embodiment(s) may enable all potential game states to exist and move forward, thus postponing the decision to select one game state to a later point in the game. The implementation of multiple game states(s) is more efficient in dealing with ambiguous data or game state scenarios.
Depending on the particular embodiment, a variety of different entities may be used (e.g., singly or in combination) to track the progress of game state that occurs under a given gaming EGD. Examples of such examples may include, but are not limited to, one or more (e.g., or a combination thereof) of the following: a master controller system, a display system, a gaming system, local game tracking component(s), remote game tracking component(s), and the like. Examples of various game tracking components may include, but are not limited to: automatic sensors, manual sensors, video cameras, smart poker shoes, RFID readers/writers, RFID tag chips, objects displaying machine-readable passwords/patterns, etc.
According to particular embodiments, particular game tracking components under the EGD may be operable to automatically detect game play activity under the EGD and/or automatically identify significant events that may trigger a transition of a game state from one state to another (as the game progresses). Depending on the type of game being played at the gaming table, examples of events that may be significant may include, but are not limited to, one or more of the following (e.g., or a combination thereof):
start of a new synthetic channel/chip-based gaming session;
end of the current composite channel/chip-based gaming session;
start of virtual wheel rotation;
a game start event;
an end of game event;
detecting an event that initiates the initiation of a chip-based event (e.g., a destruction of a zombie on the display screen initiates rotation of the virtual return disk and subsequent payment/credit award);
detecting an event that triggers the end of a chip-based event (e.g., a wheel spin, etc.);
detecting an event that causes the start of a random game event;
detecting an event that causes the end of the random game event;
initial chip period start;
end of initial chip period;
the start of a chip period thereafter;
the chip period ends thereafter;
the start of the payment period;
the payment period ends;
and so on.
Fig. 4,5,6, and 14 illustrate block diagrams of different exemplary embodiments of electronic gaming machines (e.g., EGMs) or electronic gaming devices ("EGDs") that may be used to facilitate, enable, initiate, and/or implement one or more of the synthetic channel/chip-based gaming aspects of the present invention.
Fig. 4 shows a block diagram 400 of an electronic gaming apparatus 400 according to a specific embodiment. Electronic gaming apparatus 400 may include a processor 402, memory 404, network interface 422, input device 428, and display 426.
The processor 402 may generate game options based on predetermined chip configurations and/or outcome categories. The predetermined chip configuration may use more than one outcome category to generate game options via the processor 402. The predetermined chip structure may combine any of the outcome categories with any other outcome categories in the game options.
The processor 402 may provide game options that are structured such that the game options are associated with more than one EGD. The processor 402 may generate team game options and/or predetermined game options. Team play options 410 may be structured such that chips are activated when a triggering event occurs on one or more play, match, and/or sports events.
Network interface 422 may allow electronic gaming device 400 to communicate with remote devices/systems, such as video/multimedia server(s), account/transaction server(s), game server(s), authentication server(s), player tracking server(s), voucher server(s), etc.
The input device 428 may be a mechanical button, an electronic button, a touch screen, a microphone, a camera, an optical scanner, or a combination thereof. The input device 428 may be used to wager chips, offer to buy or sell vouchers, determine voucher value, gaming chips in a voucher, modify (e.g., change scale, make, font, language, etc.) the electronic gaming device 400, select movies or music, select the type of content displayed on the main display and/or the auxiliary display(s) of the EGD, or combinations thereof.
Channel-style gaming machines 442 may be constructed or designed to manage the play portion (or entertainment portion) of a channel-style game of a composite channel/chip-based game.
The chip-based gaming machine 444 may be constructed or designed to manage the chip-based gaming event portion(s) of the composite channel/chip-based game.
Random Number Generator (RNG) 446 may include software and/or hardware algorithms and/or processes for generating random results and may be used by a chip-based gaming machine to generate a chip-based gaming event result, at least a portion of which may correspond to a predetermined chip-based gaming event result (as described in more detail below).
The display screen 426 may display video streams obtained by one or more gaming devices, game objects obtained by one or more gaming devices, computer generated graphics, predetermined game options and/or team game options.
The memory 404 may include a plurality of memory modules 440, and the memory 404 through the plurality of memory modules 440 may include a future chip module 406, a predetermined game options module 408, a team game options module 410, a confirmation module 412, a verification module 414, a voucher module 416, a reporting module 418, a maintenance module 420, a player tracking preferences module 424, a search module 430, and an account module 432.
Future chip module 406 may store data relating to predetermined chip structures and processor 402 may use the data in future chip module 406 to generate predetermined play options and/or team play options. Any other processor (e.g., game server 225, any virtualized game server, etc.) may implement the functions of processor 402.
The predetermined game option module 408 may store data related to predetermined game options, which may be provided to the player.
Team game option module 410 may store data relating to team game options, which may be provided to the player.
The validation module 412 may use data received by the voucher, the transaction history of the voucher (e.g., hands exchanged for the voucher in the secondary market), and/or the identity of the player to thereby validate the value of the voucher. In another example, the validation module 412 may use the game event data, as well as the voucher data, to validate the value of the voucher.
The validation module 414 may use the data received by the voucher to confirm the validity of the voucher.
The voucher module 416 can store data related to generated vouchers, redemption vouchers, purchase vouchers, and/or sale vouchers.
The reporting module 418 can generate reports relating to the implementation of the electronic gaming apparatus 400, the electronic gaming system(s), the synthetic channel/chip-based game(s), the video stream, the game object, the credit device(s), the identification device(s), and the like.
In one embodiment, the reporting module 418 may be located on a central server and may aggregate and generate real-time statistics on chip activity in one or more synthetic channel/chip-based games at one or more participating arcade machines. The aggregate game statistics may include trends (e.g., daily chip amounts and chip amounts for aggregate game types, arcade, etc.), first-ranked games with highest payouts, first-ranked table games with highest payouts, first-ranked search structures used by players, most popular synthetic channel/chip-based game(s) derived from chip amounts, most game searches, synthetic channel/chip-based game(s) with lowest payouts, weak trends, monthly trends, and other statistics related to game play, chips, people, locations, and searches.
The information and statistics generated by the server-based reporting module 418 may be displayed publicly or privately. Popular trends and statistics, such as chip volume and chip number (amount) for top ten synthetic channel/chip-based games, can be publicly displayed in a arcade display system so that players can learn and decide what games to play, where, when, etc. The public display of such general statistics may also be posted on the internet, sent to a player's smartphone, tablet, desktop computer, etc. in the form of text, email, or multimedia messages. In another example, trends and statistics may also be privately distributed to privileged players, such as street club members.
The maintenance module 420 may track any maintenance performed on the electronic gaming device 400 and/or the electronic gaming system 200. The maintenance module 420 may schedule preventative maintenance and/or request service calls based on device errors.
The player tracking preferences module 424 may compile and track data relating to player preferences.
The search module 430 may include one or more search structures, one or more search algorithms, and/or any other search mechanism. The search structure may be a predetermined search structure. For example, the method may begin searching for the second device, then the third device, and so on through the nth device based on one or more search parameters (e.g., triggering events). In one example, once one or more triggering events are determined, the search may be ended. In another example, a search may be received once data is received by a predetermined number of devices (e.g., one, two, ten, one hundred, all). In another example, the search may be based on a predetermined number of devices to be searched in conjunction with a predetermined number of search results to be obtained. In such an example, the search structure may be a minimum of one device to be searched and a minimum of five preferred options to be determined.
In another example, the search structure may be based on one or more specific games (e.g., a carousel, blackjack, virtual table, craps, Sic Bo table, etc.). The search structure may search for one or more of these games.
In another example, the search structure may be based on a player's preferences, past transaction history, player input, a particular synthetic channel/chip-based game or game type, a particular EGD, a particular arcade, a particular location in an arcade, game results over a period of time, payouts over a period of time, and/or any other criteria. The search algorithm may be a dynamic search program that may be modified based on one or more past results, as previously described.
In another example, the search algorithm may generate a search priority based on the likelihood of a variety of events and/or conditions of success, as previously described. In some embodiments, the search algorithm may use any dynamic feedback procedure to enhance current and/or future search results.
Account module 432 can contain data related to account balances, chip limits, number of chips placed, credit limits, any other player information, and/or any other account information.
Data from the accounting module 432 can be used to determine whether the chip is acceptable. For example, when a search has determined to raise an event, the apparatus and/or system may determine whether to allow such chips based on one or more of chip size, number of chips, chip limit, account balance, and/or any other criteria.
In at least one embodiment, at least a portion of the modules discussed in block diagram 400 may be located locally within the gaming terminal 400. However, in at least some embodiments, the functions performed by these modules may be performed in one or more remote servers. For example, modules 406 and 420 and 424 may each communicate with gaming terminal 400 over a network interface on a remote server, such as an Ethernet in a local or wide area network topology. In some embodiments, these servers may be physical servers in a data center. In some other embodiments, these servers may be virtualized. In some other embodiments, the functionality implemented by these modules may be implemented as a web service. For example, the predetermined game option module 408 may be implemented in software as a web service provider. The gaming terminal 400 may make service requests over the network for available predetermined chip options to be displayed. Regardless of how the modules and their respective functions are implemented, the interoperability with the gaming terminal 400 is seamless.
In one embodiment, the reporting module 418 may be located on a central server and may aggregate and generate real-time statistics on chip activity in one or more synthetic channel/chip-based games at one or more participating arcade machines. The aggregate game statistics may include trends (e.g., daily chip amounts and chip amounts for aggregate game types, arcade, etc.), first-ranked games with highest payouts, first-ranked EGDs with highest payouts, first-ranked search structures used by players, most popular synthetic channel/chip-based game(s) derived from chip amounts, most game searches, EGDs with lowest payouts, weak trends, monthly trends, and other statistics related to game play, chips, people, locations, and searches.
The information and statistics generated by the server-based reporting module 418 may be displayed publicly or privately. Popularity trends and statistics, such as chip volume and chip count for top ten synthetic channel/chip-based games, can be publicly displayed in an arcade display system so that players can learn and decide what games to play, where, when, etc. The public display of such general statistics may also be posted on the internet, sent to a player's smartphone, tablet, desktop computer, etc. in the form of text, email, or multimedia messages. In another example, trends and statistics may also be privately distributed to privileged players, such as street club members.
Fig. 5 is a simplified block diagram of an exemplary multi-player only electronic gaming system 500, according to a specific embodiment. In some embodiments, the gaming system 500 may be implemented as a game server. In other embodiments, the gaming system 500 may be implemented as an electronic gaming machine (e.g., an EGM) or an electronic gaming device (e.g., an EGD).
As shown in the embodiment of fig. 5, the gaming system 500 includes at least one processor 510, at least one interface 506, and memory 516. Further, as shown in the exemplary embodiment of fig. 5, the gaming system 500 includes at least one master gaming controller 512, a multi-touch sensor and display system 590, a plurality of peripheral device components 550, and a plurality of other component devices and systems, such as one or more of the following (or combinations thereof):
channel style gaming machine(s) 541;
chip-based gaming machine(s) 543;
RNG machine(s) 545;
a candle control system, which may, for example, contain functionality for determining and/or controlling the appearance of one or more candles, etc.;
a repeater 554;
a wireless communication section 556;
a gaming chip/chip token tracking component 570;
game state tracking component 574;
a motion/pose analysis and specification component 584;
an audio/video processor 583, which may include, for example, functionality for detecting, analyzing, and/or managing multiple types of audio and/or video information (which may be related to multiple activities of the gaming system);
a plurality of interfaces 506b (e.g., for communicating with other devices, component systems, etc.);
entertainment manager 575;
a sensor 560;
one or more cameras 562;
one or more microphones 563;
auxiliary display screen(s) 535 a;
an input device 530 a;
a motion/posture detection section 551;
a peripheral device 550;
channel-style gaming machine(s) 541 may be constructed or designed to manage a channel-style game play portion (or entertainment portion) of a composite channel/chip-based game.
The chip-based gaming machine(s) 543 can be constructed or designed to manage chip-based gaming event portion(s) of a composite channel/chip-based game.
Random Number Generator (RNG) 545 may contain software and/or hardware algorithms and/or processes that are used to generate random results and may be used by the chip-based gaming machine to generate the results of chip-based gaming events, at least a portion of which may correspond to the results of a predetermined chip-based gaming event (as described in more detail below).
The bet manager 522 may be constructed or designed to include functionality for determining the appropriate bet(s), if any, to be assigned to the player(s) based on the outcome of a chip-based gaming event initiated during the course of one or more synthetic channel/chip-based games.
The non-gaming chip payout manager 524 can be constructed or designed to include functionality for determining the appropriate non-gaming chip payout(s), if any, to be awarded or assigned to the player(s) based on the outcome of the chip-based gaming event initiated during the course of the play of one or more synthetic channel/chip-based games.
One or more cameras (e.g., 562) may be used to monitor, stream, and/or record image content and/or video content related to a person or object within each camera's field of view. For example, in at least one embodiment in which the gaming system is implemented as an EGD, the camera 562 can be used to generate an active real-time video feed of a player (e.g., or other person) that is currently interacting with the EGD. In some embodiments, the camera 562 may be used to verify the identity of the user (e.g., by authenticating detected facial features), and/or may be used to monitor or track facial expressions and/or eye movements of the user or player (which interacts with the gaming system).
In at least one embodiment, the display system 590 can include one or more (e.g., or a combination thereof) of:
EGD controller 592;
multipoint sensing device(s) 592 (e.g., multipoint touch surface sensors/components);
display device(s) 595;
input/touch surface 596;
and so on.
According to various embodiments, display surface(s) 595 may include one or more display screens using various types of display technologies, such as one or more of the following (e.g., or a combination thereof): LCD (e.g., liquid crystal display), Plasma, OLED (e.g., organic light emitting display), TOLED (e.g., transparent organic light emitting display), flexile (e.g., F) OLED, active matrix (e.g., AM) OLED, passive matrix (e.g., PM) OLED, phosphorescent (e.g., PH) OLED, SED (e.g., surface conduction electron emission display), EPD (e.g., electrophoretic display), FED (e.g., field emission display), and/or other suitable display technologies. EPD displays may be provided by E-ink of Cambridge, MA. OLED displays of the types listed above can be provided by Universal Display Corporation, Ewing, N.J.
In at least one embodiment, the master gaming controller 512 may comprise one or more (e.g., or a combination thereof) of:
authentication/verification component 544;
a device driver 552;
logic 513, which may contain one or more processors 510;
a memory 516, which may contain one or more (e.g., or a combination of) of: the configuration software 514, the non-volatile memory 519, the EPROMS 508, the RAM 509,
dependencies between the markup and the build software 518, etc.;
an interface 506;
and so on.
In at least one embodiment, peripheral device 550 may include one or more (e.g., or a combination thereof) of the following:
a power distribution component 558;
non-volatile memory 519a (e.g., and/or other types of memory);
a bill validator 553;
ticket I/O555;
player tracking I/O557;
a meter 559 (e.g., a hard and/or soft meter);
the meter detection circuit 559 a;
processor(s) 510 a;
interface 506(s) 506 a;
display(s) 535;
independent security system 561;
a door detection switch 567;
candle, etc., 571;
an input device 530;
and so on.
In one embodiment, the processor 510 and the master gaming controller 512 are contained in a logic device 513 (which is enclosed in a logic device housing). Processor 510 may include any conventional processor or logic device configured to allow software to perform a variety of configured and reconfigured tasks such as: a) communicate with a remote resource, such as a server storing authentication information or games, through the communication interface 506; b) converting the signal read by the interface into a form which is equivalent to the form which can be used by software or a memory in the game system; c) accessing a memory to construct or reconstruct game parameters in the memory based on indicia read by the device; e) communicate with an interface, a plurality of peripheral devices, and/or I/O devices; e) operating peripheral devices such as card readers, ticket readers, etc.; f) operating various I/O devices, such as display 535, input device 530; and the like. For example, processor 510 may send a message to display 535 including information on the progress of the game, thereby informing the player of the game of information on the game/event, chip information, and/or other desired information.
In at least one embodiment, the gaming system may include a card reader, such as for use with a credit card or other identification code reading device, so that player identification may be or be required in connection with the playing of the card game and the associated recording of the game action. Such player identification interfaces may be implemented in the form of various magnetic card readers that are commercially available for reading player-specific identification information. The player-specific information may be provided on specially constructed magnetic cards issued by street engines or on magnetically encoded credit or debit cards commonly used by national credit organizations (e.g., Visa, Mastercard, American Express, or banks and other institutions).
The gaming system may contain other types of participant identification mechanisms that may use fingerprint images, eye blood vessel image readers, or other suitable biometric information to verify the identity of the player. Such personalized identification information may also be used to validate the credit usage of the smart card, transponder, and/or the player's personal player input device (e.g., UID).
The gaming system 500 also contains memory 516, which can include, for example, volatile memory (e.g., RAM 509), non-volatile memory 519 (e.g., disk memory, FLASH memory, EPROM, etc.), non-rewritable memory (e.g., EPROM 508), and so forth. The memory may be constructed or designed to store, for example: 1) configuration software 514, e.g., for all parameters and settings of a game that may be played on the gaming system; 2) a correlation 518 between the configuration indicia read by the device and one or more parameters and settings; 3) a communication scheme that allows the processor 510 to communicate with peripheral devices and I/O devices; 4) a secondary memory storage device 515, such as a non-volatile memory device, configured to store game software-related information (e.g., game software-related information and memory may be used to store a variety of audio files and games that are currently unused and not called up in construction or re-construction); 5) communication transmission schemes (e.g., TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE 802.11x (e.g., IEEE 802.11 standard), hiperlan/2, HomeRF, etc.) allowing the gaming system to communicate with local and non-local devices using such schemes; and the like. In one embodiment, the master gaming controller 512 communicates using a serial communication scheme. Several examples of serial communication schemes that may be used to communicate with the master gaming controller include, but are not limited to, USB, RS-232, and Netplex (e.g., proprietary schemes developed by IGT, Reno, NV).
Various device drivers 552 may be stored in the memory 516. Examples of different types of device drivers may include device drivers for gaming system components, and so forth. In general, the device drivesThe device 552 uses some type of communication scheme that is capable of communicating with a particular physical device. The device driver abstracts the hardware implementation of the device. For example, for various types of card readers that may potentially be connected to the gaming system, the device driver may be written. Examples of communication schemes for implementing device drivers include Netplex, USB, Serial, Ethernet, Firewire, I/0 debouncing circuitry, direct memory mapping, Serial, PCI, parallel, RF,
Figure GDA0002177121200000831
near field communication (e.g., using near field magnetism), 802.11(e.g., WiFi), and the like. Netplex is a proprietary IGT standard, while others are published standards. According to a particular embodiment, when a particular device of one type is swapped with a particular device of another type, a new device driver may be downloaded by processor 510 from memory 516 so that it can communicate with the device. For example, one type of card reader in the gaming system 500 may be replaced with a second type of card reader, where the device drivers for both card readers are stored in the memory 516.
In some embodiments, the software cells stored in memory 516 may be upgraded as needed. For example, when the memory 516 has a hard drive, new games, new options, a variety of new parameters, new contexts for existing parameters, new contexts for new parameters, device drivers, and new communication schemes may be uploaded to the memory through the master gaming controller 512 or by some other external device. As another example, when the memory 516 contains a CD/DVD drive (including CD/DVDs designed or configured to store game options, parameters and settings), the software stored in the memory may be upgraded by using a second CD/DVD in place of the second CD/DVD. In another example, when the memory 516 uses flash memory 519 or EPROM508 units (which are designed or constructed to store games, game options, parameters, settings), the software stored in the flash and/or EPROM memory units may be upgraded using new memory units (which include upgrade software) in place of one or more memory units. In another embodiment, one or more memory devices (e.g., hard drives) may be used for the game software download process by a remote software server.
In some embodiments, the gaming system 500 may also include a variety of authentication and/or verification components 544 that may be used to authenticate/verify a specified gaming system component, such as a hardware component, a software add-on, a firmware component, information stored in the gaming system memory 516, and the like. Examples of various authentication and/or verification components are described in U.S. patent No.6,620,047 entitled "authentication gaming HAVING authentication DATA SETS," which is incorporated by reference herein in its entirety for all purposes.
The sensors 560 may include, for example, optical sensors, pressure sensors, RF sensors, infrared sensors, motion sensors, audio sensors, image sensors, thermal sensors, biometric sensors, and the like. As mentioned previously, such sensors may be used for a variety of functions, such as: detecting the presence and/or amount of gaming chips placed in a chip area of a player; detecting (e.g., in real-time) the presence of a game chip and/or an amount of game pieces that are in a player's personal space; and the like.
In one embodiment, at least a portion of the sensor 560 and/or the input device 530 may be implemented in the form of a touch key selected from a variety of commercially available touch keys for providing electronic control signals. Alternatively, some touch keys may be implemented in another form, which is provided for touch sensors, such as those provided for touch screen displays. For example, in at least one embodiment, players of the gaming system may include input functionality that enables players to provide their game play decisions/instructions (e.g., and/or other inputs) to the EGD using touch keys and/or other player controlled sensors/buttons. In addition, such input functionality may also be used to enable a player to provide input to other devices of the arcade gaming network (e.g., player tracking systems, side chip systems, etc.).
Wireless communications component 556 can include one or more communications interfaces, such as 802.11(e.g., WiFi),802.15 (e.g., WiFi), with different architectures and using a variety of schemesSuch as comprising
Figure GDA0002177121200000851
) 802.16 (e.g., WiMax),802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), infra, Near Field Magnetic communication protocols, etc. The communication connection may transmit electrical, electromagnetic or optical signals that carry digital data streams representing various types of information, or similar signals.
An example of a Near Field Communication scheme is ECMA-340 "Near Field Communication-Interface and protocol (e.g., NFCIP-1)", which is disclosed by ECMA International (e.g., www.ecma-International. It should be understood that other types of near field communication schemes may be used, including, for example, near field magnetic communication schemes, near field RF communication schemes, and/or other wireless schemes that provide for controlling the allowable communication radius between at least 5 devices with relative accuracy (e.g., on the order of centimeters, inches, feet, meters, etc.) using such wireless communication schemes.
The power distribution component 558 may include, for example, multiple components or multiple devices operable to provide wireless power to other devices. For example, in one embodiment, power distribution component 558 may include a magnetic induction system adapted to provide wireless power to one or more portable UIDs in a gaming system. In one embodiment, the UID docking region may include a power distribution component capable of recharging a UID placed in the UID docking region without requiring metal-to-metal contact.
In at least one embodiment, the motion/pose detection component(s) 551 may be constructed or designed to detect motion and/or pose of the player and/or other input data derived from the player. In some embodiments, each gaming system may have its own respective motion/gesture detection component(s). In other embodiments, the motion/gesture detection component(s) 551 may be implemented in a separate subsystem of the gaming system (which is independent of any particular gaming system or device).
FIG. 14 illustrates an exemplary block diagram of an alternative embodiment of an electronic gaming machine that may be constructed or designed to implement one or more of the synthetic channel/chip-based gaming aspects of the present invention. As shown in the exemplary embodiment of FIG. 14, electronic gaming machine 1400 may include, but is not limited to, one or more (or a combination of) the following components:
one or more display(s) (1404,1406);
HID I/O component(s) (1410,1414);
payment I/O component(s) (1408);
the game piece/credit/coin I/O c component(s) (1412);
CPU/processor (s)/game controller(s) (1420);
a memory (1424);
one or more illustration processor(s) (GPU) (1418);
RNG I/O component(s) (1422,1428);
other I/O component(s) (1416,1426);
interface(s) with one or more external servers (1430).
Fig. 6 is a simplified block diagram of an exemplary mobile gaming device 600, according to a specific embodiment. In at least one embodiment, one or more players may participate in a chip-based channel-style video game session using a mobile gaming device. In at least some embodiments, the mobile gaming device may be constructed or designed to include or provide functionality similar to an electronic gaming device (e.g., an EGD) (such as that shown in FIG. 4).
As shown in the example of FIG. 6, mobile gaming apparatus 600 may contain various components, modules, and/or systems for providing various functions. For example, as shown in fig. 6, mobile gaming device 600 may contain mobile device application components (e.g., 660), which may include, for example, but are not limited to, one or more of the following (e.g., or a combination thereof):
UI components 662 such as those shown, described, and/or referenced herein;
a database component 664 such as those shown, described, and/or referenced herein;
processing components 666 such as those shown, described, and/or referenced herein;
other components 668, which may include, for example, multiple components, for facilitating and/or enabling mobile gaming devices to perform and/or initiate various types of operations, activities, functions (such as those described herein).
In at least one embodiment, the mobile gaming device may include mobile device application component(s) that have been constructed or designed to provide functionality for enabling or implementing at least a portion of a variety of synthetic channel/chip-based gaming technologies within the mobile gaming device.
According to particular embodiments, various aspects, features, and/or functions of a mobile gaming device may be carried out, implemented, and/or initiated by one or more (e.g., or a combination of) of the following types of systems, components, systems, devices, programs, processes, etc.:
processor(s) 610
Device driver 642
Memory 616
Interface(s) 606
Power source (s)/distribution 643
Geolocation module 646
Display(s) 635
I/O device 630
Audio/video device(s) 639
Peripheral device 631
Motion detection Module 640
User identification/authentication Module 647
Customer application component(s) 660
Other component(s) 668
UI component(s) 662
Database component(s) 664
Processing component(s) 666
Software/hardware authentication/verification 644
Wireless communication Module(s) 645
Information Filter Module(s) 649
Operation mode selection section 648
Speech processing Module 654
Scanner/camera 652
OCR handler 656
And so on.
Fig. 7 illustrates an exemplary embodiment of a system server 780 that may be used to implement various aspects/features described herein. In at least one embodiment, the system server 780 includes at least one network device 760, and at least one storage device 770 (e.g., a direct attached storage device). In one embodiment, the system server 780 may be adapted to implement at least some of the synthetic channel/chip-based gaming described herein.
According to one embodiment, network device 760 may include a master central processing unit (e.g., CPU)762, interfaces 768, and a bus 767 (e.g., a PCI bus). When acting under the control of appropriate software or firmware, the CPU762 may be responsible for implementing specific functions associated with the functions of a desired network device. For example, when the CPU762 is configured to act as a server, it may be responsible for analyzing the analysis package; packaging the packet; a forwarding packet forwarded to an appropriate network device; examples multiple types of virtual machines, virtual interfaces, virtual storage volumes, virtual appliances; and the like. CPU762 preferably accomplishes at least a portion of these functions under the control of software, including an operating system (e.g., Linux), and any suitable system software, such as AppLogic (e.g., TM) software.
CPU762 may include one or more processors 763 such as one or more processors from the AMD, Motorola, Intel, and/or MIPS families of microprocessors. In alternative embodiments, the processor 763 may be specially designed hardware for controlling the operations of the system server 780. In particular embodiments, memory 761 (e.g., non-volatile RAM and/or ROM) also forms a portion of CPC 762. However, many different ways may exist in which memory is coupled to the system. Memory area 761 may be used for a variety of purposes such as, for example, caching and/or storing data, program instructions, etc.
The interfaces 768 may typically be provided as interface cards (e.g., commonly referred to as "line cards"). Alternatively, one or more interfaces 768 can be provided as an on-board interface controller (which is implanted in the system motherboard). Typically, they control the sending and receiving of data packets over the network and typically support other peripheral devices for use with the system server 780. Among the interfaces that may be provided, there may be an FC interface, an Ethernet interface, a frame relay interface, a cable interface, a DSL interface, a token ring interface, an Infiniband interface, and the like. In addition, various very high-speed interfaces may be provided, such as a fast Ethernet interface, a Gigabit Ethernet interface, an ATM interface, an HSSI interface, a POS interface, an FDDI interface, an ASI interface, a DHEI interface, and the like. Other interfaces may include one or more wireless interfaces, such as an 802.11(e.g., WiFi) interface, an 802.15 interface (including, for example
Figure GDA0002177121200000881
) An 802.16 (e.g., WiMax) interface, an 802.22 interface, a Cellular standard, such as a CDMA interface, a CDMA2000 interface, a WCDMA interface, a TDMA interface, a Cellular 3G interface, and the like.
In general, one or more interfaces may include a port adapted for communication with the appropriate media. In some cases, they may also include a separate processor, in some examples, volatile RAM. The independent processors can control such communications intensive tasks as packet switching, media control and management. By providing separate processors for the communications-intensive tasks, these interfaces allow the master microprocessor 762 to efficiently implement conventional computing, network diagnostics, security functions, etc.
In at least one embodiment, some of the interfaces may be constructed or designed to enable the system server 780 to communicate with other network devices (e.g., with various local area networks (e.g., LANs) and/or wide area networks (e.g., WANs)). Other interfaces may be constructed or designed to allow network device 760 to communicate with one or more directly attached storage device(s) 770.
Although the system shown in fig. 7 illustrates one specific network device described herein, it is by no means the only network device architecture upon which one or more embodiments may be implemented. For example, an architecture having a single processor (which handles communications as well as conventional computations, etc.) may be used. In addition, other types of interfaces and media could also be used with the network device.
Regardless of the configuration of the network device, one or more memories or memory modules (e.g., memory area 765) may be used, which may include, for example, random access memory (e.g., RAM) configured to store data, program instructions for general-purpose network operations, and/or other information relating to the functionality of the various synthetic channel/chip-based gaming techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example. The one or more memories may also be configured to store data structures and/or other specific non-program information described herein.
Because such information and program instructions may be employed to implement the systems/methods described herein, one or more embodiments are directed to machine-readable media containing program instructions, state information, etc., for performing various operations described herein. Examples of machine-readable storage media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media, such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that may be specially constructed to store and implement program instructions, such as read-only memory devices (e.g., ROM) and random access memory (e.g., RAM). Some embodiments may also be embodied in a transmission medium such as a carrier wave traveling over an appropriate medium such as airwaves, light, wires, etc. Examples of program instructions include machine passwords (e.g., generated by an editing instrument) and files containing higher level passwords (which may be executed by a computer using a transcoder).
Fig. 8 illustrates an example of a functional block diagram of a game system server according to a particular embodiment. In at least one embodiment, the virtual live electronic gaming apparatus system server may be operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as one or more of those described herein and/or referenced herein.
In at least one embodiment, the gaming system server may comprise a plurality of components that are operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as one or more (or a combination of) the following:
a content decoder (e.g., 802) that may be operable, for example, to automatically and/or dynamically analyze content criteria related to the detected set of event(s) and/or condition(s), and to automatically determine or identify one or more content-appropriate response(s) based on a content interpretation of the detected event(s) and/or condition(s). According to various embodiments, examples of content criteria that may be analyzed may include, but are not limited to, one or more (e.g., or a combination of) of the following:
location-based criteria (e.g., geolocation of the mobile gaming device, geolocation of the EGD, etc.);
-time-based criteria;
the identity(s) of the user;
user profile information;
omicron transaction history information;
-most recent user activity;
o, and the like.
A time synchronization engine (e.g., 804), which may be operable, for example, to manage universal time synchronization (e.g., via NTP and/or GPS);
a search engine (e.g., 828) that may be operable, for example, to search for transactions, logins, game history information, player information, synthetic channel/chip-based gaming information, and the like, that may be obtained from one or more local and/or remote databases;
a build engine (e.g., 832) that may be operable, for example, to determine and process a build of a variety of customized build parameters for one or more device, component(s), system(s), process (es), etc.;
a time translator (e.g., 818) that can be operable, for example, to automatically and/or dynamically modify or change the activity and expiration time(s) of the identifier based on a variety of criteria (e.g., time, location, transaction device, etc.);
authentication/verification component(s) (e.g., 847) (e.g., passwords, software/hardware information, SSL certificates), which may be operable, for example, to perform various types of authentication/verification tasks, such as one or more of those described and/or referenced herein;
a transaction handler (e.g. 822) which may be operable, for example, to handle various types of transaction processing tasks, such as one or more of those described herein and/or referred to herein;
OCR processors (e.g. 834) which may be operable, for example, to perform image processing and optical character authentication of images, such as those captured by a gaming device camera;
a database manager (e.g., 826) that may be operable, for example, to handle various types of tasks related to database updates, database management, database access, and the like. In at least one embodiment, the database manager may be operable to manage a history database, player tracking database, etc. of the game;
log-in component(s) (e.g., 809) that can be operable, for example, to generate and manage transaction history logs, system errors, API connections, and the like;
state tracking component(s) (e.g., 812) that may be operable, for example, to automatically and/or dynamically determine, assign, and/or report updated transaction state information based on, for example, transaction state;
gateway component(s) that may be operable, for example, to facilitate and manage communications and transactions with external payment gateways;
network interface component(s) (e.g., 808) that may be operable, for example, to facilitate and manage communications and transactions with the network entry(s) of the virtual live electronic gaming device;
the API interface(s) of the game system server(s), which may be operable, for example, to facilitate and manage communications and transactions with the API interface(s) of the game system server(s);
the API interface(s) of the third party system server(s), which may be operable, for example, to facilitate and manage communications and transactions with the API interface(s) of the third party system server(s);
at least one processor 810. In at least one embodiment, processor(s) 810 may comprise one or more well-known CPUs for use in many of today's consumer electronics, such as CPUs or processors from the Motorola or Intel microprocessor families. In an alternative embodiment, the at least one processor may be specifically designed hardware for controlling the operation of the gaming system. In particular embodiments, memory (e.g., non-volatile RAM and/or ROM) also forms part of the CPU. When acting under the control of appropriate software or firmware, the CPU may be responsible for implementing specific functions related to the functions of a desired network device. Preferably, the CPU performs all of these functions under software control, including an operating system and any appropriate application software;
memory 816, which may comprise, for example, volatile memory (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH memory, EPROM, etc.), non-rewritable memory, and/or other types of memory. In at least one implementation, the memory 816 may contain functionality similar to at least a portion of the functionality implemented by one or more known memory devices, such as those described herein and/or known to those having ordinary skill in the art. According to various embodiments, one or more memories or memory modules (e.g., memory areas) may be constructed or designed to store data, program instructions for the functional operation of the mobile gaming system, and/or other information relating to the functionality of the various mobile transaction techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example. The one or more memories may also be configured to store data structures, metadata, identifier information/images, and/or information/data related to other features/functions described herein;
interface(s) 806, which may include, for example, a wired interface and/or a wireless interface. In at least one embodiment, the interface(s) 806 may include functionality similar to at least a portion of the functionality implemented by one or more computer system interfaces, such as those described herein and/or known to those having ordinary skill in the art;
device driver(s) 842. In at least one embodiment, the device driver(s) 842 may include functionality similar to at least a portion of the functionality implemented by one or more computer system driver devices (e.g., those described herein and/or known to those having ordinary skill in the art);
one or more display(s) 835;
message server component(s) 836, which may be constructed or designed, for example, to provide a variety of functions and operations relating to message activity and communication;
web server component(s) 837, which can be constructed or designed to provide a variety of functions and operations related to web server activity and communication, for example;
user account/profile manager component(s) 807;
and so on.
FIG. 9 illustrates a block diagram showing components of a gaming system 900, which can be used to implement aspects of the exemplary embodiments. In FIG. 9, the components of a gaming system 900 for providing gaming software licensing and downloading are functionally depicted. The functions described may be illustrated as hardware, firmware and/or software and executed on suitable devices. In the system 900, there may be many examples of the same functionality, such as the multi-game play interface 911. However, in fig. 9, only one example of each function is shown. The functions of the components may be combined. For example, a single device may contain the game play interface 911 and contain the trusted memory device or resource 909.
Gaming system 900 may receive input from different groups/entities and output a variety of services and/or information to those groups/entities. For example, game player 925 essentially wants the system to enter game credits or indicia of credit, make game selections that result in software downloads, and receive entertainment in exchange for their input. Providers of gaming software content provide gaming software to the system and may receive compensation for the content they provide based on a licensing agreement with the gaming machine operator. The gaming machine operator selects the game software for distribution, distributes the game software on the gaming devices in the system 900, receives revenue from using their software, and compensates the gaming machine operator. The gaming manager 930 may provide rules and management regulations that must be applicable to the gaming system and may receive reports to confirm other information that the rules are complied with.
In the following paragraphs, details of each component and some interactions between components are described with reference to fig. 9. The game software licensing host 901 may be a server connected to a large number of remote gaming devices that provides licensing services to the remote gaming devices. For example, in other embodiments, licensing host 901 may: 1) receiving a token requirement for a token used to activate software executing on a remote gaming device; 2) transmitting the token to the remote gaming device; 3) tracking usage of the token; and 4) granting and/or renewing software licenses to software executing on the remote gaming device. The use of tokens may be used in a usage-based licensing scheme, such as a pay-per-use scheme.
In another embodiment, the game usage tracking host 922 may track usage of game software on multiple devices in communication with the host. The game usage tracking host 922 may communicate with a variety of game play hosts and gaming machines. By the game play host and gaming machines, the game usage tracking host 922 may receive the following updates: the amount of various games that can be played on the device on which the game can be played; and the amount of wagers that can be played depending on the game. This information may be stored in a database and used for payment according to the methods described in the usage-based licensing agreement.
The game software host 902 may provide game software downloads, such as game software or game firmware downloads, to various devices in the game system 900. For example, when the software that generates the game is not available on the game play interface 900, the game software host 902 may download the software to generate a selected game of chance for play on the game play interface. In addition, the gaming software host 902 may download new gaming content to a variety of gaming machines at the request of the gaming machine operator.
In one embodiment, the game software host 902 may also be a host 913 that tracks game software constructs. The function of the host computer to track game software configurations is to keep a record of the software configurations and/or hardware configurations for the various devices that communicate with the host computer (e.g., denomination, number of paylines, pay table, max/min chips). Details of game software hosts and game software construction hosts that may be used with the exemplary embodiments are described in pending U.S. Pat. No.6,645,077 to Rowe, entitled "Gaming Terminal Data reproduction and Information System," filed 91, 9000 and 12 months, the entire contents of which are incorporated herein by reference for all purposes.
The game play host device 903 may be a host server connected to a plurality of remote patrons that generates games of chance that are displayed on a plurality of remote game play interfaces 911. For example, the game play host device 903 may be a server that provides a central determination for ice games displayed on the various connected game play interfaces 911. As another example, the game play host device 903 may generate a game of chance, such as a game or a video card game, for display on the remote client. A game player using a remote client may be able to select a variety of games offered on the client through the host device 903. The game play host device 903 may receive game software management services by the game software host 902, such as receiving a download of new game software, and may receive game software licensing services by the game licensing host 901, such as granting and/or renewing software licenses for software executing on the device 903.
In particular embodiments, the game play interface or other gaming device in gaming system 900 may be a portable device, such as an electronic token, cell phone, smart card, tablet PC, and PDA. Portable devices may support wireless communications and may thus be referred to as wireless mobile devices. The network hardware architecture 916 may be capable of supporting communication between the wireless mobile device and other gaming devices in the gaming system. In one implementation, a wireless mobile device may be used to play a game of chance.
The gaming system 900 may use trusted sources of information. The trusted information source 904 may be a device, such as a server, that provides information for authenticating/activating some other information. CRC values for authenticating software, license tokens for allowing use of software or product activation codes (for activating software), are examples of trusted information, which may be provided by the trusted information source 904. The trusted information source may be a memory device, such as an EPROM, that contains trusted information for authenticating other information. For example, game play interface 911 may store a private encryption key in a trusted memory device, which is used in a private-public encrypted encryption key scheme for authenticating information of another gaming device.
When the trusted information source 904 communicates with the remote device over the network, the remote device will use an authentication scheme to verify the identity of the trusted information source. For example, the trusted information source and the remote device may exchange information using public and private key encryption to verify the identity of each other. In another example of an embodiment, the remote device and trusted information source may participate in a method that uses zero knowledge proof to authenticate each of their respective identities. Details of zero-knowledge proof that can be used with exemplary embodiments are described in U.S. publication No.9003/0203756 entitled "Authentication in As calculated Gaming System" to Jackson, 95/4/9002, which is incorporated herein by reference in its entirety for all purposes.
Gaming devices that store trusted information may use instruments or methods for detecting and preventing tampering. For example, trusted information stored in a trusted memory device may be encrypted to prevent misuse thereof. Furthermore, the trusted memory device may be secured behind a locked door. In addition, one or more sensors may be coupled to the memory device to detect tampering with the memory device and provide some record of tampering. In another example, the memory device storing the trusted information may be designed to detect attempts at tampering, and to clear or erase it when attempts at tampering can be detected.
The gaming system 900 of the exemplary embodiment can include a device 906 that provides authentication for downloading software from a second device to the second device; and means 907 providing an activation code or information allowing downloading of the software to be activated. The devices 906 and 908 may be remote servers and may also be trusted information sources. One example of a method of providing a product activation code (which may be used with exemplary embodiments) is described in previously incorporated U.S. Pat. No.6,264,561.
A device 906 that monitors a plurality of gaming devices to determine that the devices adhere to gaming jurisdictional rules 908 may be included in system 900. In one embodiment, the gaming jurisdictional rules server may scan for software, and the configuration of the software on a plurality of gaming devices in communication with the gaming rules server, to determine that the software on the gaming device is valid for use in a gaming jurisdiction in which the gaming device is located. For example, the gaming rules server may require digital certificates, such as CRCs, for particular software components and compare them to approved digital certificate values stored on the gaming jurisdictional rules server.
Further, the gaming jurisdictional rule server may scan the remote gaming device to determine whether the software is configured in the following manner: which is acceptable for gaming jurisdictions in which gaming devices are located. For example, the maximum chip limit may be changed from one jurisdiction to another, and the rule execution server may scan the gaming device to determine its current software configuration and its location, and then compare the configuration on the gaming device to approved parameters for its location.
The gaming jurisdiction may include rules describing how the game software may be downloaded and licensed. The gaming jurisdictional rule server may scan the downloaded transaction record, and the licensing record on the gaming device, to determine whether the downloading and licensing is implemented as follows: which is acceptable for gaming jurisdictions in which gaming devices are located. In general, the gaming jurisdictional rule server may be used to verify compliance with any gaming rule passed by the gaming jurisdiction when the information needed to determine rule compliance is remotely obtained for the server.
Game software, firmware, or hardware located in a particular gaming device may also be used to check compliance with local gaming jurisdictional rules. In one embodiment, the software program containing jurisdictional rule information may be downloaded to a secure memory location on the gaming machine when the gaming device is installed within a particular gaming jurisdiction, or the jurisdictional rule information may be downloaded as data and used by a program on the gaming machine. The software program and/or jurisdictional rule information may check the compliance of the software and software constructs of the gaming device with the local gaming jurisdictional rules. In another embodiment, the software program for assuring compliance and jurisdictional information may be installed on the gaming machine prior to shipping (e.g., at the factory where the gaming machine is manufactured).
The gaming devices in the gaming system 900 may use trusted software and trusted firmware. Trusted firmware/software is trusted in the sense that the following assumptions are used: it has not been tampered with. For example, the trusted software/firmware may be used to authenticate other gaming software or processes executing on the gaming device. For example, the trusted encryption program and authentication program may be stored on an EPROM on the gaming machine or encoded into a dedicated encryption chip. For example, a gaming device on a gaming machine may require trusted gaming software, such as gaming software approved for use on the gaming device by a local gaming jurisdiction.
In the exemplary embodiment, the devices are coupled to different types of hardware using different hardware architectures via a network 916. The game software can be very large and frequent downloads can place a significant burden on the network, which can slow the transfer of information over the network. For game-on-demand servers on a network that require frequent downloads of game software, efficient downloading is essential for the server to be available. Thus, in an exemplary embodiment, the network-efficient apparatus 910 may be used to actively monitor and maintain network efficiency. For example, a software locator may be used to locate a nearby location of the game software for peer-to-peer transfer of the game software. In another example, network traffic may be monitored and downloads may be actively rerouted, thereby maintaining network efficiency.
One or more of the devices in the exemplary embodiment can provide auditing, accounting, and reconciliation reports relating to gaming software and gaming licenses for server 912. For example, the software licensing billing server may generate a bill for the operator of the gaming device based on the usage of games on the gaming device owned by the operator over a period of time. In another example, the software auditing server may provide reports to a plurality of gaming devices in gaming system 900 regarding the game software downloads and the current configuration of the game software on those gaming devices.
The software auditing server 912 may also require software constructs made available to a large number of gaming devices in the gaming system at particular intervals. The server may then reconcile the software construct on each gaming device. In one embodiment, the software auditing server 912 may store a record of the software build on each gaming device at a particular time, as well as a record of the software download transactions that occur on the device in question. The software construct is obtained by applying each recorded game software download transaction to the software construct recorded at the selected time, starting at the selected time. The software auditing server may compare the derivative software constructs applied to the gaming device by these transactions to the current software constructs available at the gaming device. After comparison, the software audit server may generate a reconciliation report that proves that the downloaded transaction record conforms to the current software configuration on the device. The report may also identify any inconsistencies. In another example, the gaming device and the software auditing server may store records of download transactions that occur on the gaming device, and the software auditing server may reconcile these records.
There are many possible interactions between the components described with reference to fig. 9. Many interactions are coupled. For example, the method used for game licensing may affect the method used for game downloading and vice versa. For purposes of illustration, details of several possible interactions between components of system 900 in connection with software licensing and software downloading have been described. The descriptions are selected to illustrate particular interactions of the gaming system 900. These descriptions are provided for purposes of illustration only and are not intended to limit the scope of the exemplary embodiments of the invention described herein.
Predetermined RNG result batch retrieval function
According to various embodiments, the RNG I/O component(s) (e.g., 1422,1428, FIG. 14) may include class 3 RNG I/O component(s) and class 2 RNG I/O component(s). In the event of a chip-based triggering event (e.g., initiated by a player HID), a series of calls/checks may be automatically conducted by the EGM to access at least one local and/or remote RNG service/server, such as one or more of the following (or a combination thereof):
local street plane class 2 RNG system (s)/server(s) (e.g., 124, fig. 1);
local street machine class 3 RNG system (s)/server(s) (e.g., 126, fig. 1);
remote class 2 RNG system (s)/server(s) (e.g., 194, fig. 1);
remote class 3 RNG system (s)/server(s) (e.g., 196, fig. 1);
and so on.
In some embodiments, each individual NPC mass production event may trigger a variety of predetermined RNG result retrieval events, and each retrieved predetermined RNG result value may be stored (e.g., in encrypted form) in the EGM memory and related to its respective mass-produced NPC.
Alternatively, in at least some embodiments, the HAWG-based EGM may be constructed or designed to automatically and/or dynamically access or retrieve one or more "batches" or "pools" of predetermined RNG outcomes by one or more local and/or remote RNG service (s)/server(s), which in turn can enable tighter gaming intervals to occur in a synthetic channel/chip-based game without "stressing" the system in question and/or causing "lags" (e.g., delays and/or reductions in number of frames per second) to occur in a gaming and/or chip-based gaming event.
Since the occurrence of lags is undesirable in chip-based games, it has heretofore been desirable to construct or design chip-based games in the following manner: the introduction of laggards is avoided or reduced in chip-based gaming. Because, for example, communication delays are one factor that can significantly contribute to introducing lag in a chip-based game, it is often desirable to construct or design a chip-based game in the following manner: the need for the chip-based game to remotely communicate with an external system/server to retrieve the outcome data for the gaming event and/or the outcome data for the chip event is avoided or reduced. Thus, conventional wisdom suggests that it is preferable for the design of RNG chip-based games (e.g., video games, etc.) to incorporate local RNG machines to provide local access to chip event outcome data/results to avoid the need for chip-based games to communicate remotely with external systems/servers to retrieve the chip event outcome data/results. Such conventional chip-based game design techniques have proven adequate in the past to reduce the incidence of lags in chip-based electronic games (e.g., video games, video poker games, etc.).
However, with the introduction of the next generation of chip-based games (e.g., the synthetic channel/chip-based gaming types described herein), there is an increased risk of lags occurring during non-chip-based and/or chip-based gaming. This occurrence of lagging can contribute to a number of different factors, such as "stress" on local system resources, communication delays, and the like. For example, multiple calls, checks, interactions, NPC mass production, and/or other activities may occur within the same few milliseconds during game play, resulting in "stressing" of gaming system resources and resulting in lags. Similarly, in a chip-based game in which multiple chip-based gaming events may occur within a relatively short time frame (e.g., substantially simultaneously, within a few milliseconds, etc.), lags may occur as a result of the RNG machine's inability to generate real-time RNG results quickly enough. Another factor that may also contribute to the lag is communication delay, which may be caused, for example, by communication delay with the remote device/server.
To reduce the occurrence of lags behind in synthetic channel/chip-based gaming, it is preferable to consider and develop new/new chip-based gaming design technologies that can support the implementation of such synthetic channel/chip-based gaming in the following manner: it does not cause the gaming system resources to be unduly "stressed". As previously discussed, one such design technique is to construct or design a synthetic channel/chip-based game to automatically and/or dynamically access or retrieve one or more "batches" or "pools" of predetermined RNG results (derived) by local and/or remote RNG service (s)/server(s) prior to the initiation of one or more future chip-based gaming events. This technique enables tighter play intervals to occur in a composite channel/chip-based game without "stressing" the system and/or causing "lags" (e.g., delays and/or decreases in frames per second) to occur in game play and/or chip-based gaming events.
In at least one embodiment, the HAWG-based EGM may be constructed or designed to automatically and/or dynamically access or retrieve one or more "batches" or "pools" of predetermined RNG outcomes by one or more local and/or remote RNG service (s)/server(s), which in turn can enable tighter play intervals to occur in synthetic channel/chip-based gaming without "stressing" the system described and/or causing "lags" (e.g., delays and/or reductions in frames per second) to occur in gaming and/or chip-based gaming events.
For example, in at least one embodiment, the synthetic channel/chip-based gaming (and/or the EGM hosting the HAWG thereon) may be constructed or designed to automatically and/or dynamically retrieve or "grab" predetermined RNG outcomes (and/or other data) by the remote RNG service (s)/server(s) (and/or other remote system/server) prior to an extreme HAWG gaming interval, which may then allow the system to handle all current and future operations (including, for example, during the extreme HAWG gaming interval) while avoiding the possibility of backward interference with game play and/or chip-based real-time events. Further, in at least one embodiment, at least a portion of the retrieved data may be encrypted (e.g., during communication and/or while stored in memory) as follows: compliance with required or imposed security management regulations/standards.
For example, with respect to the exemplary zombie referred to previously as a HAWG game, the portion of the game that corresponds to the automatic orbital movement of the player character may be identified as a preferred time (e.g., a time of non-extreme game play) for automatically and/or dynamically initiating retrieval of one or more "batches" or "pools" of predetermined RNG outcomes.
For example, in one exemplary embodiment of a zombie shooting HAWG game, it may be assumed that a particular game horizon may include a total of 20 new mass-produced NPCs. Synthetic channel/chip-based gaming may enable an EGM to automatically and/or dynamically retrieve one or more "batches" or "pools" of predetermined RNG results (e.g., a total of 20 predetermined RNG results) from one or more local and/or remote RNG service (s)/server(s). According to various embodiments:
at least one "batch search" of predetermined RNG results may be called before game establishment;
at least one "batch search" of predetermined RNG results may be called after game establishment;
at least one "batch search" of the predetermined RNG results may be called before the bet;
at least one "batch search" of predetermined RNG results may be called after a wager, but before a chip-based gaming event occurs;
at least one "batch search" of pre-defined RNG results may be called before NPCs are mass produced;
at least one "batch search" of predetermined RNG outcomes may be called after NPC mass production, but before enabling players to play in a particular game level zone;
and so on.
In at least one embodiment, the 20 retrieved predetermined RNG results may be stored in encrypted form in a local EGM memory. According to various embodiments, each (or selected) retrieved predetermined RNG result may be randomly assigned (or randomly associated) with a respective different NPC (thereby performing double randomization). Alternatively, in at least some embodiments, each (or selected) retrieved predetermined RNG result may be assigned to (or related to) a respective different NPC in turn.
According to various embodiments, a "batch search" of predetermined RNG outcomes may be used for class 2 synthetic channel/chip-based gaming and/or class 3 synthetic channel/chip-based gaming.
In at least one embodiment, the RNG service (s)/server(s) may be constructed or designed to record or log predetermined RNG results retrieved by each requesting entity. Such records may then be used for auditing purposes (e.g., to ensure that the results of the chip-based gaming event in the EGM match predetermined RNG results provided by the RNG service (s)/server(s) for use in detecting and preventing spoofing/fooling the system).
Further, according to some embodiments, different techniques may be used to process "unused" predetermined RNG outcomes, which may occur, for example, when a player stops playing (or participating in) a synthetic channel/chip-based game. For example, in one embodiment, any "unused" predetermined RNG outcomes (e.g., associated with an NPC that has not yet been breached) may be automatically and dynamically discarded/deleted when a player elects to break away from participating in a zombie shooting HAWG game.
In at least some embodiments, an "unused" predetermined RNG outcome may also occur during the course of a game, such as when a player ends shooting at one level of the HAWG game, without destroying all zombies at that particular level. Thus, in at least some embodiments, an EGM may be constructed or designed to periodically and automatically identify and delete selected "unused" predetermined RNG outcomes that are associated with "obsolete" chip-based provoking events (e.g., chip-based provoking events that no longer have any possibility of starting in a currently active gaming session). For example, if it is assumed that a player completes (or leaves) one level of a zombie shooting HAWG game, and leaves 3 mass-produced, non-destroyed zombies below that level, the EGM may be constructed or designed to automatically identify or discard "unused" predetermined RNG results, which are related to the 3 mass-produced, non-destroyed zombies.
In at least some embodiments, it is preferred that the predetermined RNG results be treated as highly confidential data. Therefore, for the generation, transmission and storage of predetermined RNG result data, it is preferable that appropriate security measures should be used. Examples of such security measures may include, but are not limited to, one or more (or a combination of) the following:
predetermined RNG result data is encrypted during transmission;
predetermined RNG result data is encrypted in memory storage;
assign respective expiration time limits to various predetermined RNG results. In at least one embodiment, if the expiration time limit (e.g., time limit expiration) for a given predetermined RNG outcome is exceeded, that particular predetermined RNG outcome may be automatically discarded by the system and prevented from being used to determine the outcome of the chip-based gaming event. Examples of different expiration time limits may be about 30 seconds to 60 minutes. In a preferred embodiment, the expiration time limit may be set to about 3 minutes; and/or
Impose other jurisdictional regulations and/or rule security methods to prevent fraud (e.g., similar to those currently used on video and/or other chip-based gaming machines).
In at least one embodiment, the high level of security implemented for the generation, collection, and storage of predetermined RNG results may provide the following added benefits: at least a portion of the predetermined RNG results can be retrieved (e.g., individually and/or in batches) by one or more remote RNG service (s)/server(s) (e.g., class 2 RNG system (s)/server(s) 194 and/or class 3 RNG system (s)/server(s) 196, fig. 1). This, in turn, may facilitate and/or enable online chip-based gaming using predetermined RNG outcomes.
In addition, the various predetermined RNG outcome techniques described herein may also be used in larger, more well known online games for enabling chip-based triggering event functionality and chip-based events to occur simultaneously during standard (e.g., home/mobile, non-chip based) gaming, according to various embodiments.
It should be noted that many of the exemplary embodiments of the present invention focus on the WAWG design as well as other popular video game designs. However, the predetermined RNG outcome batch retrieval techniques described herein may also be applicable to other types of games and game platforms, such as one or more of the following (or combinations thereof):
currently existing chip-based games (e.g. implemented in arcade EGMs), such as:
a video game;
other types of chip-based video games, such as poker, bingo, keno, pachinko, dice, cards, roulette, and the like;
a chip-based game implemented on a mobile device;
chip-based gaming implemented over the internet or other gaming network;
MMO games implemented over the Internet or other gaming network;
video console games, e.g.
Figure GDA0002177121200001031
Etc.;
cloud-based gaming system (s)/server(s);
other types of video-based games/gaming systems that use RNG machines and contain functionality to communicate over a secure/encrypted network.
For example, in at least one embodiment, an online video game (or other style of game) may be constructed or designed to include a predetermined RNG outcome batch retrieval function. Players can access the online video game via the internet and fund the game in a manner similar to a standard chip-based game (e.g., implemented in an arcade EGM). Thereafter, the predetermined RNG result batch retrieval process (es) may be called.
For example, in at least one embodiment, a chip-based video game (which may be constructed or designed to include a predetermined RNG outcome batch retrieval function) may implement one or more of the following activities (or a combination thereof):
according to various embodiments, the frequency of chip events occurring in a video game may vary widely. Based on jurisdictional regulations/provisions, one or more predetermined RNG result batch retrieval process (es) may be automatically initiated. In one embodiment, the execution of the predetermined RNG result batch retrieval call may retrieve ten (10) predetermined RNG results per batch. According to various embodiments:
at least one "batch retrieval" of predetermined RNG results may be called before game establishment;
at least one "batch retrieval" of predetermined RNG results may be called after game establishment;
at least one "batch retrieval" of the predetermined RNG result may be called before the chip placement;
at least one "batch retrieve" of predetermined RNG results may be called after a chip placement, but before a chip-based gaming event occurs;
at least one "batch retrieval" of predetermined RNG results may be called before NPC mass production;
at least one "batch retrieval" of predetermined RNG outcomes may be called after NPC mass production, but before enabling players to play in a particular game level zone;
o, and the like.
In at least one embodiment, all (or selected portions of) the retrieved predetermined RNG results may be stored in encrypted form in a local memory;
according to different embodiments, each (or selected ones) of the retrieved predetermined RNG results may be randomly assigned to (or randomly related to) a respective different NPC (thereby performing double randomization);
alternatively, in at least some embodiments, each (or selected ones) of the retrieved predetermined RNG results may be sequentially assigned to (or randomly related to) a respective different NPC.
In some embodiments, the chip-based video game may reside in a video game EGM (remotely located in a street game feature). In other embodiments, the chip-based video game may be implemented in a local gaming device owned by the player (e.g., a mobile gaming device or a video game app running on the player's smartphone). In at least some embodiments, the chip-based gaming event occurring in the video game is based on a predetermined RNG outcome, which is securely retrieved by the authenticated and trusted remote RNG service (s)/server(s). In other embodiments, the chip-based video game may be hosted in a virtual arcade, or in a cloud-based gaming system, such as remote/internet-based server(s) system 140.
As discussed above, in at least some embodiments, each retrieved predetermined RNG result is associated with its respective expiration time limit (or expiration time value). In at least one embodiment, if the expiration time limit (e.g., time limit expiration) for a given predetermined RNG outcome is exceeded, that particular predetermined RNG outcome may be automatically discarded by the system and may be prevented from being used to determine the outcome of the chip-based gaming event.
For example, in an exemplary venue in which players are designed to play a chip-based video game (which may be constructed or designed to include a predetermined RNG outcome batch retrieval function), it is initially assumed that the video game is executing a call to retrieve an initial batch of ten (10) predetermined RNG outcomes. In this exemplary venue, further assume that the player decides to start three (3) "spins" and then chooses to temporarily stop (or pause) the video game without leaving or ending the game (e.g., to have a brief break for the player). In such an exemplary venue, only three (3) retrieved predetermined RNG results are used, while the remaining seven (7) retrieved predetermined RNG results are still "unused". Continuing with this exemplary venue, assume that the length of player rest exceeds the expiration time limit associated with each of the seven (7) "unused" predetermined RNG outcomes. Thus, the gaming system may respond by automatically discarding or invalidating seven (7) "unused" predetermined RNG results upon detecting that their respective expiration time limits have been exceeded. Additionally, the gaming system may automatically retrieve a new set of seven (7) predetermined RNG results (e.g., by a remotely authenticated RNG system/server) upon detecting that the user has resumed playing the video game.
It should be appreciated that the predetermined RNG structure bulk-search technique(s) described herein provide a number of advantages and benefits that can be utilized to expand existing chip-based gaming markets (including, for example, home, mobile, arcade, and cloud-based markets), and open up opportunities for developing new markets in chip-based gaming spaces. In addition, the predetermined RNG outcome batch retrieval technique(s) described herein may also be utilized to enable players to continue to participate in their favorite gaming games anywhere/anytime and/or to initiate new types of chip-based games anywhere/anytime.
For example, various advantages and/or benefits of the predetermined RNG result batch retrieval technique(s) described herein can include, but are not limited to, one or more (or a combination of) of the following:
secure/encrypted chip-based interaction;
prevent/thwart fraud;
the stored predetermined RNG results allow for a more lively strained game zone, which can translate into (and/or facilitate):
more "sit-up" (e.g. especially for comfortable players participating in their own family);
increased omicron;
improved relationships between patrons, games, and properties;
improved or increased player satisfaction.
Furthermore, because the chip-based gaming event is based on a predetermined RNG outcome (which may be securely retrieved by the authenticated and trusted remote RNG service (s)/server (s)), the predetermined RNG outcome batch retrieval technique(s) described herein enable players to participate in chip-based gaming at their homes and/or other non-arcade areas in a secure manner. For example, in at least one embodiment, using the predetermined RNG outcome batch retrieval technique(s) described herein, a player can engage in a chip-based game in his or her favorite arcade properties, then leave the arcade properties, and then continue or resume their gaming experience at a different physical location (e.g., at the player's home via online access). In at least some embodiments, the player (or the player's mobile gaming device) may continue to "touch" (e.g., in a "network" sense, rather than a "physical" sense) the arcade attribute. This can also be embedded into a "web-turn storefront" program/provider that can allow customers to obtain club points using live vouchers/cashing (e.g., from arcade, to home, back to arcade, to home) with the comfort of their home. This "spin-around process" is a matter of which the gaming industry has so far lacked. However, by using the predetermined RNG outcome batch retrieval technique(s) described in this invention, the patron's home and personal network device(s) can now play secure chip-based games.
Similarly, the predetermined RNG outcome batch retrieval technique(s) described herein enable players to participate in cloud-based chip-based games in a secure manner. This feature is particularly desirable for players who do not like street game set up environments. By using a cloud-based system and/or a virtual arcade environment, players can participate in (similar) chip-based games without worrying about having to go to the arcade. In some embodiments, a virtual or cloud-based arcade system may be implemented by the remote/internet-based game server(s) system shown in fig. 1. According to various embodiments, some or all of the systems and processes for synchronizing with a chip-based game may be implemented in such a virtual environment. When a patron (e.g., player) plays a game on a "cloud only" system, it may initiate a chip-based event (e.g., as described above), and the chip-based game may communicate (e.g., via secure/encrypted network communications) with the remote/internet-based game server(s) 190, which in turn may be communicated back to the patron's device(s). Outgoing and incoming communications may be transmitted at the same time and/or in an irregular manner. Communications such as these are referred to as "asynchronous communications".
In at least some embodiments, other security measures may be used for predetermined RNG results retrieved by the remote RNG service/server. For example, it is preferable to ensure that it is safe for RNG information from the server quat to reach the customer, and vice versa. Security may be supported in a variety of forms, such as MD5, hash, unique identifier, and the like. All of this can be done or verified by cross-checking and/or reporting the host in order to verify and/or prove the authenticity of information confirming such security, and/or prove the identity of the remote RNG service/server is authentic. Such security mechanisms may be used to help prevent fraudulent activities, such as individuals attempting to "black in" and "inject" their own RNG results into the chip-based gaming system in order to manipulate the activities performed by the system.
In at least one embodiment, each retrieved predetermined RNG result may be constructed or designed to contain one or more unique identifier(s), which may be used for security verification and/or authentication purposes. In some embodiments, specific authentication of the retrieved predetermined RNG outcome may be required, for example, to be performed during the validation process(s) of a batch RNG retrieval and/or prior to using any one of the predetermined RNG outcomes to determine the chip-based gaming event outcome. RNG results that have been "black-in" such as in a gaming system cannot be passed security checks by the authentication system. For example, although the RNG result itself may be in the "correct" form for the system interior, the "signatures" do not match. In at least some embodiments, the unique identifier(s) associated with each predetermined RNG outcome may be securely encrypted using an encryption algorithm, and the gaming apparatus (which hosts the chip-based game) may contain an automated function that authenticates the encrypted unique identifier (which is associated with a given predetermined RNG outcome) prior to use of the predetermined RNG outcome for use in determining the outcome of the chip-based gaming event. In the event of detection of tamper evidence, the system may cross check, and/or call, which may immediately notify the appropriate person to seek the appropriate action.
Other advantages/features/embodiments
The various embodiments of the skill-based wagering game and synthetic channel/wagering game technology described herein may be adapted and implemented in a variety of environments. Techniques such as the skill-based wagering game and/or the synthetic channel/wagering game techniques described herein are particularly well suited for use in any establishment that accommodates investment-based gaming devices (e.g., class 3 and/or class 2). Additionally, the skill-based wagering game and/or the composite channel/wagering gaming technology described herein may appeal to younger players/players who prefer to play channel style video games, to middle aged players/players who may play some video games, and even to senior players who have bored existing wagering video gaming technology.
The skill-based wagering game and/or the synthetic channel/wagering game technology described herein provides street game and other game-established patrons with a new and exciting way to experience participation in wagering-based video games (with the lowest learning curve and threat factors). Furthermore, arcade and other gaming establishments hosting such skill-based wagering games and/or synthetic channel/wagering gaming apparatus may increase their revenues by ensuring that a significant number of wagering game event(s) occurring in the synthetic channel/wagering game (e.g., within a specified time) meet a minimum specified threshold criteria, using the various techniques described herein.
One of the advantages of the various gaming techniques described in this invention is that it provides the ability for traditional video-type chip-based games (such as those used in arcade construction) to be quickly and easily converted into composite-type channel/chip-based games in the following manner: it has complied with existing rules and regulatory provisions for managing chip-based gaming, and/or it may avoid or significantly reduce the need for other regulatory approvals. For example, in some embodiments, the skill-based wagering game and/or the synthetic channel/wagering gaming system(s) may include functionality to provide new display methods and their interactions with currently approved wagering-based games and/or wagering-based gaming machines (e.g., video style wagering-based games and/or gaming machines that have been approved (and/or placed) for player use, for example, in one or more jurisdictions).
It will be appreciated that current gaming technology and associated game management regulations do not allow for "mega title" channel style games (e.g., Call Of Duty, assassssin's cred, etc.) to be implemented directly in a game. One reason for this is that any new chip-based game must be secondarily approved for various gaming jurisdictions and then allowed to settle in a given gaming jurisdiction. However, if one wishes to implement a "Call Of Duty" (COD) synthetic channel/chip-based game, companies and developers (among other legal and regulatory entities) may collaborate to create such products (e.g., to provide resource files and asset libraries, etc.) that may be assembled to conform to desired design/game specifications (e.g., one or more Of those described herein).
In at least some embodiments, it is not possible to simply install and run a COD (or other "mega-titled" channel-type game) on an existing gaming machine and have it implemented as a synthetic channel/chip-based game as described in the present invention. Some elements of the game must be changed in order to achieve and/or provide a variety of synthetic channel/chip-based gaming (HAWG) functions. In some embodiments, the initial process of obtaining a synthetic channel/chip-based game "on the floor" (e.g., disposed on an arcade game floor) may take some time (e.g., 4-8 months, including, for example, the amount of time to set up the synthetic channel/chip-based game). However, this time frame may be significantly shorter than is typically required for a conventional chip-based gaming machine that is "on the floor". One reason for this is that the synthetic channel/chip-based gaming technology described in this invention provides the ability to seamlessly integrate with pre-licensed products (e.g., IGT's Ghostbusters Video Slots). For example, in one embodiment, in a relatively short period of time, a gaming machine manufacturer/distributor (e.g., IGT, Bally's, aristoctra, etc.) can develop a synthetic channel/chip-based version of a game that capitalizes on popular existing licensed game themes by providing a newer HAWG-type "player" version that introduces an existing licensed game theme version.
For synthetic channel/chip-based gaming, in at least some embodiments, the HAWG may not need to reach or obtain "points" at the level of the game. Also, in some embodiments, the HAWG is free to play by allowing the player to simply "continue" a pure play game. This design allows the player to define the game progress.
In at least some embodiments, the HAWG can provide a new game/player interface that does not require the use of a "new backend system. Such as playing the IGT "Big Buck Hunter" game, which has obtained regulatory approval in many existing gaming jurisdictions. Using HAWG technology, IGT may or has created a new theme of the game "zombies" that are able to conform to the HAWG design, load the "zombies" into the "Big Buck Hunter" EGM memory, and replace the "Buck" character with a "zombie" display (such as that traditionally displayed in the Big Buck Hunter game). In so doing, a certification laboratory (e.g., GLI) may not have issues in the approval process for "zombie" synthetic channel/chip-based games because the fiducials and mathematical algorithms that drive the zombie synthetic channel/chip-based games and the Big Buck Hunter game have been reviewed and approved.
In at least some embodiments, the HAWG provides a consolidated and seamless entity in which the chip's actions are based on (at least in part) the player's pressing buttons and/or pulling triggers while "holding" a device (e.g., HID) and visually understanding the relationship/nature of the player's style/theme of play and the physical ability of the process (es) they need to play the game in question.
For example, a standard may require a player:
selecting a chip;
start chips (by HID);
the result is known; and
repeat chip start if necessary.
For some HAWG implementations, the process described may involve similar steps, plus one or more other step(s) involving the player operating the HID, to interact with a virtual target (e.g., shoot, grab, touch, avoid, etc.) displayed on the EGM display screen.
In one embodiment, the only "skills" required are human motor skills (e.g., "small muscle motor skills"), such as hand/eye coordination, to implement a variety of channel-type game activities, such as: point crosshairs to or navigate onto the NPC (e.g., zombies/alien), pull/press triggers/buttons, etc. In at least some embodiments, there are no "skill requirements" needed to participate in the synthetic channel/chip-based game. Additionally, in various embodiments, no skill is required or required for the chip-based gaming event portion to participate in the synthetic channel/chip-based game. Indeed, in at least some embodiments, it is preferred that the chip-based game event component be implemented as an RNG-based game of chance. In this way, the HAWG can be designed to be simple and fun without separating entertainment from the game.
Other advantages/features/benefits of various skill-based wagering game and/or synthetic channel/wagering game embodiments of the present invention may include, but are not limited to, one or more (or combinations of) of the following:
in some embodiments, the synthetic channel/chip-based game may be constructed or designed to include functionality that enables a player to specify a maximum total amount of chips to be spent during play of the synthetic channel/chip-based game. This allows the player to have greater control over how much the player is willing to risk losing during the course of the composite channel/investment-based game.
In some embodiments, the skill-based wagering gaming apparatus and/or the synthetic channel/wagering gaming apparatus may distinguish credits attributable to wagers from credits attributable to wagering of wagering-based gaming events. For example, in some embodiments, the gaming machine may be constructed or designed to maintain separate credit balances for the following credits: (i) game pieces provided for credit by coin/vote; and (ii) paying out the accumulated credits by the chip-based gaming event. In at least some embodiments, this may aid in player awareness: the total payout of his or her chip-based gaming event during the course of the composite channel/chip-based game. For example, in one embodiment, a player may deposit an initial amount of chips in a gaming machine and participate in a composite channel/chip-based game play until the initial chips are exhausted. In one embodiment, during the course of a composite channel/chip-based game, any winnings/payouts awarded to the player (e.g., resulting from chip-based gaming event outcomes) are deposited and maintained in a separate "winning" account (e.g., similar to a physical coin winner falling into the bottom cavity of the mechanism). At the end of the synthetic channel/chip-based game (e.g., once the initial chips are exhausted), the player may review the total value of the "winning" account to determine how he/she is doing (e.g., the player is "up" overall, or "down" overall). In some embodiments, the player may optionally choose to have all (or a specified amount or percentage) of his/her "winnings" invested again in the composite channel/chip-based game to provide gaming chips for other chip-based gaming event(s).
In some HAWG embodiments, the outcome of a chip-based gaming event may be constructed or designed to depend on the gaming state of the HAWG. In some embodiments, the scheme of the game may allow for other events for chip start and RNG outcome. For example, for the zombie shooting example described previously, the player shoots at the head of a zombie (blast head — it kills the zombie). The fire was fired and at this point a zombie death animation began, called a chip initiating event, which "spins" the return plate. The return disk may continue to rotate until the zombie's macro death animation ends, and once so, is called another event, which is an "RNG determined outcome" event. The results are then presented to the player through the backend system and displayed using the graphical user interface of the HAWG. One reason for these two events (equivalent to NPC destruction and death animation conclusion) is that it makes the chip outcome event dependent on the state of the HAWG game, and two events are required for the chip outcome to occur in order for the chip outcome to be displayed.
In some embodiments, a synthetic channel/chip-based game may be constructed or designed in the following manner: this allows for a unique credit display arrangement in which a clearly defined game benefit display is shown to the player when the player interacts at a particular level, and once the level ends, and/or the player dies, and/or the player no longer has credit, and/or the player decides not to continue playing, the interactive game part "exits", and an "interesting" animated display of the categorical benefits is shown, along with possible achievements. This is as simple as displaying an animated counter-disc that spins quickly through the revenue collected (e.g., by displaying a fast free spinning bonus with minimal or no participation). The nature of this configuration enables the HAWG to provide different types of experience opportunities, such as one or more of the following (or combinations thereof):
equivalent to the previous embodiment, where the switchable HUD element provides more in the depth gaming experience;
"end level points" seen in the most popular games (although winnings have been displayed separately during the game), where the player "has a moment" to take part or all;
assuming the player decides to stop the game before clicking on the screen at the end of the game, their revenue is still their revenue and allows them to simply collect and leave the gaming machine.
In at least some embodiments, the HAWG game may be developed using third party institutions approved by regulatory bodies (e.g., GLI), for example, in at least some embodiments, the HAWG game may be developed using third party engines (e.g., (unregeal, Unity)) approved by regulatory bodies (e.g., GLI), accompanied by complex blueprints and code families that create packaged executable files ready to be deposited on the gaming machine, system, and/or device at compile time.
It should be understood that through the use of specifically configured computer hardware and software, the problems that can be solved and/or overcome by the multiple synthetic channel/chip-based games of the present invention must be rooted in computer technology to overcome problems that arise specifically within the context of computer networks. For example, as previously described, most chip-based games in electronic gaming machines currently placed in arcade establishments are constructed or designed to provide a token-type payout based primarily on the outcome of a single chip-based game event, rather than the achievement(s) in a series of games (completed by a player during game play). Furthermore, such token-type payouts are generally irrelevant and do not contribute to or affect the play portion of the chip-based game being executed on the electronic gaming machine. Such problems and limitations arise in particular in electronic computing devices and computer networks, and solutions to these problems and limitations (e.g., as described herein) must be rooted in computer technology.
For all purposes, the application described in this invention is incorporated by reference in its entirety in U.S. provisional application serial No.62/091,451 (attorney docket No. synbp001p) entitled "HYBRID arc-TYPE, WAGER-BASED game gambling for inventor, filed 12 months 12 days 2014.
For all purposes, the application described in this invention is incorporated by reference in its entirety in U.S. provisional application serial No.62/127,821 (attorney docket No. syn bp001p2) entitled "RPG AND SPORTS HYBRID architecture-TYPE, WAGER-BASED GAMING technology", filed 3/2015 by Washington et al as the inventor.
For all purposes, the application described in this invention is incorporated by reference in its entirety in U.S. patent application Ser. No. XX/831,823 (attorney docket No. SYNBP001US) entitled "FIRST PERSON SHOOTER, RPG AND SPORTS THEMENTS HYBRID ARCADAGE-TYPE, WAGER-BASED GAMING TECHNIQUES", filed on 20.8.2015.
For all purposes, the application described herein is incorporated by reference in its entirety in U.S. patent application Ser. No. XX/865,538 (attorney docket No. SYN BP001X1US) entitled "HYBRID ARCADE-TYPE, WAGER-BASED GAMING TECHNIQUES ANDPREDETERMINED RNG OUTPOM BATCH RETRIEVAL TECHNIQUES" filed on 25.9.2015.
Although exemplary embodiments of one or more aspects and/or features have been described in detail herein with reference to the accompanying drawings, it is to be understood that the aspects and/or features are not limited to those precise embodiments, and that various changes and modifications may be effected therein by one skilled in the art without departing from the scope or spirit of the invention(s), as defined by the appended claims.

Claims (19)

1. A computer-implemented gaming method implemented in a gaming network comprising a first electronic chip-based gaming device ("first EGD"), the method comprising causing at least one processor to execute instructions to:
in the first EGD, enabling a first player to participate in an interactive game of composite channel/chip-based gaming, the composite channel/chip-based gaming including a non-chip-based gaming portion and a chip-based gaming portion;
detecting an occurrence of an event in a first game during play of said non-chip based gaming portion;
determining whether an occurrence of an event in said first game is described as a chip-based provoking event;
initiating a first chip-based gaming event if it is determined that the occurrence of the event in the first game is described as a chip-based initiating event;
automatically funding an amount of chips at said first chip-based gaming event;
identifying a first outcome as an outcome of said first chip-based gaming event;
determining whether a wager payment is to be allocated to the first player based on an outcome of the first wager-based gaming event;
automatically dispensing a wager of game pieces if it is determined that the wager is to be provided to the first player;
determining whether a non-gaming wager, including at least one in-game resource or characteristic associated with the non-chip based gaming segment, is allocated or awarded to the first player based on an outcome of the first chip based gaming event; and
if it is determined that a non-gaming chip payout is to be assigned or awarded to the first player, the first non-gaming chip payout is automatically assigned by modifying the at least one in-game resource or characteristic in the non-chip based gaming segment.
2. The computer-implemented gaming method of claim 1, wherein the first EGD comprises a first bill or ticket validator, the method further comprising causing the at least one processor to execute further instructions to:
establishing an account balance using at least a portion of the game pieces or credits received by said first bill or ticket validator; and
automatically funding an amount of chips at the first chip-based gaming event using the account balance.
3. The computer-implemented gaming method of any of claims 1-2, further comprising causing the at least one processor to execute further instructions to:
correlating the result of the first chip-based gaming event with an event in the first game and then generating the event in the first game.
4. The computer-implemented gaming method of any of claims 1-3, further comprising causing the at least one processor to execute further instructions to:
a first chip-based gaming event outcome that predetermines an event in the first game is then initiated.
5. The computer-implemented gaming method of any of claims 1-4, further comprising causing the at least one processor to execute further instructions to:
a first chip-based gaming event outcome that predetermines an event in said first game and then commences said first chip-based gaming event;
reserving whether any wager payout is allocated to said first player in accordance with a predetermined outcome of said chip-based gaming event prior to the start of said first chip-based gaming event; and
reserving whether any non-wager payouts are allocated to the first player based on a predetermined outcome of the chip-based gaming event prior to the start of the first chip-based gaming event.
6. The computer-implemented gaming method of any of claims 1-5, wherein:
the outcome of the first chip-based gaming event causes the allocation of the gaming chip payout and the non-gaming chip payout.
7. The computer-implemented gaming method of any of claims 1-6, further comprising causing the at least one processor to execute further instructions to:
analyzing the results of the first chip-based gaming event to determine whether to automatically modify the availability of at least one resource or characteristic of the non-chip based gaming portion;
automatically modifying the availability of at least one resource or characteristic of the non-chip based gaming portion if the first chip based gaming event outcome satisfies a first set of conditions; and
if said first chip-based gaming event outcome does not satisfy said first set of conditions, then at least one resource or characteristic of said non-chip based gaming portion cannot be modified in response to said first chip-based gaming event outcome.
8. The computer-implemented gaming method of any of claims 1-7, further comprising causing the at least one processor to execute further instructions to: enabling said first player to simultaneously participate in the continuation of the non-chip based gaming portion of said composite channel/chip-based game during the performance of said first chip-based gaming event.
9. The computer-implemented gaming method of any of claims 1-8, wherein:
wherein the first chip-based gaming event corresponds to a chip-based game of chance event; and
wherein the outcome of said first chip-based gaming event is predetermined using a Random Number Generator (RNG).
10. A computer-implemented gaming system implemented in a gaming network, said gaming network including a first electronic chip-based gaming device ("first EGD"), said system comprising at least one processor operable to execute a plurality of instructions to:
in the first EGD, enabling a first player to participate in an interactive game of composite channel/chip-based gaming, the composite channel/chip-based gaming including a non-chip-based gaming portion and a chip-based gaming portion;
detecting an occurrence of an event in a first game during play of said non-chip based gaming portion;
determining whether an occurrence of an event in said first game is described as a chip-based provoking event;
initiating a first chip-based gaming event if it is determined that the occurrence of the event in the first game is described as a chip-based initiating event;
automatically funding an amount of chips at said first chip-based gaming event;
identifying a first outcome as an outcome of said first chip-based gaming event;
determining whether a wager payment is to be allocated to the first player based on an outcome of the first wager-based gaming event;
automatically dispensing a wager of game pieces if it is determined that the wager is to be provided to the first player;
determining whether a non-gaming wager, including at least one in-game resource or characteristic associated with the non-chip based gaming segment, is allocated or awarded to the first player based on an outcome of the first chip based gaming event; and
if it is determined that a non-gaming chip payout is to be assigned or awarded to the first player, the first non-gaming chip payout is automatically assigned by modifying the at least one in-game resource or characteristic in the non-chip based gaming segment.
11. The computer-implemented gaming system of claim 10, wherein the first EGD comprises a first bill or ticket validator, the system being further operable to cause the at least one processor to execute further instructions to:
establishing an account balance using at least a portion of the game pieces or credits received by said first bill or ticket validator; and
automatically funding an amount of chips at the first chip-based gaming event using the account balance.
12. The computer-implemented gaming system of any of claims 10-11, further operable to cause the at least one processor to execute further instructions to:
correlating the result of the first chip-based gaming event with an event in the first game and then generating the event in the first game.
13. The computer-implemented gaming system of any of claims 10-12, further operable to cause the at least one processor to execute further instructions to:
a first chip-based gaming event outcome that predetermines an event in the first game is then initiated.
14. The computer-implemented gaming system of any of claims 10-13, further operable to cause the at least one processor to execute further instructions to:
a first chip-based gaming event outcome that predetermines an event in said first game and then commences said first chip-based gaming event;
reserving whether any wager payout is allocated to said first player in accordance with a predetermined outcome of said chip-based gaming event prior to the start of said first chip-based gaming event; and
reserving whether any non-wager payouts are allocated to the first player based on a predetermined outcome of the chip-based gaming event prior to the start of the first chip-based gaming event.
15. The computer-implemented gaming system of any of claims 10-14, wherein
The outcome of the first chip-based gaming event causes the allocation of the gaming chip payout and the non-gaming chip payout.
16. The computer-implemented gaming system of any of claims 10-15, further operable to cause the at least one processor to execute further instructions to:
analyzing the results of the first chip-based gaming event to determine whether to automatically modify the availability of at least one resource or characteristic of the non-chip based gaming portion;
automatically modifying the availability of at least one resource or characteristic of the non-chip based gaming portion if the first chip based gaming event outcome satisfies a first set of conditions; and
if said first chip-based gaming event outcome does not satisfy said first set of conditions, then at least one resource or characteristic of said non-chip based gaming portion cannot be modified in response to said first chip-based gaming event outcome.
17. The computer-implemented gaming system of any of claims 10-16, further operable to cause the at least one processor to execute further instructions to cause the first player to simultaneously participate in the continuation of the non-chip based gaming portion of the synthetic channel/chip-based game during performance of the first chip-based gaming event.
18. The computer-implemented gaming system of any of claims 10-17, wherein:
wherein the first chip-based gaming event corresponds to a chip-based game of chance event; and
wherein the outcome of said first chip-based gaming event is predetermined using a Random Number Generator (RNG).
19. A non-transitory computer usable medium having a computer readable code embodied therein, said computer readable code comprising at least one processor to execute a plurality of instructions to:
detecting an occurrence of an event in a first game during play of said non-chip based gaming portion;
determining whether an occurrence of an event in said first game is described as a chip-based provoking event;
initiating a first chip-based gaming event if it is determined that the occurrence of the event in the first game is described as a chip-based initiating event;
automatically funding an amount of chips at said first chip-based gaming event;
identifying a first outcome as an outcome of said first chip-based gaming event;
determining whether a wager payment is to be allocated to the first player based on an outcome of the first wager-based gaming event;
automatically dispensing a wager of game pieces if it is determined that the wager is to be provided to the first player;
determining whether a non-gaming wager, including at least one in-game resource or characteristic associated with the non-chip based gaming segment, is allocated or awarded to the first player based on an outcome of the first chip based gaming event; and
if it is determined that a non-gaming chip payout is to be assigned or awarded to the first player, the first non-gaming chip payout is automatically assigned by modifying the at least one in-game resource or characteristic in the non-chip based gaming segment.
CN201680077767.1A 2015-11-04 2016-11-04 Synthetic channel/chip-based gaming aspects related to entertainment and chip gaming activities Pending CN111032168A (en)

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